前言
今天用Python實現的是一個炸彈人小游戲,廢話不多說,讓我們愉快地開始吧~
效果展示
開發工具
Python版本: 3.6.4
相關模塊:
pygame模塊;
以及一些Python自帶的模塊。
環境搭建
安裝Python並添加到環境變量,pip安裝需要的相關模塊即可。
原理簡介
游戲規則:
玩家通過↑↓←→鍵控制角色zelda(綠色)行動,當玩家按下空格鍵時,則可以在當前位置放置炸彈。其他角色(dk和batman)則由電腦控制進行隨機行動。所有角色被炸彈產生的火焰灼燒時(包括自己放置的炸彈),都將損失一定生命值;所有角色吃到水果時,均可恢復一定數值的生命值。另外,牆可以阻止炸彈產生的火焰進一步擴散。
當我方角色zelda生命值為0時,游戲失敗;當電腦方所有角色生命值為0時,游戲勝利,進入下一關。
逐步實現:
首先,我們來明確一下該游戲包含哪些游戲精靈類:
-
炸彈類
-
角色類
-
牆類
-
背景類
-
水果類
牆類和背景類很好定義,只需要可以導入圖片,然后把圖片綁定到指定位置就行了:
'''牆類'''
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
'''畫到屏幕上'''
def draw(self, screen):
screen.blit(self.image, self.rect)
return True
'''背景類'''
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
'''畫到屏幕上'''
def draw(self, screen):
screen.blit(self.image, self.rect)
return True
水果類定義其實也差不多,但是不同的水果可以幫助角色恢復不同數值的生命值:
'''水果類'''
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
'''畫到屏幕上'''
def draw(self, screen):
screen.blit(self.image, self.rect)
return True
炸彈類和角色類的定義就稍稍復雜一些了。角色類需要根據玩家或者電腦的指示上下左右移動,同時可以在自己的位置上產生炸彈以及吃水果之后恢復一定數值的生命值:
'''角色類'''
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
# 炸彈冷卻時間
self.bomb_cooling_time = 5000
self.bomb_cooling_count = 0
# 隨機移動冷卻時間(僅AI電腦用)
self.randommove_cooling_time = 100
self.randommove_cooling_count = 0
'''角色移動'''
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
'''隨機行動(AI電腦用)'''
def randomAction(self, dt):
# 冷卻倒計時
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
'''生成炸彈'''
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)
'''畫到屏幕上'''
def draw(self, screen, dt):
# 冷卻倒計時
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))
炸彈類則需要有倒計時提示功能,以及倒計時結束之后在炸彈殺傷范圍內產生火焰特效(窮,估計只值1毛錢的特效T_T,大家多擔待):
'''炸彈類'''
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
# 坐標(元素塊為單位長度)
self.coordinate = coordinate
self.blocksize = blocksize
# 爆炸倒計時
self.explode_millisecond = 6000 * 1 - 1
self.explode_second = int(self.explode_millisecond / 1000)
self.start_explode = False
# 爆炸持續時間
self.exploding_count = 1000 * 1
# 炸彈傷害能力
self.harm_value = 1
# 該炸彈是否還存在
self.is_being = True
self.font = pygame.font.SysFont('Consolas', 20)
self.digitalcolor = digitalcolor
'''畫到屏幕上'''
def draw(self, screen, dt, map_parser):
if not self.start_explode:
# 爆炸倒計時
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:
# 爆炸持續倒計時
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
'''計算爆炸區域'''
def __calcExplodeArea(self, instances_list):
explode_area = []
# 區域計算規則為牆可以阻止爆炸擴散, 且爆炸范圍僅在游戲地圖范圍內
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
因為炸彈類和角色類每幀都要綁定到游戲屏幕上,所以一些倒計時操作就合並地寫到draw函數里了,當然最好是重新寫一個函數來實現該功能,那樣代碼結構看起來會更清晰一些。
接下來,我們在.map文件中設計我們的游戲地圖:
然后通過一個地圖解析類來解析.map文件,這樣每次切換關卡時只需要重新導入一個新的.map文件就行了,同時這樣也方便游戲后續進行擴展:
'''.map文件解析器'''
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)
'''地圖畫到屏幕上'''
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)
'''隨機獲取一個空地'''
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
'''根據坐標獲取元素類型'''
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
OK,做完這些准備工作,就可以開始寫游戲主循環啦:
'''游戲主程序'''
def main(cfg):
# 初始化
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.play(-1, 0.0)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('Bomber Man - 🛰️: apython68')
# 開始界面
Interface(screen, cfg, mode='game_start')
# 游戲主循環
font = pygame.font.SysFont('Consolas', 15)
for gamemap_path in cfg.GAMEMAPPATHS:
# -地圖
map_parser = mapParser(gamemap_path, bg_paths=cfg.BACKGROUNDPATHS, wall_paths=cfg.WALLPATHS, blocksize=cfg.BLOCKSIZE)
# -水果
fruit_sprite_group = pygame.sprite.Group()
used_spaces = []
for i in range(5):
coordinate = map_parser.randomGetSpace(used_spaces)
used_spaces.append(coordinate)
fruit_sprite_group.add(Fruit(random.choice(cfg.FRUITPATHS), coordinate=coordinate, blocksize=cfg.BLOCKSIZE))
# -我方Hero
coordinate = map_parser.randomGetSpace(used_spaces)
used_spaces.append(coordinate)
ourhero = Hero(imagepaths=cfg.HEROZELDAPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='ZELDA')
# -電腦Hero
aihero_sprite_group = pygame.sprite.Group()
coordinate = map_parser.randomGetSpace(used_spaces)
aihero_sprite_group.add(Hero(imagepaths=cfg.HEROBATMANPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='BATMAN'))
used_spaces.append(coordinate)
coordinate = map_parser.randomGetSpace(used_spaces)
aihero_sprite_group.add(Hero(imagepaths=cfg.HERODKPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='DK'))
used_spaces.append(coordinate)
# -炸彈bomb
bomb_sprite_group = pygame.sprite.Group()
# -用於判斷游戲勝利或者失敗的flag
is_win_flag = False
# -主循環
screen = pygame.display.set_mode(map_parser.screen_size)
clock = pygame.time.Clock()
while True:
dt = clock.tick(cfg.FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
# --↑↓←→鍵控制上下左右, 空格鍵丟炸彈
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
ourhero.move('up')
elif event.key == pygame.K_DOWN:
ourhero.move('down')
elif event.key == pygame.K_LEFT:
ourhero.move('left')
elif event.key == pygame.K_RIGHT:
ourhero.move('right')
elif event.key == pygame.K_SPACE:
if ourhero.bomb_cooling_count <= 0:
bomb_sprite_group.add(ourhero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
screen.fill(cfg.WHITE)
# --電腦Hero隨機行動
for hero in aihero_sprite_group:
action, flag = hero.randomAction(dt)
if flag and action == 'dropbomb':
bomb_sprite_group.add(hero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
# --吃到水果加生命值(只要是Hero, 都能加)
ourhero.eatFruit(fruit_sprite_group)
for hero in aihero_sprite_group:
hero.eatFruit(fruit_sprite_group)
# --游戲元素都綁定到屏幕上
map_parser.draw(screen)
for bomb in bomb_sprite_group:
if not bomb.is_being:
bomb_sprite_group.remove(bomb)
explode_area = bomb.draw(screen, dt, map_parser)
if explode_area:
# --爆炸火焰范圍內的Hero生命值將持續下降
if ourhero.coordinate in explode_area:
ourhero.health_value -= bomb.harm_value
for hero in aihero_sprite_group:
if hero.coordinate in explode_area:
hero.health_value -= bomb.harm_value
fruit_sprite_group.draw(screen)
for hero in aihero_sprite_group:
hero.draw(screen, dt)
ourhero.draw(screen, dt)
# --左上角顯示生命值
pos_x = showText(screen, font, text=ourhero.hero_name+'(our):'+str(ourhero.health_value), color=cfg.YELLOW, position=[5, 5])
for hero in aihero_sprite_group:
pos_x, pos_y = pos_x+15, 5
pos_x = showText(screen, font, text=hero.hero_name+'(ai):'+str(hero.health_value), color=cfg.YELLOW, position=[pos_x, pos_y])
# --我方玩家生命值小於等於0/電腦方玩家生命值均小於等於0則判斷游戲結束
if ourhero.health_value <= 0:
is_win_flag = False
break
for hero in aihero_sprite_group:
if hero.health_value <= 0:
aihero_sprite_group.remove(hero)
if len(aihero_sprite_group) == 0:
is_win_flag = True
break
pygame.display.update()
clock.tick(cfg.FPS)
if is_win_flag:
Interface(screen, cfg, mode='game_switch')
else:
break
Interface(screen, cfg, mode='game_end')
文章到這里就結束了,感謝你的觀看,Python24個小游戲系列,下篇文章分享過迷宮小游戲