Pygame实战之经典泡泡龙小游戏
Python版的消除类的游戏还是很多的,今天就出一个消除类——泡泡龙小游戏。文中的示例代码很详细,感兴趣的小伙伴快来跟随小编一起学习一下吧
目录
导语
正文
一、准备中
二、开始敲代码
三、效果展示
总结
导语
Python版的消除类的游戏还是很多的,木木子之前也是推过不少~
比如:百变的消消乐,还记得嘛?今天就出一个消除类——泡泡龙小游戏,希望你们喜欢哈~!
《泡泡乐》是一款适合全年龄玩家的游戏,采用非常经典的“泡泡龙”式的消除泡泡的玩法,游戏没有太多创新玩法,容
易上手。当我们一个人独处而无人聊天时可以用它来打发时间。来来来,跟着木木子一起开始玩泡泡龙游戏吧~
正文
一、准备中
1)游戏规则:
游戏玩法是玩家从下方中央的弹珠发射台射出彩珠,等于3个同色珠相连则会消失。直到完全消除界面上的同款泡泡即
可胜利,还可以跟小小伙伴儿比拼, 看谁用的彩球越少。
2)环境安装
本文用到的环境:Python3、Pycharm、Pygame以及自带的。
二、开始敲代码
1)导入模块
1 2 3 | import math, pygame, sys, os, copy, time, random import pygame.gfxdraw from pygame. locals import * |
2)主程序
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27 ARRAYWIDTH = 16 ARRAYHEIGHT = 14 RIGHT = 'right' LEFT = 'left' BLANK = '.' ## COLORS ## # R G B GRAY = ( 100 , 100 , 100 ) NAVYBLUE = ( 60 , 60 , 100 ) WHITE = ( 255 , 255 , 255 ) RED = ( 255 , 0 , 0 ) GREEN = ( 0 , 255 , 0 ) BLUE = ( 0 , 0 , 255 ) YELLOW = ( 255 , 255 , 0 ) ORANGE = ( 255 , 128 , 0 ) PURPLE = ( 255 , 0 , 255 ) CYAN = ( 0 , 255 , 255 ) BLACK = ( 0 , 0 , 0 ) COMBLUE = ( 233 , 232 , 255 ) BGCOLOR = WHITE COLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN] class Bubble(pygame.sprite.Sprite): def __init__( self , color, row = 0 , column = 0 ): pygame.sprite.Sprite.__init__( self ) self .rect = pygame.Rect( 0 , 0 , 30 , 30 ) self .rect.centerx = STARTX self .rect.centery = STARTY self .speed = 10 self .color = color self .radius = BUBBLERADIUS self .angle = 0 self .row = row self .column = column def update( self ): if self .angle = = 90 : xmove = 0 ymove = self .speed * - 1 elif self .angle < 90 : xmove = self .xcalculate( self .angle) ymove = self .ycalculate( self .angle) elif self .angle > 90 : xmove = self .xcalculate( 180 - self .angle) * - 1 ymove = self .ycalculate( 180 - self .angle) self .rect.x + = xmove self .rect.y + = ymove def draw( self ): pygame.gfxdraw.filled_circle(DISPLAYSURF, self .rect.centerx, self .rect.centery, self .radius, self .color) pygame.gfxdraw.aacircle(DISPLAYSURF, self .rect.centerx, self .rect.centery, self .radius, GRAY) def xcalculate( self , angle): radians = math.radians(angle) xmove = math.cos(radians) * ( self .speed) return xmove def ycalculate( self , angle): radians = math.radians(angle) ymove = math.sin(radians) * ( self .speed) * - 1 return ymove class Arrow(pygame.sprite.Sprite): def __init__( self ): pygame.sprite.Sprite.__init__( self ) self .angle = 90 arrowImage = pygame.image.load( 'Arrow.png' ) arrowImage.convert_alpha() arrowRect = arrowImage.get_rect() self .image = arrowImage self .transformImage = self .image self .rect = arrowRect self .rect.centerx = STARTX self .rect.centery = STARTY def update( self , direction): if direction = = LEFT and self .angle < 180 : self .angle + = 2 elif direction = = RIGHT and self .angle > 0 : self .angle - = 2 self .transformImage = pygame.transform.rotate( self .image, self .angle) self .rect = self .transformImage.get_rect() self .rect.centerx = STARTX self .rect.centery = STARTY def draw( self ): DISPLAYSURF.blit( self .transformImage, self .rect) class Score( object ): def __init__( self ): self .total = 0 self .font = pygame.font.SysFont( 'Helvetica' , 15 ) self .render = self .font.render( 'Score: ' + str ( self .total), True , BLACK, WHITE) self .rect = self .render.get_rect() self .rect.left = 5 self .rect.bottom = WINDOWHEIGHT - 5 def update( self , deleteList): self .total + = (( len (deleteList)) * 10 ) self .render = self .font.render( 'Score: ' + str ( self .total), True , BLACK, WHITE) def draw( self ): DISPLAYSURF.blit( self .render, self .rect) def main(): global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT pygame.init() FPSCLOCK = pygame.time.Clock() pygame.display.set_caption( '泡泡龙小游戏' ) MAINFONT = pygame.font.SysFont( 'Helvetica' , TEXTHEIGHT) DISPLAYSURF, DISPLAYRECT = makeDisplay() while True : score, winorlose = runGame() endScreen(score, winorlose) def runGame(): musicList = [ 'bgmusic.ogg' , 'Utopian_Theme.ogg' , 'Goofy_Theme.ogg' ] pygame.mixer.music.load(musicList[ 0 ]) pygame.mixer.music.play() track = 0 gameColorList = copy.deepcopy(COLORLIST) direction = None launchBubble = False newBubble = None arrow = Arrow() bubbleArray = makeBlankBoard() setBubbles(bubbleArray, gameColorList) nextBubble = Bubble(gameColorList[ 0 ]) nextBubble.rect.right = WINDOWWIDTH - 5 nextBubble.rect.bottom = WINDOWHEIGHT - 5 score = Score() while True : DISPLAYSURF.fill(BGCOLOR) for event in pygame.event.get(): if event. type = = QUIT: terminate() elif event. type = = KEYDOWN: if (event.key = = K_LEFT): direction = LEFT elif (event.key = = K_RIGHT): direction = RIGHT elif event. type = = KEYUP: direction = None if event.key = = K_SPACE: launchBubble = True elif event.key = = K_ESCAPE: terminate() if launchBubble = = True : if newBubble = = None : newBubble = Bubble(nextBubble.color) newBubble.angle = arrow.angle newBubble.update() newBubble.draw() if newBubble.rect.right > = WINDOWWIDTH - 5 : newBubble.angle = 180 - newBubble.angle elif newBubble.rect.left < = 5 : newBubble.angle = 180 - newBubble.angle launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score) finalBubbleList = [] for row in range ( len (bubbleArray)): for column in range ( len (bubbleArray[ 0 ])): if bubbleArray[row][column] ! = BLANK: finalBubbleList.append(bubbleArray[row][column]) if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10 ): return score.total, 'lose' if len (finalBubbleList) < 1 : return score.total, 'win' gameColorList = updateColorList(bubbleArray) random.shuffle(gameColorList) if launchBubble = = False : nextBubble = Bubble(gameColorList[ 0 ]) nextBubble.rect.right = WINDOWWIDTH - 5 nextBubble.rect.bottom = WINDOWHEIGHT - 5 nextBubble.draw() if launchBubble = = True : coverNextBubble() arrow.update(direction) arrow.draw() setArrayPos(bubbleArray) drawBubbleArray(bubbleArray) score.draw() if pygame.mixer.music.get_busy() = = False : if track = = len (musicList) - 1 : track = 0 else : track + = 1 pygame.mixer.music.load(musicList[track]) pygame.mixer.music.play() pygame.display.update() FPSCLOCK.tick(FPS) def makeBlankBoard(): array = [] for row in range (ARRAYHEIGHT): column = [] for i in range (ARRAYWIDTH): column.append(BLANK) array.append(column) return array def setBubbles(array, gameColorList): for row in range (BUBBLELAYERS): for column in range ( len (array[row])): random.shuffle(gameColorList) newBubble = Bubble(gameColorList[ 0 ], row, column) array[row][column] = newBubble setArrayPos(array) def setArrayPos(array): for row in range (ARRAYHEIGHT): for column in range ( len (array[row])): if array[row][column] ! = BLANK: array[row][column].rect.x = (BUBBLEWIDTH * column) + 5 array[row][column].rect.y = (BUBBLEWIDTH * row) + 5 for row in range ( 1 , ARRAYHEIGHT, 2 ): for column in range ( len (array[row])): if array[row][column] ! = BLANK: array[row][column].rect.x + = BUBBLERADIUS for row in range ( 1 , ARRAYHEIGHT): for column in range ( len (array[row])): if array[row][column] ! = BLANK: array[row][column].rect.y - = (BUBBLEYADJUST * row) deleteExtraBubbles(array) def deleteExtraBubbles(array): for row in range (ARRAYHEIGHT): for column in range ( len (array[row])): if array[row][column] ! = BLANK: if array[row][column].rect.right > WINDOWWIDTH: array[row][column] = BLANK def updateColorList(bubbleArray): newColorList = [] for row in range ( len (bubbleArray)): for column in range ( len (bubbleArray[ 0 ])): if bubbleArray[row][column] ! = BLANK: newColorList.append(bubbleArray[row][column].color) colorSet = set (newColorList) if len (colorSet) < 1 : colorList = [] colorList.append(WHITE) return colorList else : return list (colorSet) def checkForFloaters(bubbleArray): bubbleList = [column for column in range ( len (bubbleArray[ 0 ])) if bubbleArray[ 0 ][column] ! = BLANK] newBubbleList = [] for i in range ( len (bubbleList)): if i = = 0 : newBubbleList.append(bubbleList[i]) elif bubbleList[i] > bubbleList[i - 1 ] + 1 : newBubbleList.append(bubbleList[i]) copyOfBoard = copy.deepcopy(bubbleArray) for row in range ( len (bubbleArray)): for column in range ( len (bubbleArray[ 0 ])): bubbleArray[row][column] = BLANK for column in newBubbleList: popFloaters(bubbleArray, copyOfBoard, column) def popFloaters(bubbleArray, copyOfBoard, column, row = 0 ): if (row < 0 or row > ( len (bubbleArray) - 1 ) or column < 0 or column > ( len (bubbleArray[ 0 ]) - 1 )): return elif copyOfBoard[row][column] = = BLANK: return elif bubbleArray[row][column] = = copyOfBoard[row][column]: return bubbleArray[row][column] = copyOfBoard[row][column] if row = = 0 : popFloaters(bubbleArray, copyOfBoard, column + 1 , row ) popFloaters(bubbleArray, copyOfBoard, column - 1 , row ) popFloaters(bubbleArray, copyOfBoard, column, row + 1 ) popFloaters(bubbleArray, copyOfBoard, column - 1 , row + 1 ) elif row % 2 = = 0 : popFloaters(bubbleArray, copyOfBoard, column + 1 , row ) popFloaters(bubbleArray, copyOfBoard, column - 1 , row ) popFloaters(bubbleArray, copyOfBoard, column, row + 1 ) popFloaters(bubbleArray, copyOfBoard, column - 1 , row + 1 ) popFloaters(bubbleArray, copyOfBoard, column, row - 1 ) popFloaters(bubbleArray, copyOfBoard, column - 1 , row - 1 ) else : popFloaters(bubbleArray, copyOfBoard, column + 1 , row ) popFloaters(bubbleArray, copyOfBoard, column - 1 , row ) popFloaters(bubbleArray, copyOfBoard, column, row + 1 ) popFloaters(bubbleArray, copyOfBoard, column + 1 , row + 1 ) popFloaters(bubbleArray, copyOfBoard, column, row - 1 ) popFloaters(bubbleArray, copyOfBoard, column + 1 , row - 1 ) def stopBubble(bubbleArray, newBubble, launchBubble, score): deleteList = [] popSound = pygame.mixer.Sound( 'popcork.ogg' ) for row in range ( len (bubbleArray)): for column in range ( len (bubbleArray[row])): if (bubbleArray[row][column] ! = BLANK and newBubble ! = None ): if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0 : if newBubble.rect.top < 0 : newRow, newColumn = addBubbleToTop(bubbleArray, newBubble) elif newBubble.rect.centery > = bubbleArray[row][column].rect.centery: if newBubble.rect.centerx > = bubbleArray[row][column].rect.centerx: if row = = 0 or (row) % 2 = = 0 : newRow = row + 1 newColumn = column if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else : newRow = row + 1 newColumn = column + 1 if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx: if row = = 0 or row % 2 = = 0 : newRow = row + 1 newColumn = column - 1 if newColumn < 0 : newColumn = 0 if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else : newRow = row + 1 newColumn = column if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn elif newBubble.rect.centery < bubbleArray[row][column].rect.centery: if newBubble.rect.centerx > = bubbleArray[row][column].rect.centerx: if row = = 0 or row % 2 = = 0 : newRow = row - 1 newColumn = column if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else : newRow = row - 1 newColumn = column + 1 if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn elif newBubble.rect.centerx < = bubbleArray[row][column].rect.centerx: if row = = 0 or row % 2 = = 0 : newRow = row - 1 newColumn = column - 1 if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else : newRow = row - 1 newColumn = column if bubbleArray[newRow][newColumn] ! = BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList) if len (deleteList) > = 3 : for pos in deleteList: popSound.play() row = pos[ 0 ] column = pos[ 1 ] bubbleArray[row][column] = BLANK checkForFloaters(bubbleArray) score.update(deleteList) launchBubble = False newBubble = None return launchBubble, newBubble, score def addBubbleToTop(bubbleArray, bubble): posx = bubble.rect.centerx leftSidex = posx - BUBBLERADIUS columnDivision = math.modf( float (leftSidex) / float (BUBBLEWIDTH)) column = int (columnDivision[ 1 ]) if columnDivision[ 0 ] < 0.5 : bubbleArray[ 0 ][column] = copy.copy(bubble) else : column + = 1 bubbleArray[ 0 ][column] = copy.copy(bubble) row = 0 return row, column def popBubbles(bubbleArray, row, column, color, deleteList): if row < 0 or column < 0 or row > ( len (bubbleArray) - 1 ) or column > ( len (bubbleArray[ 0 ]) - 1 ): return elif bubbleArray[row][column] = = BLANK: return elif bubbleArray[row][column].color ! = color: return for bubble in deleteList: if bubbleArray[bubble[ 0 ]][bubble[ 1 ]] = = bubbleArray[row][column]: return deleteList.append((row, column)) if row = = 0 : popBubbles(bubbleArray, row, column - 1 , color, deleteList) popBubbles(bubbleArray, row, column + 1 , color, deleteList) popBubbles(bubbleArray, row + 1 , column, color, deleteList) popBubbles(bubbleArray, row + 1 , column - 1 , color, deleteList) elif row % 2 = = 0 : popBubbles(bubbleArray, row + 1 , column, color, deleteList) popBubbles(bubbleArray, row + 1 , column - 1 , color, deleteList) popBubbles(bubbleArray, row - 1 , column, color, deleteList) popBubbles(bubbleArray, row - 1 , column - 1 , color, deleteList) popBubbles(bubbleArray, row, column + 1 , color, deleteList) popBubbles(bubbleArray, row, column - 1 , color, deleteList) else : popBubbles(bubbleArray, row - 1 , column, color, deleteList) popBubbles(bubbleArray, row - 1 , column + 1 , color, deleteList) popBubbles(bubbleArray, row + 1 , column, color, deleteList) popBubbles(bubbleArray, row + 1 , column + 1 , color, deleteList) popBubbles(bubbleArray, row, column + 1 , color, deleteList) popBubbles(bubbleArray, row, column - 1 , color, deleteList) def drawBubbleArray(array): for row in range (ARRAYHEIGHT): for column in range ( len (array[row])): if array[row][column] ! = BLANK: array[row][column].draw() def makeDisplay(): DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) DISPLAYRECT = DISPLAYSURF.get_rect() DISPLAYSURF.fill(BGCOLOR) DISPLAYSURF.convert() pygame.display.update() return DISPLAYSURF, DISPLAYRECT def terminate(): pygame.quit() sys.exit() def coverNextBubble(): whiteRect = pygame.Rect( 0 , 0 , BUBBLEWIDTH, BUBBLEWIDTH) whiteRect.bottom = WINDOWHEIGHT whiteRect.right = WINDOWWIDTH pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect) def endScreen(score, winorlose): endFont = pygame.font.SysFont( 'Helvetica' , 20 ) endMessage1 = endFont.render( 'You ' + winorlose + '! Your Score is ' + str (score) + '. Press Enter to Play Again.' , True , BLACK, BGCOLOR) endMessage1Rect = endMessage1.get_rect() endMessage1Rect.center = DISPLAYRECT.center DISPLAYSURF.fill(BGCOLOR) DISPLAYSURF.blit(endMessage1, endMessage1Rect) pygame.display.update() while True : for event in pygame.event.get(): if event. type = = QUIT: terminate() elif event. type = = KEYUP: if event.key = = K_RETURN: return elif event.key = = K_ESCAPE: terminate() if __name__ = = '__main__' : main() |
三、效果展示
空格键是发球、方向键左右是遥控箭头的。
1)运行界面
2)同色三个可消除
3)结束页面
一颗球是10个成绩点,界面的球被我消了总的591个才结束这个游戏!2333,有点难
总结
嘿!小游戏写到这结束了,自己动手玩一玩吖哈哈哈
以上就是Pygame实战之经典泡泡龙小游戏的详细内容
原文链接:https://blog.csdn.net/weixin_54556126/article/details/121873796
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