Python开心消消乐
魔王不会哭 人气:0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
加载全部内容