效果展示:

程序简介
1.使用pygame模组
2.在material目录下有一些素材
3.吃豆人的游戏主体
4.吃豆人怪物的AI(未使用深度学习)
主要代码
main.py
import pygame, sys from pygame.locals import * from unit import user, enemy import random #constant initialize FPS = 60 BLOCK_SIZE = 24 WIDTH = 29 HEIGHT = 15 WINDOW_WIDTH = WIDTH * BLOCK_SIZE WINDOW_HEIGHT = HEIGHT * BLOCK_SIZE MAP_NAME = "./material/map.maze" BGM_NAME = "./material/bgm.ogg" BLOCK_IMAGE = "./material/block.png" FOOD_IMAGE = "./material/food.png" GAMEOVER_IMAGE = "./material/gameover.png" SERVER_PORT = 30000 ENEMY_COUNT = 4 OX = 1 OY = 1 DELAY = 8 #pygame initialize pygame.init() display = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT)) clock = pygame.time.Clock() block_image = pygame.image.load(BLOCK_IMAGE) food_image = pygame.image.load(FOOD_IMAGE) gameover_image = pygame.image.load(GAMEOVER_IMAGE) bgm = pygame.mixer.music.load(BGM_NAME) scene = "game" unit_list = [] game_map = [] #map initialize def load_map(filename): global game_map game_map.clear() file = open(filename, 'r') for line in file.readlines(): game_map.append(list(line.strip())) pass pass #set passport def through(position): x = position[0] y = position[1] in_range = (x >= 0 and x < WIDTH) and (y >= 0 and y < HEIGHT) in_space = (not game_map[y][x] == '1') return (in_range and in_space) pass #gameover? def check_gameover(user_pos, enemy_pos): global scene gameover = (enemy_pos[0] == user_pos[0] and enemy_pos[1] == user_pos[1]) if gameover: scene = "gameover" pass return gameover pass #gameover def gameover(): pygame.mixer.music.stop() keys = pygame.key.get_pressed() if keys[K_RETURN]: initialize() pass display.fill((0, 0, 0)) x = (WINDOW_WIDTH-gameover_image.get_width())/2 y = (WINDOW_HEIGHT-gameover_image.get_height())/2 display.blit(gameover_image, (x, y)) pygame.display.update() pass #unit initialize def initialize_unit(): unit_list.clear() ox = random.randint(1, WIDTH - 2) oy = random.randint(1, HEIGHT - 2) while not through((ox, oy)): ox = random.randint(1, WIDTH - 2) oy = random.randint(1, HEIGHT - 2) unit_list.append(user(OX, OY)) for i in range(0, ENEMY_COUNT): enemy_color = i % 4 ox = random.randint(1, WIDTH - 2) oy = random.randint(1, HEIGHT - 2) while not through((ox, oy)): ox = random.randint(1, WIDTH - 2) oy = random.randint(1, HEIGHT - 2) unit_list.append(enemy(enemy_color, ox, oy)) pass pass #initialize def initialize(): global scene load_map(MAP_NAME) initialize_unit() scene = "game" pygame.mixer.music.play(-1) #system update def system_update(): clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pass #update control control_clock = [0, DELAY] def control_update(): #user control if control_clock[0] > control_clock[1]: user = unit_list[0] keys = pygame.key.get_pressed() passport = False pos = user.position if keys[K_UP]: pos = user.move(through(user.next(0))) elif keys[K_RIGHT]: pos = user.move(through(user.next(1))) elif keys[K_DOWN]: pos = user.move(through(user.next(2))) elif keys[K_LEFT]: pos = user.move(through(user.next(3))) pass game_map[pos[1]][pos[0]] = '0' #enemy control u_pos = unit_list[0].position for index in range(1, len(unit_list)): enemy = unit_list[index] if check_gameover(u_pos, enemy.position): break enemy.track(u_pos) passport = through(enemy.next()) enemy.move(passport) while not passport: enemy.clockwise() passport = through(enemy.next()) enemy.move(passport) pass control_clock[0] = 0 pass else: control_clock[0] += 1 pass pass #update screen def screen_update(): display.fill((0, 0, 0)) for i in range(0, HEIGHT): for j in range(0, WIDTH): x = j * BLOCK_SIZE y = i * BLOCK_SIZE if game_map[i][j] == '1': display.blit(block_image, (x, y)) elif game_map[i][j] == '4': display.blit(food_image, (x, y)) pass pass pass for unit in unit_list: unit.update() x = unit.position[0] * BLOCK_SIZE y = unit.position[1] * BLOCK_SIZE display.blit(unit.image, (x, y), unit.image_rect()) pygame.display.update() pass #first initialize() #main loop while True: system_update() if scene == "game": control_update() screen_update() else: gameover() pass pass
unit.py
import pygame
import math
import random
USER_IMAGE = "./material/user.png"
ENEMY_IMAGE = [("./material/enemy%d.png" % i) for i in range(1, 5)]
class unit():
def __init__(self, filename):
super(unit, self).__init__()
self.image = pygame.image.load(filename)
self.clock = [0, 5]
self.direction = 0
self.position = [1, 1, 1, 1]
self.index = 0
self.source_rect = 0
pass
def update(self):
self.animation_update()
pass
def animation_update(self):
self.clock[0] += 1
if self.clock[0] > self.clock[1]:
if self.index < 4:
self.index += 4
else:
self.index -= 4
self.source_rect = self.image_rect()
self.clock[0] = 0
pass
pass
def move(self, passport):
if passport:
pos = self.position[:]
self.position[0] = self.position[2]
self.position[1] = self.position[3]
else:
self.position[2] = self.position[0]
self.position[3] = self.position[1]
pos = self.position
pass
return pos
pass
def next(self):
self.ahead()
return (self.position[2], self.position[3])
pass
def turn(self, direction):
self.direction = direction % 4
self.index = self.direction
pass
def ahead(self):
if self.direction == 0:
self.position[3] -= 1
elif self.direction == 1:
self.position[2] += 1
elif self.direction == 2:
self.position[3] += 1
elif self.direction == 3:
self.position[2] -= 1
pass
def image_rect(self):
w = self.image.get_width()
h = self.image.get_height()
ox = math.floor(w / 4 * (self.index % 4))
oy = math.floor(h / 2 * math.floor(self.index / 4))
return pygame.Rect((ox, oy), (24, 24))
class user(unit):
def __init__(self, x, y):
super(user, self).__init__(USER_IMAGE)
self.position = [x, y, x, y]
pass
def next(self, direction):
self.turn(direction)
self.ahead()
return (self.position[2], self.position[3])
pass
class enemy(unit):
def __init__(self, id, x, y):
filename = ENEMY_IMAGE[id]
super(enemy, self).__init__(filename)
self.position = [x, y, x, y]
pass
def track(self, user_pos):
rand_dir = [1,2,3,4]
self.turn(random.choice(rand_dir))
pass
def clockwise(self):
self.turn(self.direction + 1)
pass
class enemy_user(unit):
def __init__(self, x, y):
filename = ENEMY_IMAGE[0]
super(enemy_user, self).__init__(filename)
self.position = [x, y, x, y]
pass
def move(self, x, y):
self.position[0] = x
self.position[1] = y
pass
总结:
程序还有许多地方可以完善,如怪物的AI,时间的判定等等,有兴趣的大佬可以加以修改完善。
完整项目下载:https://github.com/tinytsunami/Python-Game
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