首页 > Python资料 博客日记
Python版《消消乐》,附源码
2024-06-26 01:00:06Python资料围观135次
文章Python版《消消乐》,附源码分享给大家,欢迎收藏Python资料网,专注分享技术知识
曾经风靡一时的消消乐,至今坐在地铁上都可以看到很多人依然在玩,想当年我也是大军中的一员,那家伙,吃饭都在玩,进入到高级的那种胜利感还是很爽的,连续消,无限消,哈哈,现在想想也是很带劲的。今天就来实现一款简易版的,后续会陆续带上高阶版的,先来尝试一把。
首先我们需要准备消消乐的素材,会放在项目的resource文件夹下面,具体我准备了7种,稍后会展示给大家看的。
开心消消乐
先初始化消消乐的游戏界面参数,就是具体显示多大,每行显示多少个方块,每个方块大小,这里我们按照这个大小来设置,数量和大小看着都还挺舒服的:
'''初始化消消乐的参数'''
WIDTH = 600
HEIGHT = 640
NUMGRID = 12
GRIDSIZE = 48
XMARGIN = (WIDTH - GRIDSIZE * NUMGRID) // 2
YMARGIN = (HEIGHT - GRIDSIZE * NUMGRID) // 2
ROOTDIR = os.getcwd()
FPS = 45
每行显示12个,每个方块48个,看看效果
接下来,我们开始实现消除的逻辑:
初始化消消乐的方格:
class elimination_block(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.down_len = 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 = 10
self.speed_y = 10
self.direction = 'down'
移动方块:
'''拼图块移动'''
def move(self):
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
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
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
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
获取方块的坐标:
'''获取坐标'''
def get_position(self):
return self.rect.left, self.rect.top
'''设置坐标'''
def set_position(self, position):
self.rect.left, self.rect.top = position
绘制得分,加分,还有倒计时:
'''显示剩余时间'''
def show_remained_time(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 = (WIDTH - 201, 6)
self.screen.blit(remaining_time_render, rect)
'''显示得分'''
def show_score(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 add_score(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)
生成方块:
'''生成新的拼图块'''
def generate_new_blocks(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]:
block = self.get_block_by_position(*[each, start])
if start == res_match[2]:
self.blocks_group.remove(block)
self.all_blocks[each][start] = None
elif start >= 0:
block.target_y += GRIDSIZE
block.fixed = False
block.direction = 'down'
self.all_blocks[each][start + 1] = block
else:
block = elimination_block(img_path=random.choice(self.block_images), size=(GRIDSIZE, GRIDSIZE),
position=[XMARGIN + each * GRIDSIZE, YMARGIN - GRIDSIZE],
downlen=GRIDSIZE)
self.blocks_group.add(block)
self.all_blocks[each][start + 1] = block
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):
block = self.get_block_by_position(*[res_match[1], start + each])
self.blocks_group.remove(block)
self.all_blocks[res_match[1]][start + each] = None
elif start >= 0:
block = self.get_block_by_position(*[res_match[1], start])
block.target_y += GRIDSIZE * 3
block.fixed = False
block.direction = 'down'
self.all_blocks[res_match[1]][start + 3] = block
else:
block = elimination_block(img_path=random.choice(self.block_images), size=(GRIDSIZE, GRIDSIZE),
position=[XMARGIN + res_match[1] * GRIDSIZE, YMARGIN + start * GRIDSIZE],
downlen=GRIDSIZE * 3)
self.blocks_group.add(block)
self.all_blocks[res_match[1]][start + 3] = block
start -= 1
绘制拼图,移除,匹配,下滑的效果等:
'''移除匹配的block'''
def clear_matched_block(self, res_match):
if res_match[0] > 0:
self.generate_new_blocks(res_match)
self.score += self.reward
return self.reward
return 0
'''游戏界面的网格绘制'''
def draw_grids(self):
for x in range(NUMGRID):
for y in range(NUMGRID):
rect = pygame.Rect((XMARGIN + x * GRIDSIZE, YMARGIN + y * GRIDSIZE, GRIDSIZE, GRIDSIZE))
self.draw_block(rect, color=(0, 0, 255), size=1)
'''画矩形block框'''
def draw_block(self, block, color=(255, 0, 255), size=4):
pygame.draw.rect(self.screen, color, block, size)
'''下落特效'''
def draw_drop_animation(self, x, y):
if not self.get_block_by_position(x, y).fixed:
self.get_block_by_position(x, y).move()
if x < NUMGRID - 1:
x += 1
return self.draw_drop_animation(x, y)
elif y < NUMGRID - 1:
x = 0
y += 1
return self.draw_drop_animation(x, y)
else:
return self.is_all_full()
'''是否每个位置都有拼图块了'''
def is_all_full(self):
for x in range(NUMGRID):
for y in range(NUMGRID):
if not self.get_block_by_position(x, y).fixed:
return False
return True
绘制匹配规则,绘制拼图交换效果:
'''检查有无拼图块被选中'''
def check_block_selected(self, position):
for x in range(NUMGRID):
for y in range(NUMGRID):
if self.get_block_by_position(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 is_block_matched(self):
for x in range(NUMGRID):
for y in range(NUMGRID):
if x + 2 < NUMGRID:
if self.get_block_by_position(x, y).type == self.get_block_by_position(x + 1, y).type == self.get_block_by_position(x + 2,
y).type:
return [1, x, y]
if y + 2 < NUMGRID:
if self.get_block_by_position(x, y).type == self.get_block_by_position(x, y + 1).type == self.get_block_by_position(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 get_block_by_position(self, x, y):
return self.all_blocks[x][y]
'''交换拼图'''
def swap_block(self, block1_pos, block2_pos):
margin = block1_pos[0] - block2_pos[0] + block1_pos[1] - block2_pos[1]
if abs(margin) != 1:
return False
block1 = self.get_block_by_position(*block1_pos)
block2 = self.get_block_by_position(*block2_pos)
if block1_pos[0] - block2_pos[0] == 1:
block1.direction = 'left'
block2.direction = 'right'
elif block1_pos[0] - block2_pos[0] == -1:
block2.direction = 'left'
block1.direction = 'right'
elif block1_pos[1] - block2_pos[1] == 1:
block1.direction = 'up'
block2.direction = 'down'
elif block1_pos[1] - block2_pos[1] == -1:
block2.direction = 'up'
block1.direction = 'down'
block1.target_x = block2.rect.left
block1.target_y = block2.rect.top
block1.fixed = False
block2.target_x = block1.rect.left
block2.target_y = block1.rect.top
block2.fixed = False
self.all_blocks[block2_pos[0]][block2_pos[1]] = block1
self.all_blocks[block1_pos[0]][block1_pos[1]] = block2
return True
准备工作差不多了,开始主程序吧:
def main():
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('开心消消乐')
# 加载背景音乐
pygame.mixer.init()
pygame.mixer.music.load(os.path.join(ROOTDIR, "resources/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(ROOTDIR, 'resources/audios/badswap.wav'))
sounds['match'] = []
for i in range(6):
sounds['match'].append(pygame.mixer.Sound(os.path.join(ROOTDIR, 'resources/audios/match%s.wav' % i)))
# 加载字体
font = pygame.font.Font(os.path.join(ROOTDIR, 'resources/font.TTF'), 25)
# 图片加载
block_images = []
for i in range(1, 8):
block_images.append(os.path.join(ROOTDIR, 'resources/images/gem%s.png' % i))
# 主循环
game = InitGame(screen, sounds, font, block_images)
while True:
score = game.start()
flag = False
# 一轮游戏结束后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((135, 206, 235))
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 = (212, y)
elif idx == 1:
rect.left, rect.top = (122.5, y)
else:
rect.left, rect.top = (126.5, y)
y += 100
screen.blit(text_render, rect)
pygame.display.update()
game.reset()
'''test'''
if __name__ == '__main__':
main()
运行main.py就可以开始游戏了,看看效果吧!
玩了一下,还可以,可能是电脑原因,初始化的时候存在卡顿的情况,后续会优化一下,初始化8个,64大小的方块是最佳情况,大家可以尝试改下配置文件就好了。后续会退出各个小游戏的进阶版,欢迎大家关注,及时获取最新内容。
需要游戏素材,和完整代码,点**开心消消乐**获取。
今天的分享就到这里,希望感兴趣的同学关注我,每天都有新内容,不限题材,不限内容,你有想要分享的内容,也可以私聊我!
版权声明:本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若内容造成侵权/违法违规/事实不符,请联系邮箱:jacktools123@163.com进行投诉反馈,一经查实,立即删除!
标签:
相关文章
最新发布
- 【Python】selenium安装+Microsoft Edge驱动器下载配置流程
- Python 中自动打开网页并点击[自动化脚本],Selenium
- Anaconda基础使用
- 【Python】成功解决 TypeError: ‘<‘ not supported between instances of ‘str’ and ‘int’
- manim边学边做--三维的点和线
- CPython是最常用的Python解释器之一,也是Python官方实现。它是用C语言编写的,旨在提供一个高效且易于使用的Python解释器。
- Anaconda安装配置Jupyter(2024最新版)
- Python中读取Excel最快的几种方法!
- Python某城市美食商家爬虫数据可视化分析和推荐查询系统毕业设计论文开题报告
- 如何使用 Python 批量检测和转换 JSONL 文件编码为 UTF-8
点击排行
- 版本匹配指南:Numpy版本和Python版本的对应关系
- 版本匹配指南:PyTorch版本、torchvision 版本和Python版本的对应关系
- Python 可视化 web 神器:streamlit、Gradio、dash、nicegui;低代码 Python Web 框架:PyWebIO
- 相关性分析——Pearson相关系数+热力图(附data和Python完整代码)
- Python与PyTorch的版本对应
- Anaconda版本和Python版本对应关系(持续更新...)
- Python pyinstaller打包exe最完整教程
- Could not build wheels for llama-cpp-python, which is required to install pyproject.toml-based proj