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这篇文章主要介绍了如何使用python+pygame开发消消乐游戏,具有一定借鉴价值,感兴趣的朋友可以参考下,希望大家阅读完这篇文章之后大有收获,下面让小编带着大家一起了解一下。
效果是这样的 ↓ ↓ ↓
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
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。
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

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
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 = positiongame.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)
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.info5、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()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。
如下图所示

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