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简单版开心消消乐(python实现)_图形消消乐代码简单

图形消消乐代码简单

一、pycharm 安装

1.1 pycharm 下载

pycharm官网

点击上面官网链接,

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点击 Download 按钮

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【专业版只有30天试用期,所以我们下载社区版】
鼠标滚轮下滑,找到 PyCharm Community Edition,点击下载

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下载完成后则进行安装

1.2 pycharm 安装

二、创建 python 项目

2.1 创建项目

2.2 配置项目环境

点击右上角设置

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先点击 Project ,再点击 Python Interpreter ,然后点击 + 号

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在搜索框输入 pygame ,选择第一个,点击 install Package

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等待安装结束即可,可以发现多了一个 pygame 包,然后点击 ok 即可

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2.3 编写项目代码

任务要求
画方块在屏幕上画出5行5列的方块,方块颜色随机

main.py 代码如下:

import random
import time
import pygame
import sys

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600


def change_color():
    """ 产生随机颜色 """
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


def draw_block(x, y, row, col, width, height):
    """ 在屏幕上画方块 """
    for i in range(0, row):
        for j in range(0, col):
            pygame.draw.rect(screen, change_color(), (x + i * width, y + j * height, width, height))


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)))

    while True:
        draw_block(50, 50, 5, 5, 50, 50)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
        time.sleep(0.3)
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运行结果如下:

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三、撰写代码

3.1 读取文件

任务要求
显示图片在2.3任务的基础上,把每一个方块替换为图片

在项目创建 image 文件夹,图片资源可以在文章顶部下载:

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main.py 代码如下:

import random
import time
import pygame
import sys
import os

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600


def change_color():
    """ 产生随机颜色 """
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


def draw_block(x, y, row, col, width, height):
    """ 在屏幕上画方块 """
    for i in range(0, row):
        for j in range(0, col):
            r = random.randint(1, 7)
            pygame.draw.rect(screen, change_color(), (x + i * width, y + j * height, width, height))
            screen.blit(pygame.image.load(os.path.join('./image', ' (' + str(r) + ').png')),
                        (x + i * width, y + j * height))


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)))

    while True:
        draw_block(50, 50, 10, 10, 50, 50)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
        time.sleep(0.3)
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运行结果如下:

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3.2 响应鼠标事件

3.2.1 示例 1

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可以从 pygame 的 event 变量的 type 属性来确定事件类型,而 pygame 的 MOUSEBUTTONDOWN 常量则表示鼠标点击事件。

完整 main.py 代码如下:

import random
import time
import pygame
import sys
import os

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
DRAW_BLOCK = 111
DRAW_PIC = 222
DRAW_CIRCLE = 333


def change_color():
    """ 产生随机颜色 """
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


def draw_block(x, y, row, col, width, height, type):
    """ 在屏幕上画方块 """
    for i in range(0, row):
        for j in range(0, col):
            if type == DRAW_BLOCK:
                pygame.draw.rect(screen, change_color(), (x + i * width, y + j * height, width, height))
            elif type == DRAW_PIC:
                r = random.randint(1, 7)
                screen.blit(pygame.image.load(os.path.join('./image', ' (' + str(r) + ').png')),
                            (x + i * width, y + j * height))
            else:
                continue


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)))

    while True:
        draw_block(50, 50, 10, 10, 50, 50, DRAW_PIC)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                x, y = event.pos
                print(x, y, y // 50, x // 50)
        time.sleep(0.3)
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运行结果如下:

  点击方块时,终端会显示鼠标点击坐标和对应方块的行、列。

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3.2.2 示例 2

在示例 1 的基础上,点击对应方块,对应方块就消除。

代码如下:

import random
import time
import pygame
import sys
import os

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
DRAW_BLOCK = 111
DRAW_PIC = 222
DRAW_CIRCLE = 333


def change_color():
    """ 产生随机颜色 """
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


def draw_block(x, y, row, col, width, height, type):
    """ 在屏幕上画方块 """
    for i in range(0, row):
        for j in range(0, col):
            if type == DRAW_BLOCK:
                pygame.draw.rect(screen, change_color(), (x + i * width, y + j * height, width, height))
            elif type == DRAW_PIC:
                r = random.randint(1, 6)
                screen.blit(pygame.image.load(os.path.join('./image', 'd (' + str(r) + ').png')),
                            (x + i * width, y + j * height))
            else:
                continue


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)))
    draw_block(50, 50, 10, 10, 50, 50, DRAW_PIC)
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                x, y = event.pos
                print(x, y, y // 50, x // 50)
                pygame.draw.rect(screen, (255, 255, 255), (x // 50 * 50, y // 50 * 50, 50, 50))
                pygame.display.update()
        time.sleep(0.3)
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运行结果如下:

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3.3 封装成类

3.3.1 封装成类

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在目录下新建 MagicBlock.py 文件,文件代码如下:

import random
import pygame

TYPE_RECT = 0
TYPE_IMAGE = 1
img_list = list()

for i in range(1, 6):
    img_list.append(pygame.image.load('./image/d (' + str(i) + ').png'))


class Block:
    def __init__(self, left, top):
        self.screen = None
        self.left = 50 + left
        self.top = 50 + top
        self.type = TYPE_IMAGE
        self.random_index = random.randint(0, 4)

    def change_color(self):
        r = random.randint(0, 255)
        g = random.randint(0, 255)
        b = random.randint(0, 255)
        return r, g, b

    def draw(self, screen, width, height):
        position = self.left, self.top, width, height
        self.screen = screen
        if self.type == TYPE_RECT:
            pygame.draw.rect(self.screen, self.change_color(), position)
        elif self.type == TYPE_IMAGE:
            screen.blit(img_list[self.random_index], (self.left, self.top))
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更改 main.py 文件,更改后代码如下:

import random
import time
import pygame
import sys
import os

from MagicBlock import Block

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
DRAW_BLOCK = 111
DRAW_PIC = 222
DRAW_CIRCLE = 333


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.fill((random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)))

    for i in range(10):
        for j in range(10):
            block = Block(50 * i, 50 * j)
            block.draw(screen, 50, 50)
    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                x, y = event.pos
                print(x, y, y // 50, x // 50)
                pygame.draw.rect(screen, (255, 255, 255), (x // 50 * 50, y // 50 * 50, 50, 50))
                pygame.display.update()
        time.sleep(0.3)
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运行结果如下:

在这里插入图片描述

3.3.2 继续封装

修改 MagicBlock.py 的代码为:

import random
import pygame

TYPE_RECT = 0
TYPE_IMAGE = 1
img_list = list()

for i in range(1, 6):
    img_list.append(pygame.image.load('./image/d (' + str(i) + ').png'))


def change_color():
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


class Block:
    def __init__(self, screen, block_type):
        self.screen = screen
        self.left = 0
        self.top = 0
        self.type = block_type
        self.random_index = random.randint(0, 4)

    def draw(self, screen, width, height):
        position = self.left, self.top, width, height
        self.screen = screen
        if self.type == TYPE_RECT:
            pygame.draw.rect(self.screen, change_color(), position)
        elif self.type == TYPE_IMAGE:
            screen.blit(img_list[self.random_index], (self.left, self.top))

    def mouse_clicked(self):
        pygame.draw.rect(self.screen, change_color(), (self.left, self.top, 50, 50))
        pygame.display.update()


class MagicBlock:
    def __init__(self, start_x, start_y, row, col, screen, block_width, block_height, block_type):
        self.start_x = start_x
        self.start_y = start_y
        self.row = row
        self.col = col
        self.screen = screen
        self.block_width = block_width
        self.block_height = block_height
        self.type = block_type
        self.blocks = [[0] * self.col for _ in range(row)]
        self.init_blocks()

    def init_blocks(self):
        for r in range(self.row):
            for j in range(self.col):
                self.blocks[r][j] = Block(self.screen, self.type)
                self.blocks[r][j].left = self.start_x + r * self.block_width
                self.blocks[r][j].top = self.start_y + j * self.block_height

    def draw(self):
        for r in range(self.row):
            for j in range(self.col):
                self.blocks[r][j].draw(self.screen, self.block_width, self.block_height)

    def mouse_clicked(self, x, y):
        if 0 < x - self.start_x < self.col * self.block_width and 0 < y-self.start_y < self.row * self.block_height:
            self.blocks[(x - self.start_x) // self.block_width][(y - self.start_y) // self.block_height].mouse_clicked()
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修改 main.py 的代码为:

import random
import time
import pygame
import sys
import os

from MagicBlock import MagicBlock

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 700
TYPE_RECT = 0
TYPE_IMAGE = 1


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.blit(pygame.image.load('./image/background.png'), (0, 0))

    magic_block = MagicBlock(100, 50, 10, 10, screen, 50, 50, TYPE_IMAGE)
    magic_block.draw()

    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                x, y = event.pos
                magic_block.mouse_clicked(x, y)
        time.sleep(0.3)
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运行结果如下:

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3.4 消除逻辑

修改 magicBlock.py 文件代码如下:

import random
import queue
import pygame

TYPE_RECT = 0
TYPE_IMAGE = 1
img_list = list()
block_queue = queue.Queue()

for i in range(1, 6):
    img_list.append(pygame.image.load('./image/d (' + str(i) + ').png'))


def change_color():
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


class Block:
    def __init__(self, screen, block_type):
        self.screen = screen
        self.left = 0
        self.top = 0
        self.type = block_type
        self.random_index = random.randint(0, 4)

    def draw(self, screen, width, height):
        position = self.left, self.top, width, height
        self.screen = screen
        if self.type == TYPE_RECT:
            pygame.draw.rect(self.screen, change_color(), position)
        elif self.type == TYPE_IMAGE:
            screen.blit(img_list[self.random_index], (self.left, self.top))

    def mouse_clicked(self):
        if block_queue.qsize() < 2:
            block_queue.put(self)
        if block_queue.qsize() >= 2:
            t1 = block_queue.get()
            t2 = block_queue.get()
            if t1.random_index == t2.random_index:
                pygame.draw.rect(self.screen, change_color(), (t1.left, t1.top, 50, 50))
                pygame.draw.rect(self.screen, change_color(), (t2.left, t2.top, 50, 50))
                pygame.display.update()


# class Blocks:
#     def __init__(self, row, col):
#         self.row = row
#         self.col = col
#         self.blocks = [[Block(50 * i, 50 * j) for i in range(row)] for j in range(col)]
#
#     def draw(self, screen, width, height):
#         for i in range(self.row):
#             for j in range(self.col):
#                 self.blocks[i][j].draw(screen, width, height)

class MagicBlock:
    def __init__(self, start_x, start_y, row, col, screen, block_width, block_height, block_type):
        self.start_x = start_x
        self.start_y = start_y
        self.row = row
        self.col = col
        self.screen = screen
        self.block_width = block_width
        self.block_height = block_height
        self.type = block_type
        self.blocks = [[0] * self.col for _ in range(row)]
        self.init_blocks()

    def init_blocks(self):
        for r in range(self.row):
            for j in range(self.col):
                self.blocks[r][j] = Block(self.screen, self.type)
                self.blocks[r][j].left = self.start_x + r * self.block_width
                self.blocks[r][j].top = self.start_y + j * self.block_height

    def draw(self):
        for r in range(self.row):
            for j in range(self.col):
                self.blocks[r][j].draw(self.screen, self.block_width, self.block_height)

    def mouse_clicked(self, x, y):
        if 0 < x - self.start_x < self.col * self.block_width and 0 < y - self.start_y < self.row * self.block_height:
            self.blocks[(x - self.start_x) // self.block_width][(y - self.start_y) // self.block_height].mouse_clicked()
            print((x - self.start_x) // self.block_width, (y - self.start_y) // self.block_height)
        else:
            print('f')
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运行结果如下:

点击相同才可以消去,不同则不会
在这里插入图片描述

四、完整代码

4.1 项目结构

image 图片资源在文章顶部可以下载
MagicBlock.py 文件用于实现方块类
main.py 文件实现游戏流程
在这里插入图片描述

4.2 文件代码

4.2.1 MagicBlock.py 文件

import random
import queue
import pygame

TYPE_RECT = 0
TYPE_IMAGE = 1
img_list = list()
block_queue = queue.Queue()

for i in range(1, 6):
    img_list.append(pygame.image.load('./image/d (' + str(i) + ').png'))


def change_color():
    r = random.randint(0, 255)
    g = random.randint(0, 255)
    b = random.randint(0, 255)
    return r, g, b


class Block:
    def __init__(self, screen, block_type):
        self.screen = screen
        self.left = 0
        self.top = 0
        self.type = block_type
        self.random_index = random.randint(0, 4)

    def draw(self, screen, width, height):
        position = self.left, self.top, width, height
        self.screen = screen
        if self.type == TYPE_RECT:
            pygame.draw.rect(self.screen, change_color(), position)
        elif self.type == TYPE_IMAGE:
            screen.blit(img_list[self.random_index], (self.left, self.top))

    def mouse_clicked(self):
        if block_queue.qsize() < 2:
            block_queue.put(self)
        if block_queue.qsize() >= 2:
            t1 = block_queue.get()
            t2 = block_queue.get()
            if t1.random_index == t2.random_index:
                pygame.draw.rect(self.screen, change_color(), (t1.left, t1.top, 50, 50))
                pygame.draw.rect(self.screen, change_color(), (t2.left, t2.top, 50, 50))
                pygame.display.update()


# class Blocks:
#     def __init__(self, row, col):
#         self.row = row
#         self.col = col
#         self.blocks = [[Block(50 * i, 50 * j) for i in range(row)] for j in range(col)]
#
#     def draw(self, screen, width, height):
#         for i in range(self.row):
#             for j in range(self.col):
#                 self.blocks[i][j].draw(screen, width, height)

class MagicBlock:
    def __init__(self, start_x, start_y, row, col, screen, block_width, block_height, block_type):
        self.start_x = start_x
        self.start_y = start_y
        self.row = row
        self.col = col
        self.screen = screen
        self.block_width = block_width
        self.block_height = block_height
        self.type = block_type
        self.blocks = [[0] * self.col for _ in range(row)]
        self.init_blocks()

    def init_blocks(self):
        for r in range(self.row):
            for j in range(self.col):
                self.blocks[r][j] = Block(self.screen, self.type)
                self.blocks[r][j].left = self.start_x + r * self.block_width
                self.blocks[r][j].top = self.start_y + j * self.block_height

    def draw(self):
        for r in range(self.row):
            for j in range(self.col):
                self.blocks[r][j].draw(self.screen, self.block_width, self.block_height)

    def mouse_clicked(self, x, y):
        if 0 < x - self.start_x < self.col * self.block_width and 0 < y - self.start_y < self.row * self.block_height:
            self.blocks[(x - self.start_x) // self.block_width][(y - self.start_y) // self.block_height].mouse_clicked()
            print((x - self.start_x) // self.block_width, (y - self.start_y) // self.block_height)
        else:
            print('f')
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4.2.2 main.py 文件

import random
import time
import pygame
import sys
import os


from MagicBlock import MagicBlock

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 700
TYPE_RECT = 0
TYPE_IMAGE = 1

# def change_color():
#     """ 产生随机颜色 """
#     r = random.randint(0, 255)
#     g = random.randint(0, 255)
#     b = random.randint(0, 255)
#     return r, g, b
#
#
# def draw_block(x, y, row, col, width, height, type):
#     """ 在屏幕上画方块 """
#     for i in range(0, row):
#         for j in range(0, col):
#             if type == DRAW_BLOCK:
#                 pygame.draw.rect(screen, change_color(), (x + i * width, y + j * height, width, height))
#             elif type == DRAW_PIC:
#                 r = random.randint(1, 6)
#                 screen.blit(pygame.image.load(os.path.join('./image', 'd (' + str(r) + ').png')),
#                             (x + i * width, y + j * height))
#             else:
#                 continue


if __name__ == '__main__':
    pygame.init()
    screen = pygame.display.set_mode((SCREEN_HEIGHT, SCREEN_WIDTH))
    pygame.display.set_caption("happy remove")
    screen.blit(pygame.image.load('./image/background.png'), (0, 0))

    # blocks = Blocks(10, 10)
    # blocks.draw(screen, 50, 50)

    # for i in range(10):
    #     for j in range(10):
    #         block = Block(50 * i, 50 * j)
    #         block.draw(screen, 50, 50)

    # draw_block(50, 50, 10, 10, 50, 50, DRAW_PIC)

    magic_block = MagicBlock(100, 50, 10, 10, screen, 50, 50, TYPE_IMAGE)
    magic_block.draw()

    pygame.display.update()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                x, y = event.pos
                magic_block.mouse_clicked(x, y)
        time.sleep(0.3)
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