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嗨喽,大家好呀~这里是爱看美女的茜茜呐
今天给大家分享几个好玩有趣的小游戏,
既提升了学习的兴趣,又提升了学习效率,告别枯燥的学习。
python 3.8: 解释器
pycharm: 代码编辑器
字体
图片
音乐
模块导入
import sys
import cfg
import pygame
from modules import *
游戏界面
def GamingInterface(num_player, screen): # 初始化 pygame.mixer.music.load(cfg.SOUNDPATHS['Cool Space Music']) pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play(-1) explosion_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['boom']) fire_sound = pygame.mixer.Sound(cfg.SOUNDPATHS['shot']) font = pygame.font.Font(cfg.FONTPATH, 20) # 游戏背景图 bg_imgs = [cfg.IMAGEPATHS['bg_big'], cfg.IMAGEPATHS['seamless_space'], cfg.IMAGEPATHS['space3']] bg_move_dis = 0 bg_1 = pygame.image.load(bg_imgs[0]).convert() bg_2 = pygame.image.load(bg_imgs[1]).convert() bg_3 = pygame.image.load(bg_imgs[2]).convert() # 玩家, 子弹和小行星精灵组 player_group = pygame.sprite.Group() bullet_group = pygame.sprite.Group() asteroid_group = pygame.sprite.Group() # 产生小行星的时间间隔 asteroid_ticks = 90 for i in range(num_player): player_group.add(Ship(i+1, cfg)) clock = pygame.time.Clock() # 分数 score_1, score_2 = 0, 0 # 游戏主循环 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # --玩家一: ↑↓←→控制, j射击; 玩家二: wsad控制, 空格射击 pressed_keys = pygame.key.get_pressed() for idx, player in enumerate(player_group): direction = None if idx == 0: if pressed_keys[pygame.K_UP]: direction = 'up' elif pressed_keys[pygame.K_DOWN]: direction = 'down' elif pressed_keys[pygame.K_LEFT]: direction = 'left' elif pressed_keys[pygame.K_RIGHT]: direction = 'right' if direction: player.move(direction) if pressed_keys[pygame.K_j]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 elif idx == 1: if pressed_keys[pygame.K_w]: direction = 'up' elif pressed_keys[pygame.K_s]: direction = 'down' elif pressed_keys[pygame.K_a]: direction = 'left' elif pressed_keys[pygame.K_d]: direction = 'right' if direction: player.move(direction) if pressed_keys[pygame.K_SPACE]: if player.cooling_time == 0: fire_sound.play() bullet_group.add(player.shot()) player.cooling_time = 20 if player.cooling_time > 0: player.cooling_time -= 1 if (score_1 + score_2) < 500: background = bg_1 elif (score_1 + score_2) < 1500: background = bg_2 else: background = bg_3 # --向下移动背景图实现飞船向上移动的效果 screen.blit(background, (0, -background.get_rect().height + bg_move_dis)) screen.blit(background, (0, bg_move_dis)) bg_move_dis = (bg_move_dis + 2) % background.get_rect().height # --生成小行星 if asteroid_ticks == 0: asteroid_ticks = 90 asteroid_group.add(Asteroid(cfg)) else: asteroid_ticks -= 1 # --画飞船 for player in player_group: if pygame.sprite.spritecollide(player, asteroid_group, True, None): player.explode_step = 1 explosion_sound.play() elif player.explode_step > 0: if player.explode_step > 3: player_group.remove(player) if len(player_group) == 0: return else: player.explode(screen) else: player.draw(screen) # --画子弹 for bullet in bullet_group: bullet.move() if pygame.sprite.spritecollide(bullet, asteroid_group, True, None): bullet_group.remove(bullet) if bullet.player_idx == 1: score_1 += 1 else: score_2 += 1 else: bullet.draw(screen) # --画小行星 for asteroid in asteroid_group: asteroid.move() asteroid.rotate() asteroid.draw(screen) # --显示分数 score_1_text = '玩家一得分: %s' % score_1 score_2_text = '玩家二得分: %s' % score_2 text_1 = font.render(score_1_text, True, (0, 0, 255)) text_2 = font.render(score_2_text, True, (255, 0, 0)) screen.blit(text_1, (2, 5)) screen.blit(text_2, (2, 35)) # --屏幕刷新 pygame.display.update() clock.tick(60)
主函数
def main():
pygame.init()
pygame.font.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('飞机大战 —— 九歌')
num_player = StartInterface(screen, cfg)
if num_player == 1:
while True:
GamingInterface(num_player=1, screen=screen)
EndInterface(screen, cfg)
else:
while True:
GamingInterface(num_player=2, screen=screen)
EndInterface(screen, cfg)
字体
图片
音乐
模块导入
import cfg
import pygame
import random
from modules.sprites.mole import *
from modules.sprites.hammer import *
from modules.interfaces.endinterface import *
from modules.interfaces.startinterface import *
游戏初始化
def initGame():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Whac A Mole-青灯教育')
return screen
主函数
def main(): # 初始化 screen = initGame() # 加载背景音乐和其他音效 pygame.mixer.music.load(cfg.BGM_PATH) pygame.mixer.music.play(-1) audios = { 'count_down': pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH), 'hammering': pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH) } # 加载字体 font = pygame.font.Font(cfg.FONT_PATH, 40) # 加载背景图片 bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH) # 开始界面 startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS) # 地鼠改变位置的计时 hole_pos = random.choice(cfg.HOLE_POSITIONS) change_hole_event = pygame.USEREVENT pygame.time.set_timer(change_hole_event, 800) # 地鼠 mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos) # 锤子 hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250)) # 时钟 clock = pygame.time.Clock() # 分数 your_score = 0 flag = False # 初始时间 init_time = pygame.time.get_ticks() # 游戏主循环 while True: # --游戏时间为60s time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.) # --游戏时间减少, 地鼠变位置速度变快 if time_remain == 40 and not flag: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 650) flag = True elif time_remain == 20 and flag: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) pygame.time.set_timer(change_hole_event, 500) flag = False # --倒计时音效 if time_remain == 10: audios['count_down'].play() # --游戏结束 if time_remain < 0: break count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEMOTION: hammer.setPosition(pygame.mouse.get_pos()) elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: hammer.setHammering() elif event.type == change_hole_event: hole_pos = random.choice(cfg.HOLE_POSITIONS) mole.reset() mole.setPosition(hole_pos) # --碰撞检测 if hammer.is_hammering and not mole.is_hammer: is_hammer = pygame.sprite.collide_mask(hammer, mole) if is_hammer: audios['hammering'].play() mole.setBeHammered() your_score += 10 # --分数 your_score_text = font.render('Score: '+str(your_score), True, cfg.BROWN) # --绑定必要的游戏元素到屏幕(注意顺序) screen.blit(bg_img, (0, 0)) screen.blit(count_down_text, (875, 8)) screen.blit(your_score_text, (800, 430)) mole.draw(screen) hammer.draw(screen) # --更新 pygame.display.flip() clock.tick(60) # 读取最佳分数(try块避免第一次游戏无.rec文件) try: best_score = int(open(cfg.RECORD_PATH).read()) except: best_score = 0 # 若当前分数大于最佳分数则更新最佳分数 if your_score > best_score: f = open(cfg.RECORD_PATH, 'w') f.write(str(your_score)) f.close() # 结束界面 score_info = {'your_score': your_score, 'best_score': best_score} is_restart = endInterface(screen, cfg.GAME_END_IMAGEPATH, cfg.GAME_AGAIN_IMAGEPATHS, score_info, cfg.FONT_PATH, [cfg.WHITE, cfg.RED], cfg.SCREENSIZE) return is_restart
字体
图片
音乐
import os
import cfg
import sys
import pygame
import random
from modules import *
游戏初始化
def initGame(): # 初始化pygame, 设置展示窗口 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('catch coins —— 九歌') # 加载必要的游戏素材 game_images = {} for key, value in cfg.IMAGE_PATHS.items(): if isinstance(value, list): images = [] for item in value: images.append(pygame.image.load(item)) game_images[key] = images else: game_images[key] = pygame.image.load(value) game_sounds = {} for key, value in cfg.AUDIO_PATHS.items(): if key == 'bgm': continue game_sounds[key] = pygame.mixer.Sound(value) # 返回初始化数据 return screen, game_images, game_sounds
主函数
def main(): # 初始化 screen, game_images, game_sounds = initGame() # 播放背景音乐 pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm']) pygame.mixer.music.play(-1, 0.0) # 字体加载 font = pygame.font.Font(cfg.FONT_PATH, 40) # 定义hero hero = Hero(game_images['hero'], position=(375, 520)) # 定义食物组 food_sprites_group = pygame.sprite.Group() generate_food_freq = random.randint(10, 20) generate_food_count = 0 # 当前分数/历史最高分 score = 0 highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read()) # 游戏主循环 clock = pygame.time.Clock() while True: # --填充背景 screen.fill(0) screen.blit(game_images['background'], (0, 0)) # --倒计时信息 countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2) countdown_text = font.render(countdown_text, True, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5] screen.blit(countdown_text, countdown_rect) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: hero.move(cfg.SCREENSIZE, 'left') if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: hero.move(cfg.SCREENSIZE, 'right') # --随机生成食物 generate_food_count += 1 if generate_food_count > generate_food_freq: generate_food_freq = random.randint(10, 20) generate_food_count = 0 food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE) food_sprites_group.add(food) # --更新食物 for food in food_sprites_group: if food.update(): food_sprites_group.remove(food) # --碰撞检测 for food in food_sprites_group: if pygame.sprite.collide_mask(food, hero): game_sounds['get'].play() food_sprites_group.remove(food) score += food.score if score > highest_score: highest_score = score # --画hero hero.draw(screen) # --画食物 food_sprites_group.draw(screen) # --显示得分 score_text = f'Score: {score}, Highest: {highest_score}' score_text = font.render(score_text, True, (0, 0, 0)) score_rect = score_text.get_rect() score_rect.topleft = [5, 5] screen.blit(score_text, score_rect) # --判断游戏是否结束 if pygame.time.get_ticks() >= 90000: break # --更新屏幕 pygame.display.flip() clock.tick(cfg.FPS) # 游戏结束, 记录最高分并显示游戏结束画面 fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w') fp.write(str(highest_score)) fp.close() return showEndGameInterface(screen, cfg, score, highest_score)
配置文件
WIDTH = 500
HEIGHT = 500
CURRPATH = os.path.abspath(os.path.dirname(__file__))
RESOURCESDIRPATH = os.path.join(CURRPATH, 'resources')
AUDIOSDIRPATH = os.path.join(RESOURCESDIRPATH, 'audios')
FONTDIRPATH = os.path.join(RESOURCESDIRPATH, 'font')
IMAGESDIRPATH = os.path.join(RESOURCESDIRPATH, 'images')
BALLPICPATH = os.path.join(IMAGESDIRPATH, 'ball.png')
RACKETPICPATH = os.path.join(IMAGESDIRPATH, 'racket.png')
FONTPATH = os.path.join(FONTDIRPATH, 'font.TTF')
GOALSOUNDPATH = os.path.join(AUDIOSDIRPATH, 'goal.wav')
HITSOUNDPATH = os.path.join(AUDIOSDIRPATH, 'hit.wav')
BGMPATH = os.path.join(AUDIOSDIRPATH, 'bgm.mp3')
WHITE = (255, 255, 255)
字体
图片
音乐
导入模块
import os
import cfg
import sys
import pygame
import random
from modules import *
游戏初始化
def initGame(): # 初始化pygame, 设置展示窗口 pygame.init() screen = pygame.display.set_mode(cfg.SCREENSIZE) pygame.display.set_caption('catch coins —— 九歌') # 加载必要的游戏素材 game_images = {} for key, value in cfg.IMAGE_PATHS.items(): if isinstance(value, list): images = [] for item in value: images.append(pygame.image.load(item)) game_images[key] = images else: game_images[key] = pygame.image.load(value) game_sounds = {} for key, value in cfg.AUDIO_PATHS.items(): if key == 'bgm': continue game_sounds[key] = pygame.mixer.Sound(value) # 返回初始化数据 return screen, game_images, game_sounds
主函数
def main(): # 初始化 screen, game_images, game_sounds = initGame() # 播放背景音乐 pygame.mixer.music.load(cfg.AUDIO_PATHS['bgm']) pygame.mixer.music.play(-1, 0.0) # 字体加载 font = pygame.font.Font(cfg.FONT_PATH, 40) # 定义hero hero = Hero(game_images['hero'], position=(375, 520)) # 定义食物组 food_sprites_group = pygame.sprite.Group() generate_food_freq = random.randint(10, 20) generate_food_count = 0 # 当前分数/历史最高分 score = 0 highest_score = 0 if not os.path.exists(cfg.HIGHEST_SCORE_RECORD_FILEPATH) else int(open(cfg.HIGHEST_SCORE_RECORD_FILEPATH).read()) # 游戏主循环 clock = pygame.time.Clock() while True: # --填充背景 screen.fill(0) screen.blit(game_images['background'], (0, 0)) # --倒计时信息 countdown_text = 'Count down: ' + str((90000 - pygame.time.get_ticks()) // 60000) + ":" + str((90000 - pygame.time.get_ticks()) // 1000 % 60).zfill(2) countdown_text = font.render(countdown_text, True, (0, 0, 0)) countdown_rect = countdown_text.get_rect() countdown_rect.topright = [cfg.SCREENSIZE[0]-30, 5] screen.blit(countdown_text, countdown_rect) # --按键检测 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: hero.move(cfg.SCREENSIZE, 'left') if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: hero.move(cfg.SCREENSIZE, 'right') # --随机生成食物 generate_food_count += 1 if generate_food_count > generate_food_freq: generate_food_freq = random.randint(10, 20) generate_food_count = 0 food = Food(game_images, random.choice(['gold',] * 10 + ['apple']), cfg.SCREENSIZE) food_sprites_group.add(food) # --更新食物 for food in food_sprites_group: if food.update(): food_sprites_group.remove(food) # --碰撞检测 for food in food_sprites_group: if pygame.sprite.collide_mask(food, hero): game_sounds['get'].play() food_sprites_group.remove(food) score += food.score if score > highest_score: highest_score = score # --画hero hero.draw(screen) # --画食物 food_sprites_group.draw(screen) # --显示得分 score_text = f'Score: {score}, Highest: {highest_score}' score_text = font.render(score_text, True, (0, 0, 0)) score_rect = score_text.get_rect() score_rect.topleft = [5, 5] screen.blit(score_text, score_rect) # --判断游戏是否结束 if pygame.time.get_ticks() >= 90000: break # --更新屏幕 pygame.display.flip() clock.tick(cfg.FPS) # 游戏结束, 记录最高分并显示游戏结束画面 fp = open(cfg.HIGHEST_SCORE_RECORD_FILEPATH, 'w') fp.write(str(highest_score)) fp.close() return showEndGameInterface(screen, cfg, score, highest_score)
图片素材
音频素材
导入模块
import pygame
import random
from pygame.locals import *
游戏音乐设置
class SoundPlay: game_bgm = "sound/GameSceneBGM.ogg" world_bgm = 'sound/WorldSceneBGM.ogg' eliminate = ('sound/eliminate1.ogg', 'sound/eliminate2.ogg', 'sound/eliminate3.ogg', 'sound/eliminate4.ogg',\ 'sound/eliminate5.ogg') # 消除声音 score_level = ('sound/good.ogg', 'sound/great.ogg', 'sound/amazing.ogg', 'sound/excellent.ogg',\ 'sound/unbelievable.ogg') # 得分声音 click = "sound/click.bubble.ogg" # 点击选中声音 board_sound = 'sound/board.ogg' # 落板子声音 click_button = 'sound/click_common_button.ogg' # 点击按钮声音 money_sound = 'sound/money.ogg' # 点击银币声音 ice_break = 'sound/ice_break.ogg' # 冰消除声音 def __init__(self, filename, loops=0): self.sound = pygame.mixer.Sound(filename) self.sound.play(loops)
制作树类
class Tree(pygame.sprite.Sprite): """树类""" tree = 'pic2/tree.png' # 树 fruit = 'pic2/fruit.png' # 果子 energy_num = 'pic2/energy_num.png' # 精力 money = 'pic2/money.png' # 银币 energy_buy = 'pic2/energy_buy.png' # 购买精力 x, y = 340, 510 h = 90 position = ([x, y], [x+50, y-25], [x+105, y-45], [x-5, y-h-5], [x+55, y-25-h+10], [x+105, y-45-h], \ [x, y-h*2], [x+50+10, y-25-h*2-5], [x+105+25, y-45-h*2-14], [x+30, y-h*3-30]) # 果子坐标组 energy_num_position = (15, 70) # 精力坐标 energy_buy_position = (250, 400) def __init__(self, icon, position): super().__init__() self.image = pygame.image.load(icon).convert_alpha() self.rect = self.image.get_rect() self.rect.bottomleft = position # 左下角为坐标 def draw(self, screen): screen.blit(self.image, self.rect) class ManagerTree: """管理树类""" __screen_size = (900, 600) screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32) fruit_list = [] fruit_image = pygame.image.load(Tree.fruit).convert_alpha() fruit_width = fruit_image.get_width() fruit_height = fruit_image.get_height() type = 0 # 0树界面,1加精力界面 energy_full = False # 精力已满标志 初始未满 money_empty = False # 银币不足 def load_text(self, text, position, txt_size=25, txt_color=(255, 255, 255)): my_font = pygame.font.SysFont(None, txt_size) text_screen = my_font.render(text, True, txt_color) self.screen.blit(text_screen, position) def draw_tree(self, energy_num, money_num): """画tree""" Tree(Tree.tree, (0, 600)).draw(self.screen) # 画树 Tree(Tree.energy_num, Tree.energy_num_position).draw(self.screen) # 画精力 # print("energy", energy_num) if energy_num > 30: self.load_text(str(30) + '/30', (22, 55), 21) else: self.load_text(str(energy_num)+'/30', (22, 55), 21) # print("money", money_num) Tree(Tree.money, (15, 135)).draw(self.screen) # 画银币 self.load_text(str(money_num), (32, 124), 21) for i in range(0, 10): # 画果子 Tree(Tree.fruit, Tree.position[i]).draw(self.screen) self.load_text(str(i+1), (Tree.position[i][0]+15, Tree.position[i][1]-47)) if self.type == 1: Tree(Tree.energy_buy, Tree.energy_buy_position).draw(self.screen) if self.energy_full: self.load_text("energy is full!", (430, 310), 30, (255, 0, 0)) pygame.display.flip() pygame.time.delay(500) self.energy_full = False if self.money_empty: self.load_text("money is not enough!", (410, 310), 30, (255, 0, 0)) pygame.display.flip() pygame.time.delay(500) self.money_empty = False
制作鼠标点击效果
def mouse_select(self, button, level, energy_num, money_num): """鼠标点击""" if button.type == MOUSEBUTTONDOWN: mouse_down_x, mouse_down_y = button.pos print(button.pos) if level == 0: if self.type == 0: # 树界面 for i in range(0, 10): if Tree.position[i][0] < mouse_down_x < Tree.position[i][0] + self.fruit_width \ and Tree.position[i][1] - self.fruit_height < mouse_down_y < Tree.position[i][1]: if energy_num <= 0: self.type = 1 else: level = i + 1 if Tree.energy_num_position[0] < mouse_down_x < Tree.energy_num_position[0]+60 \ and Tree.energy_num_position[1]-60 < mouse_down_y < Tree.energy_num_position[1]: # 精力60*60 SoundPlay(SoundPlay.click) self.type = 1 else: # 加精力弹窗界面 if 408 < mouse_down_x < 600 and 263 < mouse_down_y < 313: # 点加精力按钮 SoundPlay(SoundPlay.click_button) if money_num < 50: self.money_empty = True if energy_num >= 30: self.energy_full = True elif energy_num < 30 and money_num >= 50: energy_num += 5 money_num -= 50 elif 619 < mouse_down_x < 638 and 158 < mouse_down_y < 177: # 点叉号 self.type = 0 if button.type == MOUSEBUTTONUP: pass return level, energy_num, money_num
制作出现元素
class Element(pygame.sprite.Sprite): """ 元素类 """ # 图标元组,包括6个小动物, animal = ('pic2/fox.png', 'pic2/bear.png', 'pic2/chick.png', 'pic2/eagle.png', 'pic2/frog.png', 'pic2/cow.png') ice = 'pic2/ice.png' # 冰层 brick = 'pic2/brick.png' # 砖 frame = 'pic2/frame.png' # 选中框 bling = ("pic2/bling1.png", "pic2/bling2.png", "pic2/bling3.png", "pic2/bling4.png", "pic2/bling5.png",\ "pic2/bling6.png", "pic2/bling7.png", "pic2/bling8.png", "pic2/bling9.png") # 消除动画 ice_eli = ('pic2/ice0.png', 'pic2/ice1.png', 'pic2/ice2.png', 'pic2/ice3.png', 'pic2/ice4.png', 'pic2/ice5.png',\ 'pic2/ice6.png', 'pic2/ice7.png', 'pic2/ice8.png') # 消除冰块动画 # 得分图片 score_level = ('pic2/good.png', 'pic2/great.png', 'pic2/amazing.png', 'pic2/excellent.png', 'pic2/unbelievable.png') none_animal = 'pic2/noneanimal.png' # 无可消除小动物 stop = 'pic2/exit.png' # 暂停键 stop_position = (20, 530) def __init__(self, icon, position): super().__init__() self.image = pygame.image.load(icon).convert_alpha() self.rect = self.image.get_rect() self.rect.topleft = position # 左上角坐标 self.speed = [0, 0] self.init_position = position def move(self, speed): self.speed = speed self.rect = self.rect.move(self.speed) if self.speed[0] != 0: # 如果左右移动 if abs(self.rect.left-self.init_position[0]) == self.rect[2]: self.init_position = self.rect.topleft self.speed = [0, 0] else: if abs(self.rect.top-self.init_position[1]) == self.rect[3]: self.init_position = self.rect.topleft self.speed = [0, 0] def draw(self, screen): screen.blit(self.image, self.rect) class Board(pygame.sprite.Sprite): step_board = 'pic2/step.png' # 剩余步数板子 step = ('pic2/0.png', 'pic2/1.png', 'pic2/2.png', 'pic2/3.png', 'pic2/4.png', 'pic2/5.png',\ 'pic2/6.png', 'pic2/7.png', 'pic2/8.png', 'pic2/9.png', ) task_board = 'pic2/task.png' # 任务板子 ok = 'pic2/ok.png' # ok勾 # 关数板子 levelBoard = ('pic2/level0.png', 'pic2/level1.png', 'pic2/level2.png', 'pic2/level3.png', 'pic2/level4.png', 'pic2/level5.png', 'pic2/level6.png', 'pic2/level7.png', 'pic2/level8.png', 'pic2/level9.png', 'pic2/level10.png') # xxx = 'pic2/x.png' # 叉掉 test = 'pic2/test.png' success_board = 'pic2/successtest1.png' # 过关成功板子 fail_board = 'pic2/failBoard.png' # 任务失败 step_add = 'pic2/step_add.png' # 增加步数 next = "pic2/next.png" # 下一关按钮 replay = "pic2/replay.png" # 重玩图片 stars = 'pic2/startest.png' # 星星图片 money = 'pic2/money.png' # 银币 energy = 'pic2/energ.png' # 精力 button_position = [[300, 465], [500, 465]] starts_position = [[280+50, 340], [375+38, 340], [460+35, 340]] def __init__(self, icon, position): super().__init__() self.image = pygame.image.load(icon).convert_alpha() self.speed = [0, 45] self.rect = self.image.get_rect() self.rect.bottomleft = position # 左下角为坐标值 def move(self): self.rect = self.rect.move(self.speed) if self.rect.bottom >= 543: self.speed = [0, -45] if self.speed == [0, -45] and self.rect.bottom <= 450: self.speed = [0, 0] def draw(self, screen): screen.blit(self.image, self.rect)
数组
class Manager: """ 数组类 """ __screen_size = (900, 600) screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32) __brick_size = 50 __bg = pygame.image.load('pic2/bg.png').convert() stop_width = 63 selected = [-1, -1] # 现选中[row, col] exchange_sign = -1 # 未交换标志 last_sel = [-1, -1] # 上一次选中[row, col] change_value_sign = False # 是否交换值标志,初始不交换 death_sign = True # 死图标志,初始不是死图 boom_sel = [-1, -1] # 四连消特效小动物所在位置 row,col level = 0 # 当前关卡数 初始第0关 money = 100 # 金币 energy_num = 30 # 精力值 num_sign = True type = 2 # 0代表游戏中; 1代表完成任务,过关; -1代表步数用完,任务未完成,过关失败; 2代表未游戏状态,板子界面 reset_mode = True # 是否重新布局(每关布局) init_step = 15 # 每关规定步数 step = init_step # 代表游戏所剩余的步数 score = 0 # 得数 min = 20 # 分数中间值1 max = 50 # 分数中间值2 animal_num = [0, 0, 0, 0, 0, 0] # 本关消除各小动物的个数 ice_num = 0 success_board = Board(Board.success_board, [200, 0]) # 过关成功板 fail_board = Board(Board.fail_board, [200, 0]) # 任务失败板 height, width = 9, 9 row, col = 5, 5 ice_list = [[-1 for col in range(21)]for row in range(21)] # -1不画,1画冰 animal = [[-1 for col in range(21)]for row in range(21)] # -2消除的,-1不画,0-4小动物 list_x, list_y = (__screen_size[0] - 11 * __brick_size) / 2, (__screen_size[1] - 11 * __brick_size) / 2 # 矩阵坐标 def __init__(self, width, height): self.height = height self.width = width self.list_x = (Manager.__screen_size[0] - self.width * Manager.__brick_size) / 2 self.list_y = (Manager.__screen_size[1] - self.height * Manager.__brick_size) / 2 self.row, self.col = Manager.xy_rc(self.list_x, self.list_y) self.list_x, self.list_y = Manager.rc_xy(self.row, self.col) self.ice_list = [[-1 for col in range(21)]for row in range(21)] self.animal = [[-1 for col in range(21)]for row in range(21)] self.reset_animal() def reset_animal(self): for row in range(self.row, self.row + self.height): for col in range(self.col, self.col + self.width): self.animal[row][col] = random.randint(0, 5) @staticmethod def rc_xy(row, col): """row col 转 x,y坐标""" return int(Manager.list_x + (col-Manager.col)*Manager.__brick_size), int\ (Manager.list_y+(row-Manager.row)*Manager.__brick_size) @staticmethod def xy_rc(x, y): """x,y坐标转row col""" return int((y-Manager.list_y)/Manager.__brick_size+Manager.row), int\ ((x-Manager.list_x)/Manager.__brick_size+Manager.col) @staticmethod def draw_brick(x, y): brick = Element(Element.brick, (x, y)) Manager.screen.blit(brick.image, brick.rect) def draw_task(self, task_animal_num, which_animal, \ board_position=(400, 90), animal_position=(430, 35), txt_position=(455, 60)):
制作人物画板
"""画任务板子""" txt_size = 24 txt_color = (0, 0, 0) Board(Board.task_board, board_position).draw(self.screen) if which_animal == 6: task_animal = Element(Element.ice, animal_position) else: task_animal = Element(Element.animal[which_animal], animal_position) task_animal.image = pygame.transform.smoothscale(task_animal.image, (40, 40)) task_animal.draw(self.screen) if which_animal == 6: if task_animal_num-self.ice_num <= 0: Board(Board.ok, (txt_position[0], txt_position[1]+15)).draw(self.screen) else: self.load_text(str(task_animal_num-self.ice_num), txt_position, txt_size, txt_color) else: if task_animal_num - self.animal_num[which_animal] <= 0: Board(Board.ok, (txt_position[0], txt_position[1]+15)).draw(self.screen) else: self.load_text(str(task_animal_num - self.animal_num[which_animal]), txt_position, txt_size, txt_color)
初始页面
第一关画面
失败画面
第十关画面
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