Python實(shí)現(xiàn)過迷宮小游戲示例詳解
前言
今天為大家?guī)斫鈵炗玫倪^迷宮小游戲分享給大家好了。讓我們愉快地開始吧~
開發(fā)工具
Python版本: 3.6.4
相關(guān)模塊:
pygame模塊;
以及一些Python自帶的模塊。
環(huán)境搭建
安裝Python并添加到環(huán)境變量,pip安裝需要的相關(guān)模塊即可。
原理簡(jiǎn)介
游戲規(guī)則:
玩家通過↑↓←→鍵控制主角行動(dòng),使主角從出發(fā)點(diǎn)(左上角)繞出迷宮,到達(dá)終點(diǎn)(右下角)即為游戲勝利。
逐步實(shí)現(xiàn):
首先,當(dāng)然是創(chuàng)建迷宮啦,為了方便,這里采用隨機(jī)生成迷宮的方式(人工設(shè)計(jì)真的費(fèi)眼睛,弄到一半不想弄了,有興趣的可以自行嘗試。)。思路其實(shí)很簡(jiǎn)單,就是把游戲界面劃分成多個(gè)cell,類似這樣子:

然后設(shè)計(jì)算法遍歷所有的cell,每個(gè)被遍歷到的cell在某幾個(gè)隨機(jī)的方向上打開一堵墻(就是去掉分割cell的線條)就ok啦~
主要代碼
'''隨機(jī)生成迷宮類'''
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)
'''畫到屏幕上'''
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)
# 起點(diǎn)和終點(diǎn)標(biāo)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))
'''創(chuàng)建迷宮'''
@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
# 查看上邊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
# 查看下邊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
# 查看左邊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
# 查看右邊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
接下來就是定義角色類啦,角色類需要根據(jù)用戶的操作進(jìn)行上下左右的移動(dòng),同時(shí),保證移動(dòng)是不能跨越墻的就OK了~具體而言,代碼實(shí)現(xiàn)如下:
'''定義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
'''移動(dòng)'''
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)
'''綁定到屏幕'''
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)
最后,就是寫下游戲主循環(huán),這個(gè)其實(shí)也很簡(jiǎn)單,只要每次載入一個(gè)隨機(jī)生成的迷宮地圖和實(shí)例化一個(gè)主角,然后不斷進(jìn)行按鍵檢測(cè),并根據(jù)按鍵檢測(cè)的結(jié)果移動(dòng)主角,最后根據(jù)行動(dòng)結(jié)果更新界面數(shù)據(jù)就OK了~當(dāng)然,若主角到達(dá)了終點(diǎn),則進(jìn)入關(guān)卡切換界面。
具體而言,代碼實(shí)現(xiàn)如下:?
'''主函數(shù)'''
def main(cfg):
# 初始化
pygame.init()
pygame.mixer.init()
pygame.font.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('Maze - 微信公眾號(hào): Charles的皮卡丘')
font = pygame.font.SysFont('Consolas', 15)
# 開始界面
Interface(screen, cfg, 'game_start')
# 記錄關(guān)卡數(shù)
num_levels = 0
# 記錄最少用了多少步通關(guān)
best_scores = 'None'
# 關(guān)卡循環(huán)切換
while True:
num_levels += 1
clock = pygame.time.Clock()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
# --隨機(jī)生成關(guān)卡地圖
maze_now = RandomMaze(cfg.MAZESIZE, cfg.BLOCKSIZE, cfg.BORDERSIZE)
# --生成hero
hero_now = Hero(cfg.HEROPICPATH, [0, 0], cfg.BLOCKSIZE, cfg.BORDERSIZE)
# --統(tǒng)計(jì)步數(shù)
num_steps = 0
# --關(guān)卡內(nèi)主循環(huán)
while True:
dt = clock.tick(cfg.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)
# ----顯示一些信息
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))
# ----判斷游戲是否勝利
if (hero_now.coordinate[0] == cfg.MAZESIZE[1] - 1) and (hero_now.coordinate[1] == cfg.MAZESIZE[0] - 1):
break
pygame.display.update()
# 更新最優(yōu)成績(jī)
if best_scores == 'None':
best_scores = num_steps
else:
if best_scores > num_steps:
best_scores = num_steps
# 關(guān)卡切換
Interface(screen, cfg, mode='game_switch')
到此這篇關(guān)于Python實(shí)現(xiàn)過迷宮小游戲示例詳解的文章就介紹到這了,更多相關(guān)Python過迷宮小游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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