Python贪吃蛇小游戏实现:
推箱子曾经在我们的童年给我们带来了很多乐趣。推箱子这款游戏现在基本上没人玩了,甚至在新一代人的印象中都已毫无记忆了。。。但是,这款游戏可以在一定程度上锻炼自己的编程能力。
运行效果如图所示:
游戏关卡有点难哦,码友们一起来挑战一下吧。
代码如下:
import pygame, sys, os
from pygame.locals import *
from collections import deque
def to_box(level, index):
if level[index] == '-' or level[index] == '@':
level[index] = '$'
else:
level[index] = '*'
def to_man(level, i):
if level[i] == '-' or level[i] == '$':
level[i] = '@'
else:
level[i] = '+'
def to_floor(level, i):
if level[i] == '@' or level[i] == '$':
level[i] = '-'
else:
level[i] = '.'
def to_offset(d, width):
d4 = [-1, -width, 1, width]
m4 = ['l', 'u', 'r', 'd']
return d4[m4.index(d.lower())]
def b_manto(level, width, b, m, t):
maze = list(level)
maze[b] = '#'
if m == t:
return 1
queue = deque([])
queue.append(m)
d4 = [-1, -width, 1, width]
m4 = ['l', 'u', 'r', 'd']
while len(queue) > 0:
pos = queue.popleft()
for i in range(4):
newpos = pos + d4[i]
if maze[newpos] in ['-', '.']:
if newpos == t:
return 1
maze[newpos] = i
queue.append(newpos)
return 0
def b_manto_2(level, width, b, m, t):
maze = list(level)
maze[b] = '#'
maze[m] = '@'
if m == t:
return []
queue = deque([])
queue.append(m)
d4 = [-1, -width, 1, width]
m4 = ['l', 'u', 'r', 'd']
while len(queue) > 0:
pos = queue.popleft()
for i in range(4):
newpos = pos + d4[i]
if maze[newpos] in ['-', '.']:
maze[newpos] = i
queue.append(newpos)
if newpos == t:
path = []
while maze[t] != '@':
path.append(m4[maze[t]])
t = t - d4[maze[t]]
return path
return []
class Sokoban:
def __init__(self):
self.level = list(
'----#####--------------#---#--------------#$--#------------###--$##-----------#--$-$-#---------###-#-##-#---#######---#-##-#####--..##-$--$----------..######-###-#@##--..#----#-----#########----#######--------')
self.w = 19
self.h = 11
self.man = 163
self.hint = list(self.level)
self.solution = []
self.push = 0
self.todo = []
self.auto = 0
self.sbox = 0
self.queue = []
def draw(self, screen, skin):
w = skin.get_width() / 4
offset = (w - 4) / 2
for i in range(0, self.w):
for j in range(0, self.h):
if self.level[j * self.w + i] == '#':
screen.blit(skin, (i * w, j * w), (0, 2 * w, w, w))
elif self.level[j * self.w + i] == '-':
screen.blit(skin, (i * w, j * w), (0, 0, w, w))
elif self.level[j * self.w + i] == '@':
screen.blit(skin, (i * w, j * w), (w, 0, w, w))
elif self.level[j * self.w + i] == '$':
screen.blit(skin, (i * w, j * w), (2 * w, 0, w, w))
elif self.level[j * self.w + i] == '.':
screen.blit(skin, (i * w, j * w), (0, w, w, w))
elif self.level[j * self.w + i] == '+':
screen.blit(skin, (i * w, j * w), (w, w, w, w))
elif self.level[j * self.w + i] == '*':
screen.blit(skin, (i * w, j * w), (2 * w, w, w, w))
if self.sbox != 0 and self.hint[j * self.w + i] == '1':
screen.blit(skin, (i * w + offset, j * w + offset), (3 * w, 3 * w, 4, 4))
def move(self, d):
self._move(d)
self.todo = []
def _move(self, d):
self.sbox = 0
h = to_offset(d, self.w)
h2 = 2 * h
if self.level[self.man + h] == '-' or self.level[self.man + h] == '.':
# move
to_man(self.level, self.man + h)
to_floor(self.level, self.man)
self.man += h
self.solution += d
elif self.level[self.man + h] == '*' or self.level[self.man + h] == '$':
if self.level[self.man + h2] == '-' or self.level[self.man + h2] == '.':
# push
to_box(self.level, self.man + h2)
to_man(self.level, self.man + h)
to_floor(self.level, self.man)
self.man += h
self.solution += d.upper()
self.push += 1
def undo(self):
if self.solution.__len__() > 0:
self.todo.append(self.solution[-1])
self.solution.pop()
h = to_offset(self.todo[-1], self.w) * -1
if self.todo[-1].islower():
# undo a move
to_man(self.level, self.man + h)
to_floor(self.level, self.man)
self.man += h
else:
# undo a push
to_floor(self.level, self.man - h)
to_box(self.level, self.man)
to_man(self.level, self.man + h)
self.man += h
self.push -= 1
def redo(self):
if self.todo.__len__() > 0:
self._move(self.todo[-1].lower())
self.todo.pop()
def manto(self, x, y):
maze = list(self.level)
maze[self.man] = '@'
queue = deque([])
queue.append(self.man)
d4 = [-1, -self.w, 1, self.w]
m4 = ['l', 'u', 'r', 'd']
while len(queue) > 0:
pos = queue.popleft()
for i in range(4):
newpos = pos + d4[i]
if maze[newpos] in ['-', '.']:
maze[newpos] = i
queue.append(newpos)
# print str(maze)
t = y * self.w + x
if maze[t] in range(4):
self.todo = []
while maze[t] != '@':
self.todo.append(m4[maze[t]])
t = t - d4[maze[t]]
# print self.todo
self.auto = 1
def automove(self):
if self.auto == 1 and self.todo.__len__() > 0:
self._move(self.todo[-1].lower())
self.todo.pop()
else:
self.auto = 0
def boxhint(self, x, y):
d4 = [-1, -self.w, 1, self.w]
m4 = ['l', 'u', 'r', 'd']
b = y * self.w + x
maze = list(self.level)
to_floor(maze, b)
to_floor(maze, self.man)
mark = maze * 4
size = self.w * self.h
self.queue = []
head = 0
for i in range(4):
if b_manto(maze, self.w, b, self.man, b + d4[i]):
if len(self.queue) == 0:
self.queue.append((b, i, -1))
mark[i * size + b] = '1'
# print self.queue
while head < len(self.queue):
pos = self.queue[head]
head += 1
# print pos
for i in range(4):
if mark[pos[0] + i * size] == '1' and maze[pos[0] - d4[i]] in ['-', '.']:
# print i
if mark[pos[0] - d4[i] + i * size] != '1':
self.queue.append((pos[0] - d4[i], i, head - 1))
for j in range(4):
if b_manto(maze, self.w, pos[0] - d4[i], pos[0], pos[0] - d4[i] + d4[j]):
mark[j * size + pos[0] - d4[i]] = '1'
for i in range(size):
self.hint[i] = '0'
for j in range(4):
if mark[j * size + i] == '1':
self.hint[i] = '1'
# print self.hint
def boxto(self, x, y):
d4 = [-1, -self.w, 1, self.w]
m4 = ['l', 'u', 'r', 'd']
om4 = ['r', 'd', 'l', 'u']
b = y * self.w + x
maze = list(self.level)
to_floor(maze, self.sbox)
to_floor(maze, self.man) # make a copy of working maze by removing the selected box and the man
for i in range(len(self.queue)):
if self.queue[i][0] == b:
self.todo = []
j = i
while self.queue[j][2] != -1:
self.todo.append(om4[self.queue[j][1]].upper())
k = self.queue[j][2]
if self.queue[k][2] != -1:
self.todo += b_manto_2(maze, self.w, self.queue[k][0], self.queue[k][0] + d4[self.queue[k][1]],
self.queue[k][0] + d4[self.queue[j][1]])
else:
self.todo += b_manto_2(maze, self.w, self.queue[k][0], self.man,
self.queue[k][0] + d4[self.queue[j][1]])
j = k
# print self.todo
self.auto = 1
return
print('not found!')
def mouse(self, x, y):
if x >= self.w or y >= self.h:
return
m = y * self.w + x
if self.level[m] in ['-', '.']:
if self.sbox == 0:
self.manto(x, y)
else:
self.boxto(x, y)
elif self.level[m] in ['$', '*']:
if self.sbox == m:
self.sbox = 0
else:
self.sbox = m
self.boxhint(x, y)
elif self.level[m] in ['-', '.', '@', '+']:
self.boxto(x, y)
def main():
# start pygame
pygame.init()
screen = pygame.display.set_mode((400, 300))
# load skin
skinfilename = os.path.join('borgar.png')
try:
skin = pygame.image.load(skinfilename)
except pygame.error as msg:
print('cannot load skin')
raise SystemExit(msg)
skin = skin.convert()
# print skin.get_at((0,0))
# screen.fill((255,255,255))
screen.fill(skin.get_at((0, 0)))
pygame.display.set_caption('推箱子')
# create Sokoban object
skb = Sokoban()
skb.draw(screen, skin)
#
clock = pygame.time.Clock()
pygame.key.set_repeat(200, 50)
# main game loop
while True:
clock.tick(60)
if skb.auto == 0:
for event in pygame.event.get():
if event.type == QUIT:
# print skb.solution
pygame.quit()
sys.exit()
elif event.type == KEYDOWN:
if event.key == K_LEFT:
skb.move('l')
skb.draw(screen, skin)
elif event.key == K_UP:
skb.move('u')
skb.draw(screen, skin)
elif event.key == K_RIGHT:
skb.move('r')
skb.draw(screen, skin)
elif event.key == K_DOWN:
skb.move('d')
skb.draw(screen, skin)
elif event.key == K_BACKSPACE:
skb.undo()
skb.draw(screen, skin)
elif event.key == K_SPACE:
skb.redo()
skb.draw(screen, skin)
elif event.type == MOUSEBUTTONUP and event.button == 1:
mousex, mousey = event.pos
mousex /= (skin.get_width() / 4)
mousey /= (skin.get_width() / 4)
skb.mouse(mousex, mousey)
skb.draw(screen, skin)
else:
skb.automove()
skb.draw(screen, skin)
pygame.display.update()
pygame.display.set_caption(skb.solution.__len__().__str__() + '/' + skb.push.__str__() + ' - 推箱子')
if __name__ == '__main__':
main()
图片素材:
完整素材及全部代码
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