Python推箱子小游戏源代码,人物移动使用键盘方向键,有四个难度等级。游戏运行截图:
核心程序代码:
Game.py
'''
Author:
Charles
Function:
推箱子小游戏
微信公众号:
Python代码大全
'''
import os
import sys
import pygame
from Sprites import *
from config import Config
from itertools import chain
'''退出游戏'''
def quitGame():
pygame.quit()
sys.exit(0)
'''游戏地图'''
class gameMap():
def __init__(self, num_cols, num_rows):
self.walls = []
self.boxes = []
self.targets = []
self.num_cols = num_cols
self.num_rows = num_rows
'''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))
elif elem_type == 'box':
self.boxes.append(elementSprite('box.png', col, row))
elif elem_type == 'target':
self.targets.append(elementSprite('target.png', col, row))
'''画游戏地图'''
def draw(self, screen):
for elem in self.elemsIter():
elem.draw(screen)
'''游戏元素迭代器'''
def elemsIter(self):
for elem in chain(self.targets, self.walls, self.boxes):
yield elem
'''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
'''某位置是否可到达'''
def isValidPos(self, col, row):
if col >= 0 and row >= 0 and col < self.num_cols and row < self.num_rows:
block_size = Config.get('block_size')
temp1 = self.walls + self.boxes
temp2 = pygame.Rect(col * block_size, row * block_size, block_size, block_size)
return temp2.collidelist(temp1) == -1
else:
return False
'''获得某位置的box'''
def getBox(self, col, row):
for box in self.boxes:
if box.col == col and box.row == row:
return box
return None
'''游戏界面'''
class gameInterface():
def __init__(self, screen):
self.screen = screen
self.levels_path = Config.get('levels_path')
self.initGame()
'''导入关卡地图'''
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 = Config.get('block_size') * self.game_map.num_rows
width = Config.get('block_size') * self.game_map.num_cols
self.game_surface = pygame.Surface((width, height))
self.game_surface.fill(Config.get('bg_color'))
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)
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)
'''游戏初始化'''
def initGame(self):
self.scroll_x = 0
self.scroll_y = 0
'''将游戏界面画出来'''
def draw(self, *elems):
self.scroll()
self.game_surface.blit(self.game_surface_blank, dest=(0, 0))
for elem in elems:
elem.draw(self.game_surface)
self.screen.blit(self.game_surface, dest=(self.scroll_x, self.scroll_y))
'''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 + Config.get('WIDTH') // 2) > Config.get('WIDTH'):
if -1 * self.scroll_x + Config.get('WIDTH') < width:
self.scroll_x -= 2
elif (x + Config.get('WIDTH') // 2) > 0:
if self.scroll_x < 0:
self.scroll_x += 2
if (y + Config.get('HEIGHT') // 2) > Config.get('HEIGHT'):
if -1 * self.scroll_y + Config.get('HEIGHT') < height:
self.scroll_y -= 2
elif (y + 250) > 0:
if self.scroll_y < 0:
self.scroll_y += 2
'''某一关卡的游戏主循环'''
def runGame(screen, game_level):
clock = pygame.time.Clock()
game_interface = gameInterface(screen)
game_interface.loadLevel(game_level)
font_path = os.path.join(Config.get('resources_path'), Config.get('fontfolder'), '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:
quitGame()
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)
'''定义按钮'''
def BUTTON(screen, position, text):
bwidth = 310
bheight = 65
left, top = position
pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)
pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)
pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)
pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), [left+bwidth, top], 5)
pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))
font_path = os.path.join(Config.get('resources_path'), Config.get('fontfolder'), 'simkai.ttf')
font = pygame.font.Font(font_path, 50)
text_render = font.render(text, 1, (255, 0, 0))
return screen.blit(text_render, (left+50, top+10))
'''开始界面'''
def startInterface(screen):
screen.fill(Config.get('bg_color'))
clock = pygame.time.Clock()
while True:
button_1 = BUTTON(screen, (95, 150), '开始游戏')
button_2 = BUTTON(screen, (95, 305), '退出游戏')
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()):
quitGame()
clock.tick(60)
pygame.display.update()
'''关卡切换界面'''
def switchInterface(screen):
screen.fill(Config.get('bg_color'))
clock = pygame.time.Clock()
while True:
button_1 = BUTTON(screen, (95, 150), '进入下关')
button_2 = BUTTON(screen, (95, 305), '退出游戏')
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()):
quitGame()
clock.tick(60)
pygame.display.update()
'''结束界面'''
def endInterface(screen):
screen.fill(Config.get('bg_color'))
clock = pygame.time.Clock()
font_path = os.path.join(Config.get('resources_path'), Config.get('fontfolder'), '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()
'''主函数'''
def main():
pygame.init()
pygame.mixer.init()
pygame.display.set_caption('推箱子-微信公众号:Python代码大全')
screen = pygame.display.set_mode([Config.get('WIDTH'), Config.get('HEIGHT')])
pygame.mixer.init()
audio_path = os.path.join(Config.get('resources_path'), Config.get('audiofolder'), 'EineLiebe.mp3')
pygame.mixer.music.load(audio_path)
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(-1)
startInterface(screen)
levels_path = Config.get('levels_path')
for level_name in sorted(os.listdir(levels_path)):
runGame(screen, level_name)
switchInterface(screen)
endInterface(screen)
'''run'''
if __name__ == '__main__':
main()
Sprites.py
'''
Author:
Charles
Function:
一些精灵类集合
微信公众号:
Python代码大全
'''
import os
import pygame
from config import Config
'''
Function:
推箱子的人精灵类
'''
class pusherSprite(pygame.sprite.Sprite):
def __init__(self, col, row):
pygame.sprite.Sprite.__init__(self)
self.image_path = os.path.join(Config.get('resources_path'), Config.get('imgfolder'), '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)
'''
Function:
游戏元素精灵类
'''
class elementSprite(pygame.sprite.Sprite):
def __init__(self, sprite_name, col, row):
pygame.sprite.Sprite.__init__(self)
# 导入box.png/target.png/wall.png
self.image_path = os.path.join(Config.get('resources_path'), Config.get('imgfolder'), 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