Python游戏推箱子的实现

【Python游戏】推箱子—老少皆宜的益智游戏,看你能过几关?

​前言:

图片

要说小时候称霸所有翻盖手机的小游戏,除了贪吃蛇,那就是推箱子了。

​​​控制小人将所有箱子放到指定位置,就是这样简简单单的操作,陪伴我度过了无数个没有动画片的时光。

图片

​这个画面是不是特别熟悉?

小编也是从玩「推箱子」那个年代过来的人。那时,我拿个学习机,在老师眼皮子底下,通过了一关又一关。现在想起来,依然觉得很快乐。

今天一天都没给大家更新游戏了,看大家饥渴难耐的样子,也是时候要开始准备了。

那么今天为大家准备了童年经典游戏——推箱子,有看中就赶紧上车入手吧~

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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