Python游戏开发,pygame模块,Python实现炸弹人小游戏

作者 : 开心源码 本文共13736个字,预计阅读时间需要35分钟 发布时间: 2022-05-14 共174人阅读

往期回顾

Python实现“小兔子和Bun”游戏

Python实现八音符小游戏

Python实现拼图小游戏

Python实现滑雪小游戏

Python实现经典90坦克大战

Python实现FlappyBird小游戏

Python实现恐龙跳一跳小游戏

Python实现塔防小游戏

Python实现接水果和金币小游戏

Python实现简易版飞机大战小游戏

Python实现俄罗斯方块小游戏

Python实现推箱子小游戏

Python实现外星人入侵小游戏

Python实现经典吃豆豆小游戏

Python实现消消乐小游戏

Python实现24点小游戏

Python实现乒乓球小游戏

Python实现打砖块小游戏

前言

今天用Python实现的是一个炸弹人小游戏,废话不多说,让我们愉快地开始吧~

效果展现

image.png

开发工具

Python版本: 3.6.4

相关模块:

pygame模块;

以及少量Python自带的模块。

环境调试

安装Python并增加到环境变量,pip安装需要的相关模块就可。

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。其余角色(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),都将损失肯定生命值;所有角色吃到水果时,均可恢复肯定数值的生命值。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。

逐渐实现:

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

墙类和背景类很好定义,只要要可以导入图片,而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少量了。角色类需要根据玩家或者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肯定数值的生命值:

'''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  '''升级角色朝向'''  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醒功能,以及倒计时结束之后在炸弹杀伤范围内产生火焰特效(穷,预计只值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    # 该炸弹能否还存在    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

由于炸弹类和角色类每帧都要绑定到游戏屏幕上,所以少量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少量。

接下来,我们在.map文件中设计我们的游戏地图:

图片

而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要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,即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(只需是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')

文章到这里就结束了,感谢你的观看,Python24个小游戏系列,下篇文章分享过迷宫小游戏

为了感谢读者们,我想把我最近收藏的少量编程干货分享给大家,回馈每一个读者,希望能帮到你们。

干货主要有:

① 2000多本Python电子书(主流和经典的书籍应该都有了)

② Python标准库资料(最全中文版)

③ 项目源码(四五十个有趣且经典的练手项目及源码)

④ Python基础入门、爬虫、web开发、大数据分析方面的视频(适合小白学习)

⑤ Python学习路线图(告别不入流的学习)

⑥ 两天的Python爬虫训练营直播权限

All done~详见个人简介或者者私信获取完整源代码。。

说明
1. 本站所有资源来源于用户上传和网络,如有侵权请邮件联系站长!
2. 分享目的仅供大家学习和交流,您必须在下载后24小时内删除!
3. 不得使用于非法商业用途,不得违反国家法律。否则后果自负!
4. 本站提供的源码、模板、插件等等其他资源,都不包含技术服务请大家谅解!
5. 如有链接无法下载、失效或广告,请联系管理员处理!
6. 本站资源售价只是摆设,本站源码仅提供给会员学习使用!
7. 如遇到加密压缩包,请使用360解压,如遇到无法解压的请联系管理员
开心源码网 » Python游戏开发,pygame模块,Python实现炸弹人小游戏

发表回复