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    使用python+pygame开发消消乐游戏附完整源码

    效果是这样的 ↓ ↓ ↓

     

    一、环境要求

    windows系统,python3.6+ pip21+

    开发环境搭建地址

    一起来学pygame吧 游戏开发30例(开篇词)——环境搭建+游戏效果展示

    安装游戏依赖模块
    pip install pygame

    二、游戏简介

    消消乐应该大家都玩过,或者看过。这个花里胡哨的小游戏

    用python的pygame来实现,很简单。

    今天带大家,用Python来实现一下这个花里胡哨的小游戏。

    三、完整开发流程

    1、项目主结构

    首先,先整理一下项目的主结构,其实看一下主结构,基本就清晰了

    modules:相关定义的Python类位置
    ——game.py:主模块
     
    res:存放引用到的图片、音频等等
    ——audios:音频资源
    ——imgs:图片资源
    ——fonts:字体
     
    cfg.py:为主配置文件
     
    xxls.py:主程序文件
     
    requirements.txt:需要引入的python依赖包

    2、详细配置

    cfg.py

    配置文件中,需要引入os模块,并且配置打开游戏的屏幕大小。

    '''主配置文件'''
    import os
     
    '''屏幕设置大小'''
    SCREENSIZE = (700, 700)
    '''元素尺寸'''
    NUMGRID = 8
    GRIDSIZE = 64
    XMARGIN = (SCREENSIZE[0] - GRIDSIZE * NUMGRID) // 2
    YMARGIN = (SCREENSIZE[1] - GRIDSIZE * NUMGRID) // 2
    '''获取根目录'''
    ROOTDIR = os.getcwd()
    '''FPS'''
    FPS = 30

    3、消消乐所有图形加载

    game.py:第一部分

    把整个项目放在一整个game.py模块下了,把这个代码文件拆开解读一下。

    拼图精灵类:首先通过配置文件中,获取方块精灵的路径,加载到游戏里。

    定义move()移动模块的函数,这个移动比较简单。模块之间,只有相邻的可以相互移动。

    '''
    Function:
        主游戏
    '''
    import sys
    import time
    import random
    import pygame
     
     
    '''拼图精灵类'''
    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
        '''获取当前坐标'''
        def getPosition(self):
            return self.rect.left, self.rect.top
        '''设置星星坐标'''
        def setPosition(self, position):
            self.rect.left, self.rect.top = position

    4、随机生成初始布局、相邻消除、自动下落

    game.py 第二部分

    设置游戏主窗口启动的标题,设置启动游戏的主方法。

    '''主游戏类'''
    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()
        '''开始游戏'''
        def start(self):
            clock = pygame.time.Clock()
            # 遍历整个游戏界面更新位置
            overall_moving = True
            # 指定某些对象个体更新位置
            individual_moving = False
            # 定义一些必要的变量
            pacer_selected_xy = None
            pacer_selected_xy2 = None
            swap_again = False
            add_score = 0
            add_score_showtimes = 10
            time_pre = int(time.time())
            # 游戏主循环
            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)
                    # 移动一次可能可以拼出多个3连块
                    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、随机初始化消消乐的主图内容

    game.py 第三部分

    详细注释,都写在代码里了。大家一定要看一遍,不要跑起来,就不管了哦

    '''初始化'''
        def reset(self):
            # 随机生成各个块(即初始化游戏地图各个元素)
            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
            # 拼出一个的奖励
            self.reward = 10
            # 时间
            self.remaining_time = 300
        '''显示剩余时间'''
        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)
        '''显示得分'''
        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)
        '''显示加分'''
        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)
        '''生成新的拼图块'''
        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
        '''游戏界面的网格绘制'''
        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)
        '''画矩形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()
        '''是否每个位置都有拼图块了'''
        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
        '''检查有无拼图块被选中'''
        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
        '''是否有连续一样的三个块(无--返回0/水平--返回1/竖直--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]
        '''根据坐标获取对应位置的拼图对象'''
        def getpacerByPos(self, x, y):
            return self.all_pacers[x][y]
        '''交换拼图'''
        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
        '''信息显示'''
        def __repr__(self):
            return self.info

    5、资源相关

    包括游戏背景音频、图片和字体设计

    res主资源目录

    audios:加载游戏背景音乐

    fonts:记分牌相关字体

    imgs:这里存放的是我们的各种小星星的图形,是关键了的哦。如果这个加载不了,

    我们的消消乐 就没有任何图形了

    6、启动主程序

    xxls.py

    在主程序中,通过读取配置文件,引入项目资源:包括图片、音频等,并从我们的modules里引入所有我们的模块。

    '''
    Function:
        消消乐
    '''
    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')
        # 加载背景音乐
        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)
        # 加载音效
        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)))
     
        # 字体显示
        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))
        # 循环
        game = pacerGame(screen, sounds, font, pacer_imgs, cfg)
        while True:
            score = game.start()
            flag = False
            # 给出选择,玩家选择重玩或者退出
            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()
     
     
    '''游戏运行'''
    if __name__ == '__main__':
        main()

    四、如何启动游戏呢?

    1、使用开发工具IDE启动

    如果的开发工具IDE的环境

    例如:VScode、sublimeText、notepad+

    pycharm什么的配置了Python环境

    可以直接在工具中,运行该游戏。

    2、命令行启动

    如下图所示

    以上就是使用python开发消消乐游戏流程分析 附完整源码的详细内容,更多关于python消消乐游戏的资料请关注脚本之家其它相关文章!

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