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Python怎么实现推箱子游戏

发表于:2025-02-02 作者:千家信息网编辑
千家信息网最后更新 2025年02月02日,小编给大家分享一下Python怎么实现推箱子游戏,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!1.游戏规则推箱子游戏是一款
千家信息网最后更新 2025年02月02日Python怎么实现推箱子游戏

小编给大家分享一下Python怎么实现推箱子游戏,相信大部分人都还不怎么了解,因此分享这篇文章给大家参考一下,希望大家阅读完这篇文章后大有收获,下面让我们一起去了解一下吧!

1.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,

我们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。

2.材料准备

玩家、箱子、背景等图片素材:

3.环境安装

Python3.6、pycharm、pygame游戏模块不能少。

pip install pygame

**导入游戏的素材,**增加游戏元素

 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))

4.游戏开始、结束界面设置

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

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。

 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

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)  '''游戏元素精灵类'''class elementSprite(pygame.sprite.Sprite):    def __init__(self, sprite_name, col, row, cfg):        pygame.sprite.Sprite.__init__(self)        # 导入box.png/target.png/wall.png        self.image_path = os.path.join(cfg.IMAGESDIR, sprite_name)        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()        # 元素精灵类型        self.sprite_type = sprite_name.split('.')[0]        # 元素精灵的位置        self.col = col        self.row = row    '''将游戏元素画到游戏界面上'''    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)    '''移动游戏元素'''    def move(self, direction, is_test=False):        if self.sprite_type == 'box':            # 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

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

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

 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:

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