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java消消樂(lè)源代碼 消消樂(lè)源碼 android

Python實(shí)現(xiàn)消消樂(lè)小游戲

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!

求用javafx寫(xiě)的消消樂(lè)聯(lián)機(jī)小游戲代碼

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

編寫(xiě)簡(jiǎn)單消消樂(lè)C,C#,java,都可以

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;

}

}

滿意請(qǐng)采納


文章題目:java消消樂(lè)源代碼 消消樂(lè)源碼 android
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