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Python如何实现过迷宫小游戏

发表于:2024-11-19 作者:千家信息网编辑
千家信息网最后更新 2024年11月19日,小编给大家分享一下Python如何实现过迷宫小游戏,希望大家阅读完这篇文章之后都有所收获,下面让我们一起去探讨吧!开发工具Python版本: 3.6.4相关模块:pygame模块;以及一些Python
千家信息网最后更新 2024年11月19日Python如何实现过迷宫小游戏

小编给大家分享一下Python如何实现过迷宫小游戏,希望大家阅读完这篇文章之后都有所收获,下面让我们一起去探讨吧!

开发工具

Python版本: 3.6.4

相关模块:

pygame模块;

以及一些Python自带的模块。

环境搭建

安装Python并添加到环境变量,pip安装需要的相关模块即可。

原理简介

游戏规则:

玩家通过↑↓←→键控制主角行动,使主角从出发点(左上角)绕出迷宫,到达终点(右下角)即为游戏胜利。

逐步实现:

首先,当然是创建迷宫啦,为了方便,这里采用随机生成迷宫的方式(人工设计真的费眼睛,弄到一半不想弄了,有兴趣的可以自行尝试。)。思路其实很简单,就是把游戏界面划分成多个cell,类似这样子:

然后设计算法遍历所有的cell,每个被遍历到的cell在某几个随机的方向上打开一堵墙(就是去掉分割cell的线条)就ok啦~

主要代码

'''随机生成迷宫类'''class RandomMaze():  def __init__(self, maze_size, block_size, border_size, **kwargs):    self.block_size = block_size    self.border_size = border_size    self.maze_size = maze_size    self.blocks_list = RandomMaze.createMaze(maze_size, block_size, border_size)    self.font = pygame.font.SysFont('Consolas', 15)  '''画到屏幕上'''  def draw(self, screen):    for row in range(self.maze_size[0]):      for col in range(self.maze_size[1]):        self.blocks_list[row][col].draw(screen)    # 起点和终点标志    showText(screen, self.font, 'S', (255, 0, 0), (self.border_size[0]-10, self.border_size[1]))    showText(screen, self.font, 'D', (255, 0, 0), (self.border_size[0]+(self.maze_size[1]-1)*self.block_size, self.border_size[1]+self.maze_size[0]*self.block_size+5))  '''创建迷宫'''  @staticmethod  def createMaze(maze_size, block_size, border_size):    def nextBlock(block_now, blocks_list):      directions = ['top', 'bottom', 'left', 'right']      blocks_around = dict(zip(directions, [None]*4))      block_next = None      count = 0      # 查看上边block      if block_now.coordinate[1]-1 >= 0:        block_now_top = blocks_list[block_now.coordinate[1]-1][block_now.coordinate[0]]        if not block_now_top.is_visited:          blocks_around['top'] = block_now_top          count += 1      # 查看下边block      if block_now.coordinate[1]+1 < maze_size[0]:        block_now_bottom = blocks_list[block_now.coordinate[1]+1][block_now.coordinate[0]]        if not block_now_bottom.is_visited:          blocks_around['bottom'] = block_now_bottom          count += 1      # 查看左边block      if block_now.coordinate[0]-1 >= 0:        block_now_left = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]-1]        if not block_now_left.is_visited:          blocks_around['left'] = block_now_left          count += 1      # 查看右边block      if block_now.coordinate[0]+1 < maze_size[1]:        block_now_right = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]+1]        if not block_now_right.is_visited:          blocks_around['right'] = block_now_right          count += 1      if count > 0:        while True:          direction = random.choice(directions)          if blocks_around.get(direction):            block_next = blocks_around.get(direction)            if direction == 'top':              block_next.has_walls[1] = False              block_now.has_walls[0] = False            elif direction == 'bottom':              block_next.has_walls[0] = False              block_now.has_walls[1] = False            elif direction == 'left':              block_next.has_walls[3] = False              block_now.has_walls[2] = False            elif direction == 'right':              block_next.has_walls[2] = False              block_now.has_walls[3] = False            break      return block_next    blocks_list = [[Block([col, row], block_size, border_size) for col in range(maze_size[1])] for row in range(maze_size[0])]    block_now = blocks_list[0][0]    records = []    while True:      if block_now:        if not block_now.is_visited:          block_now.is_visited = True          records.append(block_now)        block_now = nextBlock(block_now, blocks_list)      else:        block_now = records.pop()        if len(records) == 0:          break    return blocks_list

接下来就是定义角色类啦,角色类需要根据用户的操作进行上下左右的移动,同时,保证移动是不能跨越墙的就OK了~具体而言,代码实现如下:

'''定义hero'''class Hero(pygame.sprite.Sprite):  def __init__(self, imagepath, coordinate, block_size, border_size, **kwargs):    pygame.sprite.Sprite.__init__(self)    self.image = pygame.image.load(imagepath)    self.image = pygame.transform.scale(self.image, (block_size, block_size))    self.rect = self.image.get_rect()    self.rect.left, self.rect.top = coordinate[0] * block_size + border_size[0], coordinate[1] * block_size + border_size[1]    self.coordinate = coordinate    self.block_size = block_size    self.border_size = border_size  '''移动'''  def move(self, direction, maze):    blocks_list = maze.blocks_list    if direction == 'up':      if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[0]:        return False      else:        self.coordinate[1] = self.coordinate[1] - 1        return True    elif direction == 'down':      if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[1]:        return False      else:        self.coordinate[1] = self.coordinate[1] + 1        return True    elif direction == 'left':      if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[2]:        return False      else:        self.coordinate[0] = self.coordinate[0] - 1        return True    elif direction == 'right':      if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[3]:        return False      else:        self.coordinate[0] = self.coordinate[0] + 1        return True    else:      raise ValueError('Unsupport direction <%s> in Hero.move...' % direction)  '''绑定到屏幕'''  def draw(self, screen):    self.rect.left, self.rect.top = self.coordinate[0] * self.block_size + self.border_size[0], self.coordinate[1] * self.block_size + self.border_size[1]    screen.blit(self.image, self.rect)

最后,就是写下游戏主循环,这个其实也很简单,只要每次载入一个随机生成的迷宫地图和实例化一个主角,然后不断进行按键检测,并根据按键检测的结果移动主角,最后根据行动结果更新界面数据就OK了~当然,若主角到达了终点,则进入关卡切换界面。

具体而言,代码实现如下:

'''主函数'''def main(cfg):  # 初始化  pygame.init()  pygame.mixer.init()  pygame.font.init()  pygame.mixer.music.load(cfg.BGMPATH)  pygame.mixer.music.play(-1, 0.0)  screen = pygame.display.set_mode(cfg.SCREENSIZE)  pygame.display.set_caption('Maze - 微信公众号: Charles的皮卡丘')  font = pygame.font.SysFont('Consolas', 15)  # 开始界面  Interface(screen, cfg, 'game_start')  # 记录关卡数  num_levels = 0  # 记录最少用了多少步通关  best_scores = 'None'  # 关卡循环切换  while True:    num_levels += 1    clock = pygame.time.Clock()    screen = pygame.display.set_mode(cfg.SCREENSIZE)    # --随机生成关卡地图    maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE)    # --生成hero    hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE)    # --统计步数    num_steps = 0    # --关卡内主循环    while True:      dt = clock.tick(cfg.FPS)      screen.fill((255, 255, 255))      is_move = False      # ----↑↓←→控制hero      for event in pygame.event.get():        if event.type == pygame.QUIT:          pygame.quit()          sys.exit(-1)        elif event.type == pygame.KEYDOWN:          if event.key == pygame.K_UP:            is_move = hero_now.move('up', maze_now)          elif event.key == pygame.K_DOWN:            is_move = hero_now.move('down', maze_now)          elif event.key == pygame.K_LEFT:            is_move = hero_now.move('left', maze_now)          elif event.key == pygame.K_RIGHT:            is_move = hero_now.move('right', maze_now)      num_steps += int(is_move)      hero_now.draw(screen)      maze_now.draw(screen)      # ----显示一些信息      showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0), (10, 10))      showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0), (210, 10))      showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0), (410, 10))      showText(screen, font, 'S: your starting point    D: your destination', (255, 0, 0), (10, 600))      # ----判断游戏是否胜利      if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1):        break      pygame.display.update()    # 更新最优成绩    if best_scores == 'None':      best_scores = num_steps    else:      if best_scores > num_steps:        best_scores = num_steps    # 关卡切换    Interface(screen, cfg, mode='game_switch')

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