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Python怎么實(shí)現(xiàn)推箱子游戲

發(fā)布時(shí)間:2022-03-03 14:56:12 來源:億速云 閱讀:286 作者:小新 欄目:開發(fā)技術(shù)

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!

1.游戲規(guī)則

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。

2.材料準(zhǔn)備

玩家、箱子、背景等圖片素材:

Python怎么實(shí)現(xiàn)推箱子游戲

3.環(huán)境安裝

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))

4.游戲開始、結(jié)束界面設(shè)置

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:

Python怎么實(shí)現(xiàn)推箱子游戲

******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:

Python怎么實(shí)現(xiàn)推箱子游戲

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:

Python怎么實(shí)現(xiàn)推箱子游戲

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