用python实现四个完整游戏开发小项目

1、2048


1. 游戏简介

2048 是一款比较流行的数字游戏。游戏规则:每次可按上、下、左、右方向键滑动数字,每滑动一次,所有数字都会往滑动方向靠拢,同时在空白位置随机出现一个数字,相同数字在靠拢时会相加。不断叠加最终拼出 2048 这个数字算成功。

2048 最早于 2014年3月20日发行。原版 2048 首先在 GitHub 上发布,原作者是 Gabriele Cirulli,后被移植到各个平台。

本例难度为初级,适合具有 Python 基础和 Pygame 编程知识的用户学习。

2. 设计原理

这个游戏的本质是二维列表,就以 4*4 的二位列表来分析关键的逻辑以及实现。二维列表如下图:

所有的操作都是对这个二维列表的数据的操作。分为上下左右四个方向。先说向左的方向(如图)。

向左操作的结果如下图;当向左的方向是,所有的数据沿着水平方向向左跑。

水平说明操作的是二维列表的一行,而垂直操作的则是二位列表的一列。这样就可以将二维列表的操作变成遍历后对一维列表的操作。向左说明数据的优先考虑的位置是从左开始的。这样就确定了一维列表的遍历开始的位置。

上面第 2 个图共四行,每一个行都能得到一个列表。

list1:[0,0,2,0]``list2:[0,4,2,0]``list3:[0,0,4,4]``list4:[2,0,2,0]

这样一来向左的方向就变成。从上到下获得每一行的列表,方向向左。参数(row,left)。

其他的三个方向在开始的时候记住是怎样获得以为列表的,等操作完才放回去这样就能实现了。

3. 示例效果

4. 示例源码

import random``import sys``import pygame``from pygame.locals import *``   ``PIXEL = 150``SCORE_PIXEL = 100``SIZE = 4``   ``   ``# 地图的类``   ``   ``class Map:`    `def __init__(self, size):`        `self.size = size`        `self.score = 0`        `self.map = [[0 for i in range(size)] for i in range(size)]`        `self.add()`        `self.add()``   `    `# 新增2或4,有1/4概率产生4`    `def add(self):`        `while True:`            `p = random.randint(0, self.size * self.size - 1)`            `if self.map[int(p / self.size)][int(p % self.size)] == 0:`                `x = random.randint(0, 3) > 0 and 2 or 4`                `self.map[int(p / self.size)][int(p % self.size)] = x`                `self.score += x`                `break``   `    `# 地图向左靠拢,其他方向的靠拢可以通过适当旋转实现,返回地图是否更新`    `def adjust(self):`        `changed = False`        `for a in self.map:`            `b = []`            `last = 0`            `for v in a:`                `if v != 0:`                    `if v == last:`                        `b.append(b.pop() << 1)`                        `last = 0`                    `else:`                        `b.append(v)`                        `last = v`            `b += [0] * (self.size - len(b))`            `for i in range(self.size):`                `if a[i] != b[i]:`                    `changed = True`            `a[:] = b`        `return changed``   `    `# 逆时针旋转地图90度`    `def rotate90(self):`        `self.map = [[self.map[c][r]`                     `for c in range(self.size)] for r in reversed(range(self.size))]``   `    `# 判断游戏结束`    `def over(self):`        `for r in range(self.size):`            `for c in range(self.size):`                `if self.map[r][c] == 0:`                    `return False`        `for r in range(self.size):`            `for c in range(self.size - 1):`                `if self.map[r][c] == self.map[r][c + 1]:`                    `return False`        `for r in range(self.size - 1):`            `for c in range(self.size):`                `if self.map[r][c] == self.map[r + 1][c]:`                    `return False`        `return True``   `    `def moveUp(self):`        `self.rotate90()`        `if self.adjust():`            `self.add()`        `self.rotate90()`        `self.rotate90()`        `self.rotate90()``   `    `def moveRight(self):`        `self.rotate90()`        `self.rotate90()`        `if self.adjust():`            `self.add()`        `self.rotate90()`        `self.rotate90()``   `    `def moveDown(self):`        `self.rotate90()`        `self.rotate90()`        `self.rotate90()`        `if self.adjust():`            `self.add()`        `self.rotate90()``   `    `def moveLeft(self):`        `if self.adjust():`            `self.add()``   ``   ``# 更新屏幕``   ``   ``def show(map):`    `for i in range(SIZE):`        `for j in range(SIZE):`            `# 背景颜色块`            `screen.blit(map.map[i][j] == 0 and block[(i + j) % 2]`                        `or block[2 + (i + j) % 2], (PIXEL * j, PIXEL * i))`            `# 数值显示`            `if map.map[i][j] != 0:`                `map_text = map_font.render(`                    `str(map.map[i][j]), True, (106, 90, 205))`                `text_rect = map_text.get_rect()`                `text_rect.center = (PIXEL * j + PIXEL / 2,`                                    `PIXEL * i + PIXEL / 2)`                `screen.blit(map_text, text_rect)`    `# 分数显示`    `screen.blit(score_block, (0, PIXEL * SIZE))`    `score_text = score_font.render((map.over(`    `) and "Game over with score " or "Score: ") + str(map.score), True, (106, 90, 205))`    `score_rect = score_text.get_rect()`    `score_rect.center = (PIXEL * SIZE / 2, PIXEL * SIZE + SCORE_PIXEL / 2)`    `screen.blit(score_text, score_rect)`    `pygame.display.update()``   ``   ``map = Map(SIZE)``pygame.init()``screen = pygame.display.set_mode((PIXEL * SIZE, PIXEL * SIZE + SCORE_PIXEL))``pygame.display.set_caption("2048")``block = [pygame.Surface((PIXEL, PIXEL)) for i in range(4)]``# 设置颜色``block[0].fill((152, 251, 152))``block[1].fill((240, 255, 255))``block[2].fill((0, 255, 127))``block[3].fill((225, 255, 255))``score_block = pygame.Surface((PIXEL * SIZE, SCORE_PIXEL))``score_block.fill((245, 245, 245))``# 设置字体``map_font = pygame.font.Font(None, int(PIXEL * 2 / 3))``score_font = pygame.font.Font(None, int(SCORE_PIXEL * 2 / 3))``clock = pygame.time.Clock()``show(map)``   ``while not map.over():`    `# 12为实验参数`    `clock.tick(12)`    `for event in pygame.event.get():`        `if event.type == QUIT:`            `sys.exit()`    `# 接收玩家操作`    `pressed_keys = pygame.key.get_pressed()`    `if pressed_keys[K_w] or pressed_keys[K_UP]:`        `map.moveUp()`    `elif pressed_keys[K_s] or pressed_keys[K_DOWN]:`        `map.moveDown()`    `elif pressed_keys[K_a] or pressed_keys[K_LEFT]:`        `map.moveLeft()`    `elif pressed_keys[K_d] or pressed_keys[K_RIGHT]:`        `map.moveRight()`    `show(map)``   ``# 游戏结束``pygame.time.delay(3000)

2、贪吃蛇

1. 案例介绍

贪吃蛇是一款经典的益智游戏,简单又耐玩。该游戏通过控制蛇头方向吃蛋,从而使得蛇变得越来越长。

通过上下左右方向键控制蛇的方向,寻找吃的东西,每吃一口就能得到一定的积分,而且蛇的身子会越吃越长,身子越长玩的难度就越大,不能碰墙,不能咬到自己的身体,更不能咬自己的尾巴,等到了一定的分数,就能过关,然后继续玩下一关。

本例难度为中级,适合具有 Python 基础和 Pygame 编程知识的用户学习。

2. 设计要点

游戏是基于 PyGame 框架制作的,程序核心逻辑如下:

游戏界面分辨率是 640*480,蛇和食物都是由 1 个或多个 20*20 像素的正方形块儿(为了方便,下文用点表示 20*20 像素的正方形块儿) 组成,这样共有 32*24 个点,使用 pygame.draw.rect 来绘制每一个点;

初始化时蛇的长度是 3,食物是 1 个点,蛇初始的移动的方向是右,用一个数组代表蛇,数组的每个元素是蛇每个点的坐标,因此数组的第一个坐标是蛇尾,最后一个坐标是蛇头;游戏开始后,根据蛇的当前移动方向,将蛇运动方向的前方的那个点 append 到蛇数组的末位,再把蛇尾去掉,蛇的坐标数组就相当于往前挪了一位;如果蛇吃到了食物,即蛇头的坐标等于食物的坐标,那么在第 2 点中蛇尾就不用去掉,就产生了蛇长度增加的效果;食物被吃掉后,随机在空的位置(不能与蛇的身体重合) 再生成一个;通过 PyGame 的 event 监控按键,改变蛇的方向,例如当蛇向右时,下一次改变方向只能向上或者向下;当蛇撞上自身或墙壁,游戏结束,蛇头装上自身,那么蛇坐标数组里就有和舌头坐标重复的数据,撞上墙壁则是蛇头坐标超过了边界,都很好判断;其他细节:做了个开始的欢迎界面;食物的颜色随机生成;吃到实物的时候有声音提示等。

3. 示例效果

4. 示例源码

import pygame``from os import path``from sys import exit``from time import sleep``from random import choice``from itertools import product``from pygame.locals import QUIT, KEYDOWN``   ``   ``def direction_check(moving_direction, change_direction):`    `directions = [['up', 'down'], ['left', 'right']]`    `if moving_direction in directions[0] and change_direction in directions[1]:`        `return change_direction`    `elif moving_direction in directions[1] and change_direction in directions[0]:`        `return change_direction`    `return moving_direction``   ``   ``class Snake:`    `colors = list(product([0, 64, 128, 192, 255], repeat=3))[1:-1]``   `    `def __init__(self):`        `self.map = {(x, y): 0 for x in range(32) for y in range(24)}`        `self.body = [[100, 100], [120, 100], [140, 100]]`        `self.head = [140, 100]`        `self.food = []`        `self.food_color = []`        `self.moving_direction = 'right'`        `self.speed = 4`        `self.generate_food()`        `self.game_started = False``   `    `def check_game_status(self):`        `if self.body.count(self.head) > 1:`            `return True`        `if self.head[0] < 0 or self.head[0] > 620 or self.head[1] < 0 or self.head[1] > 460:`            `return True`        `return False``   `    `def move_head(self):`        `moves = {`            `'right': (20, 0),`            `'up': (0, -20),`            `'down': (0, 20),`            `'left': (-20, 0)`        `}`        `step = moves[self.moving_direction]`        `self.head[0] += step[0]`        `self.head[1] += step[1]``   `    `def generate_food(self):`        `self.speed = len(`            `self.body) // 16 if len(self.body) // 16 > 4 else self.speed`        `for seg in self.body:`            `x, y = seg`            `self.map[x // 20, y // 20] = 1`        `empty_pos = [pos for pos in self.map.keys() if not self.map[pos]]`        `result = choice(empty_pos)`        `self.food_color = list(choice(self.colors))`        `self.food = [result[0] * 20, result[1] * 20]``   ``   ``def main():`    `key_direction_dict = {`        `119: 'up',  # W`        `115: 'down',  # S`        `97: 'left',  # A`        `100: 'right',  # D`        `273: 'up',  # UP`        `274: 'down',  # DOWN`        `276: 'left',  # LEFT`        `275: 'right',  # RIGHT`    `}``   `    `fps_clock = pygame.time.Clock()`    `pygame.init()`    `pygame.mixer.init()`    `snake = Snake()`    `sound = False`    `if path.exists('eat.wav'):`        `sound_wav = pygame.mixer.Sound("eat.wav")`        `sound = True`    `title_font = pygame.font.SysFont('simsunnsimsun', 32)`    `welcome_words = title_font.render(`        `'贪吃蛇', True, (0, 0, 0), (255, 255, 255))`    `tips_font = pygame.font.SysFont('simsunnsimsun', 20)`    `start_game_words = tips_font.render(`        `'点击开始', True, (0, 0, 0), (255, 255, 255))`    `close_game_words = tips_font.render(`        `'按ESC退出', True, (0, 0, 0), (255, 255, 255))`    `gameover_words = title_font.render(`        `'游戏结束', True, (205, 92, 92), (255, 255, 255))`    `win_words = title_font.render(`        `'蛇很长了,你赢了!', True, (0, 0, 205), (255, 255, 255))`    `screen = pygame.display.set_mode((640, 480), 0, 32)`    `pygame.display.set_caption('贪吃蛇')`    `new_direction = snake.moving_direction`    `while 1:`        `for event in pygame.event.get():`            `if event.type == QUIT:`                `exit()`            `elif event.type == KEYDOWN:`                `if event.key == 27:`                    `exit()`                `if snake.game_started and event.key in key_direction_dict:`                    `direction = key_direction_dict[event.key]`                    `new_direction = direction_check(`                        `snake.moving_direction, direction)`            `elif (not snake.game_started) and event.type == pygame.MOUSEBUTTONDOWN:`                `x, y = pygame.mouse.get_pos()`                `if 213 <= x <= 422 and 304 <= y <= 342:`                    `snake.game_started = True`        `screen.fill((255, 255, 255))`        `if snake.game_started:`            `snake.moving_direction = new_direction  # 在这里赋值,而不是在event事件的循环中赋值,避免按键太快`            `snake.move_head()`            `snake.body.append(snake.head[:])`            `if snake.head == snake.food:`                `if sound:`                    `sound_wav.play()`                `snake.generate_food()`            `else:`                `snake.body.pop(0)`            `for seg in snake.body:`                `pygame.draw.rect(screen, [0, 0, 0], [`                    `seg[0], seg[1], 20, 20], 0)`            `pygame.draw.rect(screen, snake.food_color, [`                `snake.food[0], snake.food[1], 20, 20], 0)`            `if snake.check_game_status():`                `screen.blit(gameover_words, (241, 310))`                `pygame.display.update()`                `snake = Snake()`                `new_direction = snake.moving_direction`                `sleep(3)`            `elif len(snake.body) == 512:`                `screen.blit(win_words, (33, 210))`                `pygame.display.update()`                `snake = Snake()`                `new_direction = snake.moving_direction`                `sleep(3)`        `else:`            `screen.blit(welcome_words, (240, 150))`            `screen.blit(start_game_words, (246, 310))`            `screen.blit(close_game_words, (246, 350))`        `pygame.display.update()`        `fps_clock.tick(snake.speed)``   ``   ``if __name__ == '__main__':`    `main()

3、俄罗斯方块

1. 案例介绍

俄罗斯方块是由 4 个小方块组成不同形状的板块,随机从屏幕上方落下,按方向键调整板块的位置和方向,在底部拼出完整的一行或几行。这些完整的横条会消失,给新落下来的板块腾出空间,并获得分数奖励。没有被消除掉的方块不断堆积,一旦堆到顶端,便告输,游戏结束。

本例难度为高级,适合具有 Python 进阶和 Pygame 编程技巧的用户学习。

2. 设计要点

边框――由 15*25 个空格组成,方块就落在这里面。

盒子――组成方块的其中小方块,是组成方块的基本单元。

方块――从边框顶掉下的东西,游戏者可以翻转和改变位置。每个方块由 4 个盒子组成。

形状――不同类型的方块。这里形状的名字被叫做 T, S, Z ,J, L, I , O。如下图所示:

模版――用一个列表存放形状被翻转后的所有可能样式。全部存放在变量里,变量名字如 S or J。

着陆――当一个方块到达边框的底部或接触到在其他的盒子话,就说这个方块着陆了。那样的话,另一个方块就会开始下落。

3. 示例效果

4. 示例源码

import pygame``import random``import os``   ``pygame.init()``   ``GRID_WIDTH = 20``GRID_NUM_WIDTH = 15``GRID_NUM_HEIGHT = 25``WIDTH, HEIGHT = GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT``SIDE_WIDTH = 200``SCREEN_WIDTH = WIDTH + SIDE_WIDTH``WHITE = (0xff, 0xff, 0xff)``BLACK = (0, 0, 0)``LINE_COLOR = (0x33, 0x33, 0x33)``   ``CUBE_COLORS = [`    `(0xcc, 0x99, 0x99), (0xff, 0xff, 0x99), (0x66, 0x66, 0x99),`    `(0x99, 0x00, 0x66), (0xff, 0xcc, 0x00), (0xcc, 0x00, 0x33),`    `(0xff, 0x00, 0x33), (0x00, 0x66, 0x99), (0xff, 0xff, 0x33),`    `(0x99, 0x00, 0x33), (0xcc, 0xff, 0x66), (0xff, 0x99, 0x00)``]``   ``screen = pygame.display.set_mode((SCREEN_WIDTH, HEIGHT))``pygame.display.set_caption("俄罗斯方块")``clock = pygame.time.Clock()``FPS = 30``   ``score = 0``level = 1``   ``screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]``   ``# 设置游戏的根目录为当前文件夹``base_folder = os.path.dirname(__file__)``   ``   ``def show_text(surf, text, size, x, y, color=WHITE):`    `font_name = os.path.join(base_folder, 'font/font.ttc')`    `font = pygame.font.Font(font_name, size)`    `text_surface = font.render(text, True, color)`    `text_rect = text_surface.get_rect()`    `text_rect.midtop = (x, y)`    `surf.blit(text_surface, text_rect)``   ``   ``class CubeShape(object):`    `SHAPES = ['I', 'J', 'L', 'O', 'S', 'T', 'Z']`    `I = [[(0, -1), (0, 0), (0, 1), (0, 2)],`         `[(-1, 0), (0, 0), (1, 0), (2, 0)]]`    `J = [[(-2, 0), (-1, 0), (0, 0), (0, -1)],`         `[(-1, 0), (0, 0), (0, 1), (0, 2)],`         `[(0, 1), (0, 0), (1, 0), (2, 0)],`         `[(0, -2), (0, -1), (0, 0), (1, 0)]]`    `L = [[(-2, 0), (-1, 0), (0, 0), (0, 1)],`         `[(1, 0), (0, 0), (0, 1), (0, 2)],`         `[(0, -1), (0, 0), (1, 0), (2, 0)],`         `[(0, -2), (0, -1), (0, 0), (-1, 0)]]`    `O = [[(0, 0), (0, 1), (1, 0), (1, 1)]]`    `S = [[(-1, 0), (0, 0), (0, 1), (1, 1)],`         `[(1, -1), (1, 0), (0, 0), (0, 1)]]`    `T = [[(0, -1), (0, 0), (0, 1), (-1, 0)],`         `[(-1, 0), (0, 0), (1, 0), (0, 1)],`         `[(0, -1), (0, 0), (0, 1), (1, 0)],`         `[(-1, 0), (0, 0), (1, 0), (0, -1)]]`    `Z = [[(0, -1), (0, 0), (1, 0), (1, 1)],`         `[(-1, 0), (0, 0), (0, -1), (1, -1)]]`    `SHAPES_WITH_DIR = {`        `'I': I, 'J': J, 'L': L, 'O': O, 'S': S, 'T': T, 'Z': Z`    `}``   `    `def __init__(self):`        `self.shape = self.SHAPES[random.randint(0, len(self.SHAPES) - 1)]`        `# 骨牌所在的行列`        `self.center = (2, GRID_NUM_WIDTH // 2)`        `self.dir = random.randint(0, len(self.SHAPES_WITH_DIR[self.shape]) - 1)`        `self.color = CUBE_COLORS[random.randint(0, len(CUBE_COLORS) - 1)]``   `    `def get_all_gridpos(self, center=None):`        `curr_shape = self.SHAPES_WITH_DIR[self.shape][self.dir]`        `if center is None:`            `center = [self.center[0], self.center[1]]``   `        `return [(cube[0] + center[0], cube[1] + center[1])`                `for cube in curr_shape]``   `    `def conflict(self, center):`        `for cube in self.get_all_gridpos(center):`            `# 超出屏幕之外,说明不合法`            `if cube[0] < 0 or cube[1] < 0 or cube[0] >= GRID_NUM_HEIGHT or \`                    `cube[1] >= GRID_NUM_WIDTH:`                `return True``   `            `# 不为None,说明之前已经有小方块存在了,也不合法`            `if screen_color_matrix[cube[0]][cube[1]] is not None:`                `return True``   `        `return False``   `    `def rotate(self):`        `new_dir = self.dir + 1`        `new_dir %= len(self.SHAPES_WITH_DIR[self.shape])`        `old_dir = self.dir`        `self.dir = new_dir`        `if self.conflict(self.center):`            `self.dir = old_dir`            `return False``   `    `def down(self):`        `# import pdb; pdb.set_trace()`        `center = (self.center[0] + 1, self.center[1])`        `if self.conflict(center):`            `return False``   `        `self.center = center`        `return True``   `    `def left(self):`        `center = (self.center[0], self.center[1] - 1)`        `if self.conflict(center):`            `return False`        `self.center = center`        `return True``   `    `def right(self):`        `center = (self.center[0], self.center[1] + 1)`        `if self.conflict(center):`            `return False`        `self.center = center`        `return True``   `    `def draw(self):`        `for cube in self.get_all_gridpos():`            `pygame.draw.rect(screen, self.color,`                             `(cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH,`                              `GRID_WIDTH, GRID_WIDTH))`            `pygame.draw.rect(screen, WHITE,`                             `(cube[1] * GRID_WIDTH, cube[0] * GRID_WIDTH,`                              `GRID_WIDTH, GRID_WIDTH),`                             `1)``   ``   ``def draw_grids():`    `for i in range(GRID_NUM_WIDTH):`        `pygame.draw.line(screen, LINE_COLOR,`                         `(i * GRID_WIDTH, 0), (i * GRID_WIDTH, HEIGHT))``   `    `for i in range(GRID_NUM_HEIGHT):`        `pygame.draw.line(screen, LINE_COLOR,`                         `(0, i * GRID_WIDTH), (WIDTH, i * GRID_WIDTH))``   `    `pygame.draw.line(screen, WHITE,`                     `(GRID_WIDTH * GRID_NUM_WIDTH, 0),`                     `(GRID_WIDTH * GRID_NUM_WIDTH, GRID_WIDTH * GRID_NUM_HEIGHT))``   ``   ``def draw_matrix():`    `for i, row in zip(range(GRID_NUM_HEIGHT), screen_color_matrix):`        `for j, color in zip(range(GRID_NUM_WIDTH), row):`            `if color is not None:`                `pygame.draw.rect(screen, color,`                                 `(j * GRID_WIDTH, i * GRID_WIDTH,`                                  `GRID_WIDTH, GRID_WIDTH))`                `pygame.draw.rect(screen, WHITE,`                                 `(j * GRID_WIDTH, i * GRID_WIDTH,`                                  `GRID_WIDTH, GRID_WIDTH), 2)``   ``   ``def draw_score():`    `show_text(screen, u'得分:{}'.format(score), 20, WIDTH + SIDE_WIDTH // 2, 100)``   ``   ``def remove_full_line():`    `global screen_color_matrix`    `global score`    `global level`    `new_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]`    `index = GRID_NUM_HEIGHT - 1`    `n_full_line = 0`    `for i in range(GRID_NUM_HEIGHT - 1, -1, -1):`        `is_full = True`        `for j in range(GRID_NUM_WIDTH):`            `if screen_color_matrix[i][j] is None:`                `is_full = False`                `continue`        `if not is_full:`            `new_matrix[index] = screen_color_matrix[i]`            `index -= 1`        `else:`            `n_full_line += 1`    `score += n_full_line`    `level = score // 20 + 1`    `screen_color_matrix = new_matrix``   ``   ``def show_welcome(screen):`    `show_text(screen, u'俄罗斯方块', 30, WIDTH / 2, HEIGHT / 2)`    `show_text(screen, u'按任意键开始游戏', 20, WIDTH / 2, HEIGHT / 2 + 50)``   ``   ``running = True``gameover = True``counter = 0``live_cube = None``while running:`    `clock.tick(FPS)`    `for event in pygame.event.get():`        `if event.type == pygame.QUIT:`            `running = False`        `elif event.type == pygame.KEYDOWN:`            `if gameover:`                `gameover = False`                `live_cube = CubeShape()`                `break`            `if event.key == pygame.K_LEFT:`                `live_cube.left()`            `elif event.key == pygame.K_RIGHT:`                `live_cube.right()`            `elif event.key == pygame.K_DOWN:`                `live_cube.down()`            `elif event.key == pygame.K_UP:`                `live_cube.rotate()`            `elif event.key == pygame.K_SPACE:`                `while live_cube.down() == True:`                    `pass`            `remove_full_line()``   `    `# level 是为了方便游戏的难度,level 越高 FPS // level 的值越小`    `# 这样屏幕刷新的就越快,难度就越大`    `if gameover is False and counter % (FPS // level) == 0:`        `# down 表示下移骨牌,返回False表示下移不成功,可能超过了屏幕或者和之前固定的`        `# 小方块冲突了`        `if live_cube.down() == False:`            `for cube in live_cube.get_all_gridpos():`                `screen_color_matrix[cube[0]][cube[1]] = live_cube.color`            `live_cube = CubeShape()`            `if live_cube.conflict(live_cube.center):`                `gameover = True`                `score = 0`                `live_cube = None`                `screen_color_matrix = [[None] * GRID_NUM_WIDTH for i in range(GRID_NUM_HEIGHT)]`        `# 消除满行`        `remove_full_line()`    `counter += 1`    `# 更新屏幕`    `screen.fill(BLACK)`    `draw_grids()`    `draw_matrix()`    `draw_score()`    `if live_cube is not None:`        `live_cube.draw()`    `if gameover:`        `show_welcome(screen)`    `pygame.display.update()

4、连连看

1. 案例介绍

连连看是一款曾经非常流行的小游戏。游戏规则:

  1. 点击选中两个相同的方块。

  2. 两个选中的方块之间连接线的折点不超过两个(接线由X轴和Y轴的平行线组成)。

  3. 每找出一对,它们就会自动消失。

  4. 连线不能从尚未消失的图案上经过。

  5. 把所有的图案全部消除即可获得胜利。

2. 设计思路

  1. 生成成对的图片元素。

  2. 将图片元素打乱排布。

  3. 定义什么才算 相连(两张图片的连线不多于3跟直线,或者说转角不超过2个)。

  4. 实现 相连 判断算法。

  5. 消除图片元素并判断是否消除完毕。

3. 示例效果

4. 示例源码

from tkinter import *``from tkinter.messagebox import *``from threading import Timer``import time``import random``   ``   ``class Point:`    `# 点类`    `def __init__(self, x, y):`        `self.x = x`        `self.y = y``   ``   ``# --------------------------------------``   ``   ``'''``判断选中的两个方块是否可以消除``'''``   ``   ``def IsLink(p1, p2):`    `if lineCheck(p1, p2):`        `return True`    `if OneCornerLink(p1, p2):  # 一个转弯(折点)的联通方式`        `return True`    `if TwoCornerLink(p1, p2):  # 两个转弯(折点)的联通方式`        `return True`    `return False``   ``   ``# ---------------------------``def IsSame(p1, p2):`    `if map[p1.x][p1.y] == map[p2.x][p2.y]:`        `print("clicked at IsSame")`        `return True`    `return False``   ``   ``def callback(event):  # 鼠标左键事件代码`    `global Select_first, p1, p2`    `global firstSelectRectId, SecondSelectRectId``   `    `# print ("clicked at", event.x, event.y,turn)`    `x = (event.x) // 40  # 换算棋盘坐标`    `y = (event.y) // 40`    `print("clicked at", x, y)``   `    `if map[x][y] == " ":`        `showinfo(title="提示", message="此处无方块")`    `else:``   `        `if Select_first == False:`            `p1 = Point(x, y)`            `# 画选定(x1,y1)处的框线`            `firstSelectRectId = cv.create_rectangle(x * 40, y * 40, x * 40 + 40, y * 40 + 40, width=2, outline="blue")`            `Select_first = True`        `else:`            `p2 = Point(x, y)`            `# 判断第二次点击的方块是否已被第一次点击选取,如果是则返回。`            `if (p1.x == p2.x) and (p1.y == p2.y):`                `return`            `# 画选定(x2,y2)处的框线`            `print('第二次点击的方块', x, y)`            `# SecondSelectRectId=cv.create_rectangle(100,20,x*40+40,y*40+40,width=2,outline="yellow")`            `SecondSelectRectId = cv.create_rectangle(x * 40, y * 40, x * 40 + 40, y * 40 + 40, width=2,`                                                     `outline="yellow")`            `print('第二次点击的方块', SecondSelectRectId)`            `cv.pack()``   `            `# 判断是否连通`            `if IsSame(p1, p2) and IsLink(p1, p2):`                `print('连通', x, y)`                `Select_first = False`                `# 画选中方块之间连接线`                `drawLinkLine(p1, p2)`                `# clearTwoBlock()`                `# time.sleep(0.6)`                `# clearFlag=True`                `t = Timer(timer_interval, delayrun)  # 定时函数`                `t.start()``   ``   `            `else:  # 重新选定第一个方块`                `# 清除第一个选定框线`                `cv.delete(firstSelectRectId)`                `cv.delete(SecondSelectRectId)`                `# print('清除第一个选定框线')`                `# firstSelectRectId=SecondSelectRectId`                `# p1=Point(x,y)           #设置重新选定第一个方块的坐标`                `Select_first = False``   ``   ``timer_interval = 0.3  # 0.3秒``   ``   ``# --------------------------------------``def delayrun():`    `clearTwoBlock()  # 清除连线及方块``   ``   ``def clearTwoBlock():  # 清除连线及方块`    `# 延时0.1秒`    `# time.sleep(0.1)`    `# 清除第一个选定框线`    `cv.delete(firstSelectRectId)`    `# 清除第2个选定框线`    `cv.delete(SecondSelectRectId)`    `# 清空记录方块的值`    `map[p1.x][p1.y] = " "`    `cv.delete(image_map[p1.x][p1.y])`    `map[p2.x][p2.y] = " "`    `cv.delete(image_map[p2.x][p2.y])`    `Select_first = False`    `undrawConnectLine()  # 清除选中方块之间连接线``   ``   ``def drawQiPan():  # 画棋盘`    `for i in range(0, 15):`        `cv.create_line(20, 20 + 40 * i, 580, 20 + 40 * i, width=2)`    `for i in range(0, 15):`        `cv.create_line(20 + 40 * i, 20, 20 + 40 * i, 580, width=2)`    `cv.pack()``   ``   ``def print_map():  # 输出map地图`    `global image_map`    `for x in range(0, Width):  # 0--14`        `for y in range(0, Height):  # 0--14`            `if (map[x][y] != ' '):`                `img1 = imgs[int(map[x][y])]`                `id = cv.create_image((x * 40 + 20, y * 40 + 20), image=img1)`                `image_map[x][y] = id`    `cv.pack()`    `for y in range(0, Height):  # 0--14`        `for x in range(0, Width):  # 0--14`            `print(map[x][y], end=' ')`        `print(",", y)``   ``   ``'''``* 同行同列情况消除方法 原理:如果两个相同的被消除元素之间的 空格数``spaceCount等于他们的(行/列差-1)则 两者可以联通消除``* x代表列,y代表行``* param p1 第一个保存上次选中点坐标的点对象``* param p2 第二个保存上次选中点坐标的点对象``'''``   ``   ``# 直接连通``def lineCheck(p1, p2):`    `absDistance = 0`    `spaceCount = 0`    `if (p1.x == p2.x or p1.y == p2.y):  # 同行同列的情况吗?`        `print("同行同列的情况------")`        `# 同列的情况`        `if (p1.x == p2.x and p1.y != p2.y):`            `print("同列的情况")`            `# 绝对距离(中间隔着的空格数)`            `absDistance = abs(p1.y - p2.y) - 1`            `# 正负值`            `if p1.y - p2.y > 0:`                `zf = -1`            `else:`                `zf = 1`            `for i in range(1, absDistance + 1):`                `if (map[p1.x][p1.y + i * zf] == " "):`                    `# 空格数加1`                    `spaceCount += 1`                `else:`                    `break;  # 遇到阻碍就不用再探测了``   `        `# 同行的情况`        `elif (p1.y == p2.y and p1.x != p2.x):`            `print(" 同行的情况")`            `absDistance = abs(p1.x - p2.x) - 1`            `# 正负值`            `if p1.x - p2.x > 0:`                `zf = -1`            `else:`                `zf = 1`            `for i in range(1, absDistance + 1):`                `if (map[p1.x + i * zf][p1.y] == " "):`                    `# 空格数加1`                    `spaceCount += 1`                `else:`                    `break;  # 遇到阻碍就不用再探测了`        `if (spaceCount == absDistance):`            `# 可联通`            `print(absDistance, spaceCount)`            `print("行/列可直接联通")`            `return True`        `else:`            `print("行/列不能消除!")`            `return False`    `else:`        `# 不是同行同列的情况所以直接返回false`        `return False;``   `    `# --------------------------------------``   ``   ``# 第二种,直角连通``'''``直角连接,即X,Y坐标都不同的,可以用这个方法尝试连接` `param first:选中的第一个点` `param second:选中的第二个点``'''``   ``   ``def OneCornerLink(p1, p2):`    `# 第一个直角检查点,如果这里为空则赋予相同值供检查`    `checkP = Point(p1.x, p2.y)`    `# 第二个直角检查点,如果这里为空则赋予相同值供检查`    `checkP2 = Point(p2.x, p1.y);`    `# 第一个直角点检测`    `if (map[checkP.x][checkP.y] == " "):`        `if (lineCheck(p1, checkP) and lineCheck(checkP, p2)):`            `linePointStack.append(checkP)`            `print("直角消除ok", checkP.x, checkP.y)`            `return True`    `# 第二个直角点检测`    `if (map[checkP2.x][checkP2.y] == " "):`        `if (lineCheck(p1, checkP2) and lineCheck(checkP2, p2)):`            `linePointStack.append(checkP2)`            `print("直角消除ok", checkP2.x, checkP2.y)`            `return True`    `print("不能直角消除")`    `return False;``   ``   ``# -----------------------------------------``'''``#第三种,双直角连通``双直角联通判定可分两步走:``1. 在p1点周围4个方向寻找空格checkP``2. 调用OneCornerLink(checkP, p2)``3. 即遍历 p1 4 个方向的空格,使之成为 checkP,然后调用 OneCornerLink(checkP,` `p2)判定是否为真,如果为真则可以双直角连同,否则当所有的空格都遍历完而没有找``到一个checkP使OneCornerLink(checkP, p2)为真,则两点不能连同``具体代码:``   ``双直角连接方法``@param p1 第一个点``@param p2 第二个点``'''``   ``   ``def TwoCornerLink(p1, p2):`    `checkP = Point(p1.x, p1.y)`    `# 四向探测开始`    `for i in range(0, 4):`        `checkP.x = p1.x`        `checkP.y = p1.y`        `# 向下`        `if (i == 3):`            `checkP.y += 1`            `while ((checkP.y < Height) and map[checkP.x][checkP.y] == " "):`                `linePointStack.append(checkP)`                `if (OneCornerLink(checkP, p2)):`                    `print("下探测OK")`                    `return True`                `else:`                    `linePointStack.pop()`                `checkP.y += 1`            `print("ssss", checkP.y, Height - 1)`            `# 补充两个折点都在游戏区域底侧外部`            `if checkP.y == Height:  # 出了底部,则仅需判断p2能否也达到底部边界`                `z = Point(p2.x, Height - 1)  # 底部边界点`                `if lineCheck(z, p2):  # 两个折点在区域外部的底侧`                    `linePointStack.append(Point(p1.x, Height))`                    `linePointStack.append(Point(p2.x, Height))`                    `print("下探测到游戏区域外部OK")`                    `return True`        `# 向右`        `elif (i == 2):`            `checkP.x += 1`            `while ((checkP.x < Width) and map[checkP.x][checkP.y] == " "):`                `linePointStack.append(checkP)`                `if (OneCornerLink(checkP, p2)):`                    `print("右探测OK")`                    `return True`                `else:`                    `linePointStack.pop()`                `checkP.x += 1`            `# 补充两个折点都在游戏区域右侧外部`            `if checkP.x == Width:  # 出了右侧,则仅需判断p2能否也达到右部边界`                `z = Point(Width - 1, p2.y)  # 右部边界点`                `if lineCheck(z, p2):  # 两个折点在区域外部的底侧`                    `linePointStack.append(Point(Width, p1.y))`                    `linePointStack.append(Point(Width, p2.y))`                    `print("右探测到游戏区域外部OK")`                    `return True`        `# 向左`        `elif (i == 1):`            `checkP.x -= 1`            `while ((checkP.x >= 0) and map[checkP.x][checkP.y] == " "):`                `linePointStack.append(checkP)`                `if (OneCornerLink(checkP, p2)):`                    `print("左探测OK")`                    `return True`                `else:`                    `linePointStack.pop()`                `checkP.x -= 1`        `# 向上`        `elif (i == 0):`            `checkP.y -= 1`            `while ((checkP.y >= 0) and map[checkP.x][checkP.y] == " "):`                `linePointStack.append(checkP)`                `if (OneCornerLink(checkP, p2)):`                    `print("上探测OK")`                    `return True`                `else:`                    `linePointStack.pop()`                `checkP.y -= 1``   `    `# 四个方向都寻完都没找到适合的checkP点`    `print("两直角连接没找到适合的checkP点")`    `return False;``   ``   ``# ---------------------------``# 画连接线``def drawLinkLine(p1, p2):`    `if (len(linePointStack) == 0):`        `Line_id.append(drawLine(p1, p2))`    `else:`        `print(linePointStack, len(linePointStack))`    `if (len(linePointStack) == 1):`        `z = linePointStack.pop()`        `print("一折连通点z", z.x, z.y)`        `Line_id.append(drawLine(p1, z))`        `Line_id.append(drawLine(p2, z))`    `if (len(linePointStack) == 2):`        `z1 = linePointStack.pop()`        `print("2折连通点z1", z1.x, z1.y)`        `Line_id.append(drawLine(p2, z1))`        `z2 = linePointStack.pop()`        `print("2折连通点z2", z2.x, z2.y)`        `Line_id.append(drawLine(z1, z2))`        `Line_id.append(drawLine(p1, z2))``   ``   ``# 删除连接线``def undrawConnectLine():`    `while len(Line_id) > 0:`        `idpop = Line_id.pop()`        `cv.delete(idpop)``   ``   ``def drawLine(p1, p2):`    `print("drawLine p1,p2", p1.x, p1.y, p2.x, p2.y)`    `# cv.create_line( 40+20, 40+20,200,200,width=5,fill='red')`    `id = cv.create_line(p1.x * 40 + 20, p1.y * 40 + 20, p2.x * 40 + 20, p2.y * 40 + 20, width=5, fill='red')`    `# cv.pack()`    `return id``   ``   ``# --------------------------------------``def create_map():  # 产生map地图`    `global map`    `# 生成随机地图`    `# 将所有匹配成对的动物物种放进一个临时的地图中`    `tmpMap = []`    `m = (Width) * (Height) // 10`    `print('m=', m)`    `for x in range(0, m):`        `for i in range(0, 10):  # 每种方块有10个`            `tmpMap.append(x)`    `random.shuffle(tmpMap)`    `for x in range(0, Width):  # 0--14`        `for y in range(0, Height):  # 0--14`            `map[x][y] = tmpMap[x * Height + y]``   ``   ``# --------------------------------------``def find2Block(event):  # 自动查找`    `global firstSelectRectId, SecondSelectRectId`    `m_nRoW = Height`    `m_nCol = Width`    `bFound = False;`    `# 第一个方块从地图的0位置开始`    `for i in range(0, m_nRoW * m_nCol):`        `# 找到则跳出循环`        `if (bFound):`            `break``   `        `# 算出对应的虚拟行列位置`        `x1 = i % m_nCol`        `y1 = i // m_nCol`        `p1 = Point(x1, y1)`        `# 无图案的方块跳过`        `if (map[x1][y1] == ' '):`            `continue`        `# 第二个方块从前一个方块的后面开始`        `for j in range(i + 1, m_nRoW * m_nCol):`            `# 算出对应的虚拟行列位置`            `x2 = j % m_nCol`            `y2 = j // m_nCol`            `p2 = Point(x2, y2)`            `# 第二个方块不为空 且与第一个方块的动物相同`            `if (map[x2][y2] != ' ' and IsSame(p1, p2)):`                `# 判断是否可以连通`                `if (IsLink(p1, p2)):`                    `bFound = True`                    `break`    `# 找到后自动消除`    `if (bFound):  # p1(x1,y1)与p2(x2,y2)连通`        `print('找到后', p1.x, p1.y, p2.x, p2.y)`        `# 画选定(x1,y1)处的框线`        `firstSelectRectId = cv.create_rectangle(x1 * 40, y1 * 40, x1 * 40 + 40, y1 * 40 + 40, width=2, outline="red")`        `# 画选定(x2,y2)处的框线`        `secondSelectRectId = cv.create_rectangle(x2 * 40, y2 * 40, x2 * 40 + 40, y2 * 40 + 40, width=2, outline="red")`        `# t=Timer(timer_interval,delayrun)#定时函数`        `# t.start()``   `    `return bFound``   ``   ``# 游戏主逻辑``root = Tk()``root.title("Python连连看 ")``imgs = [PhotoImage(file='images\\bar_0' + str(i) + '.gif') for i in range(0, 10)]  # 所有图标图案``Select_first = False  # 是否已经选中第一块``firstSelectRectId = -1  # 被选中第一块地图对象``SecondSelectRectId = -1  # 被选中第二块地图对象``clearFlag = False``linePointStack = []``Line_id = []``Height = 10``Width = 10``map = [[" " for y in range(Height)] for x in range(Width)]``image_map = [[" " for y in range(Height)] for x in range(Width)]``cv = Canvas(root, bg='green', width=440, height=440)``# drawQiPan( )``cv.bind("<Button-1>", callback)  # 鼠标左键事件``cv.bind("<Button-3>", find2Block)  # 鼠标右键事件``cv.pack()``create_map()  # 产生map地图``print_map()  # 打印map地图``root.mainloop()

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