前言
🚀 作者 :“程序员梨子”
🚀 **文章简介 **:本篇文章主要是写了pygame实现五款各种类型的小游戏!
🚀 **文章源码免费获取 : 为了感谢每一个关注我的小可爱💓每篇文章的项目源码都是无
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所有文章完整的素材+源码都在👇👇
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正文
嘻嘻,上一篇五款小游戏深得大家喜爱吖
阅读量挺高嘞,所以效果好,我们就来接着上一期继续
嘛~这一期也给大家五款游戏源码,需要那款直接找我拿源码撒!
一、推箱子
1)代码展示
import os
import sys
import cfg
import pygame
from modules import *
from itertools import chain
'''游戏地图'''
class gameMap():
def __init__(self, num_cols, num_rows):
self.walls = []
self.boxes = []
self.targets = []
self.num_cols = num_cols
self.num_rows = num_rows
'''增加游戏元素'''
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))
'''画游戏地图'''
def draw(self, screen):
for elem in self.elemsIter():
elem.draw(screen)
'''游戏元素迭代器'''
def elemsIter(self):
for elem in chain(self.targets, self.walls, self.boxes):
yield elem
'''该关卡中所有的箱子是否都在指定位置, 在的话就是通关了'''
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
'''某位置是否可到达'''
def isValidPos(self, col, row):
if col >= 0 and row >= 0 and col < self.num_cols and row < self.num_rows:
block_size = cfg.BLOCKSIZE
temp1 = self.walls + self.boxes
temp2 = pygame.Rect(col * block_size, row * block_size, block_size, block_size)
return temp2.collidelist(temp1) == -1
else:
return False
'''获得某位置的box'''
def getBox(self, col, row):
for box in self.boxes:
if box.col == col and box.row == row:
return box
return None
'''游戏界面'''
class gameInterface():
def __init__(self, screen):
self.screen = screen
self.levels_path = cfg.LEVELDIR
self.initGame()
'''导入关卡地图'''
def loadLevel(self, game_level):
with open(os.path.join(self.levels_path, game_level), 'r') as f:
lines = f.readlines()
# 游戏地图
self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines))
# 游戏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)
'''游戏初始化'''
def initGame(self):
self.scroll_x = 0
self.scroll_y = 0
'''将游戏界面画出来'''
def draw(self, *elems):
self.scroll()
self.game_surface.blit(self.game_surface_blank, dest=(0, 0))
for elem in elems:
elem.draw(self.game_surface)
self.screen.blit(self.game_surface, dest=(self.scroll_x, self.scroll_y))
'''因为游戏界面面积>游戏窗口界面, 所以需要根据人物位置滚动'''
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
'''某一关卡的游戏主循环'''
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键重新开始本关'
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 == pyg