TA的每日心情 | 擦汗 4 天前 |
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签到天数: 1042 天 连续签到: 4 天 [LV.10]测试总司令
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一、环境要求
- <font size="3">windows系统,python3.6+ pip21+</font>
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开发环境搭建地址:
- <font size="3">安装游戏依赖模块
- pip install pygame</font>
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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。
- <font size="3">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</font>
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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。
- <font size="3">'''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</font>
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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。
- <font size="3"> '''
- 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</font>
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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。
- <font size="3">'''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)</font>
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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。
- <font size="3"> '''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</font>
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6、资源相关
包括游戏背景音频、图片和字体设计
- <font size="3">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</font>
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7、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。
- <font size="3">'''
- 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()</font>
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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:
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