pre{overflow-x: auto} 實(shí)現(xiàn) 消消樂(lè)的構(gòu)成主要包括三部分:游戲主體、計(jì)分器、計(jì)時(shí)器,下面來(lái)看一下具體實(shí)現(xiàn)。
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先來(lái)看一下游戲所需 Python 庫(kù)。
import?os import?sys import?time import?pygame import?random
定義一些常量,比如:窗口寬高、網(wǎng)格行列數(shù)等,代碼如下:
WIDTH?=?400 HEIGHT?=?400 NUMGRID?=?8 GRIDSIZE?=?36 XMARGIN?=?(WIDTH?-?GRIDSIZE?*?NUMGRID)?//?2 YMARGIN?=?(HEIGHT?-?GRIDSIZE?*?NUMGRID)?//?2 ROOTDIR?=?os.getcwd() FPS?=?30
接著創(chuàng)建一個(gè)主窗口,代碼如下:
pygame.init() screen?=?pygame.display.set_mode((WIDTH,?HEIGHT)) pygame.display.set_caption('消消樂(lè)')
看一下效果:
再接著在窗口中畫(huà)一個(gè) 8 x 8 的網(wǎng)格,代碼如下:
screen.fill((255,?255,?220)) #?游戲界面的網(wǎng)格繪制 def?drawGrids(self): for?x?in?range(NUMGRID): for?y?in?range(NUMGRID): rect?=?pygame.Rect((XMARGIN+x*GRIDSIZE,?YMARGIN+y*GRIDSIZE,?GRIDSIZE,?GRIDSIZE)) self.drawBlock(rect,?color=(255,?165,?0),?size=1 #?畫(huà)矩形?block?框 def?drawBlock(self,?block,?color=(255,?0,?0),?size=2): pygame.draw.rect(self.screen,?color,?block,?size)
看一下效果:
再接著在網(wǎng)格中隨機(jī)放入各種拼圖塊,代碼如下:
while?True: self.all_gems?=?[] self.gems_group?=?pygame.sprite.Group() for?x?in?range(NUMGRID): self.all_gems.append([]) for?y?in?range(NUMGRID): gem?=?Puzzle(img_path=random.choice(self.gem_imgs),?size=(GRIDSIZE,?GRIDSIZE),?position=[XMARGIN+x*GRIDSIZE,?YMARGIN+y*GRIDSIZE-NUMGRID*GRIDSIZE],?downlen=NUMGRID*GRIDSIZE) self.all_gems[x].append(gem) self.gems_group.add(gem) if?self.isMatch()[0]?==?0: break
看一下效果:
再接著加入計(jì)分器和計(jì)時(shí)器,代碼如下:
#?顯示得分 def?drawScore(self): score_render?=?self.font.render('分?jǐn)?shù):'+str(self.score),?1,?(85,?65,?0)) rect?=?score_render.get_rect() rect.left,?rect.top?=?(55,?15) self.screen.blit(score_render,?rect) #?顯示加分 def?drawAddScore(self,?add_score): score_render?=?self.font.render('+'+str(add_score),?1,?(255,?100,?100)) rect?=?score_render.get_rect() rect.left,?rect.top?=?(250,?250) self.screen.blit(score_render,?rect) #?顯示剩余時(shí)間 def?showRemainingTime(self): remaining_time_render?=?self.font.render('倒計(jì)時(shí):?%ss'?%?str(self.remaining_time),?1,?(85,?65,?0)) rect?=?remaining_time_render.get_rect() rect.left,?rect.top?=?(WIDTH-190,?15) self.screen.blit(remaining_time_render,?rect)
看一下效果:
當(dāng)設(shè)置的游戲時(shí)間用盡時(shí),我們可以生成一些提示信息,代碼如下:
while?True: for?event?in?pygame.event.get(): if?event.type?==?pygame.QUIT: pygame.quit() sys.exit() if?event.type?==?pygame.KEYUP?and?event.key?==?pygame.K_r: flag?=?True if?flag: break screen.fill((255,?255,?220)) text0?=?'最終得分:?%s'?%?score text1?=?'按?R?鍵重新開(kāi)始' y?=?140 for?idx,?text?in?enumerate([text0,?text1]): text_render?=?font.render(text,?1,?(85,?65,?0)) rect?=?text_render.get_rect() if?idx?==?0: rect.left,?rect.top?=?(100,?y) elif?idx?==?1: rect.left,?rect.top?=?(100,?y) y?+=?60 screen.blit(text_render,?rect) pygame.display.update()
看一下效果:
說(shuō)完了游戲圖形化界面相關(guān)的部分,我們?cè)倏匆幌掠螒虻闹饕幚磉壿嫛?/p>
我們通過(guò)鼠標(biāo)來(lái)操縱拼圖塊,因此程序需要檢查有無(wú)拼圖塊被選中,代碼實(shí)現(xiàn)如下:
def?checkSelected(self,?position): for?x?in?range(NUMGRID): for?y?in?range(NUMGRID): if?self.getGemByPos(x,?y).rect.collidepoint(*position): return?[x,?y] return?None
我們需要將鼠標(biāo)連續(xù)選擇的拼圖塊進(jìn)行位置交換,代碼實(shí)現(xiàn)如下:
def?swapGem(self,?gem1_pos,?gem2_pos): margin?=?gem1_pos[0]?-?gem2_pos[0]?+?gem1_pos[1]?-?gem2_pos[1] if?abs(margin)?!=?1: return?False gem1?=?self.getGemByPos(*gem1_pos) gem2?=?self.getGemByPos(*gem2_pos) if?gem1_pos[0]?-?gem2_pos[0]?==?1: gem1.direction?=?'left' gem2.direction?=?'right' elif?gem1_pos[0]?-?gem2_pos[0]?==?-1: gem2.direction?=?'left' gem1.direction?=?'right' elif?gem1_pos[1]?-?gem2_pos[1]?==?1: gem1.direction?=?'up' gem2.direction?=?'down' elif?gem1_pos[1]?-?gem2_pos[1]?==?-1: gem2.direction?=?'up' gem1.direction?=?'down' gem1.target_x?=?gem2.rect.left gem1.target_y?=?gem2.rect.top gem1.fixed?=?False gem2.target_x?=?gem1.rect.left gem2.target_y?=?gem1.rect.top gem2.fixed?=?False self.all_gems[gem2_pos[0]][gem2_pos[1]]?=?gem1 self.all_gems[gem1_pos[0]][gem1_pos[1]]?=?gem2 return?True
每一次交換拼圖塊時(shí),我們需要判斷是否有連續(xù)一樣的三個(gè)及以上拼圖塊,代碼實(shí)現(xiàn)如下:
def?isMatch(self): for?x?in?range(NUMGRID): for?y?in?range(NUMGRID): if?x?+?2??-2: for?each?in?[res_match[1],?res_match[1]+1,?res_match[1]+2]: gem?=?self.getGemByPos(*[each,?start]) if?start?==?res_match[2]: self.gems_group.remove(gem) self.all_gems[each]?=?None elif?start?=?0: gem.target_y?+=?GRIDSIZE gem.fixed?=?False gem.direction?=?'down' self.all_gems[each][start+1]?=?gem else: gem?=?Puzzle(img_path=random.choice(self.gem_imgs),?size=(GRIDSIZE,?GRIDSIZE),?position=[XMARGIN+each*GRIDSIZE,?YMARGIN-GRIDSIZE],?downlen=GRIDSIZE) self.gems_group.add(gem) self.all_gems[each][start+1]?=?gem start?-=?1 elif?res_match[0]?==?2: start?=?res_match[2] while?start??-4: if?start?==?res_match[2]: for?each?in?range(0,?3): gem?=?self.getGemByPos(*[res_match[1],?start+each]) self.gems_group.remove(gem) self.all_gems[res_match[1]][start+each]?=?None elif?start?=?0: gem?=?self.getGemByPos(*[res_match[1],?start]) gem.target_y?+=?GRIDSIZE?*?3 gem.fixed?=?False gem.direction?=?'down' self.all_gems[res_match[1]][start+3]?=?gem else: gem?=?Puzzle(img_path=random.choice(self.gem_imgs),?size=(GRIDSIZE,?GRIDSIZE),?position=[XMARGIN+res_match[1]*GRIDSIZE,?YMARGIN+start*GRIDSIZE],?downlen=GRIDSIZE*3) self.gems_group.add(gem) self.all_gems[res_match[1]][start+3]?=?gem start?-=?1
之后反復(fù)執(zhí)行這個(gè)過(guò)程,直至耗盡游戲時(shí)間,游戲結(jié)束。
最后,我們動(dòng)態(tài)看一下游戲效果。
總結(jié)
本文我們使用 Python 實(shí)現(xiàn)了一個(gè)簡(jiǎn)單的消消樂(lè)游戲,有興趣的可以對(duì)游戲做進(jìn)一步擴(kuò)展,比如增加關(guān)卡等。
到此這篇關(guān)于Python實(shí)現(xiàn)消消樂(lè)小游戲的文章就介紹到這了,希望大家以后多多支持!
Java實(shí)現(xiàn)貪吃蛇小游戲(附完整源碼)
JavaFX打磚塊游戲開(kāi)發(fā) 第二課
javaFX寫(xiě)的推箱子小游戲
使用JavaFx實(shí)現(xiàn)拼圖游戲
javafx官方范例代碼
javafx示例代碼
javaFx寫(xiě)的卡牌游戲
javaFX寫(xiě)的推箱子小游戲
有一個(gè)我們老師編寫(xiě)的貪吃蛇程序 供你參考一下:
GreedSnake.java (也是程序入口):
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Container;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.util.Iterator;
import java.util.LinkedList;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
public class GreedSnake implements KeyListener {
JFrame mainFrame;
Canvas paintCanvas;
JLabel labelScore;// 計(jì)分牌
SnakeModel snakeModel = null;// 蛇
public static final int canvasWidth = 200;
public static final int canvasHeight = 300;
public static final int nodeWidth = 10;
public static final int nodeHeight = 10;
// ----------------------------------------------------------------------
// GreedSnake():初始化游戲界面
// ----------------------------------------------------------------------
public GreedSnake() {
// 設(shè)置界面元素
mainFrame = new JFrame("GreedSnake");
Container cp = mainFrame.getContentPane();
labelScore = new JLabel("Score:");
cp.add(labelScore, BorderLayout.NORTH);
paintCanvas = new Canvas();
paintCanvas.setSize(canvasWidth + 1, canvasHeight + 1);
paintCanvas.addKeyListener(this);
cp.add(paintCanvas, BorderLayout.CENTER);
JPanel panelButtom = new JPanel();
panelButtom.setLayout(new BorderLayout());
JLabel labelHelp;// 幫助信息
labelHelp = new JLabel("PageUp, PageDown for speed;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.NORTH);
labelHelp = new JLabel("ENTER or R or S for start;", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.CENTER);
labelHelp = new JLabel("SPACE or P for pause", JLabel.CENTER);
panelButtom.add(labelHelp, BorderLayout.SOUTH);
cp.add(panelButtom, BorderLayout.SOUTH);
mainFrame.addKeyListener(this);
mainFrame.pack();
mainFrame.setResizable(false);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mainFrame.setVisible(true);
begin();
}
// ----------------------------------------------------------------------
// keyPressed():按鍵檢測(cè)
// ----------------------------------------------------------------------
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (snakeModel.running)
switch (keyCode) {
case KeyEvent.VK_UP:
snakeModel.changeDirection(SnakeModel.UP);
break;
case KeyEvent.VK_DOWN:
snakeModel.changeDirection(SnakeModel.DOWN);
break;
case KeyEvent.VK_LEFT:
snakeModel.changeDirection(SnakeModel.LEFT);
break;
case KeyEvent.VK_RIGHT:
snakeModel.changeDirection(SnakeModel.RIGHT);
break;
case KeyEvent.VK_ADD:
case KeyEvent.VK_PAGE_UP:
snakeModel.speedUp();// 加速
break;
case KeyEvent.VK_SUBTRACT:
case KeyEvent.VK_PAGE_DOWN:
snakeModel.speedDown();// 減速
break;
case KeyEvent.VK_SPACE:
case KeyEvent.VK_P:
snakeModel.changePauseState();// 暫停或繼續(xù)
break;
default:
}
// 重新開(kāi)始
if (keyCode == KeyEvent.VK_R || keyCode == KeyEvent.VK_S
|| keyCode == KeyEvent.VK_ENTER) {
snakeModel.running = false;
begin();
}
}
// ----------------------------------------------------------------------
// keyReleased():空函數(shù)
// ----------------------------------------------------------------------
public void keyReleased(KeyEvent e) {
}
// ----------------------------------------------------------------------
// keyTyped():空函數(shù)
// ----------------------------------------------------------------------
public void keyTyped(KeyEvent e) {
}
// ----------------------------------------------------------------------
// repaint():繪制游戲界面(包括蛇和食物)
// ----------------------------------------------------------------------
void repaint() {
Graphics g = paintCanvas.getGraphics();
// draw background
g.setColor(Color.WHITE);
g.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the snake
g.setColor(Color.BLACK);
LinkedList na = snakeModel.nodeArray;
Iterator it = na.iterator();
while (it.hasNext()) {
Node n = (Node) it.next();
drawNode(g, n);
}
// draw the food
g.setColor(Color.RED);
Node n = snakeModel.food;
drawNode(g, n);
updateScore();
}
// ----------------------------------------------------------------------
// drawNode():繪畫(huà)某一結(jié)點(diǎn)(蛇身或食物)
// ----------------------------------------------------------------------
private void drawNode(Graphics g, Node n) {
g.fillRect(n.x * nodeWidth, n.y * nodeHeight, nodeWidth - 1,
nodeHeight - 1);
}
// ----------------------------------------------------------------------
// updateScore():改變計(jì)分牌
// ----------------------------------------------------------------------
public void updateScore() {
String s = "Score: " + snakeModel.score;
labelScore.setText(s);
}
// ----------------------------------------------------------------------
// begin():游戲開(kāi)始,放置貪吃蛇
你可以參考一下 每次遇到不會(huì)的都來(lái)求助是很不方便的
如果你想了解和學(xué)習(xí)更多的JAVA編程,成為一名真正的JAVA高手,你可以來(lái)這個(gè)裙,前面三個(gè)數(shù)是四二六 中間是三九六 后面是二八四
把這串?dāng)?shù)字連起來(lái)就可以了,這是一個(gè)高手的學(xué)習(xí)裙,在這里你可以學(xué)習(xí)到書(shū)上學(xué)不到的知識(shí),還有大牛相互討論并指導(dǎo)你解答哦!
// ----------------------------------------------------------------------
void begin() {
if (snakeModel == null || !snakeModel.running) {
snakeModel = new SnakeModel(this, canvasWidth / nodeWidth,
this.canvasHeight / nodeHeight);
(new Thread(snakeModel)).start();
}
}
// ----------------------------------------------------------------------
// main():主函數(shù)
// ----------------------------------------------------------------------
public static void main(String[] args) {
GreedSnake gs = new GreedSnake();
}
}
Node.java:
public class Node {
int x;
int y;
Node(int x, int y) {
this.x = x;
this.y = y;
}
}
SnakeModel.java:
import java.util.Arrays;
import java.util.LinkedList;
import java.util.Random;
import javax.swing.JOptionPane;
public class SnakeModel implements Runnable {
GreedSnake gs;
boolean[][] matrix;// 界面數(shù)據(jù)保存在數(shù)組里
LinkedList nodeArray = new LinkedList();
Node food;
int maxX;// 最大寬度
int maxY;// 最大長(zhǎng)度
int direction = 2;// 方向
boolean running = false;
int timeInterval = 200;// 間隔時(shí)間(速度)
double speedChangeRate = 0.75;// 速度改變程度
boolean paused = false;// 游戲狀態(tài)
int score = 0;
int countMove = 0;
// UP和DOWN是偶數(shù),RIGHT和LEFT是奇數(shù)
public static final int UP = 2;
public static final int DOWN = 4;
public static final int LEFT = 1;
public static final int RIGHT = 3;
// ----------------------------------------------------------------------
// GreedModel():初始化界面
// ----------------------------------------------------------------------
public SnakeModel(GreedSnake gs, int maxX, int maxY) {
this.gs = gs;
this.maxX = maxX;
this.maxY = maxY;
matrix = new boolean[maxX][];
for (int i = 0; i maxX; ++i) {
matrix[i] = new boolean[maxY];
Arrays.fill(matrix[i], false);// 沒(méi)有蛇和食物的地區(qū)置false
}
// 初始化貪吃蛇
int initArrayLength = maxX 20 ? 10 : maxX / 2;
for (int i = 0; i initArrayLength; ++i) {
int x = maxX / 2 + i;
int y = maxY / 2;
nodeArray.addLast(new Node(x, y));
matrix[x][y] = true;// 蛇身處置true
}
food = createFood();
matrix[food.x][food.y] = true;// 食物處置true
}
// ----------------------------------------------------------------------
// changeDirection():改變運(yùn)動(dòng)方向
// ----------------------------------------------------------------------
public void changeDirection(int newDirection) {
if (direction % 2 != newDirection % 2)// 避免沖突
{
direction = newDirection;
}
}
// ----------------------------------------------------------------------
// moveOn():貪吃蛇運(yùn)動(dòng)函數(shù)
// ----------------------------------------------------------------------
public boolean moveOn() {
Node n = (Node) nodeArray.getFirst();
int x = n.x;
int y = n.y;
switch (direction) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
if ((0 = x x maxX) (0 = y y maxY)) {
if (matrix[x][y])// 吃到食物或者撞到身體
{
if (x == food.x y == food.y)// 吃到食物
{
nodeArray.addFirst(food);// 在頭部加上一結(jié)點(diǎn)
// 計(jì)分規(guī)則與移動(dòng)長(zhǎng)度和速度有關(guān)
int scoreGet = (10000 - 200 * countMove) / timeInterval;
score += scoreGet 0 ? scoreGet : 10;
countMove = 0;
food = createFood();
matrix[food.x][food.y] = true;
return true;
} else
return false;// 撞到身體
} else// 什么都沒(méi)有碰到
{
nodeArray.addFirst(new Node(x, y));// 加上頭部
matrix[x][y] = true;
n = (Node) nodeArray.removeLast();// 去掉尾部
matrix[n.x][n.y] = false;
countMove++;
return true;
}
}
return false;// 越界(撞到墻壁)
}
// ----------------------------------------------------------------------
// run():貪吃蛇運(yùn)動(dòng)線程
// ----------------------------------------------------------------------
public void run() {
running = true;
while (running) {
try {
Thread.sleep(timeInterval);
} catch (Exception e) {
break;
}
if (!paused) {
if (moveOn())// 未結(jié)束
{
gs.repaint();
} else// 游戲結(jié)束
{
JOptionPane.showMessageDialog(null, "GAME OVER",
"Game Over", JOptionPane.INFORMATION_MESSAGE);
break;
}
}
}
running = false;
}
// ----------------------------------------------------------------------
// createFood():生成食物及放置地點(diǎn)
// ----------------------------------------------------------------------
private Node createFood() {
int x = 0;
int y = 0;
do {
Random r = new Random();
x = r.nextInt(maxX);
y = r.nextInt(maxY);
} while (matrix[x][y]);
return new Node(x, y);
}
// ----------------------------------------------------------------------
// speedUp():加快蛇運(yùn)動(dòng)速度
// ----------------------------------------------------------------------
public void speedUp() {
timeInterval *= speedChangeRate;
}
// ----------------------------------------------------------------------
// speedDown():放慢蛇運(yùn)動(dòng)速度
// ----------------------------------------------------------------------
public void speedDown() {
timeInterval /= speedChangeRate;
}
// ----------------------------------------------------------------------
// changePauseState(): 改變游戲狀態(tài)(暫停或繼續(xù))
// ----------------------------------------------------------------------
public void changePauseState() {
paused = !paused;
}
}
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