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~

 

一、准备

1.1 图片素材

1.2 音频素材

 

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

3.2 第一关画面

3.3 失败画面

3.4 第十关画面

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编程宝库其它相关文章!

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