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Python+Pygame实战之吃豆豆游戏的实现

作者:顾木子吖  发布时间:2022-10-01 17:29:39 

标签:Python,Pygame,吃豆豆,游戏

导语

昨晚玩起了小时候玩的游戏“吃豆豆”,但是我发现,一局游戏三条命,我根本不能吃完所有的豆豆,总是被敌人吃掉

Python+Pygame实战之吃豆豆游戏的实现

于是,我在想怎么能够保证我达到吃完所有豆豆的目标,然后我就想到了一个办法:

自己找资料找素材学习仿写了一款吃豆豆的小游戏,然后给我自己无限开挂!

哈哈哈!这不?完全解决了我的问题,完美的躺赢了!聪明的我.jpg

Python+Pygame实战之吃豆豆游戏的实现

一、首先

1)素材

首先找到吃豆豆游戏的界面按照上面的素材找找准备下相似的图片!如下:

Python+Pygame实战之吃豆豆游戏的实现

2)环境

本文的环境都跟之前的差不多:Python3、Pycharm、Pygame模块。

模块安装:

pip install -i https://pypi.douban.com/simple/ pygame

二、正式开始

这款吃豆豆的小游戏:主要分为4块主要内容,分别是。Levels.py、Sprites.py、cfg.py、Game.py

Python+Pygame实战之吃豆豆游戏的实现

1)配置文件:cfg.py

import os

'''定义一些颜色'''
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
SKYBLUE = (0, 191, 255)
'''游戏素材路径'''
BGMPATH = os.path.join(os.getcwd(), 'resources/sounds/bg.mp3')
ICONPATH = os.path.join(os.getcwd(), 'resources/images/icon.png')
FONTPATH = os.path.join(os.getcwd(), 'resources/font/ALGER.TTF')
HEROPATH = os.path.join(os.getcwd(), 'resources/images/pacman.png')
BlinkyPATH = os.path.join(os.getcwd(), 'resources/images/Blinky.png')
ClydePATH = os.path.join(os.getcwd(), 'resources/images/Clyde.png')
InkyPATH = os.path.join(os.getcwd(), 'resources/images/Inky.png')
PinkyPATH = os.path.join(os.getcwd(), 'resources/images/Pinky.png')

2)定义一些精灵类:Sprites.py

import random
import pygame

'''墙类'''
class Wall(pygame.sprite.Sprite):
   def __init__(self, x, y, width, height, color, **kwargs):
       pygame.sprite.Sprite.__init__(self)
       self.image = pygame.Surface([width, height])
       self.image.fill(color)
       self.rect = self.image.get_rect()
       self.rect.left = x
       self.rect.top = y

'''食物类'''
class Food(pygame.sprite.Sprite):
   def __init__(self, x, y, width, height, color, bg_color, **kwargs):
       pygame.sprite.Sprite.__init__(self)
       self.image = pygame.Surface([width, height])
       self.image.fill(bg_color)
       self.image.set_colorkey(bg_color)
       pygame.draw.ellipse(self.image, color, [0, 0, width, height])
       self.rect = self.image.get_rect()
       self.rect.left = x
       self.rect.top = y

'''角色类'''
class Player(pygame.sprite.Sprite):
   def __init__(self, x, y, role_image_path):
       pygame.sprite.Sprite.__init__(self)
       self.role_name = role_image_path.split('/')[-1].split('.')[0]
       self.base_image = pygame.image.load(role_image_path).convert()
       self.image = self.base_image.copy()
       self.rect = self.image.get_rect()
       self.rect.left = x
       self.rect.top = y
       self.prev_x = x
       self.prev_y = y
       self.base_speed = [30, 30]
       self.speed = [0, 0]
       self.is_move = False
       self.tracks = []
       self.tracks_loc = [0, 0]
   '''改变速度方向'''
   def changeSpeed(self, direction):
       if direction[0] < 0:
           self.image = pygame.transform.flip(self.base_image, True, False)
       elif direction[0] > 0:
           self.image = self.base_image.copy()
       elif direction[1] < 0:
           self.image = pygame.transform.rotate(self.base_image, 90)
       elif direction[1] > 0:
           self.image = pygame.transform.rotate(self.base_image, -90)
       self.speed = [direction[0] * self.base_speed[0], direction[1] * self.base_speed[1]]
       return self.speed
   '''更新角色位置'''
   def update(self, wall_sprites, gate_sprites):
       if not self.is_move:
           return False
       x_prev = self.rect.left
       y_prev = self.rect.top
       self.rect.left += self.speed[0]
       self.rect.top += self.speed[1]
       is_collide = pygame.sprite.spritecollide(self, wall_sprites, False)
       if gate_sprites is not None:
           if not is_collide:
               is_collide = pygame.sprite.spritecollide(self, gate_sprites, False)
       if is_collide:
           self.rect.left = x_prev
           self.rect.top = y_prev
           return False
       return True
   '''生成随机的方向'''
   def randomDirection(self):
       return random.choice([[-0.5, 0], [0.5, 0], [0, 0.5], [0, -0.5]])

3)定义关卡:Levels.py

import pygame
from .Sprites import *

'''关卡数量'''
NUMLEVELS = 1

'''关卡一'''
class Level1():
   def __init__(self):
       self.info = 'level1'
   '''创建墙'''
   def setupWalls(self, wall_color):
       self.wall_sprites = pygame.sprite.Group()
       wall_positions = [
           [0, 0, 6, 600], [0, 0, 600, 6], [0, 600, 606, 6], [600, 0, 6, 606], [300, 0, 6, 66], [60, 60, 186, 6],
           [360, 60, 186, 6], [60, 120, 66, 6], [60, 120, 6, 126], [180, 120, 246, 6], [300, 120, 6, 66],
           [480, 120, 66, 6], [540, 120, 6, 126], [120, 180, 126, 6], [120, 180, 6, 126], [360, 180, 126, 6],
           [480, 180, 6, 126], [180, 240, 6, 126], [180, 360, 246, 6], [420, 240, 6, 126], [240, 240, 42, 6],
           [324, 240, 42, 6], [240, 240, 6, 66], [240, 300, 126, 6], [360, 240, 6, 66], [0, 300, 66, 6],
           [540, 300, 66, 6], [60, 360, 66, 6], [60, 360, 6, 186], [480, 360, 66, 6], [540, 360, 6, 186],
           [120, 420, 366, 6], [120, 420, 6, 66], [480, 420, 6, 66], [180, 480, 246, 6], [300, 480, 6, 66],
           [120, 540, 126, 6], [360, 540, 126, 6]
       ]
       for wall_position in wall_positions:
           wall = Wall(*wall_position, wall_color)
           self.wall_sprites.add(wall)
       return self.wall_sprites
   '''创建门'''
   def setupGate(self, gate_color):
       self.gate_sprites = pygame.sprite.Group()
       self.gate_sprites.add(Wall(282, 242, 42, 2, gate_color))
       return self.gate_sprites
   '''创建角色'''
   def setupPlayers(self, hero_image_path, ghost_images_path):
       self.hero_sprites = pygame.sprite.Group()
       self.ghost_sprites = pygame.sprite.Group()
       self.hero_sprites.add(Player(287, 439, hero_image_path))
       for each in ghost_images_path:
           role_name = each.split('/')[-1].split('.')[0]
           if role_name == 'Blinky':
               player = Player(287, 199, each)
               player.is_move = True
               player.tracks = [
                   [0, -0.5, 4], [0.5, 0, 9], [0, 0.5, 11], [0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, 0.5, 3],
                   [0.5, 0, 15], [0, -0.5, 15], [0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3],
                   [0, -0.5, 3], [-0.5, 0, 7], [0, -0.5, 3], [0.5, 0, 15], [0, 0.5, 15], [-0.5, 0, 3], [0, 0.5, 3],
                   [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 5]
               ]
               self.ghost_sprites.add(player)
           elif role_name == 'Clyde':
               player = Player(319, 259, each)
               player.is_move = True
               player.tracks = [
                   [-1, 0, 2], [0, -0.5, 4], [0.5, 0, 5], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7],
                   [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 7], [0, 0.5, 15], [0.5, 0, 15], [0, -0.5, 3],
                   [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 9]
               ]
               self.ghost_sprites.add(player)
           elif role_name == 'Inky':
               player = Player(255, 259, each)
               player.is_move = True
               player.tracks = [
                   [1, 0, 2], [0, -0.5, 4], [0.5, 0, 10], [0, 0.5, 7], [0.5, 0, 3], [0, -0.5, 3],
                   [0.5, 0, 3], [0, -0.5, 15], [-0.5, 0, 15], [0, 0.5, 3], [0.5, 0, 15], [0, 0.5, 11],
                   [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 11], [0, 0.5, 3], [-0.5, 0, 11], [0, 0.5, 7],
                   [-0.5, 0, 3], [0, -0.5, 3], [-0.5, 0, 3], [0, -0.5, 15], [0.5, 0, 15], [0, 0.5, 3],
                   [-0.5, 0, 15], [0, 0.5, 11], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 11], [0, 0.5, 3], [0.5, 0, 1]
               ]
               self.ghost_sprites.add(player)
           elif role_name == 'Pinky':
               player = Player(287, 259, each)
               player.is_move = True
               player.tracks = [
                   [0, -1, 4], [0.5, 0, 9], [0, 0.5, 11], [-0.5, 0, 23], [0, 0.5, 7], [0.5, 0, 3],
                   [0, -0.5, 3], [0.5, 0, 19], [0, 0.5, 3], [0.5, 0, 3], [0, 0.5, 3], [0.5, 0, 3],
                   [0, -0.5, 15], [-0.5, 0, 7], [0, 0.5, 3], [-0.5, 0, 19], [0, -0.5, 11], [0.5, 0, 9]
               ]
               self.ghost_sprites.add(player)
       return self.hero_sprites, self.ghost_sprites
   '''创建食物'''
   def setupFood(self, food_color, bg_color):
       self.food_sprites = pygame.sprite.Group()
       for row in range(19):
           for col in range(19):
               if (row == 7 or row == 8) and (col == 8 or col == 9 or col == 10):
                   continue
               else:
                   food = Food(30 * col + 32, 30 * row + 32, 4, 4, food_color, bg_color)
                   is_collide = pygame.sprite.spritecollide(food, self.wall_sprites, False)
                   if is_collide:
                       continue
                   is_collide = pygame.sprite.spritecollide(food, self.hero_sprites, False)
                   if is_collide:
                       continue
                   self.food_sprites.add(food)
       return self.food_sprites

4)主程序Game.py

import sys
import cfg
import pygame
import modules.Levels as Levels

'''开始某一关游戏'''
def startLevelGame(level, screen, font):
   clock = pygame.time.Clock()
   SCORE = 0
   wall_sprites = level.setupWalls(cfg.SKYBLUE)
   gate_sprites = level.setupGate(cfg.WHITE)
   hero_sprites, ghost_sprites = level.setupPlayers(cfg.HEROPATH, [cfg.BlinkyPATH, cfg.ClydePATH, cfg.InkyPATH, cfg.PinkyPATH])
   food_sprites = level.setupFood(cfg.YELLOW, cfg.WHITE)
   is_clearance = False
   while True:
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               sys.exit(-1)
               pygame.quit()
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   for hero in hero_sprites:
                       hero.changeSpeed([-1, 0])
                       hero.is_move = True
               elif event.key == pygame.K_RIGHT:
                   for hero in hero_sprites:
                       hero.changeSpeed([1, 0])
                       hero.is_move = True
               elif event.key == pygame.K_UP:
                   for hero in hero_sprites:
                       hero.changeSpeed([0, -1])
                       hero.is_move = True
               elif event.key == pygame.K_DOWN:
                   for hero in hero_sprites:
                       hero.changeSpeed([0, 1])
                       hero.is_move = True
           if event.type == pygame.KEYUP:
               if (event.key == pygame.K_LEFT) or (event.key == pygame.K_RIGHT) or (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN):
                   hero.is_move = False
       screen.fill(cfg.BLACK)
       for hero in hero_sprites:
           hero.update(wall_sprites, gate_sprites)
       hero_sprites.draw(screen)
       for hero in hero_sprites:
           food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True)
       SCORE += len(food_eaten)
       wall_sprites.draw(screen)
       gate_sprites.draw(screen)
       food_sprites.draw(screen)
       for ghost in ghost_sprites:
           # 幽灵随机运动(效果不好且有BUG)
           '''
           res = ghost.update(wall_sprites, None)
           while not res:
               ghost.changeSpeed(ghost.randomDirection())
               res = ghost.update(wall_sprites, None)
           '''
           # 指定幽灵运动路径
           if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
               ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
               ghost.tracks_loc[1] += 1
           else:
               if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                   ghost.tracks_loc[0] += 1
               elif ghost.role_name == 'Clyde':
                   ghost.tracks_loc[0] = 2
               else:
                   ghost.tracks_loc[0] = 0
               ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
               ghost.tracks_loc[1] = 0
           if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
               ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0: 2])
           else:
               if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                   loc0 = ghost.tracks_loc[0] + 1
               elif ghost.role_name == 'Clyde':
                   loc0 = 2
               else:
                   loc0 = 0
               ghost.changeSpeed(ghost.tracks[loc0][0: 2])
           ghost.update(wall_sprites, None)
       ghost_sprites.draw(screen)
       score_text = font.render("Score: %s" % SCORE, True, cfg.RED)
       screen.blit(score_text, [10, 10])
       if len(food_sprites) == 0:
           is_clearance = True
           break
       if pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False):
           is_clearance = False
           break
       pygame.display.flip()
       clock.tick(10)
   return is_clearance

'''显示文字'''
def showText(screen, font, is_clearance, flag=False):
   clock = pygame.time.Clock()
   msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'
   positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]
   surface = pygame.Surface((400, 200))
   surface.set_alpha(10)
   surface.fill((128, 128, 128))
   screen.blit(surface, (100, 200))
   texts = [font.render(msg, True, cfg.WHITE),
           font.render('Press ENTER to continue or play again.', True, cfg.WHITE),
           font.render('Press ESCAPE to quit.', True, cfg.WHITE)]
   while True:
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               sys.exit()
               pygame.quit()
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_RETURN:
                   if is_clearance:
                       if not flag:
                           return
                       else:
                           main(initialize())
                   else:
                       main(initialize())
               elif event.key == pygame.K_ESCAPE:
                   sys.exit()
                   pygame.quit()
       for idx, (text, position) in enumerate(zip(texts, positions)):
           screen.blit(text, position)
       pygame.display.flip()
       clock.tick(10)

'''初始化'''
def initialize():
   pygame.init()
   icon_image = pygame.image.load(cfg.ICONPATH)
   pygame.display.set_icon(icon_image)
   screen = pygame.display.set_mode([606, 606])
   pygame.display.set_caption('吃豆豆小游戏')
   return screen

'''主函数'''
def main(screen):
   pygame.mixer.init()
   pygame.mixer.music.load(cfg.BGMPATH)
   pygame.mixer.music.play(-1, 0.0)
   pygame.font.init()
   font_small = pygame.font.Font(cfg.FONTPATH, 18)
   font_big = pygame.font.Font(cfg.FONTPATH, 24)
   for num_level in range(1, Levels.NUMLEVELS+1):
       level = getattr(Levels, f'Level{num_level}')()
       is_clearance = startLevelGame(level, screen, font_small)
       if num_level == Levels.NUMLEVELS:
           showText(screen, font_big, is_clearance, True)
       else:
           showText(screen, font_big, is_clearance)

'''run'''
if __name__ == '__main__':
   main(initialize())

三、效果展示

截图展示

Python+Pygame实战之吃豆豆游戏的实现

来源:https://blog.csdn.net/weixin_55822277/article/details/121126994

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