推箱子 后续

五迷三道 提交于 2020-01-30 04:42:42

前言

既做了雏形,不稍微完善一点心里总有点小疙瘩。

效果图

在这里插入图片描述

补充说明

1、游戏通关通过rect判断而不是碰撞(两个终点)
2、增加人物行走的动作(布尔标志位)
3、箱子覆盖于终点之上有特殊颜色(image_alt)
4、选素材用心了些

源代码

import tkinter as tk
import pygame
import time
import numpy as np
import sys

from PIL import ImageTk,Image,ImageGrab
from tkinter import StringVar,IntVar,messagebox,Radiobutton


#屏幕大小的常量
SCREEN_RECT = pygame.Rect(0,0,640,640)
#刷新的帧率
FRAME_PER_SEC = 60
#墙体

class GameSprite(pygame.sprite.Sprite):  #(继承父类) 其中sprite是模块 Sprite是类名称
    '''精灵基类'''
    #构造函数/初始化
    image_name = 0
    def __init__(self,image_name,x=0,y=0,z=1):
        self.move_num = 0
        self.leftorright = True
        #调用父类初始化方法
        super().__init__()
        #定义对象的属性
        self.image_name = image_name
        self.image = pygame.image.load(self.image_name)
        if z == 0:
            self.rect = pygame.Rect(0,0,64,64)
        else :
            self.rect = self.image.get_rect()  #图像的属性
        self.rect.x = x*64
        self.rect.y = y*64

class hero(GameSprite):
    '''英雄类'''
    def __init__(self,x,y):
        super().__init__("./image/character1.png",x,y,0)
        self.num = 0

    def move(self,num):
        self.num = num

    def update(self,hero_group,wall_group,box_group):
        #print(self.rect)
        # 传入 1 2 3 4 分别对应上下左右 1-1
        if self.num == 1:
            if self.leftorright:
                self.image_name = './image/Character7.png'
            else :
                self.image_name = './image/Character8.png'
            self.rect.y -= 64
            if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) > 0:
                self.rect.y += 64

            if len(pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                self.rect.y -= 64
                if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) + len(
                        pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                    self.rect.y += 64
                self.rect.y += 64

        elif self.num ==2 :
            if self.leftorright:
                self.image_name = './image/Character4.png'
            else :
                self.image_name = './image/Character5.png'
            self.rect.y += 64
            if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) > 0:
                self.rect.y -= 64
            if len(pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                self.rect.y += 64
                if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) + len(
                        pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                    self.rect.y -= 64
                self.rect.y -= 64

        elif self.num == 3:
            if self.leftorright:
                self.image_name = './image/Character1.png'
            else :
                self.image_name = './image/Character10.png'
            self.rect.x -= 64
            if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) > 0:
                self.rect.x += 64
            if len(pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                self.rect.x -= 64
                if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) + len(
                        pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                    self.rect.x += 64
                self.rect.x += 64

        elif self.num == 4:
            if self.leftorright:
                self.image_name = './image/Character2.png'
            else :
                self.image_name = './image/Character3.png'
            self.rect.x += 64
            if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) > 0:
                self.rect.x -= 64

            if len(pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                self.rect.x += 64
                if len(pygame.sprite.groupcollide(hero_group, wall_group, False, False)) + len(
                        pygame.sprite.groupcollide(hero_group, box_group, False, False)) > 0:
                    self.rect.x -= 64
                self.rect.x -= 64

        elif self.num == 0:
            pass
        if self.num != 0:
            self.move_num = self.num
            #print('后面面:%d'%self.move_num)
            self.leftorright = not self.leftorright
        self.num = 0
        self.image = pygame.image.load(self.image_name)

    def goback(self,num):
        pass

class box(GameSprite):
    '''箱子类'''
    def __init__(self,x,y):
        self.image_alt = 0
        self.num = 0
        super().__init__("./image/Crate_Beige.png",x,y)

    def beenpush(self,num):
        self.num = num

    def update(self,wall_group,box_group):
        # 传入 1 2 3 4 分别对应上下左右
        if self.image_alt == 1:
            self.image_name ='./image/CrateDark_Red.png'
        else:
            self.image_name ='./image/Crate_Beige.png'
        if self.num == 1:
            self.rect.y -= 64
            if len(pygame.sprite.groupcollide(wall_group,box_group,False,False)) > 0:
                self.rect.y += 64
                self.to_hero_goback = 1
        elif self.num == 2:
            self.rect.y += 64
            if len(pygame.sprite.groupcollide(wall_group,box_group,False,False)) > 0:
                self.rect.y -= 64
                self.to_hero_goback = 2
        elif self.num == 3:
            self.rect.x -= 64
            if len(pygame.sprite.groupcollide(wall_group,box_group,False,False)) > 0:
                self.rect.x += 64
                self.to_hero_goback = 3
        elif self.num == 4:
            self.rect.x += 64
            if len(pygame.sprite.groupcollide(wall_group,box_group,False,False)) > 0:
               self.rect.x -= 64
               self.to_hero_goback = 4
        elif self.num == 0:
            pass
        if self.num != 0:
            self.moved_num = self.num
            #print('当前的movednum是%d'%self.moved_num)
        self.num = 0
        self.image = pygame.image.load(self.image_name)

class wall(GameSprite):
    def __init__(self, x, y):
        super().__init__("./image/Wall_Beige.png", x, y)

class endpoint(GameSprite):
    def __init__(self, x, y):
        super().__init__("./image/endball.png", x, y)

class gamepushbox():
    #推箱子主游戏
    wall = 0
    #初始化
    def __init__(self):
        print('初始化')
        #游戏窗口
        self.screen = pygame.display.set_mode(SCREEN_RECT.size)
        #游戏背景
        self.background = GameSprite("./image/green_background.png")
        self.back_group = pygame.sprite.Group(self.background)
        #英雄
        self.hero = hero(1,1)
        self.hero_group = pygame.sprite.Group(self.hero)
        #箱子
        self.box = box(3,2)
        self.box1 = box(3,6)
        self.box_group = pygame.sprite.Group(self.box,self.box1)
        #墙体
        self.wall0 = wall(2,2)
        self.wall_group = pygame.sprite.Group(self.wall0)
        for i in wall_list:
            self.wall_group.add(wall(i[0],i[1]))
        #终点
        self.end_point = endpoint(7,2)
        self.end_point1 = endpoint(7,6)
        self.end_point_group = pygame.sprite.Group(self.end_point,self.end_point1)

        #2.创建游戏的时钟
        self.clock = pygame.time.Clock()
    #更新精灵组
    def updata_sprites(self):
        self.back_group.draw(self.screen)

        self.wall_group.draw(self.screen)

        self.hero_group.update(self.hero_group,self.wall_group,self.box_group)
        self.hero_group.draw(self.screen)

        self.end_point_group.draw(self.screen)

        self.box_group.update(self.wall_group,self.box_group)
        self.box_group.draw(self.screen)

    #碰撞检测
    def check_collide(self):
        #返回的是精灵
        #英雄与箱子
        if len(pygame.sprite.spritecollide(self.hero,self.box_group,False)) > 0:
            if self.hero.move_num != 0:
                #print('x : %d and y : %d and from%d' %(self.hero.rect.x,self.hero.rect.y,self.hero.move_num))
                for box in self.box_group:
                    if box.rect.x == self.hero.rect.x and box.rect.y == self.hero.rect.y:
                        print(box.rect)
                        box.beenpush(self.hero.move_num)
                        # print('当前英雄移动状态:%d' %self.hero.move_num)
                        # print('当前箱子移动状态:%d' %box.num)
                        # print('当前box上移动状态:%d' %self.box.num)
                        # print('当前box下移动状态:%d' %self.box1.num)
                self.hero.move_num = 0
        #箱子与终点
        # if len(pygame.sprite.groupcollide(self.end_point_group,self.box_group,False,False)) > 0:
        #     result = tk.messagebox.askokcancel(title = '恭喜',message = '通关了')
        #     self.game_over()
        goal = 0
        for box in self.box_group:
            box.image_alt = 0
            print('%d : %d' %(box.rect.y,box.image_alt))
            if box.rect.x/64 == 7 and box.rect.y/64 ==2:
                box.image_alt = 1
                print("box %d" %box.rect.y)
                goal+=1
            elif box.rect.x/64 == 7 and box.rect.y/64 ==6:
                box.image_alt = 1
                goal+=1
        #print(goal)
        if goal == 2:
            result = tk.messagebox.askokcancel(title = '恭喜',message = '通关了')
            self.game_over()
    #事件监听
    def event_handler(self):
        for event in pygame.event.get():
            # 退出事件
            if event.type == pygame.QUIT:
                print('游戏已结束')
                self.game_over()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                    self.hero.move(4)
                    #print("向右移动")
                if event.key == pygame.K_LEFT:
                    self.hero.move(3)
                    #print("向左移动")
                if event.key == pygame.K_UP:
                    self.hero.move(1)
                    #print("向上移动")
                if event.key == pygame.K_DOWN:
                    self.hero.move(2)
                    #print("向下移动")
    #游戏检测
    def game_over(self):    #静态方法 就不接受self的东西
        print("游戏结束")
        pygame.quit()
        sys.exit()

class gamepushbox_menu():
    def draw_menu(self):
        self.window = tk.Tk()
        self.window.title('推箱子')
        Image_way = './image/star_main_background.jpg'
        img = Image.open(Image_way)
        window_background = ImageTk.PhotoImage(img)
        w = window_background.width()
        h = window_background.height()
        print(w,h)
        self.window.geometry('%dx%d+0+0' % (w, h))

        self.background_label = tk.Label(self.window, image=window_background)
        self.background_label.place(x=0, y=0, relwidth=1, relheight=1)

        self.gamestart_button = tk.Button(self.window, text='开始游戏', command=self.gamestart)
        self.gamestart_button.pack()

        self.gamestart_button = tk.Button(self.window, text='选择背景音乐', command=self.choose_music)
        self.gamestart_button.pack()

        #单选框
        """
        v = IntVar()
        Radiobutton(window, text='One', variable=v, value=1, ).pack()
        Radiobutton(window, text='Two', variable=v, value=2, ).pack()
        Radiobutton(window, text='Three', variable=v, value=3, ).pack()
        """
        self.window.mainloop()
    def choose_music(self):
        music_tk = tk.Toplevel()
        music_tk.title("选取音乐")
        self.v = IntVar()
        Radiobutton(music_tk, text='寻找爱情', variable=self.v, value=1, ).pack()
        Radiobutton(music_tk, text='爱河', variable=self.v, value=2, ).pack()
        music_play_button = tk.Button(music_tk, text='播放', command=self.play_music).pack()
        music_stop_button = tk.Button(music_tk, text='停止', command=self.stop_music).pack()
    def play_music(self):
        print(self.v.get())
        if (self.v.get() == 1):
            music_path = './music/find_happiness.mp3'
        elif (self.v.get() == 2):
            music_path = './music/love_river.mp3'
        pygame.mixer.init()
        pygame.mixer.music.load(music_path)
        pygame.mixer.music.play(-1)
    def stop_music(self):
        pygame.mixer.music.stop()
    def gamestart(self):
        pygame.init()
        gameaaa = gamepushbox()
        print('游戏开始了')
        while 1:
            #1.刷新频率
            gameaaa.clock.tick(FRAME_PER_SEC)
            #game.clock.tick(FRAME_PER_SEC)
            # 2.事件监听
            gameaaa.event_handler()
            # 3.碰撞检测 是否推动箱子
            gameaaa.check_collide()
            # # 4.更新/绘制精灵
            gameaaa.updata_sprites()
            # 5.更新检测
            pygame.display.update()
            # print(SCREEN_RECT.size)


if __name__ == '__main__':
    wall_list = []
    for i in range(10):
        wall_list.append((0, i))
        wall_list.append((9,i))
    for i in range(16):
        wall_list.append((i,0))
        wall_list.append((i,9))
    zz = [2,4,6]
    for i in zz:
        wall_list.append((2,i))
        wall_list.append((4,i))
        wall_list.append((6,i))
        wall_list.append((8,i))

    a = gamepushbox_menu()
    a.draw_menu()
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