基于Python实现开心消消乐小游戏的示例代码

穿过云朵升一级是要花6个金币的,有的时候金币真的很重要

前言

嗨喽,大家好呀!这里是魔王~

一天晚上,天空中掉下一颗神奇的豌豆种子,正好落在了梦之森林的村长屋附近。

种子落地后吸收了池塘的水分,迅速成长,一夜之间变成参天大藤蔓……

第二天早上,村民们醒来后看到巨大的藤蔓都惊呆了,聚在一起议论纷纷。

有人说他似乎看到村长的房子在高耸入云的藤蔓上,房子似乎还在上升,有人号召说应该爬上去救村长,玩家需要破解难题,成功写出代码,通关游戏,救出村长~

穿过云朵升一级是要花6个金币的,有的时候金币真的很重要

今天本博主就带着大家自制一款开心消消乐,还原度超高哦~还在等什么动动手就能拥有属于自己的”消消乐“小游戏呢,赶快学起来吧~

基于Python实现开心消消乐小游戏的示例代码_第1张图片

一、准备

1.1 图片素材 

基于Python实现开心消消乐小游戏的示例代码_第2张图片

基于Python实现开心消消乐小游戏的示例代码_第3张图片

1.2 音频素材

基于Python实现开心消消乐小游戏的示例代码_第4张图片

基于Python实现开心消消乐小游戏的示例代码_第5张图片

二、代码

2.1 导入模块

import pygame
import random
from pygame.locals import *

2.2 游戏音乐设置

class SoundPlay:
    game_bgm = "sound/GameSceneBGM.ogg"
    world_bgm = 'sound/WorldSceneBGM.ogg'
    eliminate = ('sound/eliminate1.ogg', 'sound/eliminate2.ogg', 'sound/eliminate3.ogg', 'sound/eliminate4.ogg',\
                 'sound/eliminate5.ogg')  # 消除声音
    score_level = ('sound/good.ogg', 'sound/great.ogg', 'sound/amazing.ogg', 'sound/excellent.ogg',\
                   'sound/unbelievable.ogg')   # 得分声音
    click = "sound/click.bubble.ogg"  # 点击选中声音
    board_sound = 'sound/board.ogg'   # 落板子声音
    click_button = 'sound/click_common_button.ogg'  # 点击按钮声音
    money_sound = 'sound/money.ogg'   # 点击银币声音
    ice_break = 'sound/ice_break.ogg'   # 冰消除声音

    def __init__(self, filename, loops=0):
        self.sound = pygame.mixer.Sound(filename)
        self.sound.play(loops)

2.3 制作树类

class Tree(pygame.sprite.Sprite):
    """树类"""
    tree = 'pic2/tree.png'     # 树
    fruit = 'pic2/fruit.png'   # 果子
    energy_num = 'pic2/energy_num.png'  # 精力
    money = 'pic2/money.png'   # 银币
    energy_buy = 'pic2/energy_buy.png'   # 购买精力
    x, y = 340, 510
    h = 90
    position = ([x, y], [x+50, y-25], [x+105, y-45], [x-5, y-h-5], [x+55, y-25-h+10], [x+105, y-45-h], \
                [x, y-h*2], [x+50+10, y-25-h*2-5], [x+105+25, y-45-h*2-14], [x+30, y-h*3-30])   # 果子坐标组
    energy_num_position = (15, 70)  # 精力坐标
    energy_buy_position = (250, 400)

    def __init__(self, icon, position):
        super().__init__()
        self.image = pygame.image.load(icon).convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.bottomleft = position      # 左下角为坐标

    def draw(self, screen):
        screen.blit(self.image, self.rect)


class ManagerTree:
    """管理树类"""
    __screen_size = (900, 600)
    screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32)
    fruit_list = []
    fruit_image = pygame.image.load(Tree.fruit).convert_alpha()
    fruit_width = fruit_image.get_width()
    fruit_height = fruit_image.get_height()
    type = 0  # 0树界面,1加精力界面
    energy_full = False  # 精力已满标志 初始未满
    money_empty = False  # 银币不足

    def load_text(self, text, position, txt_size=25, txt_color=(255, 255, 255)):
        my_font = pygame.font.SysFont(None, txt_size)
        text_screen = my_font.render(text, True, txt_color)
        self.screen.blit(text_screen, position)

    def draw_tree(self, energy_num, money_num):
        """画tree"""
        Tree(Tree.tree, (0, 600)).draw(self.screen)      # 画树
        Tree(Tree.energy_num, Tree.energy_num_position).draw(self.screen)  # 画精力
        # print("energy", energy_num)
        if energy_num > 30:
            self.load_text(str(30) + '/30', (22, 55), 21)
        else:
            self.load_text(str(energy_num)+'/30', (22, 55), 21)
        # print("money", money_num)
        Tree(Tree.money, (15, 135)).draw(self.screen)  # 画银币
        self.load_text(str(money_num), (32, 124), 21)
        for i in range(0, 10):                            # 画果子
            Tree(Tree.fruit, Tree.position[i]).draw(self.screen)
            self.load_text(str(i+1), (Tree.position[i][0]+15, Tree.position[i][1]-47))
        if self.type == 1:
            Tree(Tree.energy_buy, Tree.energy_buy_position).draw(self.screen)
            if self.energy_full:
                self.load_text("energy is full!", (430, 310), 30, (255, 0, 0))
                pygame.display.flip()
                pygame.time.delay(500)
                self.energy_full = False
            if self.money_empty:
                self.load_text("money is not enough!", (410, 310), 30, (255, 0, 0))
                pygame.display.flip()
                pygame.time.delay(500)
                self.money_empty = False

2.4 制作鼠标点击效果

    def mouse_select(self, button, level, energy_num, money_num):
        """鼠标点击"""
        if button.type == MOUSEBUTTONDOWN:
            mouse_down_x, mouse_down_y = button.pos
            print(button.pos)
            if level == 0:
                if self.type == 0:          # 树界面
                    for i in range(0, 10):
                        if Tree.position[i][0] < mouse_down_x < Tree.position[i][0] + self.fruit_width \
                                and Tree.position[i][1] - self.fruit_height < mouse_down_y < Tree.position[i][1]:
                            if energy_num <= 0:
                                self.type = 1
                            else:
                                level = i + 1
                    if Tree.energy_num_position[0] < mouse_down_x < Tree.energy_num_position[0]+60 \
                            and Tree.energy_num_position[1]-60 < mouse_down_y < Tree.energy_num_position[1]:  # 精力60*60
                        SoundPlay(SoundPlay.click)
                        self.type = 1
                else:               # 加精力弹窗界面
                    if 408 < mouse_down_x < 600 and 263 < mouse_down_y < 313:    # 点加精力按钮
                        SoundPlay(SoundPlay.click_button)
                        if money_num < 50:
                            self.money_empty = True
                        if energy_num >= 30:
                            self.energy_full = True
                        elif energy_num < 30 and money_num >= 50:
                            energy_num += 5
                            money_num -= 50
                    elif 619 < mouse_down_x < 638 and 158 < mouse_down_y < 177:   # 点叉号
                        self.type = 0
        if button.type == MOUSEBUTTONUP:
            pass
        return level, energy_num, money_num

2.5 制作出现元素

class Element(pygame.sprite.Sprite):
    """ 元素类 """
    # 图标元组,包括6个小动物,
    animal = ('pic2/fox.png', 'pic2/bear.png', 'pic2/chick.png', 'pic2/eagle.png', 'pic2/frog.png', 'pic2/cow.png')
    ice = 'pic2/ice.png'  # 冰层
    brick = 'pic2/brick.png'  # 砖
    frame = 'pic2/frame.png'   # 选中框
    bling = ("pic2/bling1.png", "pic2/bling2.png", "pic2/bling3.png", "pic2/bling4.png", "pic2/bling5.png",\
             "pic2/bling6.png", "pic2/bling7.png", "pic2/bling8.png", "pic2/bling9.png")   # 消除动画

    ice_eli = ('pic2/ice0.png', 'pic2/ice1.png', 'pic2/ice2.png', 'pic2/ice3.png', 'pic2/ice4.png', 'pic2/ice5.png',\
               'pic2/ice6.png', 'pic2/ice7.png', 'pic2/ice8.png')    # 消除冰块动画

    # 得分图片
    score_level = ('pic2/good.png', 'pic2/great.png', 'pic2/amazing.png', 'pic2/excellent.png', 'pic2/unbelievable.png')
    none_animal = 'pic2/noneanimal.png'             # 无可消除小动物
    stop = 'pic2/exit.png'       # 暂停键
    stop_position = (20, 530)

    def __init__(self, icon, position):
        super().__init__()
        self.image = pygame.image.load(icon).convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.topleft = position         # 左上角坐标
        self.speed = [0, 0]
        self.init_position = position

    def move(self, speed):
        self.speed = speed
        self.rect = self.rect.move(self.speed)
        if self.speed[0] != 0:    # 如果左右移动
            if abs(self.rect.left-self.init_position[0]) == self.rect[2]:
                self.init_position = self.rect.topleft
                self.speed = [0, 0]
        else:
            if abs(self.rect.top-self.init_position[1]) == self.rect[3]:
                self.init_position = self.rect.topleft
                self.speed = [0, 0]

    def draw(self, screen):
        screen.blit(self.image, self.rect)


class Board(pygame.sprite.Sprite):
    step_board = 'pic2/step.png'              # 剩余步数板子
    step = ('pic2/0.png', 'pic2/1.png', 'pic2/2.png', 'pic2/3.png', 'pic2/4.png', 'pic2/5.png',\
            'pic2/6.png', 'pic2/7.png', 'pic2/8.png', 'pic2/9.png', )
    task_board = 'pic2/task.png'              # 任务板子
    ok = 'pic2/ok.png'    # ok勾
    # 关数板子
    levelBoard = ('pic2/level0.png', 'pic2/level1.png', 'pic2/level2.png', 'pic2/level3.png', 'pic2/level4.png', 'pic2/level5.png',
                  'pic2/level6.png', 'pic2/level7.png', 'pic2/level8.png', 'pic2/level9.png', 'pic2/level10.png')
    # xxx = 'pic2/x.png'   # 叉掉
    test = 'pic2/test.png'
    success_board = 'pic2/successtest1.png'  # 过关成功板子
    fail_board = 'pic2/failBoard.png'  # 任务失败
    step_add = 'pic2/step_add.png'  # 增加步数
    next = "pic2/next.png"  # 下一关按钮
    replay = "pic2/replay.png"  # 重玩图片
    stars = 'pic2/startest.png'  # 星星图片
    money = 'pic2/money.png'  # 银币
    energy = 'pic2/energ.png'  # 精力
    button_position = [[300, 465], [500, 465]]
    starts_position = [[280+50, 340], [375+38, 340], [460+35, 340]]

    def __init__(self, icon, position):
        super().__init__()
        self.image = pygame.image.load(icon).convert_alpha()
        self.speed = [0, 45]
        self.rect = self.image.get_rect()
        self.rect.bottomleft = position                  # 左下角为坐标值

    def move(self):
        self.rect = self.rect.move(self.speed)
        if self.rect.bottom >= 543:
            self.speed = [0, -45]
        if self.speed == [0, -45] and self.rect.bottom <= 450:
            self.speed = [0, 0]

    def draw(self, screen):
        screen.blit(self.image, self.rect)

2.6 数组

class Manager:
    """  数组类 """
    __screen_size = (900, 600)
    screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32)
    __brick_size = 50
    __bg = pygame.image.load('pic2/bg.png').convert()
    stop_width = 63
    selected = [-1, -1]   # 现选中[row, col]
    exchange_sign = -1  # 未交换标志
    last_sel = [-1, -1]  # 上一次选中[row, col]
    change_value_sign = False  # 是否交换值标志,初始不交换
    death_sign = True  # 死图标志,初始不是死图
    boom_sel = [-1, -1]   # 四连消特效小动物所在位置 row,col
    level = 0  # 当前关卡数  初始第0关
    money = 100  # 金币
    energy_num = 30  # 精力值
    num_sign = True
    type = 2  # 0代表游戏中; 1代表完成任务,过关; -1代表步数用完,任务未完成,过关失败; 2代表未游戏状态,板子界面
    reset_mode = True     # 是否重新布局(每关布局)
    init_step = 15  # 每关规定步数
    step = init_step     # 代表游戏所剩余的步数
    score = 0        # 得数
    min = 20  # 分数中间值1
    max = 50  # 分数中间值2
    animal_num = [0, 0, 0, 0, 0, 0]   # 本关消除各小动物的个数
    ice_num = 0
    success_board = Board(Board.success_board, [200, 0])  # 过关成功板
    fail_board = Board(Board.fail_board, [200, 0])  # 任务失败板
    height, width = 9, 9
    row, col = 5, 5
    ice_list = [[-1 for col in range(21)]for row in range(21)]   # -1不画,1画冰
    animal = [[-1 for col in range(21)]for row in range(21)]   # -2消除的,-1不画,0-4小动物
    list_x, list_y = (__screen_size[0] - 11 * __brick_size) / 2, (__screen_size[1] - 11 * __brick_size) / 2  # 矩阵坐标

    def __init__(self, width, height):
        self.height = height
        self.width = width
        self.list_x = (Manager.__screen_size[0] - self.width * Manager.__brick_size) / 2
        self.list_y = (Manager.__screen_size[1] - self.height * Manager.__brick_size) / 2
        self.row, self.col = Manager.xy_rc(self.list_x, self.list_y)
        self.list_x, self.list_y = Manager.rc_xy(self.row, self.col)
        self.ice_list = [[-1 for col in range(21)]for row in range(21)]
        self.animal = [[-1 for col in range(21)]for row in range(21)]
        self.reset_animal()

    def reset_animal(self):
        for row in range(self.row, self.row + self.height):
            for col in range(self.col, self.col + self.width):
                self.animal[row][col] = random.randint(0, 5)

    @staticmethod
    def rc_xy(row, col):
        """row col 转 x,y坐标"""
        return int(Manager.list_x + (col-Manager.col)*Manager.__brick_size), int\
            (Manager.list_y+(row-Manager.row)*Manager.__brick_size)

    @staticmethod
    def xy_rc(x, y):
        """x,y坐标转row col"""
        return int((y-Manager.list_y)/Manager.__brick_size+Manager.row), int\
            ((x-Manager.list_x)/Manager.__brick_size+Manager.col)

    @staticmethod
    def draw_brick(x, y):
        brick = Element(Element.brick, (x, y))
        Manager.screen.blit(brick.image, brick.rect)

    def draw_task(self, task_animal_num, which_animal, \
                  board_position=(400, 90), animal_position=(430, 35), txt_position=(455, 60)):

2.7 制作人物画板

        """画任务板子"""
        txt_size = 24
        txt_color = (0, 0, 0)
        Board(Board.task_board, board_position).draw(self.screen)
        if which_animal == 6:
            task_animal = Element(Element.ice, animal_position)
        else:
            task_animal = Element(Element.animal[which_animal], animal_position)
        task_animal.image = pygame.transform.smoothscale(task_animal.image, (40, 40))
        task_animal.draw(self.screen)
        if which_animal == 6:
            if task_animal_num-self.ice_num <= 0:
                Board(Board.ok, (txt_position[0], txt_position[1]+15)).draw(self.screen)
            else:
                self.load_text(str(task_animal_num-self.ice_num), txt_position, txt_size, txt_color)
        else:
            if task_animal_num - self.animal_num[which_animal] <= 0:
                Board(Board.ok, (txt_position[0], txt_position[1]+15)).draw(self.screen)
            else:
                self.load_text(str(task_animal_num - self.animal_num[which_animal]), txt_position, txt_size, txt_color)

三、效果展示(仅部分)

3.1 初始页面

基于Python实现开心消消乐小游戏的示例代码_第6张图片

3.2 第一关画面

基于Python实现开心消消乐小游戏的示例代码_第7张图片

3.3 失败画面

基于Python实现开心消消乐小游戏的示例代码_第8张图片

3.4 第十关画面

基于Python实现开心消消乐小游戏的示例代码_第9张图片

以上就是基于Python实现开心消消乐小游戏的示例代码的详细内容,更多关于Python开心消消乐的资料请关注脚本之家其它相关文章!

你可能感兴趣的:(基于Python实现开心消消乐小游戏的示例代码)