用 Python 写个消消乐小游戏

Python技术

共 6728字,需浏览 14分钟

 ·

2020-07-29 08:26

332f5003e6c7920c46ae58c481121733.webp

文 | 野客

来源:Python 技术「ID: pythonall」

c99a069a636da83f94c6884f0aa8f896.webp


提到开心消消乐这款小游戏,相信大家都不陌生,其曾在 2015 年获得过玩家最喜爱的移动单机游戏奖,受欢迎程度可见一斑,本文我们使用 Python 来做个简单的消消乐小游戏。

实现

消消乐的构成主要包括三部分:游戏主体、计分器、计时器,下面来看一下具体实现。

先来看一下游戏所需 Python 库。

import osimport sysimport timeimport pygameimport random

定义一些常量,比如:窗口宽高、网格行列数等,代码如下:

WIDTH = 400HEIGHT = 400NUMGRID = 8GRIDSIZE = 36XMARGIN = (WIDTH - GRIDSIZE * NUMGRID) // 2YMARGIN = (HEIGHT - GRIDSIZE * NUMGRID) // 2ROOTDIR = os.getcwd()FPS = 30

接着创建一个主窗口,代码如下:

pygame.init()screen = pygame.display.set_mode((WIDTH, HEIGHT))pygame.display.set_caption('消消乐')

看一下效果:

2e676e7d3d8b8a41bc0b363038647321.webp

再接着在窗口中画一个 8 x 8 的网格,代码如下:

screen.fill((255, 255, 220))# 游戏界面的网格绘制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# 画矩形 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:

74a35193a3ef4ccdb1f1768c53c8b10c.webp

再接着在网格中随机放入各种拼图块,代码如下:

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:

2c03bb92247f277c697bd87448c483bd.webp

再接着加入计分器和计时器,代码如下:

# 显示得分def drawScore(self):  score_render = self.font.render('分数:'+str(self.score), 1, (85, 65, 0)) rect = score_render.get_rect() rect.left, rect.top = (55, 15) 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)# 显示剩余时间def showRemainingTime(self): remaining_time_render = self.font.render('倒计时: %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:

0ed6f47ed89be5000dc8a4f1cccbe1b5.webp

当设置的游戏时间用尽时,我们可以生成一些提示信息,代码如下:

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 = '最终得分: %s' % score text1 = '按 R 键重新开始'    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:

a29ab5586195707ec98e99e7e9bc28a2.webp

说完了游戏图形化界面相关的部分,我们再看一下游戏的主要处理逻辑。

我们通过鼠标来操纵拼图块,因此程序需要检查有无拼图块被选中,代码实现如下:

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

我们需要将鼠标连续选择的拼图块进行位置交换,代码实现如下:

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

每一次交换拼图块时,我们需要判断是否有连续一样的三个及以上拼图块,代码实现如下:

def isMatch(self):  for x in range(NUMGRID):       for y in range(NUMGRID):           if x + 2 < NUMGRID:             if self.getGemByPos(x, y).type == self.getGemByPos(x+1, y).type == self.getGemByPos(x+2, y).type:                  return [1, x, y]           if y + 2 < NUMGRID:             if self.getGemByPos(x, y).type == self.getGemByPos(x, y+1).type == self.getGemByPos(x, y+2).type:                  return [2, x, y]   return [0, x, y]

当出现三个及以上拼图块时,需要将这些拼图块消除,代码实现如下:

def removeMatched(self, res_match): if res_match[0] > 0:        self.generateNewGems(res_match)        self.score += self.reward      return self.reward return 0

将匹配的拼图块消除之后,我们还需要随机生成新的拼图块,代码实现如下:

def generateNewGems(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]:                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

之后反复执行这个过程,直至耗尽游戏时间,游戏结束。

最后,我们动态看一下游戏效果。

1022bbd0715db0565d28fdeb7a7b4ec7.webp

总结

本文我们使用 Python 实现了一个简单的消消乐游戏,有兴趣的可以对游戏做进一步扩展,比如增加关卡等。

PS公号内回复「Python」即可进入Python 新手学习交流群,一起 100 天计划!


老规矩,兄弟们还记得么,右下角的 “在看” 点一下如果感觉文章内容不错的话,记得分享朋友圈让更多的人知道!

fbae9a16aff4da8e34d3ccd269bfc48c.webp37d6db64906c5ce39fe9ca2c1841c3a9.webp

代码获取方式

识别文末二维码,回复:200729

浏览 6
点赞
评论
收藏
分享

手机扫一扫分享

分享
举报
评论
图片
表情
推荐
点赞
评论
收藏
分享

手机扫一扫分享

分享
举报