Python实现过迷宫⼩游戏⽰例详解
⽬录
前⾔
开发⼯具
环境搭建
原理简介
主要代码
前⾔
今天为⼤家带来解闷⽤的过迷宫⼩游戏分享给⼤家好了。让我们愉快地开始吧~
开发⼯具
Python版本: 3.6.4
相关模块:
pygame模块;
以及⼀些Python⾃带的模块。
环境搭建
安装Python并添加到环境变量,pip安装需要的相关模块即可。
原理简介
游戏规则:
玩家通过↑↓←→键控制主⾓⾏动,使主⾓从出发点(左上⾓)绕出迷宫,到达终点(右下⾓)即为游戏胜利。
逐步实现:
⾸先,当然是创建迷宫啦,为了⽅便,这⾥采⽤随机⽣成迷宫的⽅式(⼈⼯设计真的费眼睛,弄到⼀半不想弄了,有兴趣的可以⾃⾏
尝试。)。思路其实很简单,就是把游戏界⾯划分成多个cell,类似这样⼦:
然后设计算法遍历所有的cell,每个被遍历到的cell在某⼏个随机的⽅向上打开⼀堵墙(就是去掉分割cell的线条)就ok啦~
主要代码
'''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 = ateMaze(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 dinate[1]-1 >= 0:
block_now_top = blocks_list[dinate[1]-1][dinate[0]]
if not block_now_top.is_visited:
blocks_around['top'] = block_now_top
count += 1
# 查看下边block
if dinate[1]+1 < maze_size[0]:
block_now_bottom = blocks_list[dinate[1]+1][dinate[0]]
if not block_now_bottom.is_visited:
blocks_around['bottom'] = block_now_bottom
count += 1
# 查看左边block
if dinate[0]-1 >= 0:
block_now_left = blocks_list[dinate[1]][dinate[0]-1]
if not block_now_left.is_visited:
blocks_around['left'] = block_now_left
count += 1
# 查看右边block
if dinate[0]+1 < maze_size[1]:
block_now_right = blocks_list[dinate[1]][dinate[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 (direction):
block_next = (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
接下来就是定义⾓⾊类啦,⾓⾊类需要根据⽤户的操作进⾏上下左右的移动,同时,保证移动是不能跨越墙的就OK了~具体⽽⾔,代码实现如下:
'''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 = ansform.scale(self.image, (block_size, block_size))
< = _rect()
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_dinate[1]][dinate[0]].has_walls[0]:
return False
else:
return True
elif direction == 'down':
if blocks_dinate[1]][dinate[0]].has_walls[1]:
return False
else:
return True
elif direction == 'left':
if blocks_dinate[1]][dinate[0]].has_walls[2]:
return False
else:
return True
elif direction == 'right':
if blocks_dinate[1]][dinate[0]].has_walls[3]:
return False
else:
return True
else:
raise ValueError('Unsupport direction <%s> ve...' % direction)
'''绑定到屏幕'''
def draw(self, screen):
screen.blit(self.image, )
最后,就是写下游戏主循环,这个其实也很简单,只要每次载⼊⼀个随机⽣成的迷宫地图和实例化⼀个主⾓,然后不断进⾏按键检测,并根据按键检测的结果移动主⾓,最后根据⾏动结果更新界⾯数据就OK了~当然,若主⾓到达了终点,则进⼊关卡切换界⾯。
具体⽽⾔,代码实现如下:
'''主函数'''
def main(cfg):
# 初始化
pygame.init()
pygame.mixer.init()
pygame.font.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('Maze - : Charles的⽪卡丘')
font = pygame.font.SysFont('Consolas', 15)
# 开始界⾯
Interface(screen, cfg, '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:
python可以做什么游戏num_levels += 1
clock = pygame.time.Clock()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
# --随机⽣成关卡地图
maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE)
# --⽣成hero
hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE)
# --统计步数
num_steps = 0
# --关卡内主循环
while True:
dt = clock.tick(cfg.FPS)
screen.fill((255, 255, 255))
is_move = False
# ----↑↓←→控制hero
for event in ():
pe == pygame.QUIT:
pygame.quit()
pe == pygame.KEYDOWN:
if event.key == pygame.K_UP:
is_move = ve('up', maze_now)
elif event.key == pygame.K_DOWN:
is_move = ve('down', maze_now)
elif event.key == pygame.K_LEFT:
is_move = ve('left', maze_now)
elif event.key == pygame.K_RIGHT:
is_move = ve('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 (dinate[0] == cfg.MAZESIZE[1] - 1) and (dinate[1] == cfg.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, cfg, mode='game_switch')
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