python寫小游戲
⑴ Python實現消消樂小游戲
pre{overflow-x: auto} 實現 消消樂的構成主要包括三部分:游戲主體、計分器、計時器,下面來看一下具體實現。
先來看一下游戲所需 Python 庫。
import os import sys import time import pygame import random
定義一些常量,比如:窗口寬高、網格行列數等,代碼如下:
WIDTH = 400 HEIGHT = 400 NUMGRID = 8 GRIDSIZE = 36 XMARGIN = (WIDTH - GRIDSIZE * NUMGRID) // 2 YMARGIN = (HEIGHT - GRIDSIZE * NUMGRID) // 2 ROOTDIR = os.getcwd() FPS = 30
接著創建一個主窗口,代碼如下:
pygame.init() screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('消消樂')
看一下效果:
再接著在窗口中畫一個 8 x 8 的網格,代碼如下:
screen.fill((255, 255, 220)) # 游戲界面的網格繪制 def drawGrids(self): for x in range(NUMGRID): for y in range(NUMGRID): rect = pygame.Rect((XMARGIN+x*GRIDSIZE, YMARGIN+y*GRIDSIZE, GRIDSIZE, GRIDSIZE)) self.drawBlock(rect, color=(255, 165, 0), size=1 # 畫矩形 block 框 def drawBlock(self, block, color=(255, 0, 0), size=2): pygame.draw.rect(self.screen, color, block, size)
看一下效果:
再接著在網格中隨機放入各種拼圖塊,代碼如下:
while True: self.all_gems = [] self.gems_group = pygame.sprite.Group() for x in range(NUMGRID): self.all_gems.append([]) for y in range(NUMGRID): gem = Puzzle(img_path=random.choice(self.gem_imgs), size=(GRIDSIZE, GRIDSIZE), position=[XMARGIN+x*GRIDSIZE, YMARGIN+y*GRIDSIZE-NUMGRID*GRIDSIZE], downlen=NUMGRID*GRIDSIZE) self.all_gems[x].append(gem) self.gems_group.add(gem) if self.isMatch()[0] == 0: break
看一下效果:
再接著加入計分器和計時器,代碼如下:
# 顯示得分 def drawScore(self): score_render = self.font.render('分數:'+str(self.score), 1, (85, 65, 0)) rect = score_render.get_rect() rect.left, rect.top = (55, 15) 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) # 顯示剩餘時間 def showRemainingTime(self): remaining_time_render = self.font.render('倒計時: %ss' % str(self.remaining_time), 1, (85, 65, 0)) rect = remaining_time_render.get_rect() rect.left, rect.top = (WIDTH-190, 15) self.screen.blit(remaining_time_render, rect)
看一下效果:
當設置的游戲時間用盡時,我們可以生成一些提示信息,代碼如下:
while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.KEYUP and event.key == pygame.K_r: flag = True if flag: break screen.fill((255, 255, 220)) text0 = '最終得分: %s' % score text1 = '按 R 鍵重新開始' y = 140 for idx, text in enumerate([text0, text1]): text_render = font.render(text, 1, (85, 65, 0)) rect = text_render.get_rect() if idx == 0: rect.left, rect.top = (100, y) elif idx == 1: rect.left, rect.top = (100, y) y += 60 screen.blit(text_render, rect) pygame.display.update()
看一下效果:
說完了游戲圖形化界面相關的部分,我們再看一下游戲的主要處理邏輯。
我們通過滑鼠來操縱拼圖塊,因此程序需要檢查有無拼圖塊被選中,代碼實現如下:
def checkSelected(self, position): for x in range(NUMGRID): for y in range(NUMGRID): if self.getGemByPos(x, y).rect.collidepoint(*position): return [x, y] return None
我們需要將滑鼠連續選擇的拼圖塊進行位置交換,代碼實現如下:
def swapGem(self, gem1_pos, gem2_pos): margin = gem1_pos[0] - gem2_pos[0] + gem1_pos[1] - gem2_pos[1] if abs(margin) != 1: return False gem1 = self.getGemByPos(*gem1_pos) gem2 = self.getGemByPos(*gem2_pos) if gem1_pos[0] - gem2_pos[0] == 1: gem1.direction = 'left' gem2.direction = 'right' elif gem1_pos[0] - gem2_pos[0] == -1: gem2.direction = 'left' gem1.direction = 'right' elif gem1_pos[1] - gem2_pos[1] == 1: gem1.direction = 'up' gem2.direction = 'down' elif gem1_pos[1] - gem2_pos[1] == -1: gem2.direction = 'up' gem1.direction = 'down' gem1.target_x = gem2.rect.left gem1.target_y = gem2.rect.top gem1.fixed = False gem2.target_x = gem1.rect.left gem2.target_y = gem1.rect.top gem2.fixed = False self.all_gems[gem2_pos[0]][gem2_pos[1]] = gem1 self.all_gems[gem1_pos[0]][gem1_pos[1]] = gem2 return True
每一次交換拼圖塊時,我們需要判斷是否有連續一樣的三個及以上拼圖塊,代碼實現如下:
def isMatch(self): for x in range(NUMGRID): for y in range(NUMGRID): if x + 2 -2: for each in [res_match[1], res_match[1]+1, res_match[1]+2]: gem = self.getGemByPos(*[each, start]) if start == res_match[2]: self.gems_group.remove(gem) self.all_gems[each][start] = None elif start >= 0: gem.target_y += GRIDSIZE gem.fixed = False gem.direction = 'down' self.all_gems[each][start+1] = gem else: gem = Puzzle(img_path=random.choice(self.gem_imgs), size=(GRIDSIZE, GRIDSIZE), position=[XMARGIN+each*GRIDSIZE, YMARGIN-GRIDSIZE], downlen=GRIDSIZE) self.gems_group.add(gem) self.all_gems[each][start+1] = gem 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): gem = self.getGemByPos(*[res_match[1], start+each]) self.gems_group.remove(gem) self.all_gems[res_match[1]][start+each] = None elif start >= 0: gem = self.getGemByPos(*[res_match[1], start]) gem.target_y += GRIDSIZE * 3 gem.fixed = False gem.direction = 'down' self.all_gems[res_match[1]][start+3] = gem else: gem = Puzzle(img_path=random.choice(self.gem_imgs), size=(GRIDSIZE, GRIDSIZE), position=[XMARGIN+res_match[1]*GRIDSIZE, YMARGIN+start*GRIDSIZE], downlen=GRIDSIZE*3) self.gems_group.add(gem) self.all_gems[res_match[1]][start+3] = gem start -= 1
之後反復執行這個過程,直至耗盡游戲時間,游戲結束。
最後,我們動態看一下游戲效果。
總結
本文我們使用 Python 實現了一個簡單的消消樂游戲,有興趣的可以對游戲做進一步擴展,比如增加關卡等。
到此這篇關於Python實現消消樂小游戲的文章就介紹到這了,希望大家以後多多支持!
⑵ python小游戲2048,上班摸魚必備(附源碼)
話不多說,直接上菜
為了方便大家,我就不分段解釋了
import turtle, random
# 定義一個類,用來畫除了數字方塊之外的圖形
class BackGround(turtle.Turtle):
def __init__(self):
super().__init__()
self.penup()
self.ht()
def draw_block(self):
self.shape('bg.gif') # 畫出背景方塊
for i in allpos:
self.goto(i)
self.stamp()
self.color('white', 'white') # 畫出其他背景
self.goto(-215, 120)
self.begin_fill()
self.goto(215, 120)
self.goto(215, 110)
self.goto(-215, 110)
self.end_fill()
self.shape('title.gif')
self.goto(-125, 210)
self.stamp()
self.shape('score.gif')
self.goto(125, 245)
self.stamp()
self.shape('top_score.gif')
self.goto(125, 170)
self.stamp()
# 游戲失敗及達成2048的提示文字
def judge(self):
global flag_win, flag_win_lose_text
self.color('blue')
judge = 0 # 判斷是否還有位置可以移動
for i in block_dic.values():
for j in block_dic.values():
if i.num == 0 or i.num == j.num and i.distance(j) == 100:
judge += 1
if judge == 0: # 無位置可移動,游戲失敗
self.write(' GAME OVER\n重新開始請按空格鍵', align='center', font=('黑體', 30, 'bold'))
flag_win_lose_text = False
if flag_win is True: # 此條件讓2048達成的判斷只能進行一次
for k in block_dic.values():
if k.num == 2048: # 游戲達成
flag_win = False
self.write(' 達成2048\n繼續游戲請按回車鍵', align='center', font=('黑體', 30, 'bold'))
flag_win_lose_text = False
def win_lose_clear(self):
global flag_win_lose_text
self.clear()
flag_win_lose_text = True
def show_score(self): # 分值的顯示
global score, top_score
if score > top_score:
top_score = score
with open('.\\score.txt', 'w') as f:
f.write(f'{top_score}')
self.color('white')
self.goto(125, 210)
self.clear()
self.write(f'{score}', align='center', font=('Arial', 20, 'bold'))
self.goto(125, 135)
self.write(f'{top_score}', align='center', font=('Arial', 20, 'bold'))
# 數字方塊類
class Block(turtle.Turtle):
def __init__(self):
super().__init__()
self.ht()
self.penup()
self.num = 0
def draw(self):
self.clear()
dic_draw = {2: '#eee6db', 4: '#efe0cd', 8: '#f5af7b',
16: '#fb9660', 32: '#f57d5a', 64: '#f95c3d',
128: '#eccc75', 256: '#eece61', 512: '#efc853',
1024: '#ebc53c', 2048: '#eec430', 4096: '#aeb879',
8192: '#aab767', 16384: '#a6b74f'}
if self.num > 0: # 數字大於0,畫出方塊
self.color(f'{dic_draw[self.num]}') # 選擇顏色
self.begin_fill()
self.goto(self.xcor()+48, self.ycor()+48)
self.goto(self.xcor()-96, self.ycor())
self.goto(self.xcor(), self.ycor()-96)
self.goto(self.xcor()+96, self.ycor())
self.goto(self.xcor(), self.ycor()+96)
self.end_fill()
self.goto(self.xcor()-48, self.ycor()-68)
if self.num > 4: # 按照數字選擇數字的顏色
self.color('white')
else:
self.color('#6d6058')
self.write(f'{self.num}', align='center', font=('Arial', 27, 'bold'))
self.goto(self.xcor(), self.ycor()+20)
class Game():
def init(self):
back = BackGround() # 實例畫出遊戲的背景
back.draw_block()
for i in allpos: # 畫出16個海龜對應16個數字塊
block = Block()
block.goto(i)
block_dic[i] = block
game.grow()
def restart(self): # 重開游戲的方法
global score, flag_win_lose_text
score = 0
for i in block_dic.values():
i.num = 0
i.clear()
win_lose_text.clear()
game.grow()
flag_win_lose_text = True # 此flag為游戲達成或失敗出現提示語後的判斷,要提示語被clear後才能繼續move
def grow(self): # 隨機出現一個2或4的數字塊
block_list = []
for i in allpos:
if block_dic[i].num == 0:
block_list.append(block_dic[i]) # 挑出空白方塊的海龜
turtle_choice = random.choice(block_list) # 隨機選中其中一個海龜
turtle_choice.num = random.choice([2, 2, 2, 2, 4]) # 賦屬性num=2/4
turtle_choice.draw()
win_lose_text.judge()
show_score_text.show_score()
ms.update()
def move_up(self):
allpos1 = allpos[::4] # 切片為四列
allpos2 = allpos[1::4]
allpos3 = allpos[2::4]
allpos4 = allpos[3::4]
self.move_move(allpos1, allpos2, allpos3, allpos4)
def move_down(self):
allpos1 = allpos[-4::-4]
allpos2 = allpos[-3::-4]
allpos3 = allpos[-2::-4]
allpos4 = allpos[-1::-4]
self.move_move(allpos1, allpos2, allpos3, allpos4)
def move_left(self):
allpos1 = allpos[:4]
allpos2 = allpos[4:8]
allpos3 = allpos[8:12]
allpos4 = allpos[12:16]
self.move_move(allpos1, allpos2, allpos3, allpos4)
def move_right(self):
allpos1 = allpos[-1:-5:-1]
allpos2 = allpos[-5:-9:-1]
allpos3 = allpos[-9:-13:-1]
allpos4 = allpos[-13:-17:-1]
self.move_move(allpos1, allpos2, allpos3, allpos4)
def move_move(self, allpos1, allpos2, allpos3, allpos4):
if flag_win_lose_text is True:
count1 = self.move(allpos1) # 四列或四行依次移動
count2 = self.move(allpos2)
count3 = self.move(allpos3)
count4 = self.move(allpos4)
if count1 or count2 or count3 or count4: # 判斷是否有方塊移動,有才能繼續出現新的數字塊
self.grow()
def move(self, pos_list):
num_list = [] # 為某一列或行的數字塊海龜的坐標
for i in pos_list:
num_list.append(block_dic[i].num) # 把這些海龜的NUM形成list
new_num_list, count = self.list_oper(num_list) # 只是list_oper的方法形成新的list
for j in range(len(new_num_list)): # 把新的list依次賦值給對應的海龜.num屬性並調用draw()方法
block_dic[pos_list[j]].num = new_num_list[j]
block_dic[pos_list[j]].draw()
return count
def list_oper(self, num_list): # num_list的操作,假設其為【2,0,2,2】
global score
count = True
temp = []
new_temp = []
for j in num_list:
if j != 0:
temp.append(j) # temp=[2,2,2]
flag = True
for k in range(len(temp)):
if flag:
if k < len(temp)-1 and temp[k] == temp[k+1]:
new_temp.append(temp[k]*2)
flag = False
score += temp[k]
else:
new_temp.append(temp[k]) # new_temp=[4,2]
else:
flag = True
for m in range(len(num_list)-len(new_temp)):
new_temp.append(0) # new_temp=[4,2,0,0]
if new_temp == num_list:
count = False # 此變數判斷num_list沒有變化,數字塊無移動
return(new_temp, count)
if __name__ == '__main__':
ms = turtle.Screen() # 主窗口的設置
ms.setup(430, 630, 400, 50)
ms.bgcolor('gray')
ms.title('2048')
ms.tracer(0)
ms.register_shape('bg.gif')
ms.register_shape('title.gif')
ms.register_shape('score.gif')
ms.register_shape('top_score.gif')
block_dic = {} # 放數字方塊海龜的字典,位置坐標為key,對應海龜為value
allpos = [(-150, 50), (-50, 50), (50, 50), (150, 50),
(-150, -50), (-50, -50), (50, -50), (150, -50),
(-150, -150), (-50, -150), (50, -150), (150, -150),
(-150, -250), (-50, -250), (50, -250), (150, -250)]
flag_win = True # 達成2048的判斷,讓達成的文字僅出現一次
flag_win_lose_text = True # 用來判斷失敗或成功的提示文字是否有被清除,不清除不能繼續移動方塊
score = 0
with open('.\\score.txt', 'r') as f:
top_score = int(f.read()) # 讀取score中的數據
show_score_text = BackGround()
win_lose_text = BackGround()
game = Game()
game.init()
ms.listen()
ms.onkey(game.move_up, 'Up')
ms.onkey(game.move_down, 'Down')
ms.onkey(game.move_left, 'Left')
ms.onkey(game.move_right, 'Right')
ms.onkey(win_lose_text.win_lose_clear, 'Return')
ms.onkey(game.restart, 'space')
ms.mainloop()
這是游戲界面:
歡迎挑戰最高分。
要運行出來,必須本地要有這些文件:bg.gif,score.gif,title.gif,top_score.gif,score.txt
我把這些文件放在了群里,還有一些學習的資料,群號642109462,歡迎對python感興趣的進群討論。
支持作者的,可以關注和點贊。感謝你們!
⑶ Python程序開發之簡單小程序實例(11)小游戲-跳動的小球
Python程序開發之簡單小程序實例
(11)小 游戲 -跳動的小球
一、項目功能
用戶控制擋板來阻擋跳動的小球。
二、項目分析
根據項目功能自定義兩個類,一個用於控制小球在窗體中的運動,一個用於接收用戶按下左右鍵時,擋板在窗體中的運動。在控制小球的類中,我們還需要考慮當小球下降時,碰到擋板時的位置判斷。
三、程序源代碼
源碼部分截圖:
源碼:
#!/usr/bin/python3.6
# -*- coding: GBK -*-
#導入相應模塊
from tkinter import *
import random
import time
#自定義小球的類 Ball
class Ball:
# 初始化
def __init__(self,canvas,paddle,color):
#傳遞畫布值
self.canvas=canvas
#傳遞擋板值
self.paddle=paddle
#畫圓並且保存其ID
self.id=canvas.create_oval(10,10,25,25,fill=color)
self.canvas.move(self.id,245,100)
#小球的水平位置起始列表
start=[-3,-2,-1,1,2,3]
#隨機化位置列表
random.shuffle(start)
self.x=start[0]
self.y=-2
self.canvas_heigh=self.canvas.winfo_height()#獲取窗口高度並保存
self.canvas_width=self.canvas.winfo_width()
#根據參數值繪制小球
def draw(self):
self.canvas.move(self.id,self.x,self.y)
pos=self.canvas.coords(self.id)#返回相應ID代表的圖形的當前坐標(左上角和右上角坐標)
#使得小球不會超出窗口
pad=self.canvas.coords(self.paddle.id)#獲取小球擋板的坐標
if pos[1]=self.canvas_heigh or(pos[3]>=pad[1] and pos[2]>=pad[0] and pos[2]