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2025-02-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >
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Xiaobian to share with you how Python to achieve push box games, I believe most people still do not know how, so share this article for everyone's reference, I hope you have a lot of harvest after reading this article, let's go to understand it together!
1. rules of the game
Push box game is a playable strategy puzzle hand game, the game players will play a cute Q cute role,
We need to push the boxes in the scene to the appropriate position to place them in order to easily win the game.
Although the whole process is extremely simple, it requires the player to think hard, make full use of the effective space, reasonably push the box to the designated position, and thus win the game.
Not only that, the overall style of the game is very simple and refreshing, using a simple and stylized graphic design, giving players an unprecedented experience.
2. material preparation
Player, box, background, etc. Image materials:
3. environment installation
Python3.6, pycharm, pygame game modules can not be less.
pip install pygame
** Import game material, ** Add game elements
def addElement(self, elem_type, col, row): if elem_type == 'wall': self.walls.append(elementSprite('wall.png', col, row, cfg)) elif elem_type == 'box': self.boxes.append(elementSprite('box.png', col, row, cfg)) elif elem_type == 'target': self.targets.append(elementSprite ('target.png ', col, row, cfg))4. Game start and end interface settings def startInterface(screen, cfg): screen.fill(cfg.BACKGROUNDCOLOR) clock = pygame.time.Clock() while True: button_1 = Button(screen, (95, 150), 'Start game', cfg) button_2 = Button(screen, (95, 305), 'exit game', cfg) for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: if button_1.collidepoint(pygame.mouse.get_pos()): return elif button_2.collidepoint(pygame.mouse.get_pos()): pygame.quit() sys.exit(0) clock.tick(60) pygame.display.update() def endInterface(screen, cfg): screen.fill(cfg.BACKGROUNDCOLOR) clock = pygame.time.Clock() font_path = os.path.join(cfg.FONTDIR, 'simkai.ttf') text = 'Smart as you ~ Congratulations on clearing the level! ' font = pygame.font.Font(font_path, 30) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.blit(text_render, (120, 200)) clock.tick(60) pygame.display.update()
As follows:
***** Set up the game interface, ** Import the level map.
class gameInterface(): def __init__(self, screen): self.screen = screen self.levels_path = cfg.LEVELDIR self.initGame() def loadLevel(self, game_level): with open(os.path.join(self.levels_path, game_level), 'r') as f: lines = f.readlines() #game map self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines)) The game surface height = cfg.BLOCKSIZE * self.game_map.num_rows width = cfg.BLOCKSIZE * self.game_map.num_cols self.game_surface = pygame.Surface((width, height)) self.game_surface.fill(cfg.BACKGROUNDCOLOR) self.game_surface_blank = self.game_surface.copy() for row, elems in enumerate(lines): for col, elem in enumerate(elems): if elem == 'p': self.player = pusherSprite(col, row, cfg) elif elem == '*': self.game_map.addElement('wall', col, row) elif elem == '#': self.game_map.addElement('box', col, row) elif elem == 'o': self.game_map.addElement('target', col, row)
Because the game interface area> game window interface, so you need to scroll according to the position of the character.
def scroll(self): x, y = self.player.rect.center width = self.game_surface.get_rect().w height = self.game_surface.get_rect().h if (x + cfg.SCREENSIZE[0] // 2) > cfg.SCREENSIZE[0]: if -1 * self.scroll_x + cfg.SCREENSIZE[0]
< width: self.scroll_x -= 2 elif (x + cfg.SCREENSIZE[0] // 2) >0: if self.scroll_x
< 0: self.scroll_x += 2 if (y + cfg.SCREENSIZE[1] // 2) >cfg.SCREENSIZE[1]: if -1 * self.scroll_y + cfg.SCREENSIZE[1]
< height: self.scroll_y -= 2 elif (y + 250) >0: if self.scroll_y
< 0: self.scroll_y += 2 设置玩家的精灵类,可上下左右移动等。 class pusherSprite(pygame.sprite.Sprite): def __init__(self, col, row, cfg): pygame.sprite.Sprite.__init__(self) self.image_path = os.path.join(cfg.IMAGESDIR, 'player.png') self.image = pygame.image.load(self.image_path).convert() color = self.image.get_at((0, 0)) self.image.set_colorkey(color, pygame.RLEACCEL) self.rect = self.image.get_rect() self.col = col self.row = row '''移动''' def move(self, direction, is_test=False): # 测试模式代表模拟移动 if is_test: if direction == 'up': return self.col, self.row - 1 elif direction == 'down': return self.col, self.row + 1 elif direction == 'left': return self.col - 1, self.row elif direction == 'right': return self.col + 1, self.row else: if direction == 'up': self.row -= 1 elif direction == 'down': self.row += 1 elif direction == 'left': self.col -= 1 elif direction == 'right': self.col += 1 '''将人物画到游戏界面上''' def draw(self, screen): self.rect.x = self.rect.width * self.col self.rect.y = self.rect.height * self.row screen.blit(self.image, self.rect) '''游戏元素精灵类'''class elementSprite(pygame.sprite.Sprite): def __init__(self, sprite_name, col, row, cfg): pygame.sprite.Sprite.__init__(self) # 导入box.png/target.png/wall.png self.image_path = os.path.join(cfg.IMAGESDIR, sprite_name) self.image = pygame.image.load(self.image_path).convert() color = self.image.get_at((0, 0)) self.image.set_colorkey(color, pygame.RLEACCEL) self.rect = self.image.get_rect() # 元素精灵类型 self.sprite_type = sprite_name.split('.')[0] # 元素精灵的位置 self.col = col self.row = row '''将游戏元素画到游戏界面上''' def draw(self, screen): self.rect.x = self.rect.width * self.col self.rect.y = self.rect.height * self.row screen.blit(self.image, self.rect) '''移动游戏元素''' def move(self, direction, is_test=False): if self.sprite_type == 'box': # 测试模式代表模拟移动 if is_test: if direction == 'up': return self.col, self.row - 1 elif direction == 'down': return self.col, self.row + 1 elif direction == 'left': return self.col - 1, self.row elif direction == 'right': return self.col + 1, self.row else: if direction == 'up': self.row -= 1 elif direction == 'down': self.row += 1 elif direction == 'left': self.col -= 1 elif direction == 'right': self.col += 1 游戏关卡循环,当某个关卡过不去的时候,想重新来按住R键即可返回本关卡。 def runGame(screen, game_level): clock = pygame.time.Clock() game_interface = gameInterface(screen) game_interface.loadLevel(game_level) font_path = os.path.join(cfg.FONTDIR, 'simkai.ttf') text = '按R键重新开始本关' font = pygame.font.Font(font_path, 15) text_render = font.render(text, 1, (255, 255, 255)) while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(0) elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: next_pos = game_interface.player.move('left', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('left') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('left', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('left') box.move('left') break if event.key == pygame.K_RIGHT: next_pos = game_interface.player.move('right', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('right') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('right', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('right') box.move('right') break if event.key == pygame.K_DOWN: next_pos = game_interface.player.move('down', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('down') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('down', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('down') box.move('down') break if event.key == pygame.K_UP: next_pos = game_interface.player.move('up', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('up') else: box = game_interface.game_map.getBox(*next_pos) if box: next_pos = box.move('up', is_test=True) if game_interface.game_map.isValidPos(*next_pos): game_interface.player.move('up') box.move('up') break if event.key == pygame.K_r: game_interface.initGame() game_interface.loadLevel(game_level) game_interface.draw(game_interface.player, game_interface.game_map) if game_interface.game_map.levelCompleted(): return screen.blit(text_render, (5, 5)) pygame.display.flip() clock.tick(100) 如下: 判断****该关卡中所有的箱子是否都在指定位置, 在的话就是通关了。 def levelCompleted(self): for box in self.boxes: is_match = False for target in self.targets: if box.col == target.col and box.row == target.row: is_match = True break if not is_match: return False return True 效果图第二关卡如下:The above is all the content of this article "Python how to implement the box game", thank you for reading! I believe that everyone has a certain understanding, hope to share the content to help everyone, if you still want to learn more knowledge, welcome to pay attention to the industry information channel!
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