使用python+pygame開發消消樂遊戲附完整源碼
效果是這樣的 ↓ ↓ ↓
一、環境要求
windows系統,python3.6+ pip21+
開發環境搭建地址
一起來學pygame吧 遊戲開發30例(開篇詞)——環境搭建+遊戲效果展示
安裝遊戲依賴模塊
pip install pygame
二、遊戲簡介
消消樂應該大傢都玩過,或者看過。這個花裡胡哨的小遊戲
用python的pygame來實現,很簡單。
今天帶大傢,用Python來實現一下這個花裡胡哨的小遊戲。
三、完整開發流程
1、項目主結構
首先,先整理一下項目的主結構,其實看一下主結構,基本就清晰瞭
modules:相關定義的Python類位置 ——game.py:主模塊 res:存放引用到的圖片、音頻等等 ——audios:音頻資源 ——imgs:圖片資源 ——fonts:字體 cfg.py:為主配置文件 xxls.py:主程序文件 requirements.txt:需要引入的python依賴包
2、詳細配置
cfg.py
配置文件中,需要引入os模塊,並且配置打開遊戲的屏幕大小。
'''主配置文件''' import os '''屏幕設置大小''' SCREENSIZE = (700, 700) '''元素尺寸''' NUMGRID = 8 GRIDSIZE = 64 XMARGIN = (SCREENSIZE[0] - GRIDSIZE * NUMGRID) // 2 YMARGIN = (SCREENSIZE[1] - GRIDSIZE * NUMGRID) // 2 '''獲取根目錄''' ROOTDIR = os.getcwd() '''FPS''' FPS = 30
3、消消樂所有圖形加載
game.py:第一部分
把整個項目放在一整個game.py模塊下瞭,把這個代碼文件拆開解讀一下。
拼圖精靈類:首先通過配置文件中,獲取方塊精靈的路徑,加載到遊戲裡。
定義move()移動模塊的函數,這個移動比較簡單。模塊之間,隻有相鄰的可以相互移動。
''' Function: 主遊戲 ''' import sys import time import random import pygame '''拼圖精靈類''' class pacerSprite(pygame.sprite.Sprite): def __init__(self, img_path, size, position, downlen, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(img_path) self.image = pygame.transform.smoothscale(self.image, size) self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.downlen = downlen self.target_x = position[0] self.target_y = position[1] + downlen self.type = img_path.split('/')[-1].split('.')[0] self.fixed = False self.speed_x = 9 self.speed_y = 9 self.direction = 'down' def move(self): #下移 if self.direction == 'down': self.rect.top = min(self.target_y, self.rect.top+self.speed_y) if self.target_y == self.rect.top: self.fixed = True #上移 elif self.direction == 'up': self.rect.top = max(self.target_y, self.rect.top-self.speed_y) if self.target_y == self.rect.top: self.fixed = True #左移 elif self.direction == 'left': self.rect.left = max(self.target_x, self.rect.left-self.speed_x) if self.target_x == self.rect.left: self.fixed = True #右移 elif self.direction == 'right': self.rect.left = min(self.target_x, self.rect.left+self.speed_x) if self.target_x == self.rect.left: self.fixed = True '''獲取當前坐標''' def getPosition(self): return self.rect.left, self.rect.top '''設置星星坐標''' def setPosition(self, position): self.rect.left, self.rect.top = position
4、隨機生成初始佈局、相鄰消除、自動下落
game.py 第二部分
設置遊戲主窗口啟動的標題,設置啟動遊戲的主方法。
'''主遊戲類''' class pacerGame(): def __init__(self, screen, sounds, font, pacer_imgs, cfg, **kwargs): self.info = 'pacer' self.screen = screen self.sounds = sounds self.font = font self.pacer_imgs = pacer_imgs self.cfg = cfg self.reset() '''開始遊戲''' def start(self): clock = pygame.time.Clock() # 遍歷整個遊戲界面更新位置 overall_moving = True # 指定某些對象個體更新位置 individual_moving = False # 定義一些必要的變量 pacer_selected_xy = None pacer_selected_xy2 = None swap_again = False add_score = 0 add_score_showtimes = 10 time_pre = int(time.time()) # 遊戲主循環 while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONUP: if (not overall_moving) and (not individual_moving) and (not add_score): position = pygame.mouse.get_pos() if pacer_selected_xy is None: pacer_selected_xy = self.checkSelected(position) else: pacer_selected_xy2 = self.checkSelected(position) if pacer_selected_xy2: if self.swappacer(pacer_selected_xy, pacer_selected_xy2): individual_moving = True swap_again = False else: pacer_selected_xy = None if overall_moving: overall_moving = not self.droppacers(0, 0) # 移動一次可能可以拼出多個3連塊 if not overall_moving: res_match = self.isMatch() add_score = self.removeMatched(res_match) if add_score > 0: overall_moving = True if individual_moving: pacer1 = self.getpacerByPos(*pacer_selected_xy) pacer2 = self.getpacerByPos(*pacer_selected_xy2) pacer1.move() pacer2.move() if pacer1.fixed and pacer2.fixed: res_match = self.isMatch() if res_match[0] == 0 and not swap_again: swap_again = True self.swappacer(pacer_selected_xy, pacer_selected_xy2) self.sounds['mismatch'].play() else: add_score = self.removeMatched(res_match) overall_moving = True individual_moving = False pacer_selected_xy = None pacer_selected_xy2 = None self.screen.fill((135, 206, 235)) self.drawGrids() self.pacers_group.draw(self.screen) if pacer_selected_xy: self.drawBlock(self.getpacerByPos(*pacer_selected_xy).rect) if add_score: if add_score_showtimes == 10: random.choice(self.sounds['match']).play() self.drawAddScore(add_score) add_score_showtimes -= 1 if add_score_showtimes < 1: add_score_showtimes = 10 add_score = 0 self.remaining_time -= (int(time.time()) - time_pre) time_pre = int(time.time()) self.showRemainingTime() self.drawScore() if self.remaining_time <= 0: return self.score pygame.display.update() clock.tick(self.cfg.FPS)
5、隨機初始化消消樂的主圖內容
game.py 第三部分
詳細註釋,都寫在代碼裡瞭。大傢一定要看一遍,不要跑起來,就不管瞭哦
'''初始化''' def reset(self): # 隨機生成各個塊(即初始化遊戲地圖各個元素) while True: self.all_pacers = [] self.pacers_group = pygame.sprite.Group() for x in range(self.cfg.NUMGRID): self.all_pacers.append([]) for y in range(self.cfg.NUMGRID): pacer = pacerSprite(img_path=random.choice(self.pacer_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+x*self.cfg.GRIDSIZE, self.cfg.YMARGIN+y*self.cfg.GRIDSIZE-self.cfg.NUMGRID*self.cfg.GRIDSIZE], downlen=self.cfg.NUMGRID*self.cfg.GRIDSIZE) self.all_pacers[x].append(pacer) self.pacers_group.add(pacer) if self.isMatch()[0] == 0: break # 得分 self.score = 0 # 拼出一個的獎勵 self.reward = 10 # 時間 self.remaining_time = 300 '''顯示剩餘時間''' def showRemainingTime(self): remaining_time_render = self.font.render('CountDown: %ss' % str(self.remaining_time), 1, (85, 65, 0)) rect = remaining_time_render.get_rect() rect.left, rect.top = (self.cfg.SCREENSIZE[0]-201, 6) self.screen.blit(remaining_time_render, rect) '''顯示得分''' def drawScore(self): score_render = self.font.render('SCORE:'+str(self.score), 1, (85, 65, 0)) rect = score_render.get_rect() rect.left, rect.top = (10, 6) self.screen.blit(score_render, rect) '''顯示加分''' def drawAddScore(self, add_score): score_render = self.font.render('+'+str(add_score), 1, (255, 100, 100)) rect = score_render.get_rect() rect.left, rect.top = (250, 250) self.screen.blit(score_render, rect) '''生成新的拼圖塊''' def generateNewpacers(self, res_match): if res_match[0] == 1: start = res_match[2] while start > -2: for each in [res_match[1], res_match[1]+1, res_match[1]+2]: pacer = self.getpacerByPos(*[each, start]) if start == res_match[2]: self.pacers_group.remove(pacer) self.all_pacers[each][start] = None elif start >= 0: pacer.target_y += self.cfg.GRIDSIZE pacer.fixed = False pacer.direction = 'down' self.all_pacers[each][start+1] = pacer else: pacer = pacerSprite(img_path=random.choice(self.pacer_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+each*self.cfg.GRIDSIZE, self.cfg.YMARGIN-self.cfg.GRIDSIZE], downlen=self.cfg.GRIDSIZE) self.pacers_group.add(pacer) self.all_pacers[each][start+1] = pacer start -= 1 elif res_match[0] == 2: start = res_match[2] while start > -4: if start == res_match[2]: for each in range(0, 3): pacer = self.getpacerByPos(*[res_match[1], start+each]) self.pacers_group.remove(pacer) self.all_pacers[res_match[1]][start+each] = None elif start >= 0: pacer = self.getpacerByPos(*[res_match[1], start]) pacer.target_y += self.cfg.GRIDSIZE * 3 pacer.fixed = False pacer.direction = 'down' self.all_pacers[res_match[1]][start+3] = pacer else: pacer = pacerSprite(img_path=random.choice(self.pacer_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+res_match[1]*self.cfg.GRIDSIZE, self.cfg.YMARGIN+start*self.cfg.GRIDSIZE], downlen=self.cfg.GRIDSIZE*3) self.pacers_group.add(pacer) self.all_pacers[res_match[1]][start+3] = pacer start -= 1 '''移除匹配的pacer''' def removeMatched(self, res_match): if res_match[0] > 0: self.generateNewpacers(res_match) self.score += self.reward return self.reward return 0 '''遊戲界面的網格繪制''' def drawGrids(self): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): rect = pygame.Rect((self.cfg.XMARGIN+x*self.cfg.GRIDSIZE, self.cfg.YMARGIN+y*self.cfg.GRIDSIZE, self.cfg.GRIDSIZE, self.cfg.GRIDSIZE)) self.drawBlock(rect, color=(0, 0, 255), size=1) '''畫矩形block框''' def drawBlock(self, block, color=(255, 0, 255), size=4): pygame.draw.rect(self.screen, color, block, size) '''下落特效''' def droppacers(self, x, y): if not self.getpacerByPos(x, y).fixed: self.getpacerByPos(x, y).move() if x < self.cfg.NUMGRID - 1: x += 1 return self.droppacers(x, y) elif y < self.cfg.NUMGRID - 1: x = 0 y += 1 return self.droppacers(x, y) else: return self.isFull() '''是否每個位置都有拼圖塊瞭''' def isFull(self): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): if not self.getpacerByPos(x, y).fixed: return False return True '''檢查有無拼圖塊被選中''' def checkSelected(self, position): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): if self.getpacerByPos(x, y).rect.collidepoint(*position): return [x, y] return None '''是否有連續一樣的三個塊(無--返回0/水平--返回1/豎直--返回2)''' def isMatch(self): for x in range(self.cfg.NUMGRID): for y in range(self.cfg.NUMGRID): if x + 2 < self.cfg.NUMGRID: if self.getpacerByPos(x, y).type == self.getpacerByPos(x+1, y).type == self.getpacerByPos(x+2, y).type: return [1, x, y] if y + 2 < self.cfg.NUMGRID: if self.getpacerByPos(x, y).type == self.getpacerByPos(x, y+1).type == self.getpacerByPos(x, y+2).type: return [2, x, y] return [0, x, y] '''根據坐標獲取對應位置的拼圖對象''' def getpacerByPos(self, x, y): return self.all_pacers[x][y] '''交換拼圖''' def swappacer(self, pacer1_pos, pacer2_pos): margin = pacer1_pos[0] - pacer2_pos[0] + pacer1_pos[1] - pacer2_pos[1] if abs(margin) != 1: return False pacer1 = self.getpacerByPos(*pacer1_pos) pacer2 = self.getpacerByPos(*pacer2_pos) if pacer1_pos[0] - pacer2_pos[0] == 1: pacer1.direction = 'left' pacer2.direction = 'right' elif pacer1_pos[0] - pacer2_pos[0] == -1: pacer2.direction = 'left' pacer1.direction = 'right' elif pacer1_pos[1] - pacer2_pos[1] == 1: pacer1.direction = 'up' pacer2.direction = 'down' elif pacer1_pos[1] - pacer2_pos[1] == -1: pacer2.direction = 'up' pacer1.direction = 'down' pacer1.target_x = pacer2.rect.left pacer1.target_y = pacer2.rect.top pacer1.fixed = False pacer2.target_x = pacer1.rect.left pacer2.target_y = pacer1.rect.top pacer2.fixed = False self.all_pacers[pacer2_pos[0]][pacer2_pos[1]] = pacer1 self.all_pacers[pacer1_pos[0]][pacer1_pos[1]] = pacer2 return True '''信息顯示''' def __repr__(self): return self.info
5、資源相關
包括遊戲背景音頻、圖片和字體設計
res主資源目錄
audios:加載遊戲背景音樂
fonts:記分牌相關字體
imgs:這裡存放的是我們的各種小星星的圖形,是關鍵瞭的哦。如果這個加載不瞭,
我們的消消樂 就沒有任何圖形瞭
6、啟動主程序
xxls.py
在主程序中,通過讀取配置文件,引入項目資源:包括圖片、音頻等,並從我們的modules裡引入所有我們的模塊。
''' Function: 消消樂 ''' import os import sys import cfg import pygame from modules import * '''主程序''' def main(): pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('hacklex') # 加載背景音樂 pygame.mixer.init() pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "res/audios/bg.mp3")) pygame.mixer.music.set_volume(0.6) pygame.mixer.music.play(-1) # 加載音效 sounds = {} sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'res/audios/badswap.wav')) sounds['match'] = [] for i in range(6): sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'res/audios/match%s.wav' % i))) # 字體顯示 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'res/font/font.TTF'), 25) # 星星 pacer_imgs = [] for i in range(1, 8): pacer_imgs.append(os.path.join(cfg.ROOTDIR, 'res/imgs/pacer%s.png' % i)) # 循環 game = pacerGame(screen, sounds, font, pacer_imgs, cfg) while True: score = game.start() flag = False # 給出選擇,玩傢選擇重玩或者退出 while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit() elif event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((136, 207, 236)) text0 = 'Final score: %s' % score text1 = 'Press <R> to restart the game.' text2 = 'Press <Esc> to quit the game.' y = 150 for idx, text in enumerate([text0, text1, text2]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (223, y) elif idx == 1: rect.left, rect.top = (133.5, y) else: rect.left, rect.top = (126.5, y) y += 99 screen.blit(text_render, rect) pygame.display.update() game.reset() '''遊戲運行''' if __name__ == '__main__': main()
四、如何啟動遊戲呢?
1、使用開發工具IDE啟動
如果的開發工具IDE的環境
例如:VScode、sublimeText、notepad+
pycharm什麼的配置瞭Python環境
可以直接在工具中,運行該遊戲。
2、命令行啟動
如下圖所示
以上就是使用python開發消消樂遊戲流程分析 附完整源碼的詳細內容,更多關於python消消樂遊戲的資料請關註WalkonNet其它相關文章!