大富翁,又名地产大亨。是一种多人策略图版游戏。参与者分得游戏金钱,凭运气(掷骰子)及交易策略,买地、建楼以赚取租金。英文原名monopoly意为“垄断”,因为最后只得一个胜利者,其余均破产收场。游戏的设计当初旨在暴露放任资本主义的弊端,但是推出之后却受到大众欢迎。
在开始之前,我们要准备好游戏的相关素材~没有(不想找)的小伙伴可以找我领取呐`
1.游戏地图为自己使用各种网络素材制作;各种按钮和选项,小图标等也是使用PS制作。
2.声音效果主要为背景音乐和几种游戏中音效;
3.游戏设定了两个类:玩家和建筑
玩家的参数和方法都在代码中给出;
具体有:移动方法、位置判断方法、购买房屋方法、添加小房子方法、事件判断方法。
4.玩家在大富翁的主要操作是投掷骰子,由随机函数进行判定然后进行移动,进行位置判断,然后开始进行相关的判定。
5.游戏中的按键有:是、否、和结束回合;每个按键由没按下与按下两种状态的图片组成,
这个设计花费了一定时间。还有 开始游戏 和 扔骰子 的两个明暗按钮,由pygame优化后的一个函数实现。
6.玩家的位置与电脑重叠时会将双方的位置进行一定偏移,防止进行覆盖,分不清自己的位置。
7.游戏基础功能有移动,购买房子,在已经购买的房子下搭建新的小房子增加过路费,被收费,判断胜负的基础功能,此外还加入了幸运事件:
财神 - 免收费一次
衰神 - 双倍被收费一次
破坏神 - 直接破坏一个建筑 无论敌我
土地神 - 强占对面建筑
这四项功能在位置处于左上角和右下角的时候会被触发,
添加了很多游戏乐趣哦~~~ ^_^
展示部分素材
# 初始化各种模块
import pygame
import random
import sys
# 定义类
class Player():
def __init__(self, image, name, isPlayer):
self.name = name
self.money = 10000
self.isGoingToMove = False
self.movable = True
self.image = image
self.position = 0
self.temp_position = False
self.dice_value = 0
self.locatedBuilding = 0
self.showText = []
self.isPlayer = isPlayer
self.ownedBuildings = []
self.isShowText = False
self.soundPlayList = 0
self.caishen = 0
self.shuaishen = 0
self.tudishen = 0
self.pohuaishen = 0
def judgePosition(self, buildings): # 位置判断 返回值是所在位置的建筑
for each in buildings:
for every in each.location:
if self.position == every:
return each
# 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代
# 出现错误 换成列表后解决
'''
try:
for every in each.location:
if self.position == every:
print(each.name)
except:
if self.position == every:
print(each.name)
'''
def buyaBuilding(self, isPressYes): # 购买方法
if isPressYes and self.locatedBuilding.owner != self.name:
self.locatedBuilding.owner = self.name
self.locatedBuilding.wasBought = True
self.ownedBuildings.append(self.locatedBuilding)
self.money -= self.locatedBuilding.price
self.showText = [self.name + '购买了' + self.locatedBuilding.name + '!']
self.soundPlayList = 1
return True
else:
return False
def addaHouse(self, isPressYes): # 在建筑物上添加一个房子
try:
if isPressYes and self.locatedBuilding.owner == self.name:
self.locatedBuilding.builtRoom += 1
self.money -= self.locatedBuilding.payment
self.showText = [self.name + '在' + self.locatedBuilding.name + '上!', '盖了一座房子!', \
'有%d' % self.locatedBuilding.builtRoom + '个房子了!', \
"它的过路费是%d" % (self.locatedBuilding.payment * \
(self.locatedBuilding.builtRoom + 1))]
self.soundPlayList = 2
return True
else:
return False
except:
pass
def move(self, buildings, allplayers): # 移动方法 返回值是所在的建筑位置
self.dice_value = random.randint(1, 6)
self.position += self.dice_value
if self.position >= 16:
self.position -= 16
self.locatedBuilding = self.judgePosition(buildings)
self.isShowText = True
return self.eventInPosition(allplayers)
def eventInPosition(self, allplayers): # 判断在建筑位置应该发生的事件
building = self.locatedBuilding
if building.name != '空地':
if self.locatedBuilding.wasBought == False: # 未购买的时候显示建筑的数据!
if self.isPlayer == True:
textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
textLine1 = self.name + '来到了' + building.name + '!'
textLine2 = '购买价格:%d' % building.price
textLine3 = '过路收费:%d' % building.payment
textLine4 = '是否购买?'
self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]
return True
else:
self.addaHouse(not self.buyaBuilding(True))
# ----- 动画 -------
# ----- 是否购买 ------
elif building.owner == self.name: # 路过自己的房子开始加盖建筑!
if self.pohuaishen == 1:
textLine0 = self.name + '破坏神附体!'
textLine1 = '摧毁了自己的房子!'
building.owner = 'no'
building.wasBought = False
self.showText = [textLine0, textLine1]
self.pohuaishen = 0
else:
if self.isPlayer == True:
textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
textLine1 = '来到了ta的' + self.locatedBuilding.name + '!'
textLine2 = '可以加盖小房子!'
textLine3 = '加盖收费:%d' % building.payment
textLine4 = '是否加盖?'
self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]
return True
# ----- 动画-------
else:
self.addaHouse(True)
else:
for each in allplayers: # 被收费!
if self.locatedBuilding.owner == each.name and each.name != self.name:
if self.caishen == 1:
textLine0 = self.name + '财神附体!'
textLine1 = '免除过路费%d!' % (building.payment * (building.builtRoom + 1))
self.showText = [textLine0, textLine1]
self.caishen = 0
else:
if self.tudishen == 1:
textLine0 = self.name + '土地神附体!'
textLine1 = '强占土地!'
textLine2 = building.name + '现在属于' + self.name
self.locatedBuilding.owner = self.name
self.showText = [textLine0, textLine1, textLine2]
self.tudishen = 0
else:
if self.pohuaishen == 1:
textLine0 = self.name + '破坏神附体!'
textLine1 = '摧毁了对手的房子!'
building.owner = 'no'
building.wasBought = False
self.showText = [textLine0, textLine1]
self.pohuaishen = 0
else:
textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
textLine1 = self.name + '来到了' + each.name + '的:'
textLine2 = building.name + ',被收费!'
if self.shuaishen == 1:
textLine3 = '过路收费:%d*2!' % (building.payment * (building.builtRoom + 1) * 2)
self.shuaishen = 0
else:
textLine3 = '过路收费:%d' % (building.payment * (building.builtRoom + 1))
textLine4 = '哦!' + self.name + '好倒霉!'
self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]
# 收费!
self.money -= building.payment * (building.builtRoom + 1)
each.money += building.payment * (building.builtRoom + 1)
self.soundPlayList = 3
# ----- 动画-------
else:
# 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能!
# 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。
whichone = self.dice_value % 4
if whichone == 0:
self.caishen = 1
textLine2 = '遇到了财神!'
textLine3 = '免一次过路费!'
if whichone == 1:
self.shuaishen = 1
textLine2 = '遇到了衰神!'
textLine3 = '过路费加倍一次!'
if whichone == 2:
self.tudishen = 1
textLine2 = '遇到了土地神!'
textLine3 = '强占一次房子!'
if whichone == 3:
self.pohuaishen = 1
textLine3 = '摧毁路过的房子!'
textLine2 = '遇到了破坏神!'
textLine0 = self.name + '扔出了' + '%d' % self.dice_value + '点!'
textLine1 = '来到了运气地点!'
self.showText = [textLine0, textLine1, textLine2, textLine3]
class Building(): # 好像所有功能都在Player类里实现了=_=
def __init__(self, name, price, payment, location):
self.name = name
self.price = price
self.payment = payment
self.location = location
self.wasBought = False # 是否被购买
self.builtRoom = 0 # 小房子建造的数目
self.owner = 'no'
# 带透明度的绘图方法 by turtle 2333
def blit_alpha(target, source, location, opacity):
x = location[0]
y = location[1]
temp = pygame.Surface((source.get_width(), source.get_height())).convert()
temp.blit(target, (-x, -y))
temp.blit(source, (0, 0))
temp.set_alpha(opacity)
target.blit(temp, location)
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