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Pygame实战练习之炸弹人学院游戏

2022-01-10 00:36weixin_55822277 Python

炸弹人学院想必是很多人童年时期的经典游戏,我们依旧能记得抱个老人机娱乐的场景,下面这篇文章主要给大家介绍了关于如何利用python写一个简单的炸弹人学院小游戏的相关资料,需要的朋友可以参考下

导语

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Pygame实战练习之炸弹人学院游戏

还记得小时候小台每到放学时刻,就会拉着只比我小半岁的小表妹,一块去亲戚家里玩电脑

每一次打开电脑做的第一件事情就是,打开浏览器,输入4399这四个数字,那个时候觉得hao123真是一个神奇的主页!

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Pygame实战练习之炸弹人学院游戏

那今天就带大家回忆一下童年也做一款经典的炸弹人的小游戏!

Pygame实战练习之炸弹人学院游戏

正文

游戏规则还清楚哈, 我就不多做介绍了不清楚玩法的可以百度下下!

首先准备好相应的素材:【部分如下】

Pygame实战练习之炸弹人学院游戏

​炸弹人主程序:

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import sys
import cfg
import random
import pygame
from modules import *
 
 
'''游戏主程序'''
def main(cfg):
    # 初始化
    pygame.init()
    pygame.mixer.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('炸弹人——源码基地:#959755565#')
    # 开始界面
    interface(screen, cfg, mode='game_start')
    # 游戏主循环
    font = pygame.font.sysfont('consolas', 15)
    for gamemap_path in cfg.gamemappaths:
        # -地图
        map_parser = mapparser(gamemap_path, bg_paths=cfg.backgroundpaths, wall_paths=cfg.wallpaths, blocksize=cfg.blocksize)
        # -水果
        fruit_sprite_group = pygame.sprite.group()
        used_spaces = []
        for i in range(5):
            coordinate = map_parser.randomgetspace(used_spaces)
            used_spaces.append(coordinate)
            fruit_sprite_group.add(fruit(random.choice(cfg.fruitpaths), coordinate=coordinate, blocksize=cfg.blocksize))
        # -我方hero
        coordinate = map_parser.randomgetspace(used_spaces)
        used_spaces.append(coordinate)
        ourhero = hero(imagepaths=cfg.herozeldapaths, coordinate=coordinate, blocksize=cfg.blocksize, map_parser=map_parser, hero_name='zelda')
        # -电脑hero
        aihero_sprite_group = pygame.sprite.group()
        coordinate = map_parser.randomgetspace(used_spaces)
        aihero_sprite_group.add(hero(imagepaths=cfg.herobatmanpaths, coordinate=coordinate, blocksize=cfg.blocksize, map_parser=map_parser, hero_name='batman'))
        used_spaces.append(coordinate)
        coordinate = map_parser.randomgetspace(used_spaces)
        aihero_sprite_group.add(hero(imagepaths=cfg.herodkpaths, coordinate=coordinate, blocksize=cfg.blocksize, map_parser=map_parser, hero_name='dk'))
        used_spaces.append(coordinate)
        # -炸弹bomb
        bomb_sprite_group = pygame.sprite.group()
        # -用于判断游戏胜利或者失败的flag
        is_win_flag = false
        # -主循环
        screen = pygame.display.set_mode(map_parser.screen_size)
        clock = pygame.time.clock()
        while true:
            dt = clock.tick(cfg.fps)
            for event in pygame.event.get():
                if event.type == pygame.quit:
                    pygame.quit()
                    sys.exit(-1)
                # --↑↓←→键控制上下左右, 空格键丢炸弹
                elif event.type == pygame.keydown:
                    if event.key == pygame.k_up:
                        ourhero.move('up')
                    elif event.key == pygame.k_down:
                        ourhero.move('down')
                    elif event.key == pygame.k_left:
                        ourhero.move('left')
                    elif event.key == pygame.k_right:
                        ourhero.move('right')
                    elif event.key == pygame.k_space:
                        if ourhero.bomb_cooling_count <= 0:
                            bomb_sprite_group.add(ourhero.generatebomb(imagepath=cfg.bombpath, digitalcolor=cfg.yellow, explode_imagepath=cfg.firepath))
            screen.fill(cfg.white)
            # --电脑hero随机行动
            for hero in aihero_sprite_group:
                action, flag = hero.randomaction(dt)
                if flag and action == 'dropbomb':
                    bomb_sprite_group.add(hero.generatebomb(imagepath=cfg.bombpath, digitalcolor=cfg.yellow, explode_imagepath=cfg.firepath))
            # --吃到水果加生命值(只要是hero, 都能加)
            ourhero.eatfruit(fruit_sprite_group)
            for hero in aihero_sprite_group:
                hero.eatfruit(fruit_sprite_group)
            # --游戏元素都绑定到屏幕上
            map_parser.draw(screen)
            for bomb in bomb_sprite_group:
                if not bomb.is_being:
                    bomb_sprite_group.remove(bomb)
                explode_area = bomb.draw(screen, dt, map_parser)
                if explode_area:
                    # --爆炸火焰范围内的hero生命值将持续下降
                    if ourhero.coordinate in explode_area:
                        ourhero.health_value -= bomb.harm_value
                    for hero in aihero_sprite_group:
                        if hero.coordinate in explode_area:
                            hero.health_value -= bomb.harm_value
            fruit_sprite_group.draw(screen)
            for hero in aihero_sprite_group:
                hero.draw(screen, dt)
            ourhero.draw(screen, dt)
            # --左上角显示生命值
            pos_x = showtext(screen, font, text=ourhero.hero_name+'(our):'+str(ourhero.health_value), color=cfg.yellow, position=[5, 5])
            for hero in aihero_sprite_group:
                pos_x, pos_y = pos_x+15, 5
                pos_x = showtext(screen, font, text=hero.hero_name+'(ai):'+str(hero.health_value), color=cfg.yellow, position=[pos_x, pos_y])
            # --我方玩家生命值小于等于0/电脑方玩家生命值均小于等于0则判断游戏结束
            if ourhero.health_value <= 0:
                is_win_flag = false
                break
            for hero in aihero_sprite_group:
                if hero.health_value <= 0:
                    aihero_sprite_group.remove(hero)
            if len(aihero_sprite_group) == 0:
                is_win_flag = true
                break
            pygame.display.update()
            clock.tick(cfg.fps)
        if is_win_flag:
            interface(screen, cfg, mode='game_switch')
        else:
            break
    interface(screen, cfg, mode='game_end')
 
 
'''run'''
if __name__ == '__main__':
    while true:
        main(cfg)

开始的界面如下:

Pygame实战练习之炸弹人学院游戏

​定义地图类:

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class mapparser():
    def __init__(self, mapfilepath, bg_paths, wall_paths, blocksize, **kwargs):
        self.instances_list = self.__parse(mapfilepath)
        self.bg_paths = bg_paths
        self.wall_paths = wall_paths
        self.blocksize = blocksize
        self.height = len(self.instances_list)
        self.width = len(self.instances_list[0])
        self.screen_size = (blocksize * self.width, blocksize * self.height)
    '''地图画到屏幕上'''
    def draw(self, screen):
        for j in range(self.height):
            for i in range(self.width):
                instance = self.instances_list[j][i]
                if instance == 'w':
                    elem = wall(self.wall_paths[0], [i, j], self.blocksize)
                elif instance == 'x':
                    elem = wall(self.wall_paths[1], [i, j], self.blocksize)
                elif instance == 'z':
                    elem = wall(self.wall_paths[2], [i, j], self.blocksize)
                elif instance == '0':
                    elem = background(self.bg_paths[0], [i, j], self.blocksize)
                elif instance == '1':
                    elem = background(self.bg_paths[1], [i, j], self.blocksize)
                elif instance == '2':
                    elem = background(self.bg_paths[2], [i, j], self.blocksize)
                else:
                    raise valueerror('instance parse error in mapparser.draw...')
                elem.draw(screen)
    '''随机获取一个空地'''
    def randomgetspace(self, used_spaces=none):
        while true:
            i = random.randint(0, self.width-1)
            j = random.randint(0, self.height-1)
            coordinate = [i, j]
            if used_spaces and coordinate in used_spaces:
                continue
            instance = self.instances_list[j][i]
            if instance in ['0', '1', '2']:
                break
        return coordinate
    '''根据坐标获取元素类型'''
    def getelembycoordinate(self, coordinate):
        return self.instances_list[coordinate[1]][coordinate[0]]
    '''解析.map文件'''
    def __parse(self, mapfilepath):
        instances_list = []
        with open(mapfilepath) as f:
            for line in f.readlines():
                instances_line_list = []
                for c in line:
                    if c in ['w', 'x', 'z', '0', '1', '2']:
                        instances_line_list.append(c)
                instances_list.append(instances_line_list)
        return instances_list

定义必要的一些精灵类:角色,水果等等。

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'''墙类'''
class wall(pygame.sprite.sprite):
    def __init__(self, imagepath, coordinate, blocksize, **kwargs):
        pygame.sprite.sprite.__init__(self)
        self.image = pygame.image.load(imagepath)
        self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
        self.coordinate = coordinate
        self.blocksize = blocksize
    '''画到屏幕上'''
    def draw(self, screen):
        screen.blit(self.image, self.rect)
        return true
 
 
'''背景类'''
class background(pygame.sprite.sprite):
    def __init__(self, imagepath, coordinate, blocksize, **kwargs):
        pygame.sprite.sprite.__init__(self)
        self.image = pygame.image.load(imagepath)
        self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
        self.coordinate = coordinate
        self.blocksize = blocksize
    '''画到屏幕上'''
    def draw(self, screen):
        screen.blit(self.image, self.rect)
        return true
 
 
'''水果类'''
class fruit(pygame.sprite.sprite):
    def __init__(self, imagepath, coordinate, blocksize, **kwargs):
        pygame.sprite.sprite.__init__(self)
        self.kind = imagepath.split('/')[-1].split('.')[0]
        if self.kind == 'banana':
            self.value = 5
        elif self.kind == 'cherry':
            self.value = 10
        else:
            raise valueerror('unknow fruit %s...' % self.kind)
        self.image = pygame.image.load(imagepath)
        self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
        self.coordinate = coordinate
        self.blocksize = blocksize
    '''画到屏幕上'''
    def draw(self, screen):
        screen.blit(self.image, self.rect)
        return true
 
 
'''炸弹类'''
class bomb(pygame.sprite.sprite):
    def __init__(self, imagepath, coordinate, blocksize, digitalcolor, explode_imagepath, **kwargs):
        pygame.sprite.sprite.__init__(self)
        self.image = pygame.image.load(imagepath)
        self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
        self.explode_imagepath = explode_imagepath
        self.rect = self.image.get_rect()
        # 像素位置
        self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
        # 坐标(元素块为单位长度)
        self.coordinate = coordinate
        self.blocksize = blocksize
        # 爆炸倒计时
        self.explode_millisecond = 6000 * 1 - 1
        self.explode_second = int(self.explode_millisecond / 1000)
        self.start_explode = false
        # 爆炸持续时间
        self.exploding_count = 1000 * 1
        # 炸弹伤害能力
        self.harm_value = 1
        # 该炸弹是否还存在
        self.is_being = true
        self.font = pygame.font.sysfont('consolas', 20)
        self.digitalcolor = digitalcolor
    '''画到屏幕上'''
    def draw(self, screen, dt, map_parser):
        if not self.start_explode:
            # 爆炸倒计时
            self.explode_millisecond -= dt
            self.explode_second = int(self.explode_millisecond / 1000)
            if self.explode_millisecond < 0:
                self.start_explode = true
            screen.blit(self.image, self.rect)
            text = self.font.render(str(self.explode_second), true, self.digitalcolor)
            rect = text.get_rect(center=(self.rect.centerx-5, self.rect.centery+5))
            screen.blit(text, rect)
            return false
        else:
            # 爆炸持续倒计时
            self.exploding_count -= dt
            if self.exploding_count > 0:
                return self.__explode(screen, map_parser)
            else:
                self.is_being = false
                return false
    '''爆炸效果'''
    def __explode(self, screen, map_parser):
        explode_area = self.__calcexplodearea(map_parser.instances_list)
        for each in explode_area:
            image = pygame.image.load(self.explode_imagepath)
            image = pygame.transform.scale(image, (self.blocksize, self.blocksize))
            rect = image.get_rect()
            rect.left, rect.top = each[0] * self.blocksize, each[1] * self.blocksize
            screen.blit(image, rect)
        return explode_area
    '''计算爆炸区域'''
    def __calcexplodearea(self, instances_list):
        explode_area = []
        # 区域计算规则为墙可以阻止爆炸扩散, 且爆炸范围仅在游戏地图范围内
        for ymin in range(self.coordinate[1], self.coordinate[1]-5, -1):
            if ymin < 0 or instances_list[ymin][self.coordinate[0]] in ['w', 'x', 'z']:
                break
            explode_area.append([self.coordinate[0], ymin])
        for ymax in range(self.coordinate[1]+1, self.coordinate[1]+5):
            if ymax >= len(instances_list) or instances_list[ymax][self.coordinate[0]] in ['w', 'x', 'z']:
                break
            explode_area.append([self.coordinate[0], ymax])
        for xmin in range(self.coordinate[0], self.coordinate[0]-5, -1):
            if xmin < 0 or instances_list[self.coordinate[1]][xmin] in ['w', 'x', 'z']:
                break
            explode_area.append([xmin, self.coordinate[1]])
        for xmax in range(self.coordinate[0]+1, self.coordinate[0]+5):
            if xmax >= len(instances_list[0]) or instances_list[self.coordinate[1]][xmax] in ['w', 'x', 'z']:
                break
            explode_area.append([xmax, self.coordinate[1]])
        return explode_area
 
 
'''角色类'''
class hero(pygame.sprite.sprite):
    def __init__(self, imagepaths, coordinate, blocksize, map_parser, **kwargs):
        pygame.sprite.sprite.__init__(self)
        self.imagepaths = imagepaths
        self.image = pygame.image.load(imagepaths[-1])
        self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
        self.coordinate = coordinate
        self.blocksize = blocksize
        self.map_parser = map_parser
        self.hero_name = kwargs.get('hero_name')
        # 生命值
        self.health_value = 50
        # 炸弹冷却时间
        self.bomb_cooling_time = 5000
        self.bomb_cooling_count = 0
        # 随机移动冷却时间(仅ai电脑用)
        self.randommove_cooling_time = 100
        self.randommove_cooling_count = 0
    '''角色移动'''
    def move(self, direction):
        self.__updateimage(direction)
        if direction == 'left':
            if self.coordinate[0]-1 < 0 or self.map_parser.getelembycoordinate([self.coordinate[0]-1, self.coordinate[1]]) in ['w', 'x', 'z']:
                return false
            self.coordinate[0] = self.coordinate[0] - 1
        elif direction == 'right':
            if self.coordinate[0]+1 >= self.map_parser.width or self.map_parser.getelembycoordinate([self.coordinate[0]+1, self.coordinate[1]]) in ['w', 'x', 'z']:
                return false
            self.coordinate[0] = self.coordinate[0] + 1
        elif direction == 'up':
            if self.coordinate[1]-1 < 0 or self.map_parser.getelembycoordinate([self.coordinate[0], self.coordinate[1]-1]) in ['w', 'x', 'z']:
                return false
            self.coordinate[1] = self.coordinate[1] - 1
        elif direction == 'down':
            if self.coordinate[1]+1 >= self.map_parser.height or self.map_parser.getelembycoordinate([self.coordinate[0], self.coordinate[1]+1]) in ['w', 'x', 'z']:
                return false
            self.coordinate[1] = self.coordinate[1] + 1
        else:
            raise valueerror('unknow direction %s...' % direction)
        self.rect.left, self.rect.top = self.coordinate[0] * self.blocksize, self.coordinate[1] * self.blocksize
        return true
    '''随机行动(ai电脑用)'''
    def randomaction(self, dt):
        # 冷却倒计时
        if self.randommove_cooling_count > 0:
            self.randommove_cooling_count -= dt
        action = random.choice(['left', 'left', 'right', 'right', 'up', 'up', 'down', 'down', 'dropbomb'])
        flag = false
        if action in ['left', 'right', 'up', 'down']:
            if self.randommove_cooling_count <= 0:
                flag = true
                self.move(action)
                self.randommove_cooling_count = self.randommove_cooling_time
        elif action in ['dropbomb']:
            if self.bomb_cooling_count <= 0:
                flag = true
                self.bomb_cooling_count = self.bomb_cooling_time
        return action, flag
    '''生成炸弹'''
    def generatebomb(self, imagepath, digitalcolor, explode_imagepath):
        return bomb(imagepath=imagepath, coordinate=copy.deepcopy(self.coordinate), blocksize=self.blocksize, digitalcolor=digitalcolor, explode_imagepath=explode_imagepath)
    '''画到屏幕上'''
    def draw(self, screen, dt):
        # 冷却倒计时
        if self.bomb_cooling_count > 0:
            self.bomb_cooling_count -= dt
        screen.blit(self.image, self.rect)
        return true
    '''吃水果'''
    def eatfruit(self, fruit_sprite_group):
        eaten_fruit = pygame.sprite.spritecollide(self, fruit_sprite_group, true, none)
        for fruit in eaten_fruit:
            self.health_value += fruit.value
    '''更新角色朝向'''
    def __updateimage(self, direction):
        directions = ['left', 'right', 'up', 'down']
        idx = directions.index(direction)
        self.image = pygame.image.load(self.imagepaths[idx])
        self.image = pygame.transform.scale(self.image, (self.blocksize, self.blocksize))

效果如下:

Pygame实战练习之炸弹人学院游戏

Pygame实战练习之炸弹人学院游戏

这精致的画面还可以吧~哈哈哈啊 快夸我快夸我~

总结

安啦!文章就写到这里,你们的支持是我最大的动力,记得三连哦~木啊!

Pygame实战练习之炸弹人学院游戏

温馨提示:不要忘记点赞、关注、评论哦!看我手上的炸弹~

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原文链接:https://blog.csdn.net/weixin_55822277/article/details/120415243

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