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说明:
1.在网上找了一个基础版本改进而来,大概增加了200行代码,相对原版要复杂一些;
2.界面采用tkinter开发,比较简单;
3.新增了连接线功能;
4.新增了积分功能;
5.新增了陷入死局时,重新打散功能;
6.新增了关卡功能,目前设置了5关;
7.新增了计算当前地图有多少可连通图标功能。
陷入死局时,效果如下:
打散后,重新排列,然后聚在一起:
进入下一关界面:
进入第二关效果如下:
后面的关卡与上面类似。
源代码只有一个文件,用到的库比较少、比较小,安装起来很容易。代码如下:
- from tkinter import BOTH,FIRST,LAST,GROOVE,FLAT
- import os, random
- import tkinter as tk
- import tkinter.messagebox
- import numpy as np
- from PIL import Image, ImageTk
- import time
- from playsound import playsound
-
- class MainWindow():
- __gameTitle = "连连看游戏"
- __windowWidth = 600
- __windowHeigth = 500
- __gameSize = 10 # 游戏尺寸
- __iconKind = __gameSize * __gameSize / 4 # 小图片种类数量
- __iconWidth = 40
- __iconHeight = 40
- __map = [] # 游戏地图
- __delta = 25
- __isFirst = True
- __isGameStart = False
- __formerPoint = None
- EMPTY = -1
- NONE_LINK = 0
- STRAIGHT_LINK = 1
- ONE_CORNER_LINK = 2
- TWO_CORNER_LINK = 3
- __images = []#蒙板阴影图像
- __level = 1#游戏关卡
- __point_position = {}
- __score = 0
-
- def __init__(self):
- self.__root = tk.Tk()
- self.__root.title(self.__gameTitle)
- self.centerWindow(self.__windowWidth, self.__windowHeigth)
- self.__root.minsize(460, 460)
-
- self.__addComponets()
- self.new_game()
-
- self.__root.mainloop()
-
-
- #菜单栏中添加一个叫“游戏”的菜单项
- def __addComponets(self):
- #菜单栏
- self.menubar = tk.Menu(self.__root, bg="lightgrey", fg="black")
-
- #子菜单
- self.file_menu = tk.Menu(self.menubar, tearoff=0, bg="lightgrey", fg="black")
- self.file_menu.add_command(label="新游戏", command=self.new_game, accelerator="Ctrl+N")
-
- self.menubar.add_cascade(label="游戏", menu=self.file_menu)
- self.__root.configure(menu=self.menubar)
- self.__root.bind('<Control-n>',self.new_game)#实现快捷键功能ctrl+N
- #
- self.canvas = tk.Canvas(self.__root, bg = '#D3D3D3', width = 450, height = 450,cursor="hand2")
- self.canvas.grid(row=0,column=0,sticky='N',pady = 5,rowspan=2,padx=(50,0))
- self.canvas.bind('<Button-1>', self.clickCanvas)
- #分数面板
- self.label_score = tkinter.Label(self.__root,width=10,height=2,font=('黑体',13,'bold'),fg="#802A2A",bg="#F5DEB3")
- self.label_score.grid(row=0,column=1)
- #显示当前可连接数
- self.label_linknums = tkinter.Label(self.__root,width=10,height=2,font=('黑体',13,'bold'),fg="#228B22")
- self.label_linknums.grid(row=1,column=1)
-
- '''
- 判断两个接点之间是否能连通
- '''
- def __isLink(self,fromPoint,point):
- return self.isStraightLink(fromPoint,point) or self.isOneCornerLink(fromPoint,point) or self.isTwoCornerLink(fromPoint,point)
-
- '''
- 获取提示,逻辑有点复杂,主要解决以下问题:
- 1.获取当前地图上所有的图标;
- 2.然后遍历,计算有多少对可连通的图标;
- 3.如果有三个或者四个相同的图标可以相互连通,要进行判断,以勉出现重复计算。
- '''
- def getPromptPoint(self):
- _link_point = []
-
- _icons_arr = self.__map.flatten()#先转化为一维数组,便于操作
- for i in set(_icons_arr):
- if i == self.EMPTY: continue #忽略为空的坐标
- _arr = np.where(_icons_arr==i)[0]#元组的第一个元素,是由i元素的索引组成的数组
- if _arr.size == 4:#剩下4个相同图标
- _point1 = Point(int(_arr[0]%10),int(_arr[0]/10))# 计算x,y坐标
- _point2 = Point(int(_arr[1]%10),int(_arr[1]/10))
- _point3 = Point(int(_arr[2]%10),int(_arr[2]/10))
- _point4 = Point(int(_arr[3]%10),int(_arr[3]/10))
- #4个接点6条线,但最多只能计算2条线,再多就会出现重复计数
- if self.__isLink(_point1,_point2):
- _link_point.append((_point1,_point2))
- if self.__isLink(_point3,_point4):
- _link_point.append((_point3,_point4))
- elif self.__isLink(_point1,_point3):
- _link_point.append((_point1,_point3))
- if self.__isLink(_point2,_point4):
- _link_point.append((_point2,_point4))
- elif self.__isLink(_point1,_point4):
- _link_point.append((_point1,_point4))
- if self.__isLink(_point2,_point3):
- _link_point.append((_point2,_point3))
- elif self.__isLink(_point2,_point3):
- _link_point.append((_point2,_point3))
- elif self.__isLink(_point2,_point4):
- _link_point.append((_point2,_point4))
- elif self.__isLink(_point3,_point4):
- _link_point.append((_point3,_point4))
-
- elif _arr.size == 2:#剩下2个相同图标
- _point1 = Point(int(_arr[0]%10),int(_arr[0]/10))# 计算x,y坐标
- _point2 = Point(int(_arr[1]%10),int(_arr[1]/10))
- if self.__isLink(_point1,_point2):
- _link_point.append((_point1,_point2))
-
- self.label_linknums['text'] = f"{len(_link_point)}连"
-
- print("_link_point",_link_point)
- return _link_point
-
-
- def centerWindow(self, width, height):#700 500
- screenwidth = self.__root.winfo_screenwidth()#窗口距离屏幕左边的宽
- screenheight = self.__root.winfo_screenheight()#窗口距离屏幕顶部的高
- size = '%dx%d+%d+%d' % (width, height, (screenwidth - width)/2, (screenheight - height)/2)
- self.__root.geometry(size)
-
-
- def add_score(self):
- self.__score += 2 #消除一对图标,分数加2
- self.set_label_text()
-
- def set_label_text(self):
- self.label_score['text'] = f"{self.__score}分"
-
- '''
- 这个方法需要注意的积分问题:
- 1.开始新游戏时,将积分清零;
- 2.开始下一关时,将前一关的积分累积起来。
- '''
- def new_game(self, event=None,level=1,score = 0):
- self.__score = score
- self.set_label_text()
- self.__level = level
- self.extractSmallIconList()
- self.iniMap()
- self.drawMap()
- self.getPromptPoint()
-
- self.__isGameStart = True
-
- def clickCanvas(self, event):
- if not self.__isGameStart:
- return
-
- # 确认有效点击坐标
- point = self.getInnerPoint(Point(event.x, event.y))
- if not point.isUserful() or self.isEmptyInMap(point):
- return
-
- #__isFirst在三种情况下为True,1.游戏开始的时候;2.同一个图标点击了两次;3.成功消除一组图标。
- if self.__isFirst:
- self.drawSelectedArea(point)
- self.__isFirst= False
- self.__formerPoint = point
- else:
- if self.__formerPoint.isEqual(point):#两次点击的是同一个图标
- self.__isFirst = True
- self.canvas.delete("rectRedOne")
- self.canvas.delete('image_mask')
- else:
- linkType = self.getLinkType(self.__formerPoint, point)
- if linkType['type'] != self.NONE_LINK:
- #画连接线
- self.draw_link_line(self.__formerPoint,point,linkType)
- playsound("music2.mp3")
- time.sleep(.5)# 显示画线的延迟
-
- self.ClearLinkedBlocks(self.__formerPoint, point)
- self.canvas.delete("rectRedOne")
- self.canvas.delete("linkline")
- self.canvas.delete('image_mask')
- #增加分数
- self.add_score()
-
- _link_point = self.getPromptPoint()
- self.__isFirst = True
- if len(_link_point) == 0:
- if self.isGameEnd():
- if tk.messagebox.askokcancel('确认操作', '是否进入下一关?'):
- self.__level = self.__level+1
- self.new_game(level = self.__level,score = self.__score)
- else:
- self.__isGameStart = False
- else: #没有可连通图标,且当前地图上还有图标存在,游戏未结束时,打散当前地图
- tk.messagebox.showinfo("提示", "已没有可连通图标,需重新打散!")
- self.shuffleMap()
- self.drawMap()
- self.getPromptPoint()
- else:
- self.__formerPoint = point
- self.canvas.delete("rectRedOne")
- self.drawSelectedArea(point)
-
- # 判断游戏是否结束
- def isGameEnd(self):
- for y in range(0, self.__gameSize):
- for x in range(0, self.__gameSize):
- if self.__map[y][x] != self.EMPTY:
- return False
- return True
-
- '''
- 消除图像前,把两个图像之间的连接线画出来。
- '''
- def draw_link_line(self,formerPoint,point,linkType):
- if linkType['type'] == self.STRAIGHT_LINK:
- p1 = self.getOuterCenterPoint(formerPoint)
- p2 = self.getOuterCenterPoint(point)
-
- #arrow表示线的箭头样式,默认不带箭头,参数值 FIRST表示添加箭头带线段开始位置,LAST表示到末尾占位置,BOTH表示两端均添加
- self.canvas.create_line((p1.x, p1.y),(p2.x, p2.y),fill = 'red',tags = 'linkline',width=3, arrow=LAST)
- if linkType['type'] == self.ONE_CORNER_LINK:
- corner1 = self.getOuterCenterPoint(linkType["p1"])
-
- p1 = self.getOuterFitCenterPoint(formerPoint,corner1)
- p2 = self.getOuterFitCenterPoint(point,corner1)
-
- self.canvas.create_line((p1.x, p1.y),(corner1.x, corner1.y),fill = 'red',tags = 'linkline',width=3)
- self.canvas.create_line((p2.x, p2.y),(corner1.x, corner1.y),fill = 'red',tags = 'linkline',width=3, arrow=FIRST)
- elif linkType['type'] == self.TWO_CORNER_LINK:
- corner1 = self.getOuterCenterPoint(linkType["p1"])
- corner2 = self.getOuterCenterPoint(linkType["p2"])
-
- p1 = self.getOuterFitCenterPoint(formerPoint,corner1)
- p2 = self.getOuterFitCenterPoint(point,corner2)
-
- self.canvas.create_line((p1.x, p1.y),(corner1.x, corner1.y),fill = 'red',tags = 'linkline',width=3)
- self.canvas.create_line((p2.x, p2.y),(corner2.x, corner2.y),fill = 'red',tags = 'linkline',width=3, arrow=FIRST)
- self.canvas.create_line((corner1.x, corner1.y),(corner2.x, corner2.y),fill = 'red',tags = 'linkline',width=3)
- self.canvas.update()
-
- '''
- 提取小头像数组
- '''
- def extractSmallIconList(self):
- self.__icons = []
- imageSouce = Image.open(f"图片/new{self.__level}.png")
- for index in range(0, int(self.__iconKind)):#0-24
- region = imageSouce.crop((self.__iconWidth * index, 0,
- self.__iconWidth * index + self.__iconWidth - 1, self.__iconHeight - 1))
- self.__icons.append(ImageTk.PhotoImage(region))
-
- '''
- 初始化地图 存值为0-24
- '''
- def iniMap(self):
- self.__map = [] # 重置地图
- _tmpRecords = []
-
- # 0-24,一共25个图标,每个图标出现4次,总共出现100次
- _total = self.__gameSize * self.__gameSize
- _tmpRecords = np.linspace(0, self.__iconKind, _total, endpoint = False,dtype=int)
- np.random.shuffle(_tmpRecords)#重新打散洗牌
- self.__map = _tmpRecords.reshape((10,10))#将一维数组100,转化为二维10*10
-
- '''
- 初始化地图 存值为0-24,当前地图中,如果没有可连通路线、进入死局时,将现有的图标进行打散重新洗牌。
- '''
- def shuffleMap(self):
- _icons_arr = self.__map.flatten()#先转化为一维数组,便于操作
- self.__map = []#重置地图
- for i in set(_icons_arr):
- if i == self.EMPTY: continue
- _tuple = np.where(_icons_arr==i)[0]#元组的第一个元素,是由i元素的索引组成的数组
- self.__map.extend([i]* _tuple.size)#第i个图标出现的次数
-
- np.random.shuffle(self.__map)#洗牌
- _len = len(self.__map)
- _total = self.__gameSize * self.__gameSize
- self.__map[_len:_total] = [self.EMPTY]*(_total-_len)#剩余元素置为空(-1),填满至整个地图0-99
- self.__map = np.array(self.__map).reshape((self.__gameSize,self.__gameSize))#转化为二维数组10*10
-
-
- '''
- 根据地图绘制图像
- 1.在使用create_image()函数时,需要先通过Pillow库(或其他图片处理库)读取图片文件并生成图片对象,然后再将这个图片对象传递给create_image()函数,在指定的坐标位置将图片添加到画布上。
- 2.canvas.create_image(x, y, image=图像对象, anchor=定位点),x和y表示图像锚点在画布上的位置,即图像在画布上的左上角坐标。image参数是一个tkinter中的PhotoImage()对象,它可以指定要加载的图像文件。anchor参数是一个字符串,用于指定图像锚点的位置,可以是"nw"(左上角)、"n"(上)、"ne"(右上角)、"w"(左)、"center"(中心)、"e"(右)、"sw"(左下角)或"s"(下)。如果不指定anchor参数,则默认为“center”。
- '''
- def drawMap(self):
- self.canvas.delete("all")#字符串"all""是代表画布上所有项目的特殊标记
- for y in range(0, self.__gameSize):
- for x in range(0, self.__gameSize):
- point = self.getOuterLeftTopPoint(Point(x, y))
- if self.__map[y][x] != self.EMPTY:#打散重绘时,不再置空的图标
- self.canvas.create_image((point.x, point.y),image=self.__icons[self.__map[y][x]], anchor='nw', tags = 'im%d%d' % (x, y))
-
-
- '''
- 根据两点不同的位置,获取对应边的中心连接点。例如目标图标在左边,就取靠左的一边的中点。如果连接目标在右边,就取靠右一边的中点坐标。
- '''
- def getOuterFitCenterPoint(self, formerPoint, corner):
- _formerPoint = self.getOuterCenterPoint(formerPoint)
- if _formerPoint.y>corner.y:
- fitCenterPoint = Point(self.getX(formerPoint.x) + int(self.__iconWidth / 2),self.getY(formerPoint.y))#顶边
- elif _formerPoint.y<corner.y:
- fitCenterPoint = Point(self.getX(formerPoint.x) + int(self.__iconWidth / 2),self.getY(formerPoint.y) + int(self.__iconHeight))#底边
- elif _formerPoint.y == corner.y:
- if _formerPoint.x > corner.x:
- fitCenterPoint = Point(self.getX(formerPoint.x),self.getY(formerPoint.y)+int(self.__iconHeight / 2))#左边
- elif _formerPoint.x < corner.x:
- fitCenterPoint = Point(self.getX(formerPoint.x) + int(self.__iconWidth),self.getY(formerPoint.y)+int(self.__iconHeight / 2))#右边
-
- return fitCenterPoint
-
- '''
- 获取内部坐标对应矩形左上角顶点坐标
- '''
- def getOuterLeftTopPoint(self, point):
- return Point(self.getX(point.x), self.getY(point.y))
-
- '''
- 获取内部坐标对应矩形中心坐标
- '''
- def getOuterCenterPoint(self, point):
- return Point(self.getX(point.x) + int(self.__iconWidth / 2),
- self.getY(point.y) + int(self.__iconHeight / 2))
-
- def getX(self, x):# x * 40 + 25
- return x * self.__iconWidth + self.__delta
-
- def getY(self, y):
- return y * self.__iconHeight + self.__delta
-
- '''
- 获取内部坐标
- '''
- def getInnerPoint(self, point):
- x = -1
- y = -1
-
- for i in range(0, self.__gameSize):
- x1 = self.getX(i)
- x2 = self.getX(i + 1)
- if point.x >= x1 and point.x < x2:
- x = i
-
- for j in range(0, self.__gameSize):
- j1 = self.getY(j)
- j2 = self.getY(j + 1)
- if point.y >= j1 and point.y < j2:
- y = j
-
- return Point(x, y)
-
- '''
- 创建一块蒙板,覆盖到选中的图形上
- '''
- def create_mask(self,x1, y1, x2, y2, **kwargs):
- #(0,0,0)代表黑色的RGB,127代表alpha透明度,(x2-x1, y2-y1)指长宽
- image = Image.new('RGBA', (x2-x1, y2-y1), (0,0,0,127))
- self.__images = [ImageTk.PhotoImage(image)]#这里一定要用一个实例变量存储,局部变量没有效果,原因不清楚
- self.canvas.create_image(x1, y1, image=self.__images[0], anchor='nw',tags = "image_mask")
-
- '''
- 选择的区域变红,point为内部坐标
- '''
- def drawSelectedArea(self, point):
- pointLT = self.getOuterLeftTopPoint(point)
- pointRB = self.getOuterLeftTopPoint(Point(point.x + 1, point.y + 1))
-
- self.canvas.create_rectangle(pointLT.x, pointLT.y, pointRB.x - 1, pointRB.y - 1, outline = 'red', tags = "rectRedOne", width=2)
- #蒙板
- self.create_mask(pointLT.x, pointLT.y, pointRB.x - 1, pointRB.y - 1, fill='skyblue', alpha=.5,width=0)
-
- '''
- 消除连通的两个块
- '''
- def ClearLinkedBlocks(self, p1, p2):
- self.__map[p1.y][p1.x] = self.EMPTY
- self.__map[p2.y][p2.x] = self.EMPTY
- self.canvas.delete('im%d%d' % (p1.x, p1.y))
- self.canvas.delete('im%d%d' % (p2.x, p2.y))
-
- '''
- 地图上该点是否为空
- '''
- def isEmptyInMap(self, point):
- if self.__map[point.y][point.x] == self.EMPTY:
- return True
- else:
- return False
-
- '''
- 获取两个点连通类型
- '''
- def getLinkType(self, p1, p2):
- # 首先判断两个方块中图片是否相同
- if self.__map[p1.y][p1.x] != self.__map[p2.y][p2.x]:
- return { 'type': self.NONE_LINK }
-
- if self.isStraightLink(p1, p2):
- return {
- 'type': self.STRAIGHT_LINK
- }
- res = self.isOneCornerLink(p1, p2)
- if res:
- return {
- 'type': self.ONE_CORNER_LINK,
- 'p1': res
- }
- res = self.isTwoCornerLink(p1, p2)
- if res:
- return {
- 'type': self.TWO_CORNER_LINK,
- 'p1': res['p1'],
- 'p2': res['p2']
- }
- return {
- 'type': self.NONE_LINK
- }
-
-
- '''
- 直连
- '''
- def isStraightLink(self, p1, p2):
- start = -1
- end = -1
- # 水平
- if p1.y == p2.y:
- # 大小判断
- if p2.x < p1.x:
- start = p2.x
- end = p1.x
- else:
- start = p1.x
- end = p2.x
- for x in range(start + 1, end):
- if self.__map[p1.y][x] != self.EMPTY:
- return False
- return True
- elif p1.x == p2.x:
- if p1.y > p2.y:
- start = p2.y
- end = p1.y
- else:
- start = p1.y
- end = p2.y
- for y in range(start + 1, end):
- if self.__map[y][p1.x] != self.EMPTY:
- return False
- return True
- return False
-
- def isOneCornerLink(self, p1, p2):
- pointCorner = Point(p1.x, p2.y)
- if self.isStraightLink(p1, pointCorner) and self.isStraightLink(pointCorner, p2) and self.isEmptyInMap(pointCorner):
- return pointCorner
-
- pointCorner = Point(p2.x, p1.y)
- if self.isStraightLink(p1, pointCorner) and self.isStraightLink(pointCorner, p2) and self.isEmptyInMap(pointCorner):
- return pointCorner
-
- def isTwoCornerLink(self, p1, p2):
- for y in range(-1, self.__gameSize + 1):
- pointCorner1 = Point(p1.x, y)
- pointCorner2 = Point(p2.x, y)
- if y == p1.y or y == p2.y:
- continue
- if y == -1 or y == self.__gameSize:
- if self.isStraightLink(p1, pointCorner1) and self.isStraightLink(pointCorner2, p2):
- return {'p1': pointCorner1, 'p2': pointCorner2}
- else:
- if self.isStraightLink(p1, pointCorner1) and self.isStraightLink(pointCorner1, pointCorner2) and self.isStraightLink(pointCorner2, p2) and self.isEmptyInMap(pointCorner1) and self.isEmptyInMap(pointCorner2):
- return {'p1': pointCorner1, 'p2': pointCorner2}
-
- # 横向判断
- for x in range(-1, self.__gameSize + 1):
- pointCorner1 = Point(x, p1.y)
- pointCorner2 = Point(x, p2.y)
- if x == p1.x or x == p2.x:
- continue
- if x == -1 or x == self.__gameSize:
- if self.isStraightLink(p1, pointCorner1) and self.isStraightLink(pointCorner2, p2):
- return {'p1': pointCorner1, 'p2': pointCorner2}
- else:
- if self.isStraightLink(p1, pointCorner1) and self.isStraightLink(pointCorner1, pointCorner2) and self.isStraightLink(pointCorner2, p2) and self.isEmptyInMap(pointCorner1) and self.isEmptyInMap(pointCorner2):
- return {'p1': pointCorner1, 'p2': pointCorner2}
-
-
- class Point():
- def __init__(self, x, y):
- self.x = x
- self.y = y
-
- def isUserful(self):
- if self.x >= 0 and self.y >= 0:
- return True
- else:
- return False
-
- '''
- 判断两个点是否相同
- '''
- def isEqual(self, point):
- if self.x == point.x and self.y == point.y:
- return True
- else:
- return False
-
- '''
- 克隆一份对象
- '''
- def clone(self):
- return Point(self.x, self.y)
-
- '''
- 改为另一个对象
- '''
- def changeTo(self, point):
- self.x = point.x
- self.y = point.y
-
- '''
- 显示坐标
- '''
- def __repr__(self):
- return f"x={self.x},y={self.y}"
-
- MainWindow()
-
再提一点,就是游戏地图的制作,原理就是找25张图片,把它们压缩成40*40像素的图标,然后横排合成一张图。在网上找了很久,也没发现靠谱的软件,其实用python程序就能实现这个功能。
代码来源:
使用Python批量拼接图片_python多图合并成一张图_谢欣桁的博客-CSDN博客
稍微改了下:
- import os
- import math
- from PIL import Image
-
-
- def merge_images(image_folder, output_file, n, m):
- # 获取所有图像文件的列表
- image_files = [os.path.join(image_folder, f) for f in os.listdir(image_folder) if f.endswith('.png')]
-
- # 计算每个小图像的大小和大图像的大小
- image_count = len(image_files)
- if image_count == 0:
- print('No image files found in the directory:', image_folder)
- return
-
- # 计算小图像的大小以及大图像的大小
- img = Image.open(image_files[0])
- # img_size0 = img.size[0]
- # img_size1 = img.size[1]
- img_size0 = 40
- img_size1 = 40
- new_img_size0 = img_size0 * n
- new_img_size1 = img_size1 * m
-
- # 创建一个新的大图像
- new_img = Image.new('RGB', (new_img_size0, new_img_size1), 'white')
-
- # 将所有小图像粘贴到新图像的正确位置
- for i, f in enumerate(image_files):
- row = int(i / n)
- col = i % n
- img = Image.open(f)
- img = img.resize((img_size0, img_size1))
- new_img.paste(img, (col * img_size0, row * img_size1))
-
- # 保存大图像
- new_img.save(output_file)
-
-
- # 用法示例
- image_folder = 'C:/Users/Administrator/Desktop/图标/卡通' #目录下放25张png图片
- output_file = 'C:/Users/Administrator/Desktop/图标/卡通/new5.png'#运行程序合成一张图
- n = 25 # 每行显示的图像数
- m = 1 # 每列显示的图像数
- merge_images(image_folder, output_file, n, m)
2023.6.16日更新:通过chatGPT对部分代码进行了改进,代码精简了一些。
精简版代码如下:
- # -*- coding: utf-8 -*-
-
- from tkinter import BOTH,FIRST,LAST,GROOVE,FLAT
- import os, random
- import tkinter as tk
- import tkinter.messagebox
- import numpy as np
- from PIL import Image, ImageTk
- import time
- from playsound import playsound
-
- class MainWindow():
- __gameTitle = "连连看游戏"
- __windowWidth = 600
- __windowHeigth = 500
- __gameSize = 10 # 游戏尺寸
- __iconKind = __gameSize * __gameSize / 4 # 小图片种类数量
- __iconWidth = 40
- __iconHeight = 40
- __map = [] # 游戏地图
- __delta = 25
- __isFirst = True
- __isGameStart = False
- __formerPoint = None
- EMPTY = -1
- NONE_LINK = 0
- STRAIGHT_LINK = 1
- ONE_CORNER_LINK = 2
- TWO_CORNER_LINK = 3
- __images = []#蒙板阴影图像
- __level = 1#游戏关卡
- __point_position = {}
- __score = 0
-
- def __init__(self):
- self.__root = tk.Tk()
- self.__root.title(self.__gameTitle)
- self.centerWindow(self.__windowWidth, self.__windowHeigth)
- self.__root.minsize(460, 460)
-
- self.__addComponets()
- self.new_game()
-
- self.__root.mainloop()
-
-
- #菜单栏中添加一个叫“游戏”的菜单项
- def __addComponets(self):
- #菜单栏
- self.menubar = tk.Menu(self.__root, bg="lightgrey", fg="black")
-
- #子菜单
- self.file_menu = tk.Menu(self.menubar, tearoff=0, bg="lightgrey", fg="black")
- self.file_menu.add_command(label="新游戏", command=self.new_game, accelerator="Ctrl+N")
-
- self.menubar.add_cascade(label="游戏", menu=self.file_menu)
- self.__root.configure(menu=self.menubar)
- self.__root.bind('<Control-n>',self.new_game)#实现快捷键功能ctrl+N
- #
- self.canvas = tk.Canvas(self.__root, bg = '#D3D3D3', width = 450, height = 450,cursor="hand2")
- self.canvas.grid(row=0,column=0,sticky='N',pady = 5,rowspan=2,padx=(50,0))
- self.canvas.bind('<Button-1>', self.clickCanvas)
- #分数面板
- self.label_score = tkinter.Label(self.__root,width=10,height=2,font=('黑体',13,'bold'),fg="#802A2A",bg="#F5DEB3")
- self.label_score.grid(row=0,column=1)
- #显示当前可连接数
- self.label_linknums = tkinter.Label(self.__root,width=10,height=2,font=('黑体',13,'bold'),fg="#228B22")
- self.label_linknums.grid(row=1,column=1)
-
- '''
- 判断两个接点之间是否能连通
- '''
- def __isLink(self,fromPoint,point):
- return self.isStraightLink(fromPoint,point) or self.isOneCornerLink(fromPoint,point) or self.isTwoCornerLink(fromPoint,point)
-
- '''
- 获取提示,逻辑有点复杂,主要解决以下问题:
- 1.获取当前地图上所有的图标;
- 2.然后遍历,计算有多少对可连通的图标;
- 3.如果有三个或者四个相同的图标可以相互连通,要进行判断,以勉出现重复计算。
- '''
- def getPromptPoint(self):
- _link_point = []
-
- _icons_arr = self.__map.flatten()#先转化为一维数组,便于操作
- for i in set(_icons_arr):
- if i == self.EMPTY: continue #忽略为空的坐标
- _arr = np.where(_icons_arr==i)[0]#元组的第一个元素,是由i元素的索引组成的数组
- if _arr.size == 4:#剩下4个相同图标
- _point1 = Point(int(_arr[0]%10),int(_arr[0]/10))# 计算x,y坐标
- _point2 = Point(int(_arr[1]%10),int(_arr[1]/10))
- _point3 = Point(int(_arr[2]%10),int(_arr[2]/10))
- _point4 = Point(int(_arr[3]%10),int(_arr[3]/10))
- #4个接点6条线,但最多只能计算2条线,再多就会出现重复计数
- if self.__isLink(_point1,_point2):
- _link_point.append((_point1,_point2))
- if self.__isLink(_point3,_point4):
- _link_point.append((_point3,_point4))
- elif self.__isLink(_point1,_point3):
- _link_point.append((_point1,_point3))
- if self.__isLink(_point2,_point4):
- _link_point.append((_point2,_point4))
- elif self.__isLink(_point1,_point4):
- _link_point.append((_point1,_point4))
- if self.__isLink(_point2,_point3):
- _link_point.append((_point2,_point3))
- elif self.__isLink(_point2,_point3):
- _link_point.append((_point2,_point3))
- elif self.__isLink(_point2,_point4):
- _link_point.append((_point2,_point4))
- elif self.__isLink(_point3,_point4):
- _link_point.append((_point3,_point4))
-
- elif _arr.size == 2:#剩下2个相同图标
- _point1 = Point(int(_arr[0]%10),int(_arr[0]/10))# 计算x,y坐标
- _point2 = Point(int(_arr[1]%10),int(_arr[1]/10))
- if self.__isLink(_point1,_point2):
- _link_point.append((_point1,_point2))
-
- self.label_linknums['text'] = f"{len(_link_point)}连"
-
- print("_link_point",_link_point)
- return _link_point
-
-
- def centerWindow(self, width, height):#700 500
- screenwidth = self.__root.winfo_screenwidth()#窗口距离屏幕左边的宽
- screenheight = self.__root.winfo_screenheight()#窗口距离屏幕顶部的高
- size = '%dx%d+%d+%d' % (width, height, (screenwidth - width)/2, (screenheight - height)/2)
- self.__root.geometry(size)
-
-
- def add_score(self):
- self.__score += 2 #消除一对图标,分数加2
- self.set_label_text()
-
- def set_label_text(self):
- self.label_score['text'] = f"{self.__score}分"
-
- '''
- 这个方法需要注意的积分问题:
- 1.开始新游戏时,将积分清零;
- 2.开始下一关时,将前一关的积分累积起来。
- '''
- def new_game(self, event=None,level=1,score = 0):
- self.__score = score
- self.set_label_text()
- self.__level = level
- self.extractSmallIconList()
- self.iniMap()
- self.drawMap()
- self.getPromptPoint()
-
- self.__isGameStart = True
-
- def clickCanvas(self, event):
- if not self.__isGameStart:
- return
-
- # 确认有效点击坐标
- point = self.getInnerPoint(Point(event.x, event.y))
- if not point.isUserful() or self.isEmptyInMap(point):
- return
-
- #__isFirst在三种情况下为True,1.游戏开始的时候;2.同一个图标点击了两次;3.成功消除一组图标。
- if self.__isFirst:
- self.drawSelectedArea(point)
- self.__isFirst= False
- self.__formerPoint = point
- else:
- if self.__formerPoint.isEqual(point):#两次点击的是同一个图标
- self.__isFirst = True
- self.canvas.delete("rectRedOne")
- self.canvas.delete('image_mask')
- else:
- linkType = self.getLinkType(self.__formerPoint, point)
- if linkType['type'] != self.NONE_LINK:
- #画连接线
- self.draw_link_line(self.__formerPoint,point,linkType)
- playsound("music2.mp3")
- time.sleep(.5)# 显示画线的延迟
-
- self.ClearLinkedBlocks(self.__formerPoint, point)
- self.canvas.delete("rectRedOne")
- self.canvas.delete("linkline")
- self.canvas.delete('image_mask')
- #增加分数
- self.add_score()
-
- _link_point = self.getPromptPoint()
- self.__isFirst = True
- if len(_link_point) == 0:
- if self.isGameEnd():
- if tk.messagebox.askokcancel('确认操作', '是否进入下一关?'):
- self.__level = self.__level+1
- self.new_game(level = self.__level,score = self.__score)
- else:
- self.__isGameStart = False
- else: #没有可连通图标,且当前地图上还有图标存在,游戏未结束时,打散当前地图
- tk.messagebox.showinfo("提示", "已没有可连通图标,需重新打散!")
- self.shuffleMap()
- self.drawMap()
- self.getPromptPoint()
- else:
- self.__formerPoint = point
- self.canvas.delete("rectRedOne")
- self.drawSelectedArea(point)
-
- # 判断游戏是否结束
- def isGameEnd(self):
- return np.all(self.__map == self.EMPTY)
-
- '''
- 消除图像前,把两个图像之间的连接线画出来。
- '''
- def draw_link_line(self,formerPoint,point,linkType):
- if linkType['type'] == self.STRAIGHT_LINK:
- p1 = self.getOuterCenterPoint(formerPoint)
- p2 = self.getOuterCenterPoint(point)
-
- #arrow表示线的箭头样式,默认不带箭头,参数值 FIRST表示添加箭头带线段开始位置,LAST表示到末尾占位置,BOTH表示两端均添加
- self.canvas.create_line((p1.x, p1.y),(p2.x, p2.y),fill = 'red',tags = 'linkline',width=3, arrow=LAST)
- if linkType['type'] == self.ONE_CORNER_LINK:
- corner1 = self.getOuterCenterPoint(linkType["p1"])
-
- p1 = self.getOuterFitCenterPoint(formerPoint,corner1)
- p2 = self.getOuterFitCenterPoint(point,corner1)
-
- self.canvas.create_line((p1.x, p1.y),(corner1.x, corner1.y),fill = 'red',tags = 'linkline',width=3)
- self.canvas.create_line((p2.x, p2.y),(corner1.x, corner1.y),fill = 'red',tags = 'linkline',width=3, arrow=FIRST)
- elif linkType['type'] == self.TWO_CORNER_LINK:
- corner1 = self.getOuterCenterPoint(linkType["p1"])
- corner2 = self.getOuterCenterPoint(linkType["p2"])
-
- p1 = self.getOuterFitCenterPoint(formerPoint,corner1)
- p2 = self.getOuterFitCenterPoint(point,corner2)
-
- self.canvas.create_line((p1.x, p1.y),(corner1.x, corner1.y),fill = 'red',tags = 'linkline',width=3)
- self.canvas.create_line((p2.x, p2.y),(corner2.x, corner2.y),fill = 'red',tags = 'linkline',width=3, arrow=FIRST)
- self.canvas.create_line((corner1.x, corner1.y),(corner2.x, corner2.y),fill = 'red',tags = 'linkline',width=3)
- self.canvas.update()
-
- '''
- 提取小头像数组
- '''
- def extractSmallIconList(self):
- self.__icons = []
- imageSouce = Image.open(f"图片/new{self.__level}.png")
- for index in range(0, int(self.__iconKind)):#0-24
- region = imageSouce.crop((self.__iconWidth * index, 0,
- self.__iconWidth * index + self.__iconWidth - 1, self.__iconHeight - 1))
- self.__icons.append(ImageTk.PhotoImage(region))
-
- '''
- 初始化地图 存值为0-24
- '''
- def iniMap(self):
- self.__map = [] # 重置地图
- _tmpRecords = []
-
- # 0-24,一共25个图标,每个图标出现4次,总共出现100次
- _total = self.__gameSize * self.__gameSize
- _tmpRecords = np.linspace(0, self.__iconKind, _total, endpoint = False,dtype=int) #用25个图标构建100个位置
- np.random.shuffle(_tmpRecords)#重新打散洗牌
- self.__map = _tmpRecords.reshape((10,10))#将一维数组100,转化为二维10*10
-
- '''
- 初始化地图 存值为0-24,当前地图中,如果没有可连通路线、进入死局时,将现有的图标进行打散重新洗牌。
- '''
- def shuffleMap(self):
- _icons_arr = self.__map.flatten()#先转化为一维数组,便于操作
- self.__map = np.array([i for i in _icons_arr if i != self.EMPTY])
- np.random.shuffle(self.__map)#洗牌
- self.__map = np.pad(self.__map, (0, self.__gameSize**2 - len(self.__map)), 'constant', constant_values=self.EMPTY)#补齐剩下地图的值-1
- self.__map = self.__map.reshape((self.__gameSize, self.__gameSize))
-
- '''
- 根据地图绘制图像
- 1.在使用create_image()函数时,需要先通过Pillow库(或其他图片处理库)读取图片文件并生成图片对象,然后再将这个图片对象传递给create_image()函数,在指定的坐标位置将图片添加到画布上。
- 2.canvas.create_image(x, y, image=图像对象, anchor=定位点),x和y表示图像锚点在画布上的位置,即图像在画布上的左上角坐标。image参数是一个tkinter中的PhotoImage()对象,它可以指定要加载的图像文件。anchor参数是一个字符串,用于指定图像锚点的位置,可以是"nw"(左上角)、"n"(上)、"ne"(右上角)、"w"(左)、"center"(中心)、"e"(右)、"sw"(左下角)或"s"(下)。如果不指定anchor参数,则默认为“center”。
- '''
- def drawMap(self):
- self.canvas.delete("all")
- y, x = np.where(self.__map != self.EMPTY)
- for i in range(len(x)):
- point = self.getOuterLeftTopPoint(Point(x[i], y[i]))
- self.canvas.create_image((point.x, point.y), image=self.__icons[self.__map[y[i]][x[i]]], anchor='nw', tags='im%d%d' % (x[i], y[i]))
-
- '''
- 根据两点不同的位置,获取对应边的中心连接点。例如目标图标在左边,就取靠左的一边的中点。如果连接目标在右边,就取靠右一边的中点坐标。
- '''
- def getOuterFitCenterPoint(self,former_point, corner):
- _former_point = self.getOuterCenterPoint(former_point)
- mapping = {
- _former_point.y > corner.y: (self.getX(former_point.x) + int(self.__iconWidth / 2), self.getY(former_point.y)),
- _former_point.y < corner.y: (self.getX(former_point.x) + int(self.__iconWidth / 2), self.getY(former_point.y) + int(self.__iconHeight)),
- _former_point.y == corner.y and _former_point.x > corner.x: (self.getX(former_point.x), self.getY(former_point.y) + int(self.__iconHeight / 2)),
- _former_point.y == corner.y and _former_point.x < corner.x: (self.getX(former_point.x) + int(self.__iconWidth),self.getY(former_point.y) + int(self.__iconHeight / 2))
- }
- x, y = mapping[True]
- return Point(x, y)
-
- '''
- 获取内部坐标对应矩形左上角顶点坐标
- '''
- def getOuterLeftTopPoint(self, point):
- return Point(self.getX(point.x), self.getY(point.y))
-
- '''
- 获取内部坐标对应矩形中心坐标
- '''
- def getOuterCenterPoint(self, point):
- return Point(self.getX(point.x) + int(self.__iconWidth / 2),
- self.getY(point.y) + int(self.__iconHeight / 2))
-
- def getX(self, x):# x * 40 + 25
- return x * self.__iconWidth + self.__delta
-
- def getY(self, y):
- return y * self.__iconHeight + self.__delta
-
- '''
- 获取内部坐标,将点击的像素坐标转换为point坐标,即icon位置坐标
- '''
- def getInnerPoint(self, point):
- x = -1
- y = -1
-
- for i in range(0, self.__gameSize):
- x1 = self.getX(i)
- x2 = self.getX(i + 1)
- if point.x >= x1 and point.x < x2:
- x = i
-
- for j in range(0, self.__gameSize):
- j1 = self.getY(j)
- j2 = self.getY(j + 1)
- if point.y >= j1 and point.y < j2:
- y = j
-
- return Point(x, y)
- '''
- 创建一块蒙板,覆盖到选中的图形上
- '''
- def create_mask(self,x1, y1, x2, y2, **kwargs):
- #(0,0,0)代表黑色的RGB,127代表alpha透明度,(x2-x1, y2-y1)指长宽
- image = Image.new('RGBA', (x2-x1, y2-y1), (0,0,0,127))
- self.__images = [ImageTk.PhotoImage(image)]#这里一定要用一个实例变量存储,局部变量没有效果,原因不清楚
- self.canvas.create_image(x1, y1, image=self.__images[0], anchor='nw',tags = "image_mask")
-
- '''
- 选择的区域变红,point为内部坐标
- '''
- def drawSelectedArea(self, point):
- pointLT = self.getOuterLeftTopPoint(point)
- pointRB = self.getOuterLeftTopPoint(Point(point.x + 1, point.y + 1))
-
- self.canvas.create_rectangle(pointLT.x, pointLT.y, pointRB.x - 1, pointRB.y - 1, outline = 'red', tags = "rectRedOne", width=2)
- #蒙板
- self.create_mask(pointLT.x, pointLT.y, pointRB.x - 1, pointRB.y - 1, fill='skyblue', alpha=.5,width=0)
-
- '''
- 消除连通的两个块
- '''
- def ClearLinkedBlocks(self, p1, p2):
- self.__map[p1.y][p1.x] = self.EMPTY
- self.__map[p2.y][p2.x] = self.EMPTY
- self.canvas.delete('im%d%d' % (p1.x, p1.y))
- self.canvas.delete('im%d%d' % (p2.x, p2.y))
-
- '''
- 地图上该点是否为空
- '''
- def isEmptyInMap(self, point):
- return self.__map[point.y][point.x] == self.EMPTY
-
- '''
- 获取两个点连通类型
- '''
- def getLinkType(self, p1, p2):
- # 首先判断两个方块中图片是否相同
- if self.__map[p1.y][p1.x] != self.__map[p2.y][p2.x]:
- return { 'type': self.NONE_LINK }
-
- if self.isStraightLink(p1, p2):
- return {'type': self.STRAIGHT_LINK}
-
- res = self.isOneCornerLink(p1, p2)
- if res:
- return {'type': self.ONE_CORNER_LINK,'p1': res}
-
- res = self.isTwoCornerLink(p1, p2)
- if res:
- return {'type': self.TWO_CORNER_LINK,'p1': res['p1'],'p2': res['p2']}
-
- return {'type': self.NONE_LINK}
-
- '''
- 直连
- '''
- def isStraightLink(self, p1, p2):
- if p1.y == p2.y:
- start, end = sorted([p1.x, p2.x])
- for x in range(start + 1, end):
- if self.__map[p1.y][x] != self.EMPTY:
- return False
- elif p1.x == p2.x:
- start, end = sorted([p1.y, p2.y])
- for y in range(start + 1, end):
- if self.__map[y][p1.x] != self.EMPTY:
- return False
- else:
- return False
- return True
-
- def isOneCornerLink(self, p1, p2):
- pointCorner = Point(p1.x, p2.y)
- if self.isStraightLink(p1, pointCorner) and self.isStraightLink(pointCorner, p2) and self.isEmptyInMap(pointCorner):
- return pointCorner
-
- pointCorner = Point(p2.x, p1.y)
- if self.isStraightLink(p1, pointCorner) and self.isStraightLink(pointCorner, p2) and self.isEmptyInMap(pointCorner):
- return pointCorner
-
- '''
- 这可能是此文件最复杂的一个函数,for循环中的第一个数组是纵向比较(x不变),第二个是横向比较(y不变),合在一起可以减少代码量
- '''
- def isTwoCornerLink(self, p1, p2):
- for x1,y1,x2,y2 in [(p1.x, y, p2.x, y) for y in range(-1, self.__gameSize + 1)] + [(x, p1.y, x, p2.y) for x in range(-1, self.__gameSize + 1)]:
- pointCorner1 = Point(x1, y1)
- pointCorner2 = Point(x2, y2)
-
- if pointCorner1==p1 or pointCorner2==p2:continue #排除p1与p2两个点
-
- if y1 == -1 or y1 == self.__gameSize or x2 == -1 or x2 == self.__gameSize: #处理最外四条边上的双拐点
- if self.isStraightLink(p1, pointCorner1) and self.isStraightLink(pointCorner2, p2):
- return {'p1': pointCorner1, 'p2': pointCorner2}
- elif self.isStraightLink(p1, pointCorner1) and self.isStraightLink(pointCorner1, pointCorner2) and self.isStraightLink(pointCorner2, p2) and self.isEmptyInMap(pointCorner1) and self.isEmptyInMap(pointCorner2):
- return {'p1': pointCorner1, 'p2': pointCorner2}
-
- class Point():
- def __init__(self, x, y):
- self.x = x
- self.y = y
-
- def isUserful(self):
- return self.x >= 0 and self.y >= 0
-
- '''
- 判断两个点是否相同
- '''
- def isEqual(self, point):
- return self.x == point.x and self.y == point.y
- '''
- 克隆一份对象
- '''
- def clone(self):
- return Point(self.x, self.y)
-
- '''
- 改为另一个对象
- '''
- def changeTo(self, point):
- self.x = point.x
- self.y = point.y
-
- '''
- 显示坐标
- '''
- def __repr__(self):
- return f"x={self.x},y={self.y}"
-
- MainWindow()
改进版尽管功能更加强大,但有点复杂,如果初学,可以先看基础版。
增强版代码包(含图片、音效文件):
https://download.csdn.net/download/qiuqiuit/87895753
基础版代码包(包含图片):
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