哈喽大兄弟们
今日重点:
划重点:
1、python开发小游戏,pygame环境搭建;
2、给失眠的小姐姐开发一个迷宫小游戏。
代码干货满满,建议收藏+实操!!!有问题及需要,请留言哦~~
前因后果
事情是这样的,昨晚隔壁老王大晚上出去喝酒,把女友一个人丢在家里,半夜都还没回来。
然后我就听到隔壁来来回回,忙忙碌碌的声音。
像我这么心思细腻,体贴入微的Python小哥哥(还好我不姓王)
敏锐的感觉到,老王他女友肯定是失眠了…
好担心哦,我都睡不着了呢
辗转反侧
最后爬起来撸出了我的python代码
完整源码 —— 文末名片
环境要求
windows系统,python3.6+
安装游戏依赖模块
pip install pyqt5
pip install pygame
游戏介绍
1、游戏目标
随机生成一张迷宫地图,将玩家设置在迷宫内部,通过光标 上 下 左 右,来移动玩家,按照迷宫地图的道路来走出迷宫。
2、先上游戏效果图
完整开发流程
1、项目主结构
首先,先整理一下项目的主结构,其实看一下主结构,基本就清晰了
modules:存放自己写的python类
——mazes.py
——misc.py
——sprites.py
resources:存放引用到的图片、音频等等
——audios:音频资源
——images:图片资源
config.py:为主配置文件
maze.py:主程序文件
requirements.txt:需要引入的python依赖包
2、详细配置
配置文件中,需要引入os模块,并且配置打开游戏的屏幕大小,并将资源中引用到的图片、音频插入到合适的位置。
因为我们的迷宫游戏,需要划开模块。
'''配置文件'''
import os
'''屏幕大小'''
SCREENSIZE = (800, 625)
'''游戏素材'''
# 完整源码+Q裙:708525271
BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3')
HEROPICPATH = os.path.join(os.getcwd(), 'resources/images/hero.png')
'''FPS'''
FPS = 20
'''块大小'''
BLOCKSIZE = 15
MAZESIZE = (35, 50) # num_rows * num_cols
BORDERSIZE = (25, 50) # 25 * 2 + 50 * 15 = 800, 50 * 2 + 35 * 15 = 625
3、随机生成迷宫地图
迷宫虽然是个小游戏,但是我们每次打开,进入 地图需要随机生成一个新地图。
定义randommaze 随机生成地图,并将地图投在主游戏屏幕上
import pygame
import random
from .misc import *
'''一个游戏地图块'''
# Python学习交流裙 708525271
class Block():
def __init__(self, coordinate, block_size, border_size, **kwargs):
# (col, row)
self.coordinate = coordinate
self.block_size = block_size
self.border_size = border_size
self.is_visited = False
# 上下左右有没有墙
self.has_walls = [True, True, True, True]
self.color = (0, 0, 0)
'''画到屏幕上'''
def draw(self, screen):
directions = ['top', 'bottom', 'left', 'right']
for idx, direction in enumerate(directions):
if self.has_walls[idx]:
if direction == 'top':
x1 = self.coordinate[0] * self.block_size + self.border_size[0]
y1 = self.coordinate[1] * self.block_size + self.border_size[1]
x2 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
y2 = self.coordinate[1] * self.block_size + self.border_size[1]
pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
elif direction == 'bottom':
x1 = self.coordinate[0] * self.block_size + self.border_size[0]
y1 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
x2 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
y2 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
elif direction == 'left':
x1 = self.coordinate[0] * self.block_size + self.border_size[0]
y1 = self.coordinate[1] * self.block_size + self.border_size[1]
x2 = self.coordinate[0] * self.block_size + self.border_size[0]
y2 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
elif direction == 'right':
x1 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
y1 = self.coordinate[1] * self.block_size + self.border_size[1]
x2 = (self.coordinate[0] + 1) * self.block_size + self.border_size[0]
y2 = (self.coordinate[1] + 1) * self.block_size + self.border_size[1]
pygame.draw.line(screen, self.color, (x1, y1), (x2, y2))
return True
'''随机生成迷宫类'''
class RandomMaze():
def __init__(self, maze_size, block_size, border_size, **kwargs):
self.block_size = block_size
self.border_size = border_size
self.maze_size = maze_size
self.blocks_list = RandomMaze.createMaze(maze_size, block_size, border_size)
self.font = pygame.font.SysFont('Consolas', 15)
'''画到屏幕上'''
def draw(self, screen):
for row in range(self.maze_size[0]):
for col in range(self.maze_size[1]):
self.blocks_list[row][col].draw(screen)
# 起点和终点标志
showText(screen, self.font, 'S', (255, 0, 0), (self.border_size[0]-10, self.border_size[1]))
showText(screen, self.font, 'D', (255, 0, 0), (self.border_size[0]+(self.maze_size[1]-1)*self.block_size, self.border_size[1]+self.maze_size[0]*self.block_size+5))
'''创建迷宫'''
@staticmethod
def createMaze(maze_size, block_size, border_size):
def nextBlock(block_now, blocks_list):
directions = ['top', 'bottom', 'left', 'right']
blocks_around = dict(zip(directions, [None]*4))
block_next = None
count = 0
# 查看上边block
if block_now.coordinate[1]-1 >= 0:
block_now_top = blocks_list[block_now.coordinate[1]-1][block_now.coordinate[0]]
if not block_now_top.is_visited:
blocks_around['top'] = block_now_top
count += 1
# 查看下边block
if block_now.coordinate[1]+1 < maze_size[0]:
block_now_bottom = blocks_list[block_now.coordinate[1]+1][block_now.coordinate[0]]
if not block_now_bottom.is_visited:
blocks_around['bottom'] = block_now_bottom
count += 1
# 查看左边block
if block_now.coordinate[0]-1 >= 0:
block_now_left = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]-1]
if not block_now_left.is_visited:
blocks_around['left'] = block_now_left
count += 1
# 查看右边block
if block_now.coordinate[0]+1 < maze_size[1]:
block_now_right = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]+1]
if not block_now_right.is_visited:
blocks_around['right'] = block_now_right
count += 1
if count > 0:
while True:
direction = random.choice(directions)
if blocks_around.get(direction):
block_next = blocks_around.get(direction)
if direction == 'top':
block_next.has_walls[1] = False
block_now.has_walls[0] = False
elif direction == 'bottom':
block_next.has_walls[0] = False
block_now.has_walls[1] = False
elif direction == 'left':
block_next.has_walls[3] = False
block_now.has_walls[2] = False
elif direction == 'right':
block_next.has_walls[2] = False
block_now.has_walls[3] = False
break
return block_next
blocks_list = [[Block([col, row], block_size, border_size) for col in range(maze_size[1])] for row in range(maze_size[0])]
block_now = blocks_list[0][0]
records = []
while True:
if block_now:
if not block_now.is_visited:
block_now.is_visited = True
records.append(block_now)
block_now = nextBlock(block_now, blocks_list)
else:
block_now = records.pop()
if len(records) == 0:
break
return blocks_list
4、光标控制玩家
通过读取键盘的上下左右光标来移动我们的小可爱
'''
Function:
定义其他必要模块
Author:
lexsaints
'''
import sys
import pygame
'''在屏幕指定位置显示文字'''
def showText(screen, font, text, color, position):
text_render = font.render(text, True, color)
rect = text_render.get_rect()
rect.left, rect.top = position
screen.blit(text_render, rect)
return rect.right
'''按钮'''
def Button(screen, position, text, font, buttoncolor=(120, 120, 120), linecolor=(20, 20, 20), textcolor=(255, 255, 255), bwidth=200, bheight=50):
left, top = position
pygame.draw.line(screen, linecolor, (left, top), (left+bwidth, top), 5)
pygame.draw.line(screen, linecolor, (left, top-2), (left, top+bheight), 5)
pygame.draw.line(screen, linecolor, (left, top+bheight), (left+bwidth, top+bheight), 5)
pygame.draw.line(screen, linecolor, (left+bwidth, top+bheight), (left+bwidth, top), 5)
pygame.draw.rect(screen, buttoncolor, (left, top, bwidth, bheight))
text_render = font.render(text, 1, textcolor)
rect = text_render.get_rect()
rect.centerx, rect.centery = left + bwidth / 2, top + bheight / 2
return screen.blit(text_render, rect)
'''游戏开始/关卡切换/游戏结束界面'''
def Interface(screen, config, mode='game_start'):
pygame.display.set_mode(config.SCREENSIZE)
font = pygame.font.SysFont('Consolas', 30)
if mode == 'game_start':
clock = pygame.time.Clock()
while True:
screen.fill((192, 192, 192))
button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'START', font)
button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
elif event.type == pygame.MOUSEBUTTONDOWN:
if button_1.collidepoint(pygame.mouse.get_pos()):
return True
elif button_2.collidepoint(pygame.mouse.get_pos()):
pygame.quit()
sys.exit(-1)
pygame.display.update()
clock.tick(config.FPS)
elif mode == 'game_switch':
clock = pygame.time.Clock()
while True:
screen.fill((192, 192, 192))
button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'NEXT', font)
button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
elif event.type == pygame.MOUSEBUTTONDOWN:
if button_1.collidepoint(pygame.mouse.get_pos()):
return True
elif button_2.collidepoint(pygame.mouse.get_pos()):
pygame.quit()
sys.exit(-1)
pygame.display.update()
clock.tick(config.FPS)
elif mode == 'game_end':
clock = pygame.time.Clock()
while True:
screen.fill((192, 192, 192))
button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'RESTART', font)
button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
elif event.type == pygame.MOUSEBUTTONDOWN:
if button_1.collidepoint(pygame.mouse.get_pos()):
return True
elif button_2.collidepoint(pygame.mouse.get_pos()):
pygame.quit()
sys.exit(-1)
pygame.display.update()
clock.tick(config.FPS)
else:
raise ValueError('Interface.mode unsupport %s...' % mode)
5、定义主玩家 绘制全图
绘制完整游戏,并定义主角,就叫hero吧
'''
Function:
定义游戏精灵类
Author:
lexsaints
'''
import pygame
'''定义hero'''
class Hero(pygame.sprite.Sprite):
def __init__(self, imagepath, coordinate, block_size, border_size, **kwargs):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(imagepath)
self.image = pygame.transform.scale(self.image, (block_size, block_size))
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = coordinate[0] * block_size + border_size[0], coordinate[1] * block_size + border_size[1]
self.coordinate = coordinate
self.block_size = block_size
self.border_size = border_size
'''移动'''
def move(self, direction, maze):
blocks_list = maze.blocks_list
if direction == 'up':
if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[0]:
return False
else:
self.coordinate[1] = self.coordinate[1] - 1
return True
elif direction == 'down':
if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[1]:
return False
else:
self.coordinate[1] = self.coordinate[1] + 1
return True
elif direction == 'left':
if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[2]:
return False
else:
self.coordinate[0] = self.coordinate[0] - 1
return True
elif direction == 'right':
if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[3]:
return False
else:
self.coordinate[0] = self.coordinate[0] + 1
return True
else:
raise ValueError('Unsupport direction %s in Hero.move...' % direction)
'''绑定到屏幕'''
def draw(self, screen):
self.rect.left, self.rect.top = self.coordinate[0] * self.block_size + self.border_size[0], self.coordinate[1] * self.block_size + self.border_size[1]
screen.blit(self.image, self.rect)
6、引入音频、图片
启动游戏主程序
在主程序中,通过读取配置文件,引入项目资源:包括图片、音频等,并通过定义类,加载游戏地图
import config
import sys
import pygame
from modules import *
'''主函数'''
def main(config):
# 初始化
pygame.init()
pygame.mixer.init()
pygame.font.init()
pygame.mixer.music.load(config.BGMPATH)
pygame.mixer.music.play(-1, 0.0)
screen = pygame.display.set_mode(config.SCREENSIZE)
pygame.display.set_caption('Python学习交流Q裙708525271')
font = pygame.font.SysFont('Consolas', 15)
# 开始界面
Interface(screen, config, 'game_start')
# 记录关卡数
num_levels = 0
# 记录最少用了多少步通关
best_scores = 'None'
# 关卡循环切换
while True:
num_levels += 1
clock = pygame.time.Clock()
screen = pygame.display.set_mode(config.SCREENSIZE)
# --随机生成关卡地图
maze_now = RandomMaze(config.MAZESIZE, config.BLOCKSIZE, config.BORDERSIZE)
# --生成hero
hero_now = Hero(config.HEROPICPATH, [0, 0], config.BLOCKSIZE, config.BORDERSIZE)
# --统计步数
num_steps = 0
# --关卡内主循环
while True:
dt = clock.tick(config.FPS)
screen.fill((255, 255, 255))
is_move = False
# ----↑↓←→控制hero
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
is_move = hero_now.move('up', maze_now)
elif event.key == pygame.K_DOWN:
is_move = hero_now.move('down', maze_now)
elif event.key == pygame.K_LEFT:
is_move = hero_now.move('left', maze_now)
elif event.key == pygame.K_RIGHT:
is_move = hero_now.move('right', maze_now)
num_steps += int(is_move)
hero_now.draw(screen)
maze_now.draw(screen)
# ----显示一些信息
showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0), (10, 10))
showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0), (210, 10))
showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0), (410, 10))
showText(screen, font, 'S: your starting point D: your destination', (255, 0, 0), (10, 600))
# ----判断游戏是否胜利
if (hero_now.coordinate[0] == config.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == config.MAZESIZE[0] - 1):
break
pygame.display.update()
# --更新最优成绩
if best_scores == 'None':
best_scores = num_steps
else:
if best_scores > num_steps:
best_scores = num_steps
# --关卡切换
Interface(screen, config, mode='game_switch')
'''run'''
if __name__ == '__main__':
main(config)
游戏启动方法
1、开发工具启动
如果你配置了开发工具的环境VScode、sublimeText、notepad+、pycharm什么的,可以直接在工具中,运行游戏。
如果没配置,可以使用命令启动。
2、命令行启动 gif
最后
好了,今天的分享就到这结束了,我要继续去隔壁安慰老王女友了。
大家记得点赞收藏!