【Python游戏开发】使用Python编写拼图益智游戏教程

2023-11-27 05:36

本文主要是介绍【Python游戏开发】使用Python编写拼图益智游戏教程,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

使用Python编写拼图益智游戏

大家一般都玩过拼图益智游戏,或者类似的游戏。今天,就给大家使用pygame库在Python中构建一个拼图益智小游戏。这个拼图小游戏是构建一个围绕着将1-15个数字排列在16个方块的网格中的游戏。

现在,让我们从今天的惊人项目“使用PyGame的Python益智游戏”开始。首先,我们将对游戏背后的主要逻辑有一个基本的想法,然后我们将继续讨论我们将添加到这个项目中的功能,然后我们将会继续讨论这个项目的实际编码部分——Python益智游戏

游戏的基本规则和玩法:

在Python中的这个拼图益智小游戏,玩家必须按升序排列从1到15的块。游戏将显示16个方块,其中一个方块为空,玩家可以移动这些方块。一旦所有的方块都按顺序排好了,比赛就结束了。

既然我们已经对到底需要开发什么有了基本的想法,让我们继续往下看Python中拼图益智游戏需要实现的功能列表:

Python中益智游戏的特点:

Python中益智游戏的自动洗牌功能。

重置、新游戏和自动求解选项。

Python中的益智游戏块可以使用箭头键或鼠标移动。

下面直接给出Python拼图益智游戏的完整代码:

# baic library imports pygame and random
import pygame
import sys
import random
from pygame.locals import *# this section holds all the variables that we will use in Puzzle Game In Python
w_of_board = 4  # total number of columns in the board of Puzzle Game In Python
h_of_board = 4  # total number of rows in the board
block_size = 80
win_width = 640
win_height = 480
FPS = 30
BLANK = None# this is bascially for managing the different colors of the component
# we have also used variables for mantaining the text size in Puzzle Game In Python
BLACK = (0,   0,   0)
WHITE = (255, 255, 255)
BRIGHTBLUE = (0,  50, 255)
DARKTURQUOISE = (255, 255, 255)
BLUE = (0,  0, 0)
GREEN = (0, 128,   0)
RED = (255, 0, 0)
BGCOLOR = DARKTURQUOISE
TILECOLOR = BLUE
TEXTCOLOR = WHITE
BORDERCOLOR = RED
BASICFONTSIZE = 20
TEXT = GREENBUTTONCOLOR = WHITE
BUTTONTEXTCOLOR = BLACK
MESSAGECOLOR = GREEN# this is to leave the space on both the sides of the block
XMARGIN = int((win_width - (block_size * w_of_board + (w_of_board - 1))) / 2)
YMARGIN = int((win_height - (block_size * h_of_board + (h_of_board - 1))) / 2)# these are the variables for handling the keyboard keys
UP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'# this is the main functiondef main():global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECTpygame.init()FPSCLOCK = pygame.time.Clock()DISPLAYSURF = pygame.display.set_mode((win_width, win_height))# we gave a title using set_caption function in pygamepygame.display.set_caption('Slide Puzzle - CopyAssignment')BASICFONT = pygame.font.Font('freesansbold.ttf', BASICFONTSIZE)# these variables stores the various options that will be displayed to the right side of our main grid# these below only handles the design part of the optionsRESET_SURF, RESET_RECT = makeText('重置',    TEXT, BGCOLOR, win_width - 120, win_height - 310)NEW_SURF,   NEW_RECT = makeText('新游戏', TEXT, BGCOLOR, win_width - 120, win_height - 280)SOLVE_SURF, SOLVE_RECT = makeText('求解',    TEXT, BGCOLOR, win_width - 120, win_height - 250)mainBoard, solutionSeq = generateNewPuzzle(80)# this is simply the board that is same as that of the solved board in Puzzle Game In Python# bascially the game will shuffle all blocks of the solved gameSOLVEDBOARD = start_playing()# a list that tracks the moves made from the solved configurationallMoves = []# main game loopwhile True:slideTo = None# the below variable contains the message to show in the top left corner.msg = 'Click a block or press arrow keys to slide the block.'if mainBoard == SOLVEDBOARD:msg = 'Solved!'drawBoard(mainBoard, msg)check_exit_req()# the below for loop is to handle the various events of keyboardfor event in pygame.event.get():if event.type == MOUSEBUTTONUP:spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1])if (spotx, spoty) == (None, None):# this is to check if the user clicked on an option buttonif RESET_RECT.collidepoint(event.pos):# this below linw will come into action of the user clicked on Reset buttonrst_animation(mainBoard, allMoves)allMoves = []elif NEW_RECT.collidepoint(event.pos):# this below linw will come into action of the user clicked on New Game buttonmainBoard, solutionSeq = generateNewPuzzle(80)allMoves = []elif SOLVE_RECT.collidepoint(event.pos):# this below linw will come into action of the user clicked on Solve buttonrst_animation(mainBoard, solutionSeq + allMoves)allMoves = []else:# this else block in Puzzle Game In Python is just to check that the moved tile has a blankblankx, blanky = getBlankPosition(mainBoard)if spotx == blankx + 1 and spoty == blanky:slideTo = LEFTelif spotx == blankx - 1 and spoty == blanky:slideTo = RIGHTelif spotx == blankx and spoty == blanky + 1:slideTo = UPelif spotx == blankx and spoty == blanky - 1:slideTo = DOWNelif event.type == KEYUP:# this elif block will handle the checking if the user pressed a key to slide a tileif event.key in (K_LEFT, K_a) and isValidMove(mainBoard, LEFT):slideTo = LEFTelif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard, RIGHT):slideTo = RIGHTelif event.key in (K_UP, K_w) and isValidMove(mainBoard, UP):slideTo = UPelif event.key in (K_DOWN, K_s) and isValidMove(mainBoard, DOWN):slideTo = DOWN# this block will handle the fucntionality of displaying the message for controlsif slideTo:# show slide on screensliding_animation(mainBoard, slideTo, 'Click a block or press arrow keys to slide the block.', 8)take_turn(mainBoard, slideTo)allMoves.append(slideTo)pygame.display.update()FPSCLOCK.tick(FPS)def terminate():pygame.quit()sys.exit()def check_exit_req():# get all the QUIT eventsfor event in pygame.event.get(QUIT):# terminate() will kill all the events. terminate if any QUIT events are presentterminate()# this for loop will get all the KEYUP eventsfor event in pygame.event.get(KEYUP):if event.key == K_ESCAPE:# if the user presses the ESC key then it will terminate the session and if the KEYUP event was for the Esc keyterminate()# put the other KEYUP event objects backpygame.event.post(event)def start_playing():# Return a board structure with blocks in the solved state.counter = 1board = []for x in range(w_of_board):column = []for y in range(h_of_board):column.append(counter)counter += w_of_boardboard.append(column)counter -= w_of_board * (h_of_board - 1) + w_of_board - 1board[w_of_board-1][h_of_board-1] = BLANKreturn boarddef getBlankPosition(board):# Return the x and y of board coordinates of the blank space.for x in range(w_of_board):for y in range(h_of_board):if board[x][y] == BLANK:return (x, y)def take_turn(board, move):blankx, blanky = getBlankPosition(board)if move == UP:board[blankx][blanky], board[blankx][blanky +1] = board[blankx][blanky + 1], board[blankx][blanky]elif move == DOWN:board[blankx][blanky], board[blankx][blanky -1] = board[blankx][blanky - 1], board[blankx][blanky]elif move == LEFT:board[blankx][blanky], board[blankx +1][blanky] = board[blankx + 1][blanky], board[blankx][blanky]elif move == RIGHT:board[blankx][blanky], board[blankx -1][blanky] = board[blankx - 1][blanky], board[blankx][blanky]def isValidMove(board, move):blankx, blanky = getBlankPosition(board)return (move == UP and blanky != len(board[0]) - 1) or \(move == DOWN and blanky != 0) or \(move == LEFT and blankx != len(board) - 1) or \(move == RIGHT and blankx != 0)def ramdom_moves(board, lastMove=None):# start with a full list of all four movesvalidMoves = [UP, DOWN, LEFT, RIGHT]# remove moves from the list as they are disqualifiedif lastMove == UP or not isValidMove(board, DOWN):validMoves.remove(DOWN)if lastMove == DOWN or not isValidMove(board, UP):validMoves.remove(UP)if lastMove == LEFT or not isValidMove(board, RIGHT):validMoves.remove(RIGHT)if lastMove == RIGHT or not isValidMove(board, LEFT):validMoves.remove(LEFT)# this will perform the return nad it will return a random move from the list of remaining movesreturn random.choice(validMoves)def getLeftTopOfTile(block_x, block_y):left = XMARGIN + (block_x * block_size) + (block_x - 1)top = YMARGIN + (block_y * block_size) + (block_y - 1)return (left, top)def getSpotClicked(board, x, y):# from the x & y pixel coordinates, this for loop below will get the x & y board coordinatesfor block_x in range(len(board)):for block_y in range(len(board[0])):left, top = getLeftTopOfTile(block_x, block_y)tileRect = pygame.Rect(left, top, block_size, block_size)if tileRect.collidepoint(x, y):return (block_x, block_y)return (None, None)def draw_block(block_x, block_y, number, adjx=0, adjy=0):# draw a tile at board coordinates block_x and block_y, optionally a fewleft, top = getLeftTopOfTile(block_x, block_y)pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx,top + adjy, block_size, block_size))text_renderign = BASICFONT.render(str(number), True, TEXTCOLOR)text_in_rect = text_renderign.get_rect()text_in_rect.center = left + \int(block_size / 2) + adjx, top + int(block_size / 2) + adjyDISPLAYSURF.blit(text_renderign, text_in_rect)def makeText(text, color, bgcolor, top, left):# create the Surface and Rect objects for some text.text_renderign = BASICFONT.render(text, True, color, bgcolor)text_in_rect = text_renderign.get_rect()text_in_rect.topleft = (top, left)return (text_renderign, text_in_rect)# this function will draw the board wherein the player can play.
# it holds the code for displaying different color and logic behind the gamedef drawBoard(board, message):DISPLAYSURF.fill(BGCOLOR)if message:text_renderign, text_in_rect = makeText(message, MESSAGECOLOR, BGCOLOR, 5, 5)DISPLAYSURF.blit(text_renderign, text_in_rect)for block_x in range(len(board)):for block_y in range(len(board[0])):if board[block_x][block_y]:draw_block(block_x, block_y, board[block_x][block_y])left, top = getLeftTopOfTile(0, 0)width = w_of_board * block_sizeheight = h_of_board * block_sizepygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (left - 5,top - 5, width + 11, height + 11), 4)DISPLAYSURF.blit(RESET_SURF, RESET_RECT)DISPLAYSURF.blit(NEW_SURF, NEW_RECT)DISPLAYSURF.blit(SOLVE_SURF, SOLVE_RECT)# this function is to handle the animation that are displayed when a user starts a new Game
# a user can see the sliding animation over the blocks
# this is made possible using the below functiondef sliding_animation(board, direction, message, animationSpeed):blankx, blanky = getBlankPosition(board)if direction == UP:move_in_xaxis = blankxmove_in_yaxis = blanky + 1elif direction == DOWN:move_in_xaxis = blankxmove_in_yaxis = blanky - 1elif direction == LEFT:move_in_xaxis = blankx + 1move_in_yaxis = blankyelif direction == RIGHT:move_in_xaxis = blankx - 1move_in_yaxis = blanky# prepare the base surfacedrawBoard(board, message)baseSurf = DISPLAYSURF.copy()# draw a blank space over the moving block on the baseSurf Surface.take_left, take_top = getLeftTopOfTile(move_in_xaxis, move_in_yaxis)pygame.draw.rect(baseSurf, BGCOLOR, (take_left,take_top, block_size, block_size))for i in range(0, block_size, animationSpeed):# this is to handle the animation of the tile sliding overcheck_exit_req()DISPLAYSURF.blit(baseSurf, (0, 0))if direction == UP:draw_block(move_in_xaxis, move_in_yaxis,board[move_in_xaxis][move_in_yaxis], 0, -i)if direction == DOWN:draw_block(move_in_xaxis, move_in_yaxis,board[move_in_xaxis][move_in_yaxis], 0, i)if direction == LEFT:draw_block(move_in_xaxis, move_in_yaxis,board[move_in_xaxis][move_in_yaxis], -i, 0)if direction == RIGHT:draw_block(move_in_xaxis, move_in_yaxis,board[move_in_xaxis][move_in_yaxis], i, 0)pygame.display.update()FPSCLOCK.tick(FPS)def generateNewPuzzle(numSlides):# this to display the animation of blockssequence = []board = start_playing()drawBoard(board, '')pygame.display.update()# we used time.wait() to pause 500 milliseconds for effectpygame.time.wait(500)lastMove = Nonefor i in range(numSlides):move = ramdom_moves(board, lastMove)sliding_animation(board, move, 'Generating new puzzle...',animationSpeed=int(block_size / 3))take_turn(board, move)sequence.append(move)lastMove = movereturn (board, sequence)def rst_animation(board, allMoves):# make all of the moves in reversereverse_moves = allMoves[:]reverse_moves.reverse()for move in reverse_moves:if move == UP:opp_moves = DOWNelif move == DOWN:opp_moves = UPelif move == RIGHT:opp_moves = LEFTelif move == LEFT:opp_moves = RIGHTsliding_animation(board, opp_moves, '',animationSpeed=int(block_size / 2))take_turn(board, opp_moves)# this is the call to main fucntion
if __name__ == '__main__':main()

输出:

生成新的拼图

【单击块或按箭头键滑动块】

在这个教程中,尽可能的讲解了每一个步骤方法,希望这篇文章对你有用。

Python拼图益智游戏源码本站下载:https://download.csdn.net/download/mufenglaoshi/88571303

这篇关于【Python游戏开发】使用Python编写拼图益智游戏教程的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/427135

相关文章

Windows环境下解决Matplotlib中文字体显示问题的详细教程

《Windows环境下解决Matplotlib中文字体显示问题的详细教程》本文详细介绍了在Windows下解决Matplotlib中文显示问题的方法,包括安装字体、更新缓存、配置文件设置及编码調整,并... 目录引言问题分析解决方案详解1. 检查系统已安装字体2. 手动添加中文字体(以SimHei为例)步骤

C++中assign函数的使用

《C++中assign函数的使用》在C++标准模板库中,std::list等容器都提供了assign成员函数,它比操作符更灵活,支持多种初始化方式,下面就来介绍一下assign的用法,具有一定的参考价... 目录​1.assign的基本功能​​语法​2. 具体用法示例​​​(1) 填充n个相同值​​(2)

Spring StateMachine实现状态机使用示例详解

《SpringStateMachine实现状态机使用示例详解》本文介绍SpringStateMachine实现状态机的步骤,包括依赖导入、枚举定义、状态转移规则配置、上下文管理及服务调用示例,重点解... 目录什么是状态机使用示例什么是状态机状态机是计算机科学中的​​核心建模工具​​,用于描述对象在其生命

Java JDK1.8 安装和环境配置教程详解

《JavaJDK1.8安装和环境配置教程详解》文章简要介绍了JDK1.8的安装流程,包括官网下载对应系统版本、安装时选择非系统盘路径、配置JAVA_HOME、CLASSPATH和Path环境变量,... 目录1.下载JDK2.安装JDK3.配置环境变量4.检验JDK官网下载地址:Java Downloads

使用Python删除Excel中的行列和单元格示例详解

《使用Python删除Excel中的行列和单元格示例详解》在处理Excel数据时,删除不需要的行、列或单元格是一项常见且必要的操作,本文将使用Python脚本实现对Excel表格的高效自动化处理,感兴... 目录开发环境准备使用 python 删除 Excphpel 表格中的行删除特定行删除空白行删除含指定

深入理解Go语言中二维切片的使用

《深入理解Go语言中二维切片的使用》本文深入讲解了Go语言中二维切片的概念与应用,用于表示矩阵、表格等二维数据结构,文中通过示例代码介绍的非常详细,需要的朋友们下面随着小编来一起学习学习吧... 目录引言二维切片的基本概念定义创建二维切片二维切片的操作访问元素修改元素遍历二维切片二维切片的动态调整追加行动态

prometheus如何使用pushgateway监控网路丢包

《prometheus如何使用pushgateway监控网路丢包》:本文主要介绍prometheus如何使用pushgateway监控网路丢包问题,具有很好的参考价值,希望对大家有所帮助,如有错误... 目录监控网路丢包脚本数据图表总结监控网路丢包脚本[root@gtcq-gt-monitor-prome

Python通用唯一标识符模块uuid使用案例详解

《Python通用唯一标识符模块uuid使用案例详解》Pythonuuid模块用于生成128位全局唯一标识符,支持UUID1-5版本,适用于分布式系统、数据库主键等场景,需注意隐私、碰撞概率及存储优... 目录简介核心功能1. UUID版本2. UUID属性3. 命名空间使用场景1. 生成唯一标识符2. 数

SpringBoot中如何使用Assert进行断言校验

《SpringBoot中如何使用Assert进行断言校验》Java提供了内置的assert机制,而Spring框架也提供了更强大的Assert工具类来帮助开发者进行参数校验和状态检查,下... 目录前言一、Java 原生assert简介1.1 使用方式1.2 示例代码1.3 优缺点分析二、Spring Fr

Python办公自动化实战之打造智能邮件发送工具

《Python办公自动化实战之打造智能邮件发送工具》在数字化办公场景中,邮件自动化是提升工作效率的关键技能,本文将演示如何使用Python的smtplib和email库构建一个支持图文混排,多附件,多... 目录前言一、基础配置:搭建邮件发送框架1.1 邮箱服务准备1.2 核心库导入1.3 基础发送函数二、