python|Python游戏开发,pygame模块,Python实现过迷宫小游戏

前言 今天为大家带来解闷用的过迷宫小游戏分享给大家好了。让我们愉快地开始吧~
分享游戏前面发布的小游戏吧!
Python游戏开发,pygame模块,Python实现超级玛丽100%真实版_ Maze_AI: 一款基于 Python + Pygame + AI 算法的迷宫小游戏_
童年的记忆——如何用python写一个俄罗斯方块小游戏_
Python游戏开发,pygame模块,Python实现化经典90坦克大战游戏_
Python游戏开发,pygame模块,Python实现“小兔子和Bun”游戏_
开发工具 Python版本: 3.6.4
相关模块:
pygame模块;
以及一些Python自带的模块。
环境搭建 安装Python并添加到环境变量,pip安装需要的相关模块即可。
原理简介 游戏规则:
玩家通过↑↓←→键控制主角行动,使主角从出发点(左上角)绕出迷宫,到达终点(右下角)即为游戏胜利。
逐步实现:
首先,当然是创建迷宫啦,为了方便,这里采用随机生成迷宫的方式(人工设计真的费眼睛,弄到一半不想弄了,有兴趣的可以自行尝试。)。思路其实很简单,就是把游戏界面划分成多个cell,类似这样子:
python|Python游戏开发,pygame模块,Python实现过迷宫小游戏
文章图片

然后设计算法遍历所有的cell,每个被遍历到的cell在某几个随机的方向上打开一堵墙(就是去掉分割cell的线条)就ok啦~
具体而言,代码实现如下:

'''随机生成迷宫类''' 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) '''画到屏幕上''' 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) # 起点和终点标志 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)) '''创建迷宫''' @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 # 查看上边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 # 查看下边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 # 查看左边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 # 查看右边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 ``` 接下来就是定义角色类啦,角色类需要根据用户的操作进行上下左右的移动,同时,保证移动是不能跨越墙的就OK了~具体而言,代码实现如下:```python '''定义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 '''移动''' 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) '''绑定到屏幕''' 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,就是写下游戏主循环,这个其实也很简单,只要每次载入一个随机生成的迷宫地图和实例化一个主角,然后不断进行按键检测,并根据按键检测的结果移动主角,最后根据行动结果更新界面数据就OK了~当然,若主角到达了终点,则进入关卡切换界面。具体而言,代码实现如下:```python '''主函数''' 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 - 微信公众号: Charles的皮卡丘') font = pygame.font.SysFont('Consolas', 15) # 开始界面 Interface(screen, cfg, 'game_start') # 记录关卡数 num_levels = 0 # 记录最少用了多少步通关 best_scores = 'None' # 关卡循环切换 while True: num_levels += 1 clock = pygame.time.Clock() screen = pygame.display.set_mode(cfg.SCREENSIZE) # --随机生成关卡地图 maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE) # --生成hero hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE) # --统计步数 num_steps = 0 # --关卡内主循环 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) # ----显示一些信息 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 pointD: your destination', (255, 0, 0), (10, 600)) # ----判断游戏是否胜利 if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1): break pygame.display.update() # 更新最优成绩 if best_scores == 'None': best_scores = num_steps else: if best_scores > num_steps: best_scores = num_steps # 关卡切换 Interface(screen, cfg, mode='game_switch') 复制代码

文章到这里就结束了,感谢你的观看,下篇文章分享打地鼠小游戏
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【python|Python游戏开发,pygame模块,Python实现过迷宫小游戏】

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