【Pygame小游戏】这款经典的炸弹人超能游戏上线,你爱了嘛?(附源码)
前言
🚀 作者 :“程序員梨子”
🚀 **文章簡介 **:本篇文章主要是寫了pygame實現(xiàn)炸彈人的小游戲!
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正文
在現(xiàn)在這個浮躁的年代:小編每次登陸王者榮耀,還有每次登陸刺激戰(zhàn)場Z!
看著里面的聊天界面,各種代打、各種的找cp。小小編覺得,我們已經(jīng)失去了玩游戲的初心。
接下來,小編將帶領(lǐng)你們走回童年時光,一起領(lǐng)略我們當初玩4399的單純與天真!
那今天就帶大家回憶一下童年也做一款經(jīng)典的炸彈人的小游戲!?
1)素材
游戲規(guī)則還清楚哈, 我就不多做介紹了不清楚玩法的可以百度下下!
首先準備好相應(yīng)的素材:【部分如下】
?炸彈人主程序:
開始的界面如下:
?定義地圖類:
class mapParser():def __init__(self, mapfilepath, bg_paths, wall_paths, blocksize, **kwargs):self.instances_list = self.__parse(mapfilepath)self.bg_paths = bg_pathsself.wall_paths = wall_pathsself.blocksize = blocksizeself.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:continueinstance = self.instances_list[j][i]if instance in ['0', '1', '2']:breakreturn coordinate'''根據(jù)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定義必要的一些精靈類:角色,水果等等。
'''墻類''' 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] * blocksizeself.coordinate = coordinateself.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] * blocksizeself.coordinate = coordinateself.blocksize = blocksize'''畫到屏幕上'''def draw(self, screen):screen.blit(self.image, self.rect)return True'''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 = 5elif self.kind == 'cherry':self.value = 10else: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] * blocksizeself.coordinate = coordinateself.blocksize = blocksize'''畫到屏幕上'''def draw(self, screen):screen.blit(self.image, self.rect)return True'''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_imagepathself.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 = coordinateself.blocksize = blocksize# 爆炸倒計時self.explode_millisecond = 6000 * 1 - 1self.explode_second = int(self.explode_millisecond / 1000)self.start_explode = False# 爆炸持續(xù)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 = Trueself.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 -= dtself.explode_second = int(self.explode_millisecond / 1000)if self.explode_millisecond < 0:self.start_explode = Truescreen.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 Falseelse:# 爆炸持續(xù)倒計時self.exploding_count -= dtif self.exploding_count > 0:return self.__explode(screen, map_parser)else:self.is_being = Falsereturn 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.blocksizescreen.blit(image, rect)return explode_area'''計算爆炸區(qū)域'''def __calcExplodeArea(self, instances_list):explode_area = []# 區(qū)域計算規(guī)則為墻可以阻止爆炸擴散, 且爆炸范圍僅在游戲地圖范圍內(nèi)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']:breakexplode_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']:breakexplode_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']:breakexplode_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']:breakexplode_area.append([xmax, self.coordinate[1]])return explode_area'''角色類''' class Hero(pygame.sprite.Sprite):def __init__(self, imagepaths, coordinate, blocksize, map_parser, **kwargs):pygame.sprite.Sprite.__init__(self)self.imagepaths = imagepathsself.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] * blocksizeself.coordinate = coordinateself.blocksize = blocksizeself.map_parser = map_parserself.hero_name = kwargs.get('hero_name')# 生命值self.health_value = 50# 炸彈冷卻時間self.bomb_cooling_time = 5000self.bomb_cooling_count = 0# 隨機移動冷卻時間(僅AI電腦用)self.randommove_cooling_time = 100self.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 Falseself.coordinate[0] = self.coordinate[0] - 1elif 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 Falseself.coordinate[0] = self.coordinate[0] + 1elif 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 Falseself.coordinate[1] = self.coordinate[1] - 1elif 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 Falseself.coordinate[1] = self.coordinate[1] + 1else:raise ValueError('Unknow direction %s...' % direction)self.rect.left, self.rect.top = self.coordinate[0] * self.blocksize, self.coordinate[1] * self.blocksizereturn 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 -= dtaction = random.choice(['left', 'left', 'right', 'right', 'up', 'up', 'down', 'down', 'dropbomb'])flag = Falseif action in ['left', 'right', 'up', 'down']:if self.randommove_cooling_count <= 0:flag = Trueself.move(action)self.randommove_cooling_count = self.randommove_cooling_timeelif action in ['dropbomb']:if self.bomb_cooling_count <= 0:flag = Trueself.bomb_cooling_count = self.bomb_cooling_timereturn 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 -= dtscreen.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))效果如下:
這精致的畫面還可以吧~哈哈哈啊 快夸我快夸我~
總結(jié)
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總結(jié)
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