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小編給大家分享一下Python如何實現過迷宮小游戲,希望大家閱讀完這篇文章之后都有所收獲,下面讓我們一起去探討吧!
Python版本: 3.6.4
相關模塊:
pygame模塊;
以及一些Python自帶的模塊。
安裝Python并添加到環境變量,pip安裝需要的相關模塊即可。
游戲規則:
玩家通過↑↓←→鍵控制主角行動,使主角從出發點(左上角)繞出迷宮,到達終點(右下角)即為游戲勝利。
逐步實現:
首先,當然是創建迷宮啦,為了方便,這里采用隨機生成迷宮的方式(人工設計真的費眼睛,弄到一半不想弄了,有興趣的可以自行嘗試。)。思路其實很簡單,就是把游戲界面劃分成多個cell,類似這樣子:
然后設計算法遍歷所有的cell,每個被遍歷到的cell在某幾個隨機的方向上打開一堵墻(就是去掉分割cell的線條)就ok啦~
'''隨機生成迷宮類''' 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) '''畫到屏幕上''' 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) # 起點和終點標志 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)) '''創建迷宮''' @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 # 查看上邊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 # 查看下邊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 # 查看左邊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 # 查看右邊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
接下來就是定義角色類啦,角色類需要根據用戶的操作進行上下左右的移動,同時,保證移動是不能跨越墻的就OK了~具體而言,代碼實現如下:
'''定義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 '''移動''' 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) '''綁定到屏幕''' 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,就是寫下游戲主循環,這個其實也很簡單,只要每次載入一個隨機生成的迷宮地圖和實例化一個主角,然后不斷進行按鍵檢測,并根據按鍵檢測的結果移動主角,最后根據行動結果更新界面數據就OK了~當然,若主角到達了終點,則進入關卡切換界面。
具體而言,代碼實現如下:
'''主函數''' 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 - 微信公眾號: Charles的皮卡丘') font = pygame.font.SysFont('Consolas', 15) # 開始界面 Interface(screen, cfg, 'game_start') # 記錄關卡數 num_levels = 0 # 記錄最少用了多少步通關 best_scores = 'None' # 關卡循環切換 while True: num_levels += 1 clock = pygame.time.Clock() screen = pygame.display.set_mode(cfg.SCREENSIZE) # --隨機生成關卡地圖 maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE) # --生成hero hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE) # --統計步數 num_steps = 0 # --關卡內主循環 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) # ----顯示一些信息 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)) # ----判斷游戲是否勝利 if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1): break pygame.display.update() # 更新最優成績 if best_scores == 'None': best_scores = num_steps else: if best_scores > num_steps: best_scores = num_steps # 關卡切換 Interface(screen, cfg, mode='game_switch')
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