本篇内容主要讲解“如何用Python实现炸弹人小游戏”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“如何用Python实现炸弹人小游戏”吧!
效果展示
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↑↓←→键控制角色zelda(绿色)行动,当玩家按下空格键时,则可以在当前位置放置炸弹。其他角色(dk和batman)则由电脑控制进行随机行动。所有角色被炸弹产生的火焰灼烧时(包括自己放置的炸弹),都将损失一定生命值;所有角色吃到水果时,均可恢复一定数值的生命值。另外,墙可以阻止炸弹产生的火焰进一步扩散。
当我方角色zelda生命值为0时,游戏失败;当电脑方所有角色生命值为0时,游戏胜利,进入下一关。
逐步实现:
首先,我们来明确一下该游戏包含哪些游戏精灵类:
炸弹类
角色类
墙类
背景类
水果类
主要代码
墙类和背景类很好定义,只需要可以导入图片,然后把图片绑定到指定位置就行了:
'''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
水果类定义其实也差不多,但是不同的水果可以帮助角色恢复不同数值的生命值:
'''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
炸弹类和角色类的定义就稍稍复杂一些了。角色类需要根据玩家或者电脑的指示上下左右移动,同时可以在自己的位置上产生炸弹以及吃水果之后恢复一定数值的生命值:
'''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))
炸弹类则需要有倒计时提示功能,以及倒计时结束之后在炸弹杀伤范围内产生火焰特效(穷,估计只值1毛钱的特效T_T,大家多担待):
'''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
因为炸弹类和角色类每帧都要绑定到游戏屏幕上,所以一些倒计时操作就合并地写到draw函数里了,当然最好是重新写一个函数来实现该功能,那样代码结构看起来会更清晰一些。
接下来,我们在.map文件中设计我们的游戏地图:
然后通过一个地图解析类来解析.map文件,这样每次切换关卡时只需要重新导入一个新的.map文件就行了,同时这样也方便游戏后续进行扩展:
'''.map文件解析器'''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
OK,做完这些准备工作,就可以开始写游戏主循环啦:
'''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('Bomber Man - ????️: apython68') # 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')
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