Pygame实战:传承四十年的封神之作—炸弹人学院游戏【附源码】

导语

在现在这个浮躁的年代:小编每次登陆王者荣耀,还有每次登陆刺激战场Z!

看着里面的聊天界面,各种代打、各种的找cp。小小编觉得,我们已经失去了玩游戏的初心。

接下来,小台将带领你们走回童年时光,一起领略我们当初玩4399的单纯与天真!

还记得小时候小台每到放学时刻,就会拉着只比我小半岁的小表妹,一块去亲戚家里玩电脑

每一次打开电脑做的第一件事情就是,打开浏览器,输入4399这四个数字,那个时候觉得hao123真是一个神奇的主页!

可以让我打开4399玩各种游戏qwq,尤其是Q版泡泡堂深得我心!

图片

那今天就带大家回忆一下童年也做一款经典的炸弹人的小游戏!

图片

正文

游戏规则还清楚哈, 我就不多做介绍了不清楚玩法的可以百度下下!

首先准备好相应的素材:【部分如下】

​炸弹人主程序:

开始的界面如下:

​定义地图类:

class mapParser():
	def __init__(self, mapfilepath, bg_paths, wall_paths, blocksize, **kwargs):
		self.instances_list = self.__parse(mapfilepath)
		self.bg_paths = bg_paths
		self.wall_paths = wall_paths
		self.blocksize = blocksize
		self.height = len(self.instances_list)
		self.width = len(self.instances_list[0])
		self.screen_size = (blocksize * self.width, blocksize * self.height)
	'''地图画到屏幕上'''
	def draw(self, screen):
		for j in range(self.height):
			for i in range(self.width):
				instance = self.instances_list[j][i]
				if instance == 'w':
					elem = Wall(self.wall_paths[0], [i, j], self.blocksize)
				elif instance == 'x':
					elem = Wall(self.wall_paths[1], [i, j], self.blocksize)
				elif instance == 'z':
					elem = Wall(self.wall_paths[2], [i, j], self.blocksize)
				elif instance == '0':
					elem = Background(self.bg_paths[0], [i, j], self.blocksize)
				elif instance == '1':
					elem = Background(self.bg_paths[1], [i, j], self.blocksize)
				elif instance == '2':
					elem = Background(self.bg_paths[2], [i, j], self.blocksize)
				else:
					raise ValueError('instance parse error in mapParser.draw...')
				elem.draw(screen)
	'''随机获取一个空地'''
	def randomGetSpace(self, used_spaces=None):
		while True:
			i = random.randint(0, self.width-1)
			j = random.randint(0, self.height-1)
			coordinate = [i, j]
			if used_spaces and coordinate in used_spaces:
				continue
			instance = self.instances_list[j][i]
			if instance in ['0', '1', '2']:
				break
		return coordinate
	'''根据坐标获取元素类型'''
	def getElemByCoordinate(self, coordinate):
		return self.instances_list[coordinate[1]][coordinate[0]]
	'''解析.map文件'''
	def __parse(self, mapfilepath):
		instances_list = []
		with open(mapfilepath) as f:
			for line in f.readlines():
				instances_line_list = []
				for c in line:
					if c in ['w', 'x', 'z', '0', '1', '2']:
						instances_line_list.append(c)
				instances_list.append(instances_line_list)
		return instances_list

定义必要的一些精灵类:角色,水果等等。

'''墙类'''
class Wall(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
	'''画到屏幕上'''
	def draw(self, screen):
		screen.blit(self.image, self.rect)
		return True


'''背景类'''
class Background(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
	'''画到屏幕上'''
	def draw(self, screen):
		screen.blit(self.image, self.rect)
		return True


'''水果类'''
class Fruit(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.kind = imagepath.split('/')[-1].split('.')[0]
		if self.kind == 'banana':
			self.value = 5
		elif self.kind == 'cherry':
			self.value = 10
		else:
			raise ValueError('Unknow fruit %s...' % self.kind)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
	'''画到屏幕上'''
	def draw(self, screen):
		screen.blit(self.image, self.rect)
		return True


'''炸弹类'''
class Bomb(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, digitalcolor, explode_imagepath, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.explode_imagepath = explode_imagepath
		self.rect = self.image.get_rect()
		# 像素位置
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		# 坐标(元素块为单位长度)
		self.coordinate = coordinate
		self.blocksize = blocksize
		# 爆炸倒计时
		self.explode_millisecond = 6000 * 1 - 1
		self.explode_second = int(self.explode_millisecond / 1000)
		self.start_explode = False
		# 爆炸持续时间
		self.exploding_count = 1000 * 1
		# 炸弹伤害能力
		self.harm_value = 1
		# 该炸弹是否还存在
		self.is_being = True
		self.font = pygame.font.SysFont('Consolas', 20)
		self.digitalcolor = digitalcolor
	'''画到屏幕上'''
	def draw(self, screen, dt, map_parser):
		if not self.start_explode:
			# 爆炸倒计时
			self.explode_millisecond -= dt
			self.explode_second = int(self.explode_millisecond / 1000)
			if self.explode_millisecond < 0:
				self.start_explode = True
			screen.blit(self.image, self.rect)
			text = self.font.render(str(self.explode_second), True, self.digitalcolor)
			rect = text.get_rect(center=(self.rect.centerx-5, self.rect.centery+5))
			screen.blit(text, rect)
			return False
		else:
			# 爆炸持续倒计时
			self.exploding_count -= dt
			if self.exploding_count > 0:
				return self.__explode(screen, map_parser)
			else:
				self.is_being = False
				return False
	'''爆炸效果'''
	def __explode(self, screen, map_parser):
		explode_area = self.__calcExplodeArea(map_parser.instances_list)
		for each in explode_area:
			image = pygame.image.load(self.explode_imagepath)
			image = pygame.transform.scale(image, (self.blocksize, self.blocksize))
			rect = image.get_rect()
			rect.left, rect.top = each[0] * self.blocksize, each[1] * self.blocksize
			screen.blit(image, rect)
		return explode_area
	'''计算爆炸区域'''
	def __calcExplodeArea(self, instances_list):
		explode_area = []
		# 区域计算规则为墙可以阻止爆炸扩散, 且爆炸范围仅在游戏地图范围内
		for ymin in range(self.coordinate[1], self.coordinate[1]-5, -1):
			if ymin < 0 or instances_list[ymin][self.coordinate[0]] in ['w', 'x', 'z']:
				break
			explode_area.append([self.coordinate[0], ymin])
		for ymax in range(self.coordinate[1]+1, self.coordinate[1]+5):
			if ymax >= len(instances_list) or instances_list[ymax][self.coordinate[0]] in ['w', 'x', 'z']:
				break
			explode_area.append([self.coordinate[0], ymax])
		for xmin in range(self.coordinate[0], self.coordinate[0]-5, -1):
			if xmin < 0 or instances_list[self.coordinate[1]][xmin] in ['w', 'x', 'z']:
				break
			explode_area.append([xmin, self.coordinate[1]])
		for xmax in range(self.coordinate[0]+1, self.coordinate[0]+5):
			if xmax >= len(instances_list[0]) or instances_list[self.coordinate[1]][xmax] in ['w', 'x', 'z']:
				break
			explode_area.append([xmax, self.coordinate[1]])
		return explode_area


'''角色类'''
class Hero(pygame.sprite.Sprite):
	def __init__(self, imagepaths, coordinate, blocksize, map_parser, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.imagepaths = imagepaths
		self.image = pygame.image.load(imagepaths[-1])
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
		self.map_parser = map_parser
		self.hero_name = kwargs.get('hero_name')
		# 生命值
		self.health_value = 50
		# 炸弹冷却时间
		self.bomb_cooling_time = 5000
		self.bomb_cooling_count = 0
		# 随机移动冷却时间(仅AI电脑用)
		self.randommove_cooling_time = 100
		self.randommove_cooling_count = 0
	'''角色移动'''
	def move(self, direction):
		self.__updateImage(direction)
		if direction == 'left':
			if self.coordinate[0]-1 < 0 or self.map_parser.getElemByCoordinate([self.coordinate[0]-1, self.coordinate[1]]) in ['w', 'x', 'z']:
				return False
			self.coordinate[0] = self.coordinate[0] - 1
		elif direction == 'right':
			if self.coordinate[0]+1 >= self.map_parser.width or self.map_parser.getElemByCoordinate([self.coordinate[0]+1, self.coordinate[1]]) in ['w', 'x', 'z']:
				return False
			self.coordinate[0] = self.coordinate[0] + 1
		elif direction == 'up':
			if self.coordinate[1]-1 < 0 or self.map_parser.getElemByCoordinate([self.coordinate[0], self.coordinate[1]-1]) in ['w', 'x', 'z']:
				return False
			self.coordinate[1] = self.coordinate[1] - 1
		elif direction == 'down':
			if self.coordinate[1]+1 >= self.map_parser.height or self.map_parser.getElemByCoordinate([self.coordinate[0], self.coordinate[1]+1]) in ['w', 'x', 'z']:
				return False
			self.coordinate[1] = self.coordinate[1] + 1
		else:
			raise ValueError('Unknow direction %s...' % direction)
		self.rect.left, self.rect.top = self.coordinate[0] * self.blocksize, self.coordinate[1] * self.blocksize
		return True
	'''随机行动(AI电脑用)'''
	def randomAction(self, dt):
		# 冷却倒计时
		if self.randommove_cooling_count > 0:
			self.randommove_cooling_count -= dt
		action = random.choice(['left', 'left', 'right', 'right', 'up', 'up', 'down', 'down', 'dropbomb'])
		flag = False
		if action in ['left', 'right', 'up', 'down']:
			if self.randommove_cooling_count <= 0:
				flag = True
				self.move(action)
				self.randommove_cooling_count = self.randommove_cooling_time
		elif action in ['dropbomb']:
			if self.bomb_cooling_count <= 0:
				flag = True
				self.bomb_cooling_count = self.bomb_cooling_time
		return action, flag
	'''生成炸弹'''
	def generateBomb(self, imagepath, digitalcolor, explode_imagepath):
		return Bomb(imagepath=imagepath, coordinate=copy.deepcopy(self.coordinate), blocksize=self.blocksize, digitalcolor=digitalcolor, explode_imagepath=explode_imagepath)
	'''画到屏幕上'''
	def draw(self, screen, dt):
		# 冷却倒计时
		if self.bomb_cooling_count > 0:
			self.bomb_cooling_count -= dt
		screen.blit(self.image, self.rect)
		return True
	'''吃水果'''
	def eatFruit(self, fruit_sprite_group):
		eaten_fruit = pygame.sprite.spritecollide(self, fruit_sprite_group, True, None)
		for fruit in eaten_fruit:
			self.health_value += fruit.value
	'''更新角色朝向'''
	def __updateImage(self, direction):
		directions = ['left', 'right', 'up', 'down']
		idx = directions.index(direction)
		self.image = pygame.image.load(self.imagepaths[idx])
		self.image = pygame.transform.scale(self.image, (self.blocksize, self.blocksize))

效果如下:

这精致的画面还可以吧~哈哈哈啊 快夸我快夸我~

总结

安啦!文章就写到这里,你们的支持是我最大的动力,记得三连哦~

💖关注小编——获取更多精彩内容哦!

温馨提示:不要忘记点赞、关注、评论哦!看我手上的炸弹~

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