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3个文件,不到400行代码打造经典吃豆人小游戏

程序员文章站 2022-10-07 20:58:46
打造吃豆人小游戏,一共需要这几个文件:Game.pyLevels.pySprites.py以及一些配置文件与源文件。废话不多说,直接上代码:Game.py"""Function:吃豆豆小游戏"""import osimport sysimport pygameimport Levels"""定义一些必要的参数"""BLACK = (0, 0, 0)WHITE = (255, 255, 255)BLUE = (0, 0, 255)GREEN = (0, 255, 0)...

打造吃豆人小游戏,一共需要这几个文件:
Game.py
Levels.py
Sprites.py
以及一些配置文件与源文件。

废话不多说,直接上代码:

Game.py

"""
Function:
	吃豆豆小游戏
"""
import os
import sys
import pygame
import Levels

"""定义一些必要的参数"""
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
PURPLE = (255, 0, 255)
SKYBLUE = (0, 191, 255)
BGMPATH = os.path.join(os.getcwd(), "resources/sounds/bg.mp3")
ICONPATH = os.path.join(os.getcwd(), "resources/images/icon.png")
FONTPATH = os.path.join(os.getcwd(), "resources/font/ALGER.TTF")
HEROPATH = os.path.join(os.getcwd(), "resources/images/pacman.png")
BlinkyPATH = os.path.join(os.getcwd(), "resources/images/Blinky.png")
ClydePATH = os.path.join(os.getcwd(), "resources/images/Clyde.png")
InkyPATH = os.path.join(os.getcwd(), "resources/images/Inky.png")
PinkyPATH = os.path.join(os.getcwd(), "resources/images/Pinky.png")

"""开始某一关游戏"""


def startLevelGame(level, screen, font):
    clock = pygame.time.Clock()
    SCORE = 0
    wall_sprites = level.setupWalls(SKYBLUE)
    gate_sprites = level.setupGate(WHITE)
    hero_sprites, ghost_sprites = level.setupPlayers(
        HEROPATH, [BlinkyPATH, ClydePATH, InkyPATH, PinkyPATH]
    )
    food_sprites = level.setupFood(YELLOW, WHITE)
    is_clearance = False
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(-1)
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    for hero in hero_sprites:
                        hero.changeSpeed([-1, 0])
                        hero.is_move = True
                elif event.key == pygame.K_RIGHT:
                    for hero in hero_sprites:
                        hero.changeSpeed([1, 0])
                        hero.is_move = True
                elif event.key == pygame.K_UP:
                    for hero in hero_sprites:
                        hero.changeSpeed([0, -1])
                        hero.is_move = True
                elif event.key == pygame.K_DOWN:
                    for hero in hero_sprites:
                        hero.changeSpeed([0, 1])
                        hero.is_move = True
            if event.type == pygame.KEYUP:
                if (
                        (event.key == pygame.K_LEFT)
                        or (event.key == pygame.K_RIGHT)
                        or (event.key == pygame.K_UP)
                        or (event.key == pygame.K_DOWN)
                ):
                    hero.is_move = False
        screen.fill(BLACK)
        for hero in hero_sprites:
            hero.update(wall_sprites, gate_sprites)
        hero_sprites.draw(screen)
        for hero in hero_sprites:
            food_eaten = pygame.sprite.spritecollide(hero, food_sprites, True)
        SCORE += len(food_eaten)
        wall_sprites.draw(screen)
        gate_sprites.draw(screen)
        food_sprites.draw(screen)
        for ghost in ghost_sprites:
            # 幽灵随机运动(效果不好且有BUG)
            """
            res = ghost.update(wall_sprites, None)
            while not res:
                ghost.changeSpeed(ghost.randomDirection())
                res = ghost.update(wall_sprites, None)
            """
            # 指定幽灵运动路径
            if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0:2])
                ghost.tracks_loc[1] += 1
            else:
                if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                    ghost.tracks_loc[0] += 1
                elif ghost.role_name == "Clyde":
                    ghost.tracks_loc[0] = 2
                else:
                    ghost.tracks_loc[0] = 0
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0:2])
                ghost.tracks_loc[1] = 0
            if ghost.tracks_loc[1] < ghost.tracks[ghost.tracks_loc[0]][2]:
                ghost.changeSpeed(ghost.tracks[ghost.tracks_loc[0]][0:2])
            else:
                if ghost.tracks_loc[0] < len(ghost.tracks) - 1:
                    loc0 = ghost.tracks_loc[0] + 1
                elif ghost.role_name == "Clyde":
                    loc0 = 2
                else:
                    loc0 = 0
                ghost.changeSpeed(ghost.tracks[loc0][0:2])
            ghost.update(wall_sprites, None)
        ghost_sprites.draw(screen)
        score_text = font.render("Score: %s" % SCORE, True, RED)
        screen.blit(score_text, [10, 10])
        if len(food_sprites) == 0:
            is_clearance = True
            break
        if pygame.sprite.groupcollide(hero_sprites, ghost_sprites, False, False):
            is_clearance = False
            break
        pygame.display.flip()
        clock.tick(10)
    return is_clearance


"""显示文字"""


def showText(screen, font, is_clearance, flag=False):
    clock = pygame.time.Clock()
    msg = "Game Over!" if not is_clearance else "Congratulations, you won!"
    positions = (
        [[235, 233], [65, 303], [170, 333]]
        if not is_clearance
        else [[145, 233], [65, 303], [170, 333]]
    )
    surface = pygame.Surface((400, 200))
    surface.set_alpha(10)
    surface.fill((128, 128, 128))
    screen.blit(surface, (100, 200))
    texts = [
        font.render(msg, True, WHITE),
        font.render("Press ENTER to continue or play again.", True, WHITE),
        font.render("Press ESCAPE to quit.", True, WHITE),
    ]
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    if is_clearance:
                        if not flag:
                            return
                        else:
                            main(initialize())
                    else:
                        main(initialize())
                elif event.key == pygame.K_ESCAPE:
                    sys.exit()
                    pygame.quit()
        for idx, (text, position) in enumerate(zip(texts, positions)):
            screen.blit(text, position)
        pygame.display.flip()
        clock.tick(10)


"""初始化"""


def initialize():
    pygame.init()
    icon_image = pygame.image.load(ICONPATH)
    pygame.display.set_icon(icon_image)
    screen = pygame.display.set_mode([606, 606])
    pygame.display.set_caption("吃豆人")
    return screen


"""主函数"""


def main(screen):
    pygame.mixer.init()
    pygame.mixer.music.load(BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    pygame.font.init()
    font_small = pygame.font.Font(FONTPATH, 18)
    font_big = pygame.font.Font(FONTPATH, 24)
    for num_level in range(1, Levels.NUMLEVELS + 1):
        if num_level == 1:
            level = Levels.Level1()
            is_clearance = startLevelGame(level, screen, font_small)
            if num_level == Levels.NUMLEVELS:
                showText(screen, font_big, is_clearance, True)
            else:
                showText(screen, font_big, is_clearance)


"""test"""
if __name__ == "__main__":
    main(initialize())

这里我们采用了pygame来进行游戏的主要设计。

Levels.py

'''
Function:
	定义关卡
'''
import pygame
from Sprites import *

NUMLEVELS = 1

'''关卡一'''


class Level1():
    def __init__(self):
        self.info = 'level1'

    '''创建墙'''

    def setupWalls(self, wall_color):
        self.wall_sprites = pygame.sprite.Group()
        wall_positions = [[0, 0, 6, 600],
                          [0, 0, 600, 6],
                          [0, 600, 606, 6],
                          [600, 0, 6, 606],
                          [300, 0, 6, 66],
                          [60, 60, 186, 6],
                          [360, 60, 186, 6],
                          [60, 120, 66, 6],
                          [60, 120, 6, 126],
                          [180, 120, 246, 6],
                          [300, 120, 6, 66],
                          [480, 120, 66, 6],
                          [540, 120, 6, 126],
                          [120, 180, 126, 6],
                          [120, 180, 6, 126],
                          [360, 180, 126, 6],
                          [480, 180, 6, 126],
                          [180, 240, 6, 126],
                          [180, 360, 246, 6],
                          [420, 240, 6, 126],
                          [240, 240, 42, 6],
                          [324, 240, 42, 6],
                          [240, 240, 6, 66],
                          [240, 300, 126, 6],
                          [360, 240, 6, 66],
                          [0, 300, 66, 6],
                          [540, 300, 66, 6],
                          [60, 360, 66, 6],
                          [60, 360, 6, 186],
                          [480, 360, 66, 6],
                          [540, 360, 6, 186],
                          [120, 420, 366, 6],
                          [120, 420, 6, 66],
                          [480, 420, 6, 66],
                          [180, 480, 246, 6],
                          [300, 480, 6, 66],
                          [120, 540, 126, 6],
                          [360, 540, 126, 6]]
        for wall_position in wall_positions:
            wall = Wall(*wall_position, wall_color)
            self.wall_sprites.add(wall)
        return self.wall_sprites

    '''创建门'''

    def setupGate(self, gate_color):
        self.gate_sprites = pygame.sprite.Group()
        self.gate_sprites.add(Wall(282, 242, 42, 2, gate_color))
        return self.gate_sprites

    '''创建角色'''

    def setupPlayers(self, hero_image_path, ghost_images_path):
        self.hero_sprites = pygame.sprite.Group()
        self.ghost_sprites = pygame.sprite.Group()
        self.hero_sprites.add(Player(287, 439, hero_image_path))
        for each in ghost_images_path:
            role_name = each.split('/')[-1].split('.')[0]
            if role_name == 'Blinky':
                player = Player(287, 199, each)
                player.is_move = True
                player.tracks = [[0, -0.5, 4], [0.5, 0, 9], [0, 0.5, 11], [0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11],
                                 [0, 0.5, 3],
                                 [0.5, 0, 15], [0, -0.5, 15], [0.5, 0, 3], [0, -0.5, 11], [-0.5, 0, 3], [0, -0.5, 11],
                                 [-0.5, 0, 3],
                                 [0, -0.5, 3], [-0.5, 0, 7], [0, -0.5, 3], [0.5, 0, 15], [0, 0.5, 15], [-0.5, 0, 3],
                                 [0, 0.5, 3],
                                 [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7],
                                 [0.5, 0, 5]]
                self.ghost_sprites.add(player)
            elif role_name == 'Clyde':
                player = Player(319, 259, each)
                player.is_move = True
                player.tracks = [[-1, 0, 2], [0, -0.5, 4], [0.5, 0, 5], [0, 0.5, 7], [-0.5, 0, 11], [0, -0.5, 7],
                                 [-0.5, 0, 3], [0, 0.5, 7], [-0.5, 0, 7], [0, 0.5, 15], [0.5, 0, 15], [0, -0.5, 3],
                                 [-0.5, 0, 11], [0, -0.5, 7], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 9]]
                self.ghost_sprites.add(player)
            elif role_name == 'Inky':
                player = Player(255, 259, each)
                player.is_move = True
                player.tracks = [[1, 0, 2], [0, -0.5, 4], [0.5, 0, 10], [0, 0.5, 7], [0.5, 0, 3], [0, -0.5, 3],
                                 [0.5, 0, 3], [0, -0.5, 15], [-0.5, 0, 15], [0, 0.5, 3], [0.5, 0, 15], [0, 0.5, 11],
                                 [-0.5, 0, 3], [0, -0.5, 7], [-0.5, 0, 11], [0, 0.5, 3], [-0.5, 0, 11], [0, 0.5, 7],
                                 [-0.5, 0, 3], [0, -0.5, 3], [-0.5, 0, 3], [0, -0.5, 15], [0.5, 0, 15], [0, 0.5, 3],
                                 [-0.5, 0, 15], [0, 0.5, 11], [0.5, 0, 3], [0, -0.5, 11], [0.5, 0, 11], [0, 0.5, 3],
                                 [0.5, 0, 1]]
                self.ghost_sprites.add(player)
            elif role_name == 'Pinky':
                player = Player(287, 259, each)
                player.is_move = True
                player.tracks = [[0, -1, 4], [0.5, 0, 9], [0, 0.5, 11], [-0.5, 0, 23], [0, 0.5, 7], [0.5, 0, 3],
                                 [0, -0.5, 3], [0.5, 0, 19], [0, 0.5, 3], [0.5, 0, 3], [0, 0.5, 3], [0.5, 0, 3],
                                 [0, -0.5, 15], [-0.5, 0, 7], [0, 0.5, 3], [-0.5, 0, 19], [0, -0.5, 11], [0.5, 0, 9]]
                self.ghost_sprites.add(player)
        return self.hero_sprites, self.ghost_sprites

    '''创建食物'''

    def setupFood(self, food_color, bg_color):
        self.food_sprites = pygame.sprite.Group()
        for row in range(19):
            for col in range(19):
                if (row == 7 or row == 8) and (col == 8 or col == 9 or col == 10):
                    continue
                else:
                    food = Food(30 * col + 32, 30 * row + 32, 4, 4, food_color, bg_color)
                    is_collide = pygame.sprite.spritecollide(food, self.wall_sprites, False)
                    if is_collide:
                        continue
                    is_collide = pygame.sprite.spritecollide(food, self.hero_sprites, False)
                    if is_collide:
                        continue
                    self.food_sprites.add(food)
        return self.food_sprites

Levels的作用是定义关卡。

Sprites.py

'''
Function:
	定义一些精灵类
'''
import random
import pygame

'''墙类'''


class Wall(pygame.sprite.Sprite):
    def __init__(self, x, y, width, height, color, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface([width, height])
        self.image.fill(color)
        self.rect = self.image.get_rect()
        self.rect.left = x
        self.rect.top = y


'''食物类'''


class Food(pygame.sprite.Sprite):
    def __init__(self, x, y, width, height, color, bg_color, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface([width, height])
        self.image.fill(bg_color)
        self.image.set_colorkey(bg_color)
        pygame.draw.ellipse(self.image, color, [0, 0, width, height])
        self.rect = self.image.get_rect()
        self.rect.left = x
        self.rect.top = y


'''角色类'''


class Player(pygame.sprite.Sprite):
    def __init__(self, x, y, role_image_path):
        pygame.sprite.Sprite.__init__(self)
        self.role_name = role_image_path.split('/')[-1].split('.')[0]
        self.base_image = pygame.image.load(role_image_path).convert()
        self.image = self.base_image.copy()
        self.rect = self.image.get_rect()
        self.rect.left = x
        self.rect.top = y
        self.prev_x = x
        self.prev_y = y
        self.base_speed = [30, 30]
        self.speed = [0, 0]
        self.is_move = False
        self.tracks = []
        self.tracks_loc = [0, 0]

    '''改变速度方向'''

    def changeSpeed(self, direction):
        if direction[0] < 0:
            self.image = pygame.transform.flip(self.base_image, True, False)
        elif direction[0] > 0:
            self.image = self.base_image.copy()
        elif direction[1] < 0:
            self.image = pygame.transform.rotate(self.base_image, 90)
        elif direction[1] > 0:
            self.image = pygame.transform.rotate(self.base_image, -90)
        self.speed = [direction[0] * self.base_speed[0], direction[1] * self.base_speed[1]]
        return self.speed

    '''更新角色位置'''

    def update(self, wall_sprites, gate_sprites):
        if not self.is_move:
            return False
        x_prev = self.rect.left
        y_prev = self.rect.top
        self.rect.left += self.speed[0]
        self.rect.top += self.speed[1]
        is_collide = pygame.sprite.spritecollide(self, wall_sprites, False)
        if gate_sprites is not None:
            if not is_collide:
                is_collide = pygame.sprite.spritecollide(self, gate_sprites, False)
        if is_collide:
            self.rect.left = x_prev
            self.rect.top = y_prev
            return False
        return True

    '''生成随机的方向'''

    def randomDirection(self):
        return random.choice([[-0.5, 0], [0.5, 0], [0, 0.5], [0, -0.5]])

这是为了让怪物与吃豆人运动的一系列操作。

到这里我们的整个游戏设计就结束了,只要运行Game.py,就可以尽情地玩耍啦。让我们来看看效果如何:3个文件,不到400行代码打造经典吃豆人小游戏

3个文件,不到400行代码打造经典吃豆人小游戏
到这里我们的文章就结束了,想偷懒的小伙伴们请注意,这里有我已经做好的成品,放在百度网盘里,不拿白不拿哦!
链接:https://pan.baidu.com/s/1JiqwK4kWZkXLJ1G7ThT2ZA
提取码:0721


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