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

 

 

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!

查看原文