Python-炸d人【附完整源码】

Python-炸d人【附完整源码】,第1张

炸d人

炸d人是童年的一款经典电子游戏,玩家控制一个类似"炸d人"的角色,这个角色可以放置炸d,并在指定的时间内引爆它们消灭敌人以达到目标,此游戏共设有两节关卡,代码如下:

运行效果:方向键控制上下左右, 点击空格键丢炸d
Python-炸d人【附完整源码】,在这里插入图片描述,第2张
Python-炸d人【附完整源码】,在这里插入图片描述,第3张
Python-炸d人【附完整源码】,在这里插入图片描述,第4张

一:主程序:

import sys import cfg import random import pygame from modules import *'''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('炸d人') # 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dbomb bomb_sprite_group = pygame.sprite.Group() # -用于判断游戏胜利或者失败的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d 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(只要是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') '''run''' if __name__ == '__main__': while True: main(cfg)

二:配置文件 –

cfg.py

import os'''屏幕大小''' SCREENSIZE = (640, 480) '''块大小''' BLOCKSIZE = 30 '''FPS''' FPS = 30 '''游戏地图路径''' GAMEMAPPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/maps/1.map', 'resources/maps/2.map']] '''墙路径''' WALLPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/images/misc/wall0.png', 'resources/images/misc/wall1.png', 'resources/images/misc/wall2.png']] '''英雄路径''' HERODKPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/images/dk/left.png', 'resources/images/dk/right.png', 'resources/images/dk/up.png', 'resources/images/dk/down.png']] HEROZELDAPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/images/zelda/left.png', 'resources/images/zelda/right.png', 'resources/images/zelda/up.png', 'resources/images/zelda/down.png']] HEROBATMANPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/images/batman/left.png', 'resources/images/batman/right.png', 'resources/images/batman/up.png', 'resources/images/batman/down.png']] '''水果路径''' FRUITPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/images/misc/banana.png', 'resources/images/misc/cherry.png']] '''背景路径''' BACKGROUNDPATHS = [os.path.join(os.getcwd(), path) for path in \ ['resources/images/misc/bg0.png', 'resources/images/misc/bg1.png', 'resources/images/misc/bg2.png']] '''爆炸和发射路径''' BOMBPATH = os.path.join(os.getcwd(), 'resources/images/misc/bomb.png') FIREPATH = os.path.join(os.getcwd(), 'resources/images/misc/fire.png') '''背景音乐''' BGMPATH = os.path.join(os.getcwd(), 'resources/audio/bgm.mp3') '''一些颜色''' YELLOW = (255, 255, 0) BLUE = (0, 0, 255) RED = (255, 0, 0) BLACK = (0, 0, 0) WHITE = (255, 255, 255)

三:素材包 –

resources

(1)

audio

文件:

bgm.mps

音乐大家自己去找然后设置就好

(2)

images

文件:

图片太多了,做不到全部放置,大家根据配置文件自己去弄就好,或者私信我,我单独给大家发

(3)

maps

文件:

#1.map xxxxxxxxxxxxx x00000000000x x0x0x0x0x0x0x x00000000000x x0x0x0x0x0x0x x00000000000x x0x0x0x0x0x0x x00000000000x x0x0x0x0x0x0x x00000000000x xxxxxxxxxxxxx

#2.map 2222222222222222222222222 2wwwww2wwwww2wwwww2wwwww2 2222222222222222222222222 2zz2zz2x1x1x1x1x1x2zz2zz2 2zz2zz2111111111112zz2zz2 2222222x1x1x1x1x1x2222222 2wwwww2111111111112wwwww2 2222222x1x1x1x1x1x2222222 2zz2zz2111111111112zz2zz2 2zz2zz2x1x1x1x1x1x2zz2zz2 2222222222222222222222222 2wwwww2wwwww2wwwww2wwwww2 2222222222222222222222222

四:文件包 –

modules

(1)

__init__.py

'''初始化''' from .MAP import mapParser from .misc import showText, Button, Interface from .Sprites import Wall, Background, Fruit, Bomb, Hero

(2)

MAP.py

import random from .Sprites import *'''.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

(3)

misc.py

import sys import pygame'''在屏幕指定位置显示文字''' def showText(screen, font, text, color, position): text_render = font.render(text, True, color) rect = text_render.get_rect() rect.left, rect.top = position screen.blit(text_render, rect) return rect.right '''按钮''' def Button(screen, position, text, buttoncolor=(120, 120, 120), linecolor=(20, 20, 20), textcolor=(255, 255, 255), bwidth=200, bheight=50): left, top = position pygame.draw.line(screen, linecolor, (left, top), (left+bwidth, top), 5) pygame.draw.line(screen, linecolor, (left, top-2), (left, top+bheight), 5) pygame.draw.line(screen, linecolor, (left, top+bheight), (left+bwidth, top+bheight), 5) pygame.draw.line(screen, linecolor, (left+bwidth, top+bheight), (left+bwidth, top), 5) pygame.draw.rect(screen, buttoncolor, (left, top, bwidth, bheight)) font = pygame.font.SysFont('Consolas', 30) text_render = font.render(text, 1, textcolor) rect = text_render.get_rect() rect.centerx, rect.centery = left + bwidth / 2, top + bheight / 2 return screen.blit(text_render, rect)'''游戏开始/关卡切换/游戏结束界面''' def Interface(screen, cfg, mode='game_start'): pygame.display.set_mode(cfg.SCREENSIZE) if mode == 'game_start': clock = pygame.time.Clock() while True: screen.fill((41, 36, 33)) button_1 = Button(screen, (220, 150), 'START') button_2 = Button(screen, (220, 250), 'QUIT') for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return True elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(-1) pygame.display.update() clock.tick(cfg.FPS) elif mode == 'game_switch': clock = pygame.time.Clock() while True: screen.fill((41, 36, 33)) button_1 = Button(screen, (220, 150), 'NEXT') button_2 = Button(screen, (220, 250), 'QUIT') for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return True elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(-1) pygame.display.update() clock.tick(cfg.FPS) elif mode == 'game_end': clock = pygame.time.Clock() while True: screen.fill((41, 36, 33)) button_1 = Button(screen, (220, 150), 'RESTART') button_2 = Button(screen, (220, 250), 'QUIT') for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return True elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(-1) pygame.display.update() clock.tick(cfg.FPS) else: raise ValueError('Interface.mode unsupport %s...' % mode)

(4)

Sprites.py

import copy import random import pygame'''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''' 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d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d伤害能力 self.harm_value = 1 # 该炸d是否还存在 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 '''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d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d''' 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 '''更新角色朝向''' 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))

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