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Pygame实战练习之推箱子游戏

推箱子想必是很多人童年时期的经典游戏,我们依旧能记得抱个老人机娱乐的场景,下面这篇文章主要给大家介绍了关于如何利用python写一个简单的推箱子小游戏的相关资料,需要的朋友可以参考下


导语

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要说小时候称霸所有翻盖手机的小游戏,除了贪吃蛇,那就是推箱子了。

控制小人将所有箱子放到指定位置,就是这样简简单单的操作,陪伴我度过了无数个没有动画片的时光。

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这个画面是不是特别熟悉?

小编也是从玩「推箱子」那个年代过来的人。那时,我拿个学习机,在老师眼皮子底下,通过了一关又一关。现在想起来,依然觉得很快乐。

今天一天都没给大家更新游戏了,看大家饥渴难耐的样子,也是时候要开始准备了。

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那么今天为大家准备了童年经典游戏——推箱子,有看中就赶紧上车入手吧~

正文

游戏规则:

推箱子游戏是一款可玩性极高的策略解谜手游,游戏中玩家将扮演一名可爱Q萌的角色,

你需通过将场景内的箱子,推送到合适的位置上进行摆放,才可以轻松获得游戏胜利。

整个过程虽然极其简单,但极需玩家动脑思考,充分的利用有效地空间,合理得将箱子推送到指定位置,从而获得游戏胜利。

不仅如此,游戏整体画风十分简洁清爽,采用了简单和程式化的图形设计,给予了玩家前所未有的体验感哦。

首先

玩家、箱子、背景等图片素材:

环境安装。

Python3.6、pycharm、pygame游戏模块不能少。

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pip install pygame

导入游戏的素材,增加游戏元素。

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def addElement(self, elem_type, col, row):
       if elem_type == 'wall':
           self.walls.append(elementSprite('wall.png', col, row, cfg))
       elif elem_type == 'box':
           self.boxes.append(elementSprite('box.png', col, row, cfg))
       elif elem_type == 'target':
           self.targets.append(elementSprite('target.png', col, row, cfg))

游戏开始、结束界面设置。

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def startInterface(screen, cfg):
    screen.fill(cfg.BACKGROUNDCOLOR)
    clock = pygame.time.Clock()
    while True:
        button_1 = Button(screen, (95, 150), '开始游戏', cfg)
        button_2 = Button(screen, (95, 305), '退出游戏', cfg)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if button_1.collidepoint(pygame.mouse.get_pos()):
                    return
                elif button_2.collidepoint(pygame.mouse.get_pos()):
                    pygame.quit()
                    sys.exit(0)
        clock.tick(60)
        pygame.display.update()
  
def endInterface(screen, cfg):
    screen.fill(cfg.BACKGROUNDCOLOR)
    clock = pygame.time.Clock()
    font_path = os.path.join(cfg.FONTDIR, 'simkai.ttf')
    text = '机智如你~恭喜通关!'
    font = pygame.font.Font(font_path, 30)
    text_render = font.render(text, 1, (255, 255, 255))
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        screen.blit(text_render, (120, 200))
        clock.tick(60)
        pygame.display.update()


如下:

设置游戏的界面,导入关卡地图。

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class gameInterface():
    def __init__(self, screen):
        self.screen = screen
        self.levels_path = cfg.LEVELDIR
        self.initGame()
    def loadLevel(self, game_level):
        with open(os.path.join(self.levels_path, game_level), 'r') as f:
            lines = f.readlines()
        # 游戏地图
        self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines))
        # 游戏surface
        height = cfg.BLOCKSIZE * self.game_map.num_rows
        width = cfg.BLOCKSIZE * self.game_map.num_cols
        self.game_surface = pygame.Surface((width, height))
        self.game_surface.fill(cfg.BACKGROUNDCOLOR)
        self.game_surface_blank = self.game_surface.copy()
        for row, elems in enumerate(lines):
            for col, elem in enumerate(elems):
                if elem == 'p':
                    self.player = pusherSprite(col, row, cfg)
                elif elem == '*':
                    self.game_map.addElement('wall', col, row)
                elif elem == '#':
                    self.game_map.addElement('box', col, row)
                elif elem == 'o':
                    self.game_map.addElement('target', col, row)

因为游戏界面面积>游戏窗口界面, 所以需要根据人物位置滚动。

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def scroll(self):
       x, y = self.player.rect.center
       width = self.game_surface.get_rect().w
       height = self.game_surface.get_rect().h
       if (x + cfg.SCREENSIZE[0] // 2) > cfg.SCREENSIZE[0]:
           if -1 * self.scroll_x + cfg.SCREENSIZE[0] < width:
               self.scroll_x -= 2
       elif (x + cfg.SCREENSIZE[0] // 2) > 0:
           if self.scroll_x < 0:
               self.scroll_x += 2
       if (y + cfg.SCREENSIZE[1] // 2) > cfg.SCREENSIZE[1]:
           if -1 * self.scroll_y + cfg.SCREENSIZE[1] < height:
               self.scroll_y -= 2
       elif (y + 250) > 0:
           if self.scroll_y < 0:
               self.scroll_y += 2

设置玩家的精灵类,可上下左右移动等。

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class pusherSprite(pygame.sprite.Sprite):
    def __init__(self, col, row, cfg):
        pygame.sprite.Sprite.__init__(self)
        self.image_path = os.path.join(cfg.IMAGESDIR, 'player.png')
        self.image = pygame.image.load(self.image_path).convert()
        color = self.image.get_at((0, 0))
        self.image.set_colorkey(color, pygame.RLEACCEL)
        self.rect = self.image.get_rect()
        self.col = col
        self.row = row
    '''移动'''
    def move(self, direction, is_test=False):
        # 测试模式代表模拟移动
        if is_test:
            if direction == 'up':
                return self.col, self.row - 1
            elif direction == 'down':
                return self.col, self.row + 1
            elif direction == 'left':
                return self.col - 1, self.row
            elif direction == 'right':
                return self.col + 1, self.row
        else:
            if direction == 'up':
                self.row -= 1
            elif direction == 'down':
                self.row += 1
            elif direction == 'left':
                self.col -= 1
            elif direction == 'right':
                self.col += 1
    '''将人物画到游戏界面上'''
    def draw(self, screen):
        self.rect.x = self.rect.width * self.col
        self.rect.y = self.rect.height * self.row
        screen.blit(self.image, self.rect)

游戏关卡循环,当某个关卡过不去的时候,想重新来按住R键即可返回本关卡。

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def runGame(screen, game_level):
    clock = pygame.time.Clock()
    game_interface = gameInterface(screen)
    game_interface.loadLevel(game_level)
    font_path = os.path.join(cfg.FONTDIR, 'simkai.ttf')
    text = '按R键重新开始本关'
    font = pygame.font.Font(font_path, 15)
    text_render = font.render(text, 1, (255, 255, 255))
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(0)
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    next_pos = game_interface.player.move('left', is_test=True)
                    if game_interface.game_map.isValidPos(*next_pos):
                        game_interface.player.move('left')
                    else:
                        box = game_interface.game_map.getBox(*next_pos)
                        if box:
                            next_pos = box.move('left', is_test=True)
                            if game_interface.game_map.isValidPos(*next_pos):
                                game_interface.player.move('left')
                                box.move('left')
                    break
                if event.key == pygame.K_RIGHT:
                    next_pos = game_interface.player.move('right', is_test=True)
                    if game_interface.game_map.isValidPos(*next_pos):
                        game_interface.player.move('right')
                    else:
                        box = game_interface.game_map.getBox(*next_pos)
                        if box:
                            next_pos = box.move('right', is_test=True)
                            if game_interface.game_map.isValidPos(*next_pos):
                                game_interface.player.move('right')
                                box.move('right')
                    break
                if event.key == pygame.K_DOWN:
                    next_pos = game_interface.player.move('down', is_test=True)
                    if game_interface.game_map.isValidPos(*next_pos):
                        game_interface.player.move('down')
                    else:
                        box = game_interface.game_map.getBox(*next_pos)
                        if box:
                            next_pos = box.move('down', is_test=True)
                            if game_interface.game_map.isValidPos(*next_pos):
                                game_interface.player.move('down')
                                box.move('down')
                    break
                if event.key == pygame.K_UP:
                    next_pos = game_interface.player.move('up', is_test=True)
                    if game_interface.game_map.isValidPos(*next_pos):
                        game_interface.player.move('up')
                    else:
                        box = game_interface.game_map.getBox(*next_pos)
                        if box:
                            next_pos = box.move('up', is_test=True)
                            if game_interface.game_map.isValidPos(*next_pos):
                                game_interface.player.move('up')
                                box.move('up')
                    break
                if event.key == pygame.K_r:
                    game_interface.initGame()
                    game_interface.loadLevel(game_level)
        game_interface.draw(game_interface.player, game_interface.game_map)
        if game_interface.game_map.levelCompleted():
            return
        screen.blit(text_render, (5, 5))
        pygame.display.flip()
        clock.tick(100)

如下:

判断该关卡中所有的箱子是否都在指定位置, 在的话就是通关了。

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def levelCompleted(self):
       for box in self.boxes:
           is_match = False
           for target in self.targets:
               if box.col == target.col and box.row == target.row:
                   is_match = True
                   break
           if not is_match:
               return False
       return True

效果图第二关卡如下:

总结

《推箱子》

难度星数:5星

小编现在在这2关就被难住了!你还记得怎么玩吗?能过几关?emmm,

非常烧脑,感兴趣的小伙伴可以试试,言而总之,这游戏难~

制作不易,记得一键三连哦!!

到此这篇关于Pygame实战练习之推箱子游戏的文章就介绍到这了

原文链接:https://blog.csdn.net/weixin_55822277/article/details/120158893

服务器评测 http://www.cncsto.com/ 

服务器测评 http://www.cncsto.com/ 

站长资源 https://www.cscnn.com/ 

小鱼创业 https://www.237fa.com/ 


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