炸弹人
炸弹人是童年的一款经典电子游戏,玩家控制一个类似"炸弹人"的角色,这个角色可以放置炸弹,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, 点击空格键丢炸弹
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('炸弹人')# 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Herocoordinate = 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Heroaihero_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)# -炸弹bombbomb_sprite_group = pygame.sprite.Group()# -用于判断游戏胜利或者失败的flagis_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, 空格键丢炸弹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_valuefor hero in aihero_sprite_group:if hero.coordinate in explode_area:hero.health_value -= bomb.harm_valuefruit_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, 5pos_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 = Falsebreakfor hero in aihero_sprite_group:if hero.health_value <= 0:aihero_sprite_group.remove(hero)if len(aihero_sprite_group) == 0:is_win_flag = Truebreakpygame.display.update()clock.tick(cfg.FPS)if is_win_flag:Interface(screen, cfg, mode='game_switch')else:breakInterface(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_pathsself.wall_paths = wall_pathsself.blocksize = blocksizeself.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:continueinstance = self.instances_list[j][i]if instance in ['0', '1', '2']:breakreturn 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 = positionscreen.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 = positionpygame.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 / 2return 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 Trueelif 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 Trueelif 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 Trueelif 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] * blocksizeself.coordinate = coordinateself.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] * blocksizeself.coordinate = coordinateself.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 = 5elif self.kind == 'cherry':self.value = 10else: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] * blocksizeself.coordinate = coordinateself.blocksize = blocksize'''画到屏幕上'''def draw(self, screen):screen.blit(self.image, self.rect)return True'''炸弹类'''
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_imagepathself.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 = coordinateself.blocksize = blocksize# 爆炸倒计时self.explode_millisecond = 6000 * 1 - 1self.explode_second = int(self.explode_millisecond / 1000)self.start_explode = False# 爆炸持续时间self.exploding_count = 1000 * 1# 炸弹伤害能力self.harm_value = 1# 该炸弹是否还存在self.is_being = Trueself.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 -= dtself.explode_second = int(self.explode_millisecond / 1000)if self.explode_millisecond < 0:self.start_explode = Truescreen.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 Falseelse:# 爆炸持续倒计时self.exploding_count -= dtif self.exploding_count > 0:return self.__explode(screen, map_parser)else:self.is_being = Falsereturn 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.blocksizescreen.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']:breakexplode_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']:breakexplode_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']:breakexplode_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']:breakexplode_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 = imagepathsself.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] * blocksizeself.coordinate = coordinateself.blocksize = blocksizeself.map_parser = map_parserself.hero_name = kwargs.get('hero_name')# 生命值self.health_value = 50# 炸弹冷却时间self.bomb_cooling_time = 5000self.bomb_cooling_count = 0# 随机移动冷却时间(仅AI电脑用)self.randommove_cooling_time = 100self.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 Falseself.coordinate[0] = self.coordinate[0] - 1elif 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 Falseself.coordinate[0] = self.coordinate[0] + 1elif 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 Falseself.coordinate[1] = self.coordinate[1] - 1elif 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 Falseself.coordinate[1] = self.coordinate[1] + 1else:raise ValueError('Unknow direction %s...' % direction)self.rect.left, self.rect.top = self.coordinate[0] * self.blocksize, self.coordinate[1] * self.blocksizereturn 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 -= dtaction = random.choice(['left', 'left', 'right', 'right', 'up', 'up', 'down', 'down', 'dropbomb'])flag = Falseif action in ['left', 'right', 'up', 'down']:if self.randommove_cooling_count <= 0:flag = Trueself.move(action)self.randommove_cooling_count = self.randommove_cooling_timeelif action in ['dropbomb']:if self.bomb_cooling_count <= 0:flag = Trueself.bomb_cooling_count = self.bomb_cooling_timereturn action, flag'''生成炸弹'''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 -= dtscreen.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))