python实现简单的吃⾖⼈游戏⽬录
效果展⽰:
程序简介
主要代码
总结:
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 = "./"
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 adlines():
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 = _pressed()
if keys[K_RETURN]:
initialize()
pass
display.fill((0, 0, 0))
x = (WINDOW__width())/2
y = (WINDOW__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 ():
pe == pygame.QUIT:
pass
#update control
control_clock = [0, DELAY]
def control_update():
#user control
if control_clock[0] > control_clock[1]:
user = unit_list[0]
keys = _pressed()
passport = False
pos = user.position
if keys[K_UP]:
pos = ve((0)))
elif keys[K_RIGHT]:
pos = ve((1)))
elif keys[K_DOWN]:
pos = ve((2)))
elif keys[K_LEFT]:
pos = ve((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
passport = ())
while not passport:
enemy.clockwise()
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)]
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 = _width()
h = _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):
python可以做什么游戏
super(user, self).__init__(USER_IMAGE)
self.position = [x, y, x, y]
pass
def next(self, direction):
self.turn(direction)
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。
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