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用python实现一个让人戒不掉的百变款消消乐

发布日期:2022-01-02 12:20 | 文章来源:CSDN

导语

每日游戏更新系列——今天带大家解锁消消乐小游戏!

一天深夜,我像往常一样快乐地遨游在互联网的海洋里,猝不及防地接到了一个电话。

屏幕上一个触目惊心的大字:妈。

我一边动作迟缓地按下通话键,一边迅速反省是不是刚才发朋友圈忘记屏蔽,被她发现我又在熬夜了。

电话那头果然传来了她火急火燎的声音,但我猜中了开头,却猜不到这结局。

我妈说:“还没睡觉吧,给我解锁一下消消乐的新关卡。”

我还在判断她的操作是有意试探还是虚晃一枪时,她已经开始着急了:“快点,就差最后一个人了,我在等着你啊!”

对于不想睡觉的人来说,每个辗转难眠的夜晚都是相似的,但同样清醒如鸡的我和我妈却有着各自不同的快乐源泉!

正文

其实消消乐的话主题的素材可以随意一点儿, 可以是月饼中秋版本的,动漫版本的等等等.......万物皆可。

这边准备了2组消消乐的主题:1.表情包消消乐;2.十二生肖。

设置拼图游戏精灵类:

class gemSprite(pygame.sprite.Sprite):
 def __init__(self, img_path, size, position, downlen, **kwargs):
  pygame.sprite.Sprite.__init__(self)
  self.image = pygame.image.load(img_path)
  self.image = pygame.transform.smoothscale(self.image, size)
  self.rect = self.image.get_rect()
  self.rect.left, self.rect.top = position
  self.downlen = downlen
  self.target_x = position[0]
  self.target_y = position[1] + downlen
  self.type = img_path.split('/')[-1].split('.')[0]
  self.fixed = False
  self.speed_x = 10
  self.speed_y = 10
  self.direction = 'down'

拼图上下左右移动:

 def move(self):
  if self.direction == 'down':
self.rect.top = min(self.target_y, self.rect.top+self.speed_y)
if self.target_y == self.rect.top:
 self.fixed = True
  elif self.direction == 'up':
self.rect.top = max(self.target_y, self.rect.top-self.speed_y)
if self.target_y == self.rect.top:
 self.fixed = True
  elif self.direction == 'left':
self.rect.left = max(self.target_x, self.rect.left-self.speed_x)
if self.target_x == self.rect.left:
 self.fixed = True
  elif self.direction == 'right':
self.rect.left = min(self.target_x, self.rect.left+self.speed_x)
if self.target_x == self.rect.left:
 self.fixed = True

定义游戏类开始游戏主循环:

class gemGame():
 def __init__(self, screen, sounds, font, gem_imgs, cfg, **kwargs):
  self.info = 'Gemgem'
  self.screen = screen
  self.sounds = sounds
  self.font = font
  self.gem_imgs = gem_imgs
  self.cfg = cfg
  self.reset()
 def start(self):
  clock = pygame.time.Clock()
  # 遍历整个游戏界面更新位置
  overall_moving = True
  # 指定某些对象个体更新位置
  individual_moving = False
  # 定义一些必要的变量
  gem_selected_xy = None
  gem_selected_xy2 = None
  swap_again = False
  add_score = 0
  add_score_showtimes = 10
  time_pre = int(time.time())
  while True:
for event in pygame.event.get():
 if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
  pygame.quit()
  sys.exit()
 elif event.type == pygame.MOUSEBUTTONUP:
  if (not overall_moving) and (not individual_moving) and (not add_score):position = pygame.mouse.get_pos()if gem_selected_xy is None:
gem_selected_xy = self.checkSelected(position)else:
gem_selected_xy2 = self.checkSelected(position)
if gem_selected_xy2:
 if self.swapGem(gem_selected_xy, gem_selected_xy2):
  individual_moving = True
  swap_again = False
 else:
  gem_selected_xy = None
if overall_moving:
 overall_moving = not self.dropGems(0, 0)
 # 移动一次可能可以拼出多个3连块
 if not overall_moving:
  res_match = self.isMatch()
  add_score = self.removeMatched(res_match)
  if add_score > 0:overall_moving = True
if individual_moving:
 gem1 = self.getGemByPos(*gem_selected_xy)
 gem2 = self.getGemByPos(*gem_selected_xy2)
 gem1.move()
 gem2.move()
 if gem1.fixed and gem2.fixed:
  res_match = self.isMatch()
  if res_match[0] == 0 and not swap_again:swap_again = Trueself.swapGem(gem_selected_xy, gem_selected_xy2)self.sounds['mismatch'].play()
  else:add_score = self.removeMatched(res_match)overall_moving = Trueindividual_moving = Falsegem_selected_xy = Nonegem_selected_xy2 = None
self.screen.fill((135, 206, 235))
self.drawGrids()
self.gems_group.draw(self.screen)
if gem_selected_xy:
 self.drawBlock(self.getGemByPos(*gem_selected_xy).rect)
if add_score:
 if add_score_showtimes == 10:
  random.choice(self.sounds['match']).play()
 self.drawAddScore(add_score)
 add_score_showtimes -= 1
 if add_score_showtimes < 1:
  add_score_showtimes = 10
  add_score = 0
self.remaining_time -= (int(time.time()) - time_pre)
time_pre = int(time.time())
self.showRemainingTime()
self.drawScore()
if self.remaining_time <= 0:
 return self.score
pygame.display.update()
clock.tick(self.cfg.FPS)

既然是游戏拿肯定是有加分设置的、玩游戏要设置一个时间限制更有趣。

 def showRemainingTime(self):
  remaining_time_render = self.font.render('CountDown: %ss' % str(self.remaining_time), 1, (85, 65, 0))
  rect = remaining_time_render.get_rect()
  rect.left, rect.top = (self.cfg.SCREENSIZE[0]-201, 6)
  self.screen.blit(remaining_time_render, rect)
 
 def drawScore(self):
  score_render = self.font.render('SCORE:'+str(self.score), 1, (85, 65, 0))
  rect = score_render.get_rect()
  rect.left, rect.top = (10, 6)
  self.screen.blit(score_render, rect)
 
 def drawAddScore(self, add_score):
  score_render = self.font.render('+'+str(add_score), 1, (255, 100, 100))
  rect = score_render.get_rect()
  rect.left, rect.top = (250, 250)
  self.screen.blit(score_render, rect)

三个图片相同即可消除:

  def removeMatched(self, res_match):
  if res_match[0] > 0:
self.generateNewGems(res_match)
self.score += self.reward
return self.reward
  return 0

定义下来的图片特效:

 def dropGems(self, x, y):
  if not self.getGemByPos(x, y).fixed:
self.getGemByPos(x, y).move()
  if x < self.cfg.NUMGRID - 1:
x += 1
return self.dropGems(x, y)
  elif y < self.cfg.NUMGRID - 1:
x = 0
y += 1
return self.dropGems(x, y)
  else:
return self.isFull()

拼图的位置交换:

 def swapGem(self, gem1_pos, gem2_pos):
  margin = gem1_pos[0] - gem2_pos[0] + gem1_pos[1] - gem2_pos[1]
  if abs(margin) != 1:
return False
  gem1 = self.getGemByPos(*gem1_pos)
  gem2 = self.getGemByPos(*gem2_pos)
  if gem1_pos[0] - gem2_pos[0] == 1:
gem1.direction = 'left'
gem2.direction = 'right'
  elif gem1_pos[0] - gem2_pos[0] == -1:
gem2.direction = 'left'
gem1.direction = 'right'
  elif gem1_pos[1] - gem2_pos[1] == 1:
gem1.direction = 'up'
gem2.direction = 'down'
  elif gem1_pos[1] - gem2_pos[1] == -1:
gem2.direction = 'up'
gem1.direction = 'down'
  gem1.target_x = gem2.rect.left
  gem1.target_y = gem2.rect.top
  gem1.fixed = False
  gem2.target_x = gem1.rect.left
  gem2.target_y = gem1.rect.top
  gem2.fixed = False
  self.all_gems[gem2_pos[0]][gem2_pos[1]] = gem1
  self.all_gems[gem1_pos[0]][gem1_pos[1]] = gem2
  return True

​​​附游戏主程序界面:

import os
import sys
import cfg
import pygame
from modules import *
 
def main():
 pygame.init()
 screen = pygame.display.set_mode(cfg.SCREENSIZE)
 pygame.display.set_caption('消消乐小游戏')
 # 加载背景音乐
 pygame.mixer.init()
 pygame.mixer.music.load(os.path.join(cfg.ROOTDIR, "resources/audios/bg.mp3"))
 pygame.mixer.music.set_volume(0.6)
 pygame.mixer.music.play(-1)
 # 加载音效
 sounds = {}
 sounds['mismatch'] = pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/badswap.wav'))
 sounds['match'] = []
 for i in range(6):
  sounds['match'].append(pygame.mixer.Sound(os.path.join(cfg.ROOTDIR, 'resources/audios/match%s.wav' % i)))
 # 加载字体
 font = pygame.font.Font(os.path.join(cfg.ROOTDIR, 'resources/font/font.TTF'), 25)
 # 图片加载
 gem_imgs = []
 for i in range(1, 8):
  gem_imgs.append(os.path.join(cfg.ROOTDIR, 'resources/images/gem%s.png' % i))
 # 主循环
 game = gemGame(screen, sounds, font, gem_imgs, cfg)
 while True:
  score = game.start()
  flag = False
  # 一轮游戏结束后玩家选择重玩或者退出
  while True:
for event in pygame.event.get():
 if event.type == pygame.QUIT or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE):
  pygame.quit()
  sys.exit()
 elif event.type == pygame.KEYUP and event.key == pygame.K_r:
  flag = True
if flag:
 break
screen.fill((135, 206, 235))
text0 = 'Final score: %s' % score
text1 = 'Press <R> to restart the game.'
text2 = 'Press <Esc> to quit the game.'
y = 150
for idx, text in enumerate([text0, text1, text2]):
 text_render = font.render(text, 1, (85, 65, 0))
 rect = text_render.get_rect()
 if idx == 0:
  rect.left, rect.top = (212, y)
 elif idx == 1:
  rect.left, rect.top = (122.5, y)
 else:
  rect.left, rect.top = (126.5, y)
 y += 100
 screen.blit(text_render, rect)
pygame.display.update()
  game.reset()
 
 
'''run'''
if __name__ == '__main__':
 main()

效果图:

​说实话这个表情包版本的找的好哇!哈哈哈 很多相似的找都找不出来~

这个是真卡哇伊哈哈哈 适合家里的小朋友玩~

总结

好啦!每日游戏更新系列今天的结束了!

​​​​

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