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💖The Start💖点点关注,收藏不迷路💖📒文章目录
- 效果图
- 项目结构
- 程序代码
完整代码:https://gitcode.com/stormsha1/games/overview
效果图
项目结构
程序代码
run.py
import sys
import pygame
from pygame.locals import KEYDOWN, QUIT, K_q, K_ESCAPE, MOUSEBUTTONDOWN
from dissipate.level import Manager
from dissipate.level_tree import LevelTreeManager
from dissipate.sounds import Sounds class Game: """ 游戏主类,负责初始化和主循环 """ def __init__(self): """ 初始化游戏 """ pygame.init() pygame.mixer.init() pygame.display.set_caption('开心消消乐') # 设置游戏窗口标题 pygame.mouse.set_visible(False) # 隐藏鼠标指针 # 初始化游戏管理器和声音 self.tree = LevelTreeManager() # 树管理器,用于主菜单 self.manager = Manager(0, 0) # 游戏管理器,用于处理游戏逻辑 self.world_bgm = pygame.mixer.Sound(Sounds.WORLD_BGM.value) # 世界背景音乐 self.game_bgm = pygame.mixer.Sound(Sounds.GAME_BGM.value) # 游戏背景音乐 # 提高游戏性能的优化 self.get_events = pygame.event.get # 获取事件的方法 self.update_window = pygame.display.flip # 刷新窗口的方法 self.sound_sign = 0 # 用于控制背景音乐切换的标志 def run(self): """主游戏循环""" while True: self.handle_music() # 处理背景音乐 self.draw() # 绘制游戏界面 self.handle_events() # 处理用户输入事件 self.update() # 更新显示 def handle_music(self): """根据游戏级别管理背景音乐""" if self.manager.level == 0: if self.sound_sign == 0: self.game_bgm.stop() # 停止游戏背景音乐 self.world_bgm.play(-1) # 循环播放世界背景音乐 self.sound_sign = 1 else: if self.sound_sign == 1: self.world_bgm.stop() # 停止世界背景音乐 self.game_bgm.play(-1) # 循环播放游戏背景音乐 self.sound_sign = 0 def draw(self): """根据级别绘制相应的游戏界面""" if self.manager.level == 0: self.tree.draw_tree(self.manager.energy_num, self.manager.money) # 绘制主菜单界面 else: self.manager.set_level_mode(self.manager.level) # 设置当前关卡模式 sprite_group = self.manager.draw() # 绘制游戏关卡界面 if self.manager.type == 0: self.manager.eliminate_animals() # 消除动物 self.manager.death_map() # 更新死亡地图 self.manager.swap(sprite_group) # 处理交换逻辑 self.manager.judge_level() # 判断关卡状态 def handle_events(self): """处理用户输入事件""" for event in self.get_events(): if event.type == KEYDOWN: if event.key in (K_q, K_ESCAPE): sys.exit() # 按下 Q 或 ESC 键退出游戏 elif event.type == QUIT: sys.exit() # 点击关闭按钮退出游戏 elif event.type == MOUSEBUTTONDOWN: mouse_x, mouse_y = event.pos # 获取鼠标点击位置 if self.manager.level == 0: self.tree.mouse_select( self.manager, mouse_x, mouse_y, self.manager.level, self.manager.energy_num, self.manager.money ) # 处理主菜单鼠标选择 self.manager.mouse_select(mouse_x, mouse_y) # 处理游戏内鼠标选择 def update(self): """ 更新鼠标图像并刷新显示 :return: """ self.manager.mouse_image() # 更新鼠标图像 self.update_window() # 刷新显示 if __name__ == '__main__': game = Game() # 创建游戏实例 game.run() # 启动游戏
level.py
import os
from random import randint
import pygame
from pygame.locals import *
from pygame.time import delay
from dissipate.img import img_basic
from dissipate.sounds import Sounds, play_sound
from dissipate.sprites import Board, Element class Manager: """Game manager.""" # 游戏屏幕的大小设置为900x600像素 __screen_size = (900, 600) # 使用pygame库设置屏幕模式,DOUBLEBUF是双缓冲,32是位深度 screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32) # 砖块的大小设置为50x50像素 __brick_size = 50 # 加载背景图片并转换为优化格式 __bg = pygame.image.load(os.path.join(img_basic, 'bg.png')).convert() # 停止宽度,可能用于游戏结束或暂停的界面 stop_width = 63 # 当前选中的砖块位置,格式为[row, col] selected = [-1, -1] # 交换标志,可能用于交换砖块或游戏逻辑 swap_sign = -1 # 上一次选中的砖块位置,格式为[row, col] last_sel = [-1, -1] # 是否交换的标志,用于判断是否发生了交换 value_swapped = False # 死亡地图的标志,可能用于显示或隐藏死亡相关的游戏元素 death_sign = True # 消除4个砖块时选中的位置,格式为[row, col] boom_sel = [-1, -1] # 当前关卡,0表示树(可能是特殊关卡或菜单) level = 0 # 玩家的金钱数量 money = 100 # 能量点数 energy_num = 30 # 数字标志,可能用于显示或隐藏数字相关的游戏元素 num_sign = True # 游戏类型,0为进行中,1为通过,-1为失败,2为树 type = 2 # 是否重置布局的标志 reset_mode = True # 每个关卡的初始步数 init_step = 15 # 当前游戏剩余的步数 step = init_step # 玩家的得分 score = 0 # 中等得分的两个阈值 min = 20 max = 50 # 已消除动物的数量列表,长度为6,可能代表6种不同的动物 animal_num = [0, 0, 0, 0, 0, 0] # 剩余需要消除的冰块数量 ice_num = 0 # 成功板,继承自Board类,位置在[200, 0] success_board = Board(Board.success, [200, 0]) # 失败板,继承自Board类,位置在[200, 0] fail_board = Board(Board.fail, [200, 0]) # 游戏网格的高度和宽度,都是9 height, width = 9, 9 # 选中的行和列,初始值为5 row, col = 5, 5 # 冰块列表,21x21的二维列表,-1表示无冰块,1表示有冰块 ice_list = [[-1 for _ in range(21)] for _ in range(21)] # 动物列表,21x21的二维列表,-2表示已消除,-1表示无动物,0-4表示不同的动物 animal = [[-1 for _ in range(21)] for _ in range(21)] # 砖块的x和y位置列表,用于确定砖块在屏幕上的位置 list_x, list_y = (__screen_size[0] - 11 * __brick_size) / 2, (__screen_size[1] - 11 * __brick_size) / 2 def __init__(self, width, height): self.height = height self.width = width self.list_x = (Manager.__screen_size[0] - self.width * Manager.__brick_size) / 2 self.list_y = (Manager.__screen_size[1] - self.height * Manager.__brick_size) / 2 self.row, self.col = Manager.xy_rc(self.list_x, self.list_y) self.list_x, self.list_y = Manager.rc_xy(self.row, self.col) self.ice_list = [[-1 for _ in range(21)] for _ in range(21)] self.animal = [[-1 for _ in range(21)] for _ in range(21)] self.reset_animals() def reset_animals(self): """ 用于将游戏板上的动物随机重置为0到5之间的数字, 其中0可能表示没有动物,1到5表示不同类型的动物。 """ # 遍历由self.row和self.col确定的起始行和列,直到高度和宽度决定的结束行和列 for row in range(self.row, self.row + self.height): # 对于每一行row,遍历由self.col和self.col + self.width确定的起始列和结束列 for col in range(self.col, self.col + self.width): # 为当前位置(row, col)随机分配一个动物编号,编号范围从0到5 # randint是random模块中的一个函数,用于生成一个指定范围内的随机整数 self.animal[row][col] = randint(0, 5) @staticmethod def rc_xy(row, col): """(row, col) -> (x, y)""" return int(Manager.list_x + (col - Manager.col) * Manager.__brick_size), int \ (Manager.list_y + (row - Manager.row) * Manager.__brick_size) @staticmethod def xy_rc(x, y): """(x, y) -> (row, col)""" return int((y - Manager.list_y) / Manager.__brick_size + Manager.row), int \ ((x - Manager.list_x) / Manager.__brick_size + Manager.col) @staticmethod def draw_brick(x, y): """Draw a brick at (x, y).""" brick = Element(Element.brick, (x, y)) Manager.screen.blit(brick.image, brick.rect) def draw_task(self, task_animal_num, which_animal, board_position=(400, 90), animal_position=(430, 35), txt_position=(455, 60)): """ 绘制任务板 """ txt_size = 24 txt_color = (0, 0, 0) Board(Board.task_board, board_position).draw(self.screen) if which_animal == 6: task_animal = Element(Element.ice, animal_position) else: task_animal = Element(Element.animals[which_animal], animal_position) task_animal.image = pygame.transform.smoothscale(task_animal.image, (40, 40)) task_animal.draw(self.screen) if which_animal == 6: if task_animal_num - self.ice_num <= 0: Board(Board.ok, (txt_position[0], txt_position[1] + 15)).draw(self.screen) else: self.load_text(str(task_animal_num - self.ice_num), txt_position, txt_size, txt_color) else: if task_animal_num - self.animal_num[which_animal] <= 0: Board(Board.ok, (txt_position[0], txt_position[1] + 15)).draw(self.screen) else: self.load_text(str(task_animal_num - self.animal_num[which_animal]), txt_position, txt_size, txt_color) def draw(self): """绘制背景、动物等元素。""" # 绘制背景 self.screen.blit(Manager.__bg, (0, 0)) # 显示剩余步数 Board(Board.step_board, (0, 142)).draw(self.screen) tens, single = divmod(self.step, 10) if tens == 0: Board(Board.num_format % single, (790, 110)).draw(self.screen) else: Board(Board.num_format % tens, (775, 110)).draw(self.screen) Board(Board.num_format % single, (805, 110)).draw(self.screen) # 显示关卡和暂停按钮 Board(Board.level_format % self.level, (30, 105)).draw(self.screen) Element(Element.stop, Element.stop_position).draw(self.screen) # 绘制砖块、冰块和动物 brick_group = pygame.sprite.Group() animal_group = pygame.sprite.Group() ice_group = pygame.sprite.Group() for i in range(0, 21): for j in range(0, 21): x, y = Manager.rc_xy(i, j) if self.animal[i][j] != -1: brick_group.add(Element(Element.brick, (x, y))) animal_group.add(Element(Element.animals[self.animal[i][j]], (x, y))) if self.ice_list[i][j] != -1: ice_group.add(Element(Element.ice, (x, y))) brick_group.draw(self.screen) ice_group.draw(self.screen) for animal_list in animal_group: self.screen.blit(animal_list.image, animal_list.rect) if self.level == 1: self.draw_task(10, 4) elif self.level == 2: self.draw_task(21, 1) elif self.level == 3: self.draw_task(16, 4, (300, 90), (330, 35), (360, 60)) self.draw_task(16, 5, (500, 90), (530, 35), (560, 60)) elif self.level == 4: self.draw_task(18, 5, (300, 90), (330, 35), (360, 60)) self.draw_task(18, 2, (500, 90), (530, 35), (560, 60)) elif self.level == 5: self.draw_task(28, 2, (300, 90), (330, 35), (360, 60)) self.draw_task(28, 0, (500, 90), (530, 35), (560, 60)) elif self.level == 6: self.draw_task(70, 4) elif self.level == 7: self.draw_task(36, 1) self.draw_task(36, 2, (300, 90), (330, 35), (360, 60)) self.draw_task(36, 0, (500, 90), (530, 35), (560, 60)) elif self.level == 8: self.draw_task(15, 6) elif self.level == 9: self.draw_task(49, 6) else: self.draw_task(39, 6) # 显示选择的动物 if self.selected != [-1, -1]: frame_sprite = Element(Element.frame, Manager.rc_xy(self.selected[0], self.selected[1])) self.screen.blit(frame_sprite.image, frame_sprite.rect) # 显示得分 self.load_text('得分:' + str(self.score), (300, 550), 30) pygame.draw.rect(self.screen, (50, 150, 50, 180), Rect(300, 570, self.score * 2, 25)) pygame.draw.rect(self.screen, (100, 200, 100, 180), Rect(300, 570, 200, 25), 2) return animal_group def mouse_image(self): # 加载鼠标图片 mouse_cursor = pygame.image.load(os.path.join(img_basic, 'mouse.png')).convert_alpha() mouse_x, mouse_y = pygame.mouse.get_pos() # 计算鼠标左上角位置 mouse_x -= mouse_cursor.get_width() / 2 mouse_y -= mouse_cursor.get_height() / 2 # 绘制鼠标图片 self.screen.blit(mouse_cursor, (mouse_x, mouse_y)) def mouse_select(self, mousex, mousey): if self.type == 1: # 已通关 if Board.button_position[0][0] < mousex < Board.button_position[0][0] + 100 \ and Board.button_position[0][1] - 50 < mousey < Board.button_position[0][ 1]: # 点击重玩按钮 if self.energy_num < 5: self.level = 0 self.reset_mode = True elif Board.button_position[1][0] < mousex < Board.button_position[1][0] + 100 \ and Board.button_position[1][1] - 50 < mousey < Board.button_position[1][ 1]: # 点击下一关按钮 if self.level < 10: if self.energy_num < 5: self.level = 0 else: self.level += 1 self.reset_mode = True elif 610 < mousex < 610 + 55 and 205 - 55 < mousey < 205: # x self.level = 0 self.reset_mode = True elif self.type == -1: # 未通过 if Board.button_position[1][0] < mousex < Board.button_position[1][0] + 100 \ and Board.button_position[1][1] - 50 < mousey < Board.button_position[1][1]: # 点击重玩按钮 if self.energy_num < 5: self.level = 0 self.reset_mode = True elif Board.button_position[0][0] < mousex < Board.button_position[0][0] + 100 \ and Board.button_position[0][1] - 50 < mousey < Board.button_position[0][ 1]: # 点击再来5步按钮 if self.money < 5: self.level = 0 else: self.money -= 5 self.step += 5 self.type = 0 # 正在游戏 self.fail_board = Board(Board.fail, [200, 0]) elif 610 < mousex < 610 + 55 and 205 - 55 < mousey < 205: self.level = 0 self.reset_mode = True elif self.type == 0: # 游戏中 if self.list_x < mousex < self.list_x + Manager.__brick_size * self.width \ and self.list_y < mousey < self.list_y + Manager.__brick_size * self.height: mouse_selected = Manager.xy_rc(mousex, mousey) if self.animal[mouse_selected[0]][mouse_selected[1]] != -1: play_sound(Sounds.CLICK) self.selected = mouse_selected if (self.last_sel[0] == self.selected[0] and abs(self.last_sel[1] - self.selected[1]) == 1) \ or (self.last_sel[1] == self.selected[1] and abs(self.last_sel[0] - self.selected[0]) == 1): self.swap_sign = 1 # 有效移动,交换 elif Element.stop_position[0] < mousex < Element.stop_position[0] + self.stop_width and \ Element.stop_position[1] < mousey < Element.stop_position[1] + self.stop_width: # 点击退出按钮 play_sound(Sounds.CLICK_BUTTON) self.level = 0 self.reset_mode = True else: self.selected = [-1, -1] def swap(self, group): """在棋盘上交换两个选定的动物。""" last_sprite = None selected_sprite = None if self.swap_sign == -1: # 尚未交换 self.last_sel = self.selected if self.swap_sign == 1: last_x, last_y = Manager.rc_xy(self.last_sel[0], self.last_sel[1]) sel_x, sel_y = Manager.rc_xy(self.selected[0], self.selected[1]) if self.last_sel[0] == self.selected[0]: # 纵向交换 for animal_list in group: if animal_list.rect.topleft == (last_x, last_y): last_sprite = animal_list last_sprite.speed = [self.selected[1] - self.last_sel[1], 0] elif animal_list.rect.topleft == (sel_x, sel_y): selected_sprite = animal_list selected_sprite.speed = [self.last_sel[1] - self.selected[1], 0] else: # 横向交换 for animal_list in group: if animal_list.rect.topleft == (last_x, last_y): last_sprite = animal_list last_sprite.speed = [0, self.selected[0] - self.last_sel[0]] elif animal_list.rect.topleft == (sel_x, sel_y): selected_sprite = animal_list selected_sprite.speed = [0, self.last_sel[0] - self.selected[0]] while last_sprite and last_sprite.speed != [0, 0]: delay(5) self.draw_brick(last_x, last_y) self.draw_brick(sel_x, sel_y) last_sprite.move(last_sprite.speed) selected_sprite.move(selected_sprite.speed) self.screen.blit(last_sprite.image, last_sprite.rect) self.screen.blit(selected_sprite.image, selected_sprite.rect) pygame.display.flip() self.swap_values() if self.eliminate_animals(): self.step -= 1 else: self.swap_values() self.value_swapped = False self.boom_sel = self.selected self.swap_sign = -1 self.selected = [-1, -1] def swap_values(self): """交换值。""" (xl, yl), (xc, yc) = self.last_sel, self.selected self.animal[xl][yl], self.animal[xc][yc] = self.animal[xc][yc], self.animal[xl][yl] def load_text(self, text, position, txt_size, txt_color=(255, 255, 255)): """显示给定位置、大小和颜色的文本。""" my_font = pygame.font.SysFont("黑体", txt_size) text_screen = my_font.render(text, True, txt_color) self.screen.blit(text_screen, position) def death_map(self): """检查是否没有有效的移动。""" for i in range(self.row, self.row + self.height): for j in range(self.col, self.col + self.width): if self.animal[i][j] != -1: if self.animal[i][j] == self.animal[i][j + 1]: if (self.animal[i][j] in [self.animal[i - 1][j - 1], self.animal[i + 1][j - 1]] and self.animal[i][j - 1] != -1) or ( self.animal[i][j] in [self.animal[i - 1][j + 2], self.animal[i + 1][j + 2]] and self.animal[i][j + 2] != -1): self.death_sign = False break if self.animal[i][j] == self.animal[i + 1][j]: if (self.animal[i][j] in [self.animal[i - 1][j - 1], self.animal[i - 1][j + 1]] and self.animal[i - 1][j] != -1) or ( self.animal[i][j] in [self.animal[i + 2][j - 1], self.animal[i + 2][j + 1]] and self.animal[i + 2][j] != -1): self.death_sign = False break else: if self.animal[i - 1][j - 1] == self.animal[i][j]: if (self.animal[i][j] == self.animal[i - 1][j + 1] and self.animal[i - 1][j] != -1) or ( self.animal[i][j] == self.animal[i + 1][j - 1] and self.animal[i][j - 1] != -1): self.death_sign = False break if self.animal[i][j] == self.animal[i + 1][j + 1]: if (self.animal[i][j] == self.animal[i - 1][j + 1] and self.animal[i][j + 1] != -1) \ or (self.animal[i][j] == self.animal[i + 1][j - 1] and self.animal[i + 1][j] != -1): self.death_sign = False break if self.death_sign: delay(500) Element(Element.none_animal, (230, 150)).draw(self.screen) pygame.display.flip() delay(500) temp = [self.step, self.score, self.animal_num, self.ice_num, self.energy_num] self.reset_mode = True self.set_level_mode(self.level) self.step = temp[0] self.score = temp[1] self.animal_num = temp[2] self.ice_num = temp[3] self.energy_num = temp[4] else: self.death_sign = True def exists_left(self, i, j, num): """检查 (i, j) 左边是否至少有 {num} 个连续的相同动物。""" for t in range(0, num): if self.animal[i][j] != self.animal[i][j - t] or self.animal[i][j] < 0: return False return True def exists_right(self, i, j, num): """检查 (i, j) 右边是否至少有 {num} 个连续的相同动物。""" for t in range(0, num): if self.animal[i][j] != self.animal[i][j + t] or self.animal[i][j] < 0: return False return True def exists_up(self, i, j, num): """检查 (i, j) 上方是否至少有 {num} 个连续的相同动物。""" for t in range(0, num): if self.animal[i][j] != self.animal[i - t][j] or self.animal[i][j] < 0: return False return True def exists_down(self, i, j, num): """检查 (i, j) 下方是否至少有 {num} 个连续的相同动物。""" for t in range(0, num): if self.animal[i][j] != self.animal[i + t][j] or self.animal[i][j] < 0: return False return True def change_left(self, i, j, num): """改变动物的左侧。""" self.value_swapped = True self.score += num for k in range(0, int(num)): self.animal[i][j - k] = -2 def change_right(self, i, j, num): """改变动物的右侧。""" self.value_swapped = True self.score += num for k in range(0, num): self.animal[i][j + k] = -2 def change_up(self, i, j, num): """改变动物上方。""" self.value_swapped = True self.score += num for k in range(0, num): self.animal[i - k][j] = -2 def change_down(self, i, j, num): """改变动物下方。""" self.value_swapped = True self.score += num for k in range(0, num): self.animal[i + k][j] = -2 def eliminate_animals(self): """消除动物。""" score_level = self.score self.value_swapped = False for i in range(self.row, self.row + self.height): for j in range(self.col, self.col + self.width): if self.exists_right(i, j, 5): self.value_swapped = True if self.exists_down(i, j + 2, 3): self.animal_num[self.animal[i][j]] += 7 Sounds.eliminate(5) # 消除音效 5 self.change_right(i, j, 5) self.change_down(i, j + 2, 3) else: self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_right(i, j, 5) elif self.exists_right(i, j, 4): self.value_swapped = True if self.exists_down(i, j + 1, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_right(i, j, 4) self.change_down(i, j + 1, 3) elif self.exists_down(i, j + 2, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_right(i, j, 4) self.change_down(i, j + 2, 3) else: self.animal_num[self.animal[i][j]] += 4 Sounds.eliminate(2) # 消除音效 2 self.change_right(i, j, 4) elif self.exists_right(i, j, 3): self.value_swapped = True if self.exists_down(i, j, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_right(i, j, 3) self.change_down(i, j, 3) elif self.exists_down(i, j + 1, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_right(i, j, 3) self.change_down(i, j + 1, 3) elif self.exists_down(i, j + 2, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_right(i, j, 3) self.change_down(i, j + 2, 3) else: self.animal_num[self.animal[i][j]] += 3 Sounds.eliminate(1) # 消除音效 1 self.change_right(i, j, 3) elif self.exists_down(i, j, 5): self.value_swapped = True if self.exists_right(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 7 Sounds.eliminate(5) # 消除音效 5 self.change_down(i, j, 5) self.change_right(i + 2, j, 3) elif self.exists_left(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 7 Sounds.eliminate(5) # 消除音效 5 self.change_down(i, j, 5) self.change_left(i + 2, j, 3) else: self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_down(i, j, 5) elif self.exists_down(i, j, 4): self.value_swapped = True if self.exists_left(i + 1, j, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_down(i, j, 4) self.change_left(i + 1, j, 3) elif self.exists_right(i + 1, j, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_down(i, j, 4) self.change_right(i + 1, j, 3) elif self.exists_left(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_down(i, j, 4) self.change_left(i + 2, j, 3) elif self.exists_right(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_down(i, j, 4) self.change_right(i + 2, j, 3) else: self.animal_num[self.animal[i][j]] += 4 Sounds.eliminate(2) # 消除音效 2 self.change_down(i, j, 4) elif self.exists_down(i, j, 3): self.value_swapped = True if self.exists_left(i + 1, j, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_down(i, j, 3) self.change_left(i + 1, j, 3) elif self.exists_right(i + 1, j, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_down(i, j, 3) self.change_right(i + 1, j, 3) elif self.exists_left(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_down(i, j, 3) self.change_left(i + 2, j, 3) elif self.exists_right(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_down(i, j, 3) self.change_right(i + 2, j, 3) elif self.exists_left(i + 2, j, 2) and self.exists_right(i + 2, j, 2): self.animal_num[self.animal[i][j]] += 5 Sounds.eliminate(3) # 消除音效 3 self.change_down(i, j, 3) self.change_left(i + 2, j, 2) self.change_right(i + 2, j, 2) elif self.exists_left(i + 2, j, 2) and self.exists_right(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_down(i, j, 3) self.change_left(i + 2, j, 2) self.change_right(i + 2, j, 3) elif self.exists_left(i + 2, j, 3) and self.exists_right(i + 2, j, 2): self.animal_num[self.animal[i][j]] += 6 Sounds.eliminate(4) # 消除音效 4 self.change_down(i, j, 3) self.change_left(i + 2, j, 3) self.change_right(i + 2, j, 2) elif self.exists_left(i + 2, j, 3) and self.exists_right(i + 2, j, 3): self.animal_num[self.animal[i][j]] += 7 Sounds.eliminate(5) # 消除音效 5 self.change_down(i, j, 3) self.change_left(i + 2, j, 3) self.change_right(i + 2, j, 3) else: self.animal_num[self.animal[i][j]] += 3 Sounds.eliminate(1) # 消除音效 1 self.change_down(i, j, 3) self.fall_animal() score_level = self.score - score_level # 计分级别 # 显示 & 朗读:好,棒,了不起,极好,令人难以置信 if score_level < 5: return self.value_swapped if score_level < 8: # 5 好 Sounds.score_level(0) Element(Element.score_level[0], (350, 250)).draw(self.screen) pygame.display.flip() delay(500) elif score_level < 10: # 8 棒 Sounds.score_level(1) Element(Element.score_level[1], (350, 250)).draw(self.screen) pygame.display.flip() delay(500) elif score_level < 15: # 10 了不起 Sounds.score_level(2) Element(Element.score_level[2], (350, 250)).draw(self.screen) pygame.display.flip() delay(500) elif score_level < 20: # 15 极好 Sounds.score_level(3) Element(Element.score_level[3], (350, 250)).draw(self.screen) pygame.display.flip() delay(500) elif score_level >= 20: # 20 令人难以置信 Sounds.score_level(4) Element(Element.score_level[4], (350, 250)).draw(self.screen) pygame.display.flip() delay(500) return self.value_swapped # 返回交换值标记 def fall_animal(self): """动物下落动画。""" clock = pygame.time.Clock() position = [] ice_position = [] # 收集需要下落的动物的位置 for i in range(self.row, self.row + self.height): for j in range(self.col, self.col + self.width): if self.animal[i][j] == -2: x, y = self.rc_xy(i, j) position.append((x, y)) if self.ice_list[i][j] == 1: ice_position.append((x, y)) # 下落动画 if position: for index in range(0, 9): clock.tick(20) for pos in position: self.draw_brick(pos[0], pos[1]) if pos in ice_position: Element(Element.ice_format % index, (pos[0], pos[1])).draw(self.screen) Element(Element.boom_format % index, (pos[0], pos[1])).draw(self.screen) pygame.display.flip() # 实现下落 for i in range(self.row, self.row + self.height): brick_position = [] fall_animal_list = [] speed = [0, 1] # 收集需要下落的动物的位置信息 for j in range(self.col, self.col + self.width): if self.animal[i][j] == -2: x, y = self.rc_xy(i, j) if self.ice_list[i][j] == 1: play_sound(Sounds.ICE_BREAKING) self.ice_num += 1 self.ice_list[i][j] = -1 brick_position.append((x, y)) # 收集需要下落的动物的信息 for m in range(i, self.row - 1, -1): if self.animal[m - 1][j] != -1: x, y = self.rc_xy(m - 1, j) brick_position.append((x, y)) animal = Element(Element.animals[self.animal[m - 1][j]], (x, y)) fall_animal_list.append(animal) self.animal[m][j] = self.animal[m - 1][j] else: self.animal[m][j] = randint(0, 5) break # 动物下落实现 while speed != [0, 0] and fall_animal_list: for position in brick_position: self.draw_brick(position[0], position[1]) for animal_sprite in fall_animal_list: animal_sprite.move(speed) animal_sprite.draw(self.screen) speed = animal_sprite.speed pygame.display.flip() def judge_next(self, tp, score): """判断是否达到下一关。""" if tp == 1: # 通过 self.load_fns_window(score) elif tp == -1: # 失败 self.load_fail_window() def load_fail_window(self): """显示失败界面和按钮。""" sound_sign = 0 step_add = Board(Board.step_add, Board.button_position[0]) # 左侧:再来5步 retry = Board(Board.replay, Board.button_position[1]) # 右侧:重玩 self.screen.blit(self.fail_board.image, self.fail_board.rect) # 失败界面 self.screen.blit(step_add.image, step_add.rect) self.screen.blit(retry.image, retry.rect) while self.fail_board.speed != [0, 0]: self.draw() self.screen.blit(self.fail_board.image, self.fail_board.rect) self.fail_board.move() pygame.display.flip() if sound_sign == 0: play_sound(Sounds.BOARD_SOUND) sound_sign = 1 def load_fns_window(self, score): """显示成功界面、分数和按钮。""" sound_sign = 0 replay = Board(Board.replay, Board.button_position[0]) # 左侧:重玩 self.screen.blit(self.success_board.image, self.success_board.rect) # 成功界面 if self.level < 10: # 如果不是最后一关 next_level = Board(Board.next, Board.button_position[1]) # 右侧:下一关 self.screen.blit(next_level.image, next_level.rect) self.screen.blit(replay.image, replay.rect) while self.success_board.speed != [0, 0]: self.draw() self.screen.blit(self.success_board.image, self.success_board.rect) self.success_board.move() pygame.display.flip() if sound_sign == 0: play_sound(Sounds.BOARD_SOUND) sound_sign = 1 self.displayStars(score) # 显示星星 # 金币 self.load_text(str(self.score * 2), (Board.starts_position[0][0] + 75, Board.starts_position[0][0] + 46), 20, (0, 0, 0)) def displayStars(self, score): """根据分数显示星星。""" star1 = Board(Board.stars, Board.starts_position[0]) star2 = Board(Board.stars, Board.starts_position[1]) star3 = Board(Board.stars, Board.starts_position[2]) if 0 <= score < self.min: self.load_text('1', (Board.starts_position[1][0] + 48, Board.starts_position[1][1] + 35), 20, (0, 0, 0)) self.screen.blit(star1.image, star1.rect) elif self.min <= score <= self.max: self.load_text('2', (Board.starts_position[1][0] + 48, Board.starts_position[1][1] + 35), 20, (0, 0, 0)) self.screen.blit(star1.image, star1.rect) self.screen.blit(star2.image, star2.rect) elif score > self.max: self.load_text('5', (Board.starts_position[1][0] + 48, Board.starts_position[1][1] + 35), 20, (0, 0, 0)) self.screen.blit(star1.image, star1.rect) self.screen.blit(star2.image, star2.rect) self.screen.blit(star3.image, star3.rect) pygame.display.flip() def set_level_mode(self, level): """设置关卡模式及其步骤。""" self.level = level if self.reset_mode: # 如果需要重置模式 self.num_sign = True if level == 1: self.__init__(7, 7) self.animal[7][9] = self.animal[7][10] = self.animal[7][11] = self.animal[8][10] = self.animal[11][7] = \ self.animal[11][13] = self.animal[12][7] = self.animal[12][8] = self.animal[12][12] = \ self.animal[12][13] = \ self.animal[13][7] = self.animal[13][8] = self.animal[13][9] = self.animal[13][11] = \ self.animal[13][12] = \ self.animal[13][13] = -1 self.init_step = 17 # 初始步骤17 elif level == 2: self.__init__(4, 8) self.init_step = 16 # 初始步骤16 elif level == 3: self.__init__(7, 7) self.init_step = 18 # 初始步骤18 elif level == 4: self.__init__(9, 7) row, col = self.row, self.col self.animal[row][col] = self.animal[row][col + 7] = self.animal[row][col + 8] = self.animal[row + 1][ col + 8] = \ self.animal[row + 5][col] = self.animal[row + 6][col] = self.animal[row + 6][col + 1] = \ self.animal[row + 6][col + 8] = -1 self.init_step = 20 elif level == 5: self.__init__(8, 9) row, col = self.row, self.col self.animal[row][col + 7] = self.animal[row + 2][col] = self.animal[row + 5][col] = \ self.animal[row + 3][col + 7] = \ self.animal[row + 6][col + 7] = self.animal[row + 8][col] = -1 self.init_step = 20 elif level == 6: self.__init__(9, 9) row, col = self.row, self.col self.animal[row][col] = self.animal[row][col + 8] = self.animal[row + 2][col + 4] = \ self.animal[row + 3][col + 2] = \ self.animal[row + 3][col + 6] = self.animal[row + 8][col] = self.animal[row + 8][col + 8] = -1 for i in range(row + 4, row + 6): for j in range(col + 3, col + 6): self.animal[i][j] = -1 self.init_step = 28 elif level == 7: self.__init__(9, 9) row, col = self.row, self.col for i in range(row, row + 9): self.animal[i][col + 4] = -1 for j in range(col, col + 4): self.animal[row + 3][j] = -1 for j in range(col + 5, col + 9): self.animal[row + 5][j] = -1 self.init_step = 25 elif level == 8: self.__init__(7, 8) row, col = self.row, self.col for i in range(row + 2, row + 5): for j in range(col + 1, col + 6): self.ice_list[i][j] = 1 self.init_step = 21 elif level == 9: self.__init__(9, 9) row, col = self.row, self.col self.animal[row][col + 4] = self.animal[row + 4][col] = self.animal[row + 4][col + 8] = \ self.animal[row + 8][col + 4] = -1 for i in range(row + 1, row + 8): for j in range(col + 1, col + 8): self.ice_list[i][j] = 1 self.init_step = 35 else: self.__init__(9, 9) row, col = self.row, self.col for i in range(row, row + 2): for j in range(col, col + 9): self.animal[i][j] = -1 self.animal[row][col + 4] = randint(0, 5) self.animal[row + 1][col + 2] = randint(0, 5) self.animal[row + 1][col + 4] = randint(0, 5) self.animal[row + 1][col + 6] = randint(0, 5) self.animal[row + 2][col + 1] = self.animal[row + 3][col + 1] = self.animal[row + 2][col + 3] = \ self.animal[row + 3][col + 3] = \ self.animal[row + 2][col + 5] = self.animal[row + 3][col + 5] = self.animal[row + 2][col + 7] = \ self.animal[row + 3][col + 7] = self.animal[row + 8][col] = self.animal[row + 8][col + 8] = -1 for i in range(row + 4, row + 8): for j in range(col, col + 9): self.ice_list[i][j] = 1 self.ice_list[row + 2][col + 4] = self.ice_list[row + 3][col + 2] = self.ice_list[row + 3][col + 4] = \ self.ice_list[row + 3][col + 6] = 1 self.init_step = 40 self.type = 0 self.energy_num -= 5 self.success_board = Board(Board.success, [200, 0]) # 成功的面板 self.fail_board = Board(Board.fail, [200, 0]) # 失败的面板 self.step = self.init_step self.score = 0 self.animal_num = [0, 0, 0, 0, 0, 0] self.ice_num = 0 self.reset_mode = False def num_add(self): """增加得分""" if self.num_sign: self.money += self.score * 2 if self.score < self.min: self.energy_num += 1 elif self.score < self.max: self.energy_num += 2 else: self.energy_num += 5 self.num_sign = False def judge_level(self): """检查关卡是否通过""" if self.step <= 0: self.type = -1 # 游戏结束 if self.level == 1: if self.animal_num[4] >= 10: # L1: 10 只青蛙 self.type = 1 # 通过第一关 self.num_add() elif self.level == 2: if self.animal_num[1] >= 21: # L2: 21 只熊 self.type = 1 # 通过第二关 self.num_add() elif self.level == 3: if self.animal_num[4] >= 16 and self.animal_num[5] >= 16: # L3: 16 只青蛙和 16 头牛 self.type = 1 # 通过第三关 self.num_add() elif self.level == 4: if self.animal_num[5] >= 18 and self.animal_num[2] >= 18: # L4: 18 头牛和 18 只小鸡 self.type = 1 # 通过第四关 self.num_add() elif self.level == 5: if self.animal_num[2] >= 28 and self.animal_num[0] >= 28: # L5: 28 只小鸡和 28 只狐狸 self.type = 1 # 通过第五关 self.num_add() elif self.level == 6: if self.animal_num[4] >= 70: # L6: 70 只青蛙 self.type = 1 # 通过第六关 self.num_add() elif self.level == 7: if self.animal_num[2] >= 36 and self.animal_num[1] >= 36 \ and self.animal_num[0] >= 36: # L7: 36 只小鸡、36 只熊和 36 只狐狸 self.type = 1 # 通过第七关 self.num_add() elif self.level == 8: if self.ice_num >= 15: # L8: 15 冰块 self.type = 1 # 通过第八关 self.num_add() elif self.level == 9: if self.ice_num >= 49: # L9: 49 冰块 self.type = 1 # 通过第九关 self.num_add() else: if self.ice_num >= 39: # L10: 39 冰块 self.type = 1 # 通过第十关 self.num_add() self.judge_next(self.type, self.score)
level_tree.py
import pygame
from pygame import DOUBLEBUF
from pygame.time import delay from dissipate.sounds import play_sound, Sounds # 导入声音播放功能和声音资源
from dissipate.sprites import Tree # 导入关卡树的类 class LevelTreeManager: """ 关卡树管理器类,用于管理关卡树及其相关功能。 """ __screen_size = (900, 600) # 屏幕尺寸 screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32) # 设置屏幕显示模式 fruit_list = [] # 用于存储水果对象的列表 fruit_image = pygame.image.load(Tree.fruit).convert_alpha() # 加载水果图片 fruit_width = fruit_image.get_width() # 获取水果图片宽度 fruit_height = fruit_image.get_height() # 获取水果图片高度 type = 0 # 场景类型,0 表示关卡树场景,1 表示能量场景 energy_full = False # 能量已满标志 money_empty = False # 金钱不足标志 def display_text(self, text, position, txt_size=25, txt_color=(255, 255, 255)): """ 显示指定的文本内容。 参数: text: 要显示的文本 position: 文本位置 txt_size: 文本大小 txt_color: 文本颜色 """ my_font = pygame.font.SysFont(None, txt_size) # 创建字体对象 text_screen = my_font.render(text, True, txt_color) # 渲染文本 self.screen.blit(text_screen, position) # 在屏幕上绘制文本 def draw_tree(self, energy_num, money_num): """ 绘制游戏中的关卡树和相关资源。 参数: energy_num: 当前能量值 money_num: 当前金钱数量 """ Tree(Tree.tree, (0, 600)).draw(self.screen) # 绘制关卡树 Tree(Tree.energy_num, Tree.energy_num_position).draw(self.screen) # 绘制能量数 if energy_num > 30: self.display_text(str(30) + '/30', (22, 55), 21) # 显示最大能量值 else: self.display_text(str(energy_num) + '/30', (22, 55), 21) # 显示当前能量值 Tree(Tree.money, (15, 135)).draw(self.screen) # 绘制金钱 self.display_text(str(money_num), (32, 124), 21) # 显示当前金钱数量 for i in range(0, 10): # 绘制水果 Tree(Tree.fruit, Tree.position[i]).draw(self.screen) self.display_text(str(i + 1), (Tree.position[i][0] + 15, Tree.position[i][1] - 47)) if self.type == 1: Tree(Tree.energy_buy, Tree.energy_buy_position).draw(self.screen) # 绘制购买能量按钮 if self.energy_full: self.display_text('energy is full!', (430, 310), 30, (255, 0, 0)) # 显示能量已满提示 pygame.display.flip() # 更新屏幕显示 delay(500) # 延迟500毫秒 self.energy_full = False # 重置能量已满标志 if self.money_empty: self.display_text('money is not enough!', (410, 310), 30, (255, 0, 0)) # 显示金钱不足提示 pygame.display.flip() # 更新屏幕显示 delay(500) # 延迟500毫秒 self.money_empty = False # 重置金钱不足标志 def mouse_select(self, mgr, mouse_x, mouse_y, level, energy_num, money_num): """ 处理鼠标事件。 参数: mgr: 管理器对象 mouse_x: 鼠标x坐标 mouse_y: 鼠标y坐标 level: 当前等级 energy_num: 当前能量值 money_num: 当前金钱数量 """ if self.type == 0: # 关卡树场景 for i in range(0, 10): if Tree.position[i][0] < mouse_x < Tree.position[i][0] + self.fruit_width \ and Tree.position[i][1] - self.fruit_height < mouse_y < Tree.position[i][1]: if energy_num <= 0: self.type = 1 # 切换到能量场景 else: level = i + 1 # 更新等级 if Tree.energy_num_position[0] < mouse_x < Tree.energy_num_position[0] + 60 \ and Tree.energy_num_position[1] - 60 < mouse_y < Tree.energy_num_position[1]: # 点击能量图标 play_sound(Sounds.CLICK) # 播放点击音效 self.type = 1 # 切换到能量场景 else: # 能量场景 if 408 < mouse_x < 600 and 263 < mouse_y < 313: # 点击“购买能量”按钮 play_sound(Sounds.CLICK_BUTTON) # 播放点击按钮音效 if money_num < 50: self.money_empty = True # 金钱不足标志设为真 if energy_num >= 30: self.energy_full = True # 能量已满标志设为真 elif energy_num < 30 and money_num >= 50: energy_num += 5 # 增加能量 money_num -= 50 # 减少金钱 elif 619 < mouse_x < 638 and 158 < mouse_y < 177: # 点击“X”按钮 self.type = 0 # 切换回关卡树场景 mgr.level, mgr.energy_num, mgr.money = level, energy_num, money_num # 更新管理器对象中的等级、能量和金钱信息
sprites.py
import os
from pygame.sprite import Sprite
from pygame.image import load from dissipate.img import img_basic, img_energy, img_board, img_text, img_level, img_button, img_animal, img_ice, \ img_boom # 基类,GameSprite类定义了所有游戏精灵的基类,包括加载图像、设置位置和绘制方法。
class GameSprite(Sprite): def __init__(self, icon, position): # 初始化GameSprite类,继承自pygame的Sprite类。 super().__init__() # 加载图像并转换为具有透明通道的格式。 self.image = load(icon).convert_alpha() # 获取图像的矩形区域。 self.rect = self.image.get_rect() # 设置精灵的位置。 self.rect.topleft = position self.rect.bottomleft = position def draw(self, screen): # 将精灵绘制到屏幕上。 screen.blit(self.image, self.rect) class Tree(GameSprite): """ 关卡树类,显示关卡树和相关资源。 """ # 树、果实、能量数字、金钱和购买能量按钮的图像路径。 tree = os.path.join(img_basic, 'tree.png') fruit = os.path.join(img_basic, 'fruit.png') energy_num = os.path.join(img_energy, 'num.png') money = os.path.join(img_basic, 'money.png') energy_buy = os.path.join(img_energy, 'buy.png') # 树、果实、能量数字、购买能量按钮的位置定义。 x, y = 340, 510 h = 90 position = ( [x, y], [x + 50, y - 25], [x + 105, y - 45], [x - 5, y - h - 5], [x + 55, y - 25 - h + 10], [x + 105, y - 45 - h], [x, y - h * 2], [x + 50 + 10, y - 25 - h * 2 - 5], [x + 105 + 25, y - 45 - h * 2 - 14], [x + 30, y - h * 3 - 30] ) # 果实位置 energy_num_position = (15, 70) # 能量位置 energy_buy_position = (250, 400) # 购买能量位置 def __init__(self, icon, position): """ 初始化树对象 """ # 重写GameSprite的构造函数,用于初始化树对象。 super().__init__(icon, position) self.image = load(icon).convert_alpha() self.rect = self.image.get_rect() self.rect.bottomleft = position class Board(GameSprite): """ 游戏面板类,显示游戏面板和相关资源。 Board类继承自GameSprite类,用于创建和显示游戏板的精灵,并包含移动逻辑。 """ # 游戏板、数字格式、任务板、成功、失败、下一步、重玩、星星、金钱的图像路径。 step_board = os.path.join(img_board, 'step.png') num_format = os.path.join(img_text, '%d.png') task_board = os.path.join(img_basic, 'task.png') ok = os.path.join(img_basic, 'ok.png') level_format = os.path.join(img_level, '%d.png') success = os.path.join(img_board, 'success.png') fail = os.path.join(img_board, 'fail.png') step_add = os.path.join(img_button, 'step_add.png') next = os.path.join(img_button, 'next.png') replay = os.path.join(img_button, 'replay.png') stars = os.path.join(img_basic, 'star.png') money = os.path.join(img_basic, 'money.png') # 按钮和星星的位置定义。 button_position = [[300, 465], [500, 465]] starts_position = [[330, 340], [413, 340], [495, 340]] def __init__(self, icon, position): """ 初始化板对象 """ super().__init__(icon, position) # 重写GameSprite的构造函数,用于初始化板对象。 self.image = load(icon).convert_alpha() self.speed = [0, 44] # 初始速度 self.rect = self.image.get_rect() self.rect.bottomleft = position def move(self): """ 根据速度移动面板 """ self.rect = self.rect.move(self.speed) if self.rect.bottom >= 543: # 到达底部边界 self.speed = [0, -45] if self.speed == [0, -45] and self.rect.bottom <= 450: # 到达顶部边界 self.speed = [0, 0] class Element(GameSprite): """ Element类继承自GameSprite类,用于创建和显示游戏中元素的精灵,并包含移动逻辑。 """ # 动物、冰、砖块、框架、爆炸数字、冰的数字格式、分数等级、无动物、退出的图像路径。 animals = ( os.path.join(img_animal, 'fox.png'), os.path.join(img_animal, 'bear.png'), os.path.join(img_animal, 'chick.png'), os.path.join(img_animal, 'eagle.png'), os.path.join(img_animal, 'frog.png'), os.path.join(img_animal, 'cow.png') ) ice = os.path.join(img_ice, 'normal.png') brick = os.path.join(img_basic, 'brick.png') frame = os.path.join(img_basic, 'frame.png') boom_format = os.path.join(img_boom, '%d.png') ice_format = os.path.join(img_ice, '%d.png') # 分数图片 score_level = ( os.path.join(img_text, 'good.png'), os.path.join(img_text, 'great.png'), os.path.join(img_text, 'amazing.png'), os.path.join(img_basic, 'excellent.png'), os.path.join(img_basic, 'unbelievable.png') ) none_animal = os.path.join(img_basic, 'none_animal.png') stop = os.path.join(img_basic, 'exit.png') stop_position = (20, 530) def __init__(self, icon, position): """ 初始化元素对象 """ # 重写GameSprite的构造函数,用于初始化元素对象。 super().__init__(icon, position) self.image = load(icon).convert_alpha() self.rect = self.image.get_rect() self.rect.topleft = position self.speed = [0, 0] # 初始速度 self.init_position = position # 初始位置 def move(self, speed): """ 以给定速度移动元素 """ self.speed = speed self.rect = self.rect.move(self.speed) if self.speed[0] != 0: # 水平移动 if abs(self.rect.left - self.init_position[0]) == self.rect.width: self.init_position = self.rect.topleft self.speed = [0, 0] else: # 垂直移动 if abs(self.rect.top - self.init_position[1]) == self.rect.height: self.init_position = self.rect.topleft self.speed = [0, 0]
sounds.py
from enum import Enum
from pygame.mixer import Sound
from dissipate.sound import * # 声音枚举类,用于管理和播放游戏中的各种声音
class Sounds(Enum): GAME_BGM = os.path.join(sound_basic, 'GameSceneBGM.ogg') # 游戏场景背景音乐 WORLD_BGM = os.path.join(sound_basic, 'WorldSceneBGM.ogg') # 世界场景背景音乐 ELIMINATE_FORMAT = os.path.join(sound_eliminate, '%d.ogg') # 消除音效格式 SCORE_LEVEL = ( os.path.join(sound_basic, 'good.ogg'), # 分数等级 "好" os.path.join(sound_basic, 'great.ogg'), # 分数等级 "很好" os.path.join(sound_basic, 'amazing.ogg'), # 分数等级 "惊人" os.path.join(sound_basic, 'excellent.ogg'), # 分数等级 "优秀" os.path.join(sound_basic, 'unbelievable.ogg') # 分数等级 "难以置信" ) CLICK = os.path.join(sound_basic, 'click.bubble.ogg') # 点击气泡音效 BOARD_SOUND = os.path.join(sound_basic, 'board.ogg') # 板子音效 CLICK_BUTTON = os.path.join(sound_basic, 'click_common_button.ogg') # 点击按钮音效 MONEY = os.path.join(sound_basic, 'money.ogg') # 金钱音效 ICE_BREAKING = os.path.join(sound_basic, 'ice_break.ogg') # 冰块破碎音效 @staticmethod def eliminate(idx): """播放指定索引的消除音效""" Sound(Sounds.ELIMINATE_FORMAT.value % idx).play() @staticmethod def score_level(idx): """播放指定索引的分数等级音效""" Sound(Sounds.SCORE_LEVEL.value[idx]).play() def play_sound(sound: Enum): """播放指定声音,循环次数为1(即不循环)""" Sound(sound.value).play()
完整代码:https://gitcode.com/stormsha1/games/overview
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