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小編給大家分享一下Python怎么實(shí)現(xiàn)推箱子游戲,相信大部分人都還不怎么了解,因此分享這篇文章給大家參考一下,希望大家閱讀完這篇文章后大有收獲,下面讓我們一起去了解一下吧!
推箱子游戲是一款可玩性極高的策略解謎手游,游戲中玩家將扮演一名可愛Q萌的角色,
我們需通過將場(chǎng)景內(nèi)的箱子,推送到合適的位置上進(jìn)行擺放,才可以輕松獲得游戲勝利。
整個(gè)過程雖然極其簡(jiǎn)單,但極需玩家動(dòng)腦思考,充分的利用有效地空間,合理得將箱子推送到指定位置,從而獲得游戲勝利。
不僅如此,游戲整體畫風(fēng)十分簡(jiǎn)潔清爽,采用了簡(jiǎn)單和程式化的圖形設(shè)計(jì),給予了玩家前所未有的體驗(yàn)感哦。
玩家、箱子、背景等圖片素材:
Python3.6、pycharm、pygame游戲模塊不能少。
pip install pygame
**導(dǎo)入游戲的素材,**增加游戲元素
def addElement(self, elem_type, col, row): if elem_type == 'wall': self.walls.append(elementSprite('wall.png', col, row, cfg)) elif elem_type == 'box': self.boxes.append(elementSprite('box.png', col, row, cfg)) elif elem_type == 'target': self.targets.append(elementSprite('target.png', col, row, cfg))
def startInterface(screen, cfg): screen.fill(cfg.BACKGROUNDCOLOR) clock = pygame.time.Clock() while True: button_1 = Button(screen, (95, 150), '開始游戲', cfg) button_2 = Button(screen, (95, 305), '退出游戲', cfg) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(0) clock.tick(60) pygame.display.update() def endInterface(screen, cfg): screen.fill(cfg.BACKGROUNDCOLOR) clock = pygame.time.Clock() font_path = os.path.join(cfg.FONTDIR, 'simkai.ttf') text = '機(jī)智如你~恭喜通關(guān)!' font = pygame.font.Font(font_path, 30) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.blit(text_render, (120, 200)) clock.tick(60) pygame.display.update()
如下:
******設(shè)置游戲的界面,**導(dǎo)入關(guān)卡地圖。
class gameInterface(): def __init__(self, screen): self.screen = screen self.levels_path = cfg.LEVELDIR self.initGame() def loadLevel(self, game_level): with open(os.path.join(self.levels_path, game_level), 'r') as f: lines = f.readlines() # 游戲地圖 self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines)) # 游戲surface height = cfg.BLOCKSIZE * self.game_map.num_rows width = cfg.BLOCKSIZE * self.game_map.num_cols self.game_surface = pygame.Surface((width, height)) self.game_surface.fill(cfg.BACKGROUNDCOLOR) self.game_surface_blank = self.game_surface.copy() for row, elems in enumerate(lines): for col, elem in enumerate(elems): if elem == 'p': self.player = pusherSprite(col, row, cfg) elif elem == '*': self.game_map.addElement('wall', col, row) elif elem == '#': self.game_map.addElement('box', col, row) elif elem == 'o': self.game_map.addElement('target', col, row)
因?yàn)橛螒蚪缑婷娣e>游戲窗口界面, 所以需要根據(jù)人物位置滾動(dòng)。
def scroll(self): x, y = self.player.rect.center width = self.game_surface.get_rect().w height = self.game_surface.get_rect().h if (x + cfg.SCREENSIZE[0] // 2) > cfg.SCREENSIZE[0]: if -1 * self.scroll_x + cfg.SCREENSIZE[0] < width: self.scroll_x -= 2 elif (x + cfg.SCREENSIZE[0] // 2) > 0: if self.scroll_x < 0: self.scroll_x += 2 if (y + cfg.SCREENSIZE[1] // 2) > cfg.SCREENSIZE[1]: if -1 * self.scroll_y + cfg.SCREENSIZE[1] < height: self.scroll_y -= 2 elif (y + 250) > 0: if self.scroll_y < 0: self.scroll_y += 2
設(shè)置玩家的精靈類,可上下左右移動(dòng)等。
class pusherSprite(pygame.sprite.Sprite): def __init__(self, col, row, cfg): pygame.sprite.Sprite.__init__(self) self.image_path = os.path.join(cfg.IMAGESDIR, 'player.png') self.image = pygame.image.load(self.image_path).convert() color = self.image.get_at((0, 0)) self.image.set_colorkey(color, pygame.RLEACCEL) self.rect = self.image.get_rect() self.col = col self.row = row '''移動(dòng)''' def move(self, direction, is_test=False): # 測(cè)試模式代表模擬移動(dòng) if is_test: if direction == 'up': return self.col, self.row - 1 elif direction == 'down': return self.col, self.row + 1 elif direction == 'left': return self.col - 1, self.row elif direction == 'right': return self.col + 1, self.row else: if direction == 'up': self.row -= 1 elif direction == 'down': self.row += 1 elif direction == 'left': self.col -= 1 elif direction == 'right': self.col += 1 '''將人物畫到游戲界面上''' def draw(self, screen): self.rect.x = self.rect.width * self.col self.rect.y = self.rect.height * self.row screen.blit(self.image, self.rect) '''游戲元素精靈類''' class elementSprite(pygame.sprite.Sprite): def __init__(self, sprite_name, col, row, cfg): pygame.sprite.Sprite.__init__(self) # 導(dǎo)入box.png/target.png/wall.png self.image_path = os.path.join(cfg.IMAGESDIR, sprite_name) self.image = pygame.image.load(self.image_path).convert() color = self.image.get_at((0, 0)) self.image.set_colorkey(color, pygame.RLEACCEL) self.rect = self.image.get_rect() # 元素精靈類型 self.sprite_type = sprite_name.split('.')[0] # 元素精靈的位置 self.col = col self.row = row '''將游戲元素畫到游戲界面上''' def draw(self, screen): self.rect.x = self.rect.width * self.col self.rect.y = self.rect.height * self.row screen.blit(self.image, self.rect) '''移動(dòng)游戲元素''' def move(self, direction, is_test=False): if self.sprite_type == 'box': # 測(cè)試模式代表模擬移動(dòng) if is_test: if direction == 'up': return self.col, self.row - 1 elif direction == 'down': return self.col, self.row + 1 elif direction == 'left': return self.col - 1, self.row elif direction == 'right': return self.col + 1, self.row else: if direction == 'up': self.row -= 1 elif direction == 'down': self.row += 1 elif direction == 'left': self.col -= 1 elif direction == 'right': self.col += 1
游戲關(guān)卡循環(huán),當(dāng)某個(gè)關(guān)卡過不去的時(shí)候,想重新來按住R鍵即可返回本關(guān)卡。
def runGame(screen, game_level): clock = pygame.time.Clock() game_interface = gameInterface(screen) game_interface.loadLevel(game_level) font_path = os.path.join(cfg.FONTDIR, 'simkai.ttf') text = '按R鍵重新開始本關(guān)' font = pygame.font.Font(font_path, 15) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(0) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: next_pos = game_interface.player.move('left', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('left') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('left', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('left') box.move('left') break if event.key == pygame.K_RIGHT: next_pos = game_interface.player.move('right', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('right') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('right', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('right') box.move('right') break if event.key == pygame.K_DOWN: next_pos = game_interface.player.move('down', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('down') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('down', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('down') box.move('down') break if event.key == pygame.K_UP: next_pos = game_interface.player.move('up', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('up') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('up', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('up') box.move('up') break if event.key == pygame.K_r: game_interface.initGame() game_interface.loadLevel(game_level) game_interface.draw(game_interface.player, game_interface.game_map) if game_interface.game_map.levelCompleted(): return screen.blit(text_render, (5, 5)) pygame.display.flip() clock.tick(100)
如下:
判斷****該關(guān)卡中所有的箱子是否都在指定位置, 在的話就是通關(guān)了。
def levelCompleted(self): for box in self.boxes: is_match = False for target in self.targets: if box.col == target.col and box.row == target.row: is_match = True break if not is_match: return False return True
效果圖第二關(guān)卡如下:
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