标签:make art rect _for nat column pytho abs 游戏
实现16宫格滑动拼图,实现3个按钮(重置用户操作,重新开始游戏,解密游戏),后续难度,额外添加重置一次的按钮,解密算法的植入,数字改变为图片植入
游戏流程图
#游戏参数配置
BOARD_WIDTH=4 #游戏板列数
BOARD_HEIGHT=4 #游戏板行数
TILE_SIZE=80 #游戏板块大小
WINDOW_WIDTH=1024 #窗口大小
WINDOW_HEIGHT=768
FPS=30 #游戏帧数
BASICFONT_SIZE=20 #字体大小
X_MARGIN=int((WINDOW_WIDTH-(TILE_SIZE*BOARD_WIDTH+(BOARD_WIDTH-1)))/2) #x边距
Y_MARGIN=int((WINDOW_HEIGHT-(TILE_SIZE*BOARD_HEIGHT+(BOARD_HEIGHT-1)))/2) #y边距
#游戏色彩配置
BLACK=(0,0,0) #黑色
WHITE=(255,255,255) #白色
BRIGHT_BLUE=(0,50,250) #宝石蓝色
DARKTURQUOIS=(3,54,73) #深珠宝绿
GREEN=(0,204,0) #绿色
#动作配置
UP = ‘up‘
DOWN = ‘down‘
LEFT = ‘left‘
RIGHT = ‘right‘
from conf.color import *
from conf.game_conf import *
from conf.handle import *
from pygame import *
import random,pygame,sys
TILE_COLOR=GREEN
TEXT_COLOR=WHITE
BG_COLOR=DARKTURQUOIS
MESSAGE_COLOR=WHITE
BORDER_COLOR=BRIGHT_BLUE
def get_starting_board():
‘‘‘生成游戏板数据结构
:return 返回数据坐标‘‘‘
board=[]
for x in range(BOARD_WIDTH):
counter = 1+x
column=[]
for y in range(BOARD_HEIGHT):
column.append(counter)#添加y轴数据
counter+=BOARD_WIDTH
board.append(column) #添加x轴数据
board[BOARD_WIDTH-1][BOARD_HEIGHT-1]=None #最后一个方块是空方块
return board
def get_blank_position(board):
‘‘‘找到游戏空白块坐标
:param board 游戏板块坐标列表
:return 返回空板块坐标‘‘‘
for x in range(BOARD_WIDTH):
for y in range(BOARD_HEIGHT):
if board[x][y]==None:
return (x,y)
def make_move(board,move):
‘‘‘数据移动方块
:param 移动板块列表
:param move 移动方向‘‘‘
blank_x,blank_y=get_blank_position(board)
if move==UP:#上升空白块
#blank_y+1 下个格子的y坐标,下降空白格,向上移动格子
board[blank_x][blank_y],board[blank_x][blank_y+1]=board[blank_x][blank_y+1],board[blank_x][blank_y]
elif move==DOWN:
# blank_y-1 上个格子的y坐标,上降空白格,向下移动格子
board[blank_x][blank_y], board[blank_x][blank_y - 1] = board[blank_x][blank_y - 1], board[blank_x][blank_y]
elif move==LEFT:
#blank_x + 1 右边格子的x坐标,右移空白格,向左移动格子
board[blank_x][blank_y], board[blank_x+1][blank_y] = board[blank_x+1][blank_y], board[blank_x][blank_y]
elif move==RIGHT:
# blank_x - 1 左边格子的x坐标,左移空白格,向右移动格子
board[blank_x][blank_y], board[blank_x - 1][blank_y] = board[blank_x - 1][blank_y], board[blank_x][blank_y]
def is_valid_move(board,move):
‘‘‘移动判断,移动断言
:param board 移动板块列表
:param move 移动方向
:return 返回True可移动,返回False不可移动‘‘‘
blank_x,blank_y=get_blank_position(board) #获取空白位置的坐标
#如果是上升的话,空白格的坐标不能等于y边界的坐标,如果返回Flase
#下降,空白坐标不能等于y零界点左边,如果等于返回False
return (move==UP and blank_y !=BOARD_HEIGHT-1)\
or (move==DOWN and blank_y !=0) \
or (move==LEFT and blank_x !=BOARD_WIDTH-1) \
or (move==RIGHT and blank_x !=0)
def get_random_move(board,last_move=None):
‘‘‘随机移动方向
:param board 游戏数据
:param last_move 上次移动记录
:return 返回随机移动方位‘‘‘
vaild_moves=[UP,DOWN,LEFT,RIGHT]
if last_move ==UP or not is_valid_move(board,DOWN):#排除上下重复移动和向下不能移动选项
vaild_moves.remove(DOWN) #删除向下移动
if last_move ==DOWN or not is_valid_move(board,UP):
vaild_moves.remove(UP)
if last_move ==LEFT or not is_valid_move(board,RIGHT):#排除左右重复移动和向右不能移动选项
vaild_moves.remove(RIGHT)
if last_move ==RIGHT or not is_valid_move(board,LEFT):
vaild_moves.remove(LEFT)
return random.choice(vaild_moves)
def get_left_top_of_tile(tile_x,tile_y):
‘‘‘根据坐标返回像素坐标
:param tile_x 数据x坐标
:param tile_y 数据y坐标
:return 返回像素left,top坐标‘‘‘
left=X_MARGIN+(tile_x*TILE_SIZE)+(tile_x-1) #获取左边的像素坐标(tile_x-1)格子间的间距
top=Y_MARGIN+(tile_y*TILE_SIZE)+(tile_y-1)#获取头部坐标
return (left,top)
def get_spot_clicked(board,x,y):
‘‘‘矩形碰撞
:param board 游戏数据列表
:param x 像素x坐标
:param y 像素y坐标
:return 返回数据坐标‘‘‘
for tile_x in range(len(board)):
for tile_y in range(len(board[0])):
left,top=get_left_top_of_tile(tile_x,tile_y)
tile_rect=pygame.Rect(left,top,TILE_SIZE,TILE_SIZE) #创建坐标矩形
if tile_rect.collidepoint(x,y): #判断像素坐标点是否在矩形内部
return (tile_x,tile_y) #返回数据坐标
return (None,None)
def terminate():
‘‘‘退出游戏‘‘‘
pygame.quit()
sys.exit()
def check_for_quit():
‘‘‘循环事件监控‘‘‘
for event in pygame.event.get(QUIT):
terminate()
for event in pygame.event.get(KEYUP):
if event.key==K_ESCAPE: #获取Esc按键
terminate()
pygame.event.post(event) #将其他事件放回event
def __init__(self,DISPLAY_SURF,FPS_CLOCK,BASIC_FONT):
self.DISPLAY_SURF=DISPLAY_SURF#surf对象
self.FPS_CLOCK=FPS_CLOCK#fps对象
self.BASIC_FONT=BASIC_FONT#文字对象
def draw_tile(self,tile_x,tile_y,number,adjx=0,adjy=0):
‘‘‘绘制游戏方块
:param tile_x 数据x坐标
:param tile_y 数据y坐标
:param number 方块显示信息
:param adjx 滑动动画x位移像素
:param adjy 滑动动画y位移像素‘‘‘
left,top=get_left_top_of_tile(tile_x,tile_y)
pygame.draw.rect(self.DISPLAY_SURF,TILE_COLOR,(left+adjx,top+adjy,TILE_SIZE,TILE_SIZE))
text_surf=self.BASIC_FONT.render(str(number),True,TEXT_COLOR)#创建文字图层
text_rect=text_surf.get_rect()#创建文字矩形块
text_rect.center=(left+int(TILE_SIZE/2)+adjx,top+int(TILE_SIZE/2)+adjy) #文字居中
self.DISPLAY_SURF.blit(text_surf,text_rect) #生成字体
def make_text(self,text,color,bg_color,left,top):
‘‘‘创建字体对象
:param text 显示文本
:param color 文本颜色
:param bg_color 文本背景颜色
:param left 像素x坐标
:param top 像素y坐标
:return text_surf 文本对象 text_rect 位置对象‘‘‘
text_surf=self.BASIC_FONT.render(text,True,color,bg_color) #创建文本
#定位文字矩形块
text_rect=text_surf.get_rect()
text_rect.topleft=(left,top)
return (text_surf,text_rect)
def make_button_obj(self):
‘‘‘生成按钮文本对象
:param 返回按钮文本对象‘‘‘
button_left = WINDOW_WIDTH-120
button_top = WINDOW_HEIGHT-90
reset_surf,reset_rect=self.make_text(‘Reset‘,TEXT_COLOR,TILE_COLOR,button_left,button_top)
new_surf, new_rect = self.make_text(‘New Game‘, TEXT_COLOR, TILE_COLOR, button_left, button_top+30)
solve_surf, solve_rect = self.make_text(‘Solve‘, TEXT_COLOR, TILE_COLOR, button_left, button_top + 60)
return (reset_surf, reset_rect,new_surf, new_rect,solve_surf, solve_rect)
def draw_board(self,board,message):
‘‘‘绘制画板
:param board 游戏坐标数据
:param message 游戏左上角提示信息‘‘‘
self.DISPLAY_SURF.fill(BG_COLOR)#添加背景
if message: #如果有提示信息显示提示信息
text_surf,text_rect=self.make_text(message,MESSAGE_COLOR,BG_COLOR,5,5) #获取文本对象和定位对象
self.DISPLAY_SURF.blit(text_surf,text_rect) #显示消息
for tile_x in range(len(board)): #绘制方块
for tile_y in range(len(board[0])):
if board[tile_x][tile_y]:
self.draw_tile(tile_x,tile_y,board[tile_x][tile_y])
#绘制边框
left,top=get_left_top_of_tile(0,0)
width=BOARD_WIDTH*TILE_SIZE
height=BOARD_HEIGHT*TILE_SIZE
pygame.draw.rect(self.DISPLAY_SURF,BORDER_COLOR,(left-5,top-5,width+11,height+11),4)
#绘制按钮
reset_surf, reset_rect,new_surf, new_rect,solve_surf, solve_rect=self.make_button_obj()
self.DISPLAY_SURF.blit(reset_surf,reset_rect)
self.DISPLAY_SURF.blit(new_surf, new_rect)
self.DISPLAY_SURF.blit(solve_surf, solve_rect)
def slide_animation(self,board,direction,message,animation_speed):
‘‘‘绘制滑动动画
:param board 游戏坐标数据
:param direction 移动方位
:param message 游戏左上角提示信息
:param animation_speed 移动动画速度‘‘‘
blank_x,blank_y=get_blank_position(board)
#根据空白坐标和移动方位获取要移动方块的坐标
move_x,move_y=0,0
if direction == UP:
move_x,move_y =blank_x,blank_y+1
if direction == DOWN:
move_x,move_y=blank_x,blank_y-1
if direction == LEFT:
move_x,move_y=blank_x+1,blank_y
if direction == RIGHT:
move_x,move_y=blank_x-1,blank_y
self.draw_board(board,message) #绘制画板
base_surf=self.DISPLAY_SURF.copy()#复制一个新的窗口对象
move_left,move_top=get_left_top_of_tile(move_x,move_y)
#绘制空白区(这时候有2块空白区域)
pygame.draw.rect(base_surf,BG_COLOR,(move_left,move_top,TILE_SIZE,TILE_SIZE))
#绘制滑动效果
for i in range(0,TILE_SIZE,animation_speed): #animation_speed步长偏移速度,每次循环后方块的位置向指定方向移动
check_for_quit()
self.DISPLAY_SURF.blit(base_surf,(0,0))
if direction==UP:
self.draw_tile(move_x,move_y,board[move_x][move_y],0,-i) #x不动,y轴向上偏移
if direction==DOWN:
self.draw_tile(move_x, move_y, board[move_x][move_y], 0, i) # x不动,y轴向下偏移
if direction==LEFT:
self.draw_tile(move_x, move_y, board[move_x][move_y], -i, 0) # x不动,y轴向左偏移
if direction==RIGHT:
self.draw_tile(move_x, move_y, board[move_x][move_y], i, 0) # x不动,y轴向右偏移
pygame.display.update()
self.FPS_CLOCK.tick(FPS)
def generate_new_puzzle(self,num_slides):
‘‘‘重新开始游戏
:param num_slides 移动次数
:return board 游戏坐标数据sequence 移动数据‘‘‘
sequence=[] #移动数据
board=get_starting_board() #重新生成游戏数据
self.draw_board(board,‘‘) #显示开始画板
pygame.display.update()
pygame.time.wait(500) #等待500毫秒
last_move=None
for i in range(num_slides): #执行移动打乱游戏数据
move=get_random_move(board,last_move) #获取随机移动方向
self.slide_animation(board,move,‘Generating new puzzle...‘,animation_speed=int(TILE_SIZE/3)) #执行移动动画
make_move(board,move) #数据坐标移动
sequence.append(move) #记录移动信息
last_move=move
return (board,sequence)
def reset_animation(self,board,all_moves):
‘‘‘重置步骤
:param board 游戏坐标数据
:param all_moves 游戏移动信息列表‘‘‘
rev_all_moves=all_moves[:]
if rev_all_moves:
rev_all_moves.reverse() #翻转操作列表
opposite_move=DOWN
for move in rev_all_moves: #反转移动方向,反向移动重置
if move==UP:
opposite_move=DOWN
if move==DOWN:
opposite_move=UP
if move == LEFT:
opposite_move = RIGHT
if move == RIGHT:
opposite_move = LEFT
self.slide_animation(board,opposite_move,‘‘,animation_speed=int(TILE_SIZE/2)) #执行移动动画
make_move(board,opposite_move)#数据移动方块
import pygame,sys,random
from pygame.locals import *
import os,sys
BASE_PATH=os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
sys.path.insert(0,BASE_PATH)
from conf.color import *
from conf.game_conf import *
from conf.handle import *
from core.views import *
BLANK=None
BUTTON_COLOR = WHITE #按钮颜色
BUTTONTEXT_COLOR = BLACK #按钮文本颜色
MESSAGE_COLOR = WHITE
def main():
pygame.init()
FPS_CLOCK = pygame.time.Clock()
DISPLAY_SURF=pygame.display.set_mode((WINDOW_WIDTH,WINDOW_HEIGHT))
pygame.display.set_caption(‘Slide Puzzle‘)
BASIC_FONT = pygame.font.Font(BASE_PATH+‘\conf\FreeSansBold.ttf‘, BASICFONT_SIZE)
Puzzle=Game_Draw(DISPLAY_SURF,FPS_CLOCK,BASIC_FONT)
reset_surf, reset_rect, new_surf, new_rect, solve_surf, solve_rect = Puzzle.make_button_obj()
main_board,solution_seq=Puzzle.generate_new_puzzle(80)
solved_board=get_starting_board() #游戏胜利对比数据
all_move=[] #游戏移动方向数据
while True:
slide_to=None #
msg=‘Click tile or press arrow keys to slide.‘ #游戏开始提示
if main_board==solved_board: #游戏获胜判断
msg=‘Solved!‘
solution_seq = []
all_move = []
Puzzle.draw_board(main_board,msg)
check_for_quit()
for event in pygame.event.get():
if event.type==MOUSEBUTTONUP: #鼠标点击按钮
spot_x,spot_y=get_spot_clicked(main_board,event.pos[0],event.pos[1]) #鼠标点击碰撞
if (spot_x,spot_y)==(None,None): #如果没有在游戏方块上
if reset_rect.collidepoint(event.pos):
Puzzle.reset_animation(main_board,all_move) #重置用户移动数据
all_move = []
elif new_rect.collidepoint(event.pos):
main_board,solution_seq=Puzzle.generate_new_puzzle(80) #重置游戏数据和初始系统移动数据
all_move = []
elif solve_rect.collidepoint(event.pos):
Puzzle.reset_animation(main_board,solution_seq+all_move) #重置用户移动列表,在重置系统移动列表
solution_seq=[]
all_move = []
else:
blank_x,blank_y=get_blank_position(main_board)
if spot_x-1==blank_x and spot_y == blank_y:
slide_to = LEFT
if spot_x+1==blank_x and spot_y == blank_y:#如果方块的右边是空白
slide_to = RIGHT
if spot_x==blank_x and spot_y-1 == blank_y:
slide_to = UP
if spot_x==blank_x and spot_y+1 == blank_y:
slide_to = DOWN
elif event.type == KEYUP:
# 监控按键移动方式
if event.key in (K_LEFT, K_a) and is_valid_move(main_board, LEFT):
slide_to = LEFT
# 如果按键触发在右按键和d按键并且可以右移动方块
elif event.key in (K_RIGHT, K_d) and is_valid_move(main_board, RIGHT):
slide_to = RIGHT
elif event.key in (K_UP, K_w) and is_valid_move(main_board, UP):
slide_to = UP
elif event.key in (K_DOWN, K_s) and is_valid_move(main_board, DOWN):
slide_to = DOWN
if slide_to:
Puzzle.slide_animation(main_board,slide_to, ‘Click tile or press arrow keys to slide.‘, 8) #执行滑动动画
make_move(main_board,slide_to) #修改游戏坐标数据
all_move.append(slide_to) #添加移动记录
pygame.display.update()
FPS_CLOCK.tick(FPS)
if __name__ == ‘__main__‘:
main()
本游戏参考书本 <<Python和Pygame游戏开发>>
游戏源码下载 https://inventwithpython.com/slidepuzzle.py
标签:make art rect _for nat column pytho abs 游戏
原文地址:https://www.cnblogs.com/gm332211/p/10886428.html