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自学教程:python 实现简单的吃豆人游戏

51自学网 2021-10-30 22:46:09
  python
这篇教程python 实现简单的吃豆人游戏写得很实用,希望能帮到您。

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, sysfrom pygame.locals import *from unit import user, enemyimport random#constant initializeFPS = 60BLOCK_SIZE = 24WIDTH = 29HEIGHT = 15WINDOW_WIDTH = WIDTH * BLOCK_SIZEWINDOW_HEIGHT = HEIGHT * BLOCK_SIZEMAP_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 = 30000ENEMY_COUNT = 4OX = 1OY = 1DELAY = 8#pygame initializepygame.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 initializedef 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 passportdef 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#gameoverdef 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 initializedef 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#initializedef initialize():	global scene	load_map(MAP_NAME)	initialize_unit()	scene = "game"	pygame.mixer.music.play(-1)#system updatedef system_update():	clock.tick(FPS)	for event in pygame.event.get():		if event.type == pygame.QUIT:			sys.exit()	pass#update controlcontrol_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 screendef 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#firstinitialize()#main loopwhile True:	system_update()	if scene == "game":		control_update()		screen_update()	else:		gameover()		pass	pass

unit.py

import pygameimport mathimport randomUSER_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])		passclass 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)		passclass 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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