python写一个文字游戏(就用Python写个小迷宫游戏吧)(1)

更多Python学习资料可以私信关键字【资料】领取 更多Python学习资料可以私信关键字【资料】领取

一、环境要求

windows系统,python3.6

安装游戏依赖模块

pip install pyqt5

pip install pygame

二、游戏介绍

1、游戏目标

随机生成一张迷宫地图,将玩家设置在迷宫内部,通过光标 上 下 左 右,来移动玩家,按照迷宫地图的道路来走出迷宫。

2、先上游戏效果图

python写一个文字游戏(就用Python写个小迷宫游戏吧)(2)

更多Python学习资料可以私信关键字【资料】领取 更多Python学习资料可以私信关键字【资料】领取

三、完整开发流程

1、项目主结构

首先,先整理一下项目的主结构,其实看一下主结构,基本就清晰了

modules:存放自己写的python类

——mazes.py

——misc.py

——sprites.py

resources:存放引用到的图片、音频等等

——audios:音频资源

——images:图片资源

config.py:为主配置文件

maze.py:主程序文件

requirements.txt:需要引入的python依赖包

python写一个文字游戏(就用Python写个小迷宫游戏吧)(3)

更多Python学习资料可以私信关键字【资料】领取 更多Python学习资料可以私信关键字【资料】领取

2、详细配置

config.py

配置文件中,需要引入os模块,并且配置打开游戏的屏幕大小,并将资源中引用到的图片、音频插入到合适的位置。

因为我们的迷宫游戏,需要划开模块。

'''配置文件''' import os '''屏幕大小''' SCREENSIZE = (800, 625) '''游戏素材''' BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3') HEROPICPATH = os.path.join(os.getcwd(), 'resources/images/hero.png') '''FPS''' FPS = 20 '''块大小''' BLOCKSIZE = 15 MAZESIZE = (35, 50) # num_rows * num_cols BORDERSIZE = (25, 50) # 25 * 2 50 * 15 = 800, 50 * 2 35 * 15 = 625

3、随机生成迷宫地图

mazes.py

迷宫虽然是个小游戏,但是我们每次打开,进入 地图需要随机生成一个新地图。

定义randommaze 随机生成地图,并将地图投在主游戏屏幕上

''' Function: 随机生成迷宫 Author: lexsaints ''' import pygame import random from .misc import * '''一个游戏地图块''' class Block(): def __init__(self, coordinate, block_size, border_size, **kwargs): # (col, row) self.coordinate = coordinate self.block_size = block_size self.border_size = border_size self.is_visited = False # 上下左右有没有墙 self.has_walls = [True, True, True, True] self.color = (0, 0, 0) '''画到屏幕上''' def draw(self, screen): directions = ['top', 'bottom', 'left', 'right'] for idx, direction in enumerate(directions): if self.has_walls[idx]: if direction == 'top': x1 = self.coordinate[0] * self.block_size self.border_size[0] y1 = self.coordinate[1] * self.block_size self.border_size[1] x2 = (self.coordinate[0] 1) * self.block_size self.border_size[0] y2 = self.coordinate[1] * self.block_size self.border_size[1] pygame.draw.line(screen, self.color, (x1, y1), (x2, y2)) elif direction == 'bottom': x1 = self.coordinate[0] * self.block_size self.border_size[0] y1 = (self.coordinate[1] 1) * self.block_size self.border_size[1] x2 = (self.coordinate[0] 1) * self.block_size self.border_size[0] y2 = (self.coordinate[1] 1) * self.block_size self.border_size[1] pygame.draw.line(screen, self.color, (x1, y1), (x2, y2)) elif direction == 'left': x1 = self.coordinate[0] * self.block_size self.border_size[0] y1 = self.coordinate[1] * self.block_size self.border_size[1] x2 = self.coordinate[0] * self.block_size self.border_size[0] y2 = (self.coordinate[1] 1) * self.block_size self.border_size[1] pygame.draw.line(screen, self.color, (x1, y1), (x2, y2)) elif direction == 'right': x1 = (self.coordinate[0] 1) * self.block_size self.border_size[0] y1 = self.coordinate[1] * self.block_size self.border_size[1] x2 = (self.coordinate[0] 1) * self.block_size self.border_size[0] y2 = (self.coordinate[1] 1) * self.block_size self.border_size[1] pygame.draw.line(screen, self.color, (x1, y1), (x2, y2)) return True '''随机生成迷宫类''' class RandomMaze(): def __init__(self, maze_size, block_size, border_size, **kwargs): self.block_size = block_size self.border_size = border_size self.maze_size = maze_size self.blocks_list = RandomMaze.createMaze(maze_size, block_size, border_size) self.font = pygame.font.SysFont('Consolas', 15) '''画到屏幕上''' def draw(self, screen): for row in range(self.maze_size[0]): for col in range(self.maze_size[1]): self.blocks_list[row][col].draw(screen) # 起点和终点标志 showText(screen, self.font, 'S', (255, 0, 0), (self.border_size[0]-10, self.border_size[1])) showText(screen, self.font, 'D', (255, 0, 0), (self.border_size[0] (self.maze_size[1]-1)*self.block_size, self.border_size[1] self.maze_size[0]*self.block_size 5)) '''创建迷宫''' @staticmethod def createMaze(maze_size, block_size, border_size): def nextBlock(block_now, blocks_list): directions = ['top', 'bottom', 'left', 'right'] blocks_around = dict(zip(directions, [None]*4)) block_next = None count = 0 # 查看上边block if block_now.coordinate[1]-1 >= 0: block_now_top = blocks_list[block_now.coordinate[1]-1][block_now.coordinate[0]] if not block_now_top.is_visited: blocks_around['top'] = block_now_top count = 1 # 查看下边block if block_now.coordinate[1] 1 < maze_size[0]: block_now_bottom = blocks_list[block_now.coordinate[1] 1][block_now.coordinate[0]] if not block_now_bottom.is_visited: blocks_around['bottom'] = block_now_bottom count = 1 # 查看左边block if block_now.coordinate[0]-1 >= 0: block_now_left = blocks_list[block_now.coordinate[1]][block_now.coordinate[0]-1] if not block_now_left.is_visited: blocks_around['left'] = block_now_left count = 1 # 查看右边block if block_now.coordinate[0] 1 < maze_size[1]: block_now_right = blocks_list[block_now.coordinate[1]][block_now.coordinate[0] 1] if not block_now_right.is_visited: blocks_around['right'] = block_now_right count = 1 if count > 0: while True: direction = random.choice(directions) if blocks_around.get(direction): block_next = blocks_around.get(direction) if direction == 'top': block_next.has_walls[1] = False block_now.has_walls[0] = False elif direction == 'bottom': block_next.has_walls[0] = False block_now.has_walls[1] = False elif direction == 'left': block_next.has_walls[3] = False block_now.has_walls[2] = False elif direction == 'right': block_next.has_walls[2] = False block_now.has_walls[3] = False break return block_next blocks_list = [[Block([col, row], block_size, border_size) for col in range(maze_size[1])] for row in range(maze_size[0])] block_now = blocks_list[0][0] records = [] while True: if block_now: if not block_now.is_visited: block_now.is_visited = True records.append(block_now) block_now = nextBlock(block_now, blocks_list) else: block_now = records.pop() if len(records) == 0: break return blocks_list

4、光标控制玩家

misc.py

通过读取键盘的上下左右光标来移动我们的小可爱

''' Function: 定义其他必要模块 Author: lexsaints ''' import sys import pygame '''在屏幕指定位置显示文字''' def showText(screen, font, text, color, position): text_render = font.render(text, True, color) rect = text_render.get_rect() rect.left, rect.top = position screen.blit(text_render, rect) return rect.right '''按钮''' def Button(screen, position, text, font, buttoncolor=(120, 120, 120), linecolor=(20, 20, 20), textcolor=(255, 255, 255), bwidth=200, bheight=50): left, top = position pygame.draw.line(screen, linecolor, (left, top), (left bwidth, top), 5) pygame.draw.line(screen, linecolor, (left, top-2), (left, top bheight), 5) pygame.draw.line(screen, linecolor, (left, top bheight), (left bwidth, top bheight), 5) pygame.draw.line(screen, linecolor, (left bwidth, top bheight), (left bwidth, top), 5) pygame.draw.rect(screen, buttoncolor, (left, top, bwidth, bheight)) text_render = font.render(text, 1, textcolor) rect = text_render.get_rect() rect.centerx, rect.centery = left bwidth / 2, top bheight / 2 return screen.blit(text_render, rect) '''游戏开始/关卡切换/游戏结束界面''' def Interface(screen, config, mode='game_start'): pygame.display.set_mode(config.SCREENSIZE) font = pygame.font.SysFont('Consolas', 30) if mode == 'game_start': clock = pygame.time.Clock() while True: screen.fill((192, 192, 192)) button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'START', font) button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return True elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(-1) pygame.display.update() clock.tick(config.FPS) elif mode == 'game_switch': clock = pygame.time.Clock() while True: screen.fill((192, 192, 192)) button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'NEXT', font) button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return True elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(-1) pygame.display.update() clock.tick(config.FPS) elif mode == 'game_end': clock = pygame.time.Clock() while True: screen.fill((192, 192, 192)) button_1 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//3), 'RESTART', font) button_2 = Button(screen, ((config.SCREENSIZE[0]-200)//2, config.SCREENSIZE[1]//2), 'QUIT', font) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return True elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(-1) pygame.display.update() clock.tick(config.FPS) else: raise ValueError('Interface.mode unsupport %s...' % mode)

5、定义主玩家 绘制全图

绘制完整游戏,并定义主角,就叫hero吧

sprites.py ''' Function: 定义游戏精灵类 Author: lexsaints ''' import pygame '''定义hero''' class Hero(pygame.sprite.Sprite): def __init__(self, imagepath, coordinate, block_size, border_size, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(imagepath) self.image = pygame.transform.scale(self.image, (block_size, block_size)) self.rect = self.image.get_rect() self.rect.left, self.rect.top = coordinate[0] * block_size border_size[0], coordinate[1] * block_size border_size[1] self.coordinate = coordinate self.block_size = block_size self.border_size = border_size '''移动''' def move(self, direction, maze): blocks_list = maze.blocks_list if direction == 'up': if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[0]: return False else: self.coordinate[1] = self.coordinate[1] - 1 return True elif direction == 'down': if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[1]: return False else: self.coordinate[1] = self.coordinate[1] 1 return True elif direction == 'left': if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[2]: return False else: self.coordinate[0] = self.coordinate[0] - 1 return True elif direction == 'right': if blocks_list[self.coordinate[1]][self.coordinate[0]].has_walls[3]: return False else: self.coordinate[0] = self.coordinate[0] 1 return True else: raise ValueError('Unsupport direction %s in Hero.move...' % direction) '''绑定到屏幕''' def draw(self, screen): self.rect.left, self.rect.top = self.coordinate[0] * self.block_size self.border_size[0], self.coordinate[1] * self.block_size self.border_size[1] screen.blit(self.image, self.rect)

6、引入音频、图片

启动游戏主程序

maze.py

在主程序中,通过读取配置文件,引入项目资源:包括图片、音频等,并通过定义类,加载游戏地图

''' Function: 迷宫小游戏 Author: lexsaints ''' import config import sys import pygame from modules import * '''主函数''' def main(config): # 初始化 pygame.init() pygame.mixer.init() pygame.font.init() pygame.mixer.music.load(config.BGMPATH) pygame.mixer.music.play(-1, 0.0) screen = pygame.display.set_mode(config.SCREENSIZE) pygame.display.set_caption('一起来学pygame吧——迷宫') font = pygame.font.SysFont('Consolas', 15) # 开始界面 Interface(screen, config, 'game_start') # 记录关卡数 num_levels = 0 # 记录最少用了多少步通关 best_scores = 'None' # 关卡循环切换 while True: num_levels = 1 clock = pygame.time.Clock() screen = pygame.display.set_mode(config.SCREENSIZE) # --随机生成关卡地图 maze_now = RandomMaze(config.MAZESIZE, config.BLOCKSIZE, config.BORDERSIZE) # --生成hero hero_now = Hero(config.HEROPICPATH, [0, 0], config.BLOCKSIZE, config.BORDERSIZE) # --统计步数 num_steps = 0 # --关卡内主循环 while True: dt = clock.tick(config.FPS) screen.fill((255, 255, 255)) is_move = False # ----↑↓←→控制hero for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: is_move = hero_now.move('up', maze_now) elif event.key == pygame.K_DOWN: is_move = hero_now.move('down', maze_now) elif event.key == pygame.K_LEFT: is_move = hero_now.move('left', maze_now) elif event.key == pygame.K_RIGHT: is_move = hero_now.move('right', maze_now) num_steps = int(is_move) hero_now.draw(screen) maze_now.draw(screen) # ----显示一些信息 showText(screen, font, 'LEVELDONE: %d' % num_levels, (255, 0, 0), (10, 10)) showText(screen, font, 'BESTSCORE: %s' % best_scores, (255, 0, 0), (210, 10)) showText(screen, font, 'USEDSTEPS: %s' % num_steps, (255, 0, 0), (410, 10)) showText(screen, font, 'S: your starting point D: your destination', (255, 0, 0), (10, 600)) # ----判断游戏是否胜利 if (hero_now.coordinate[0] == config.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == config.MAZESIZE[0] - 1): break pygame.display.update() # --更新最优成绩 if best_scores == 'None': best_scores = num_steps else: if best_scores > num_steps: best_scores = num_steps # --关卡切换 Interface(screen, config, mode='game_switch') '''run''' if __name__ == '__main__': main(config)

四、游戏启动方法

1、开发工具启动

如果你配置了开发工具的环境VScode、sublimeText、notepad 、pycharm什么的,可以直接在工具中,运行游戏。

如果没配置,可以使用命令启动。

2、命令行启动 gif

python写一个文字游戏(就用Python写个小迷宫游戏吧)(4)

————————————————

感谢大家的支持和喜欢,小编会每天分享更多Python学习的干货知识给大家,所以大家别忘了关注小编哦。

更多Python爬虫、数据分析、办公自动化、全栈开发、人工智能学习资@林夕编程关键字【资料】领取

python写一个文字游戏(就用Python写个小迷宫游戏吧)(5)

版权声明:本文为CSDN博主「L e x」的原创文章

原文链接:https://blog.csdn.net/weixin_42350212/article/details/117186303

,