Python 开心消消乐

stormsha 2024-07-29 11:05:00 阅读 95

📒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

消消乐

项目结构

在这里插入图片描述

程序代码

<code>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

Python 爱心代码:https://stormsha.blog.csdn.net/article/details/138199890

Python 植物大战僵尸:https://stormsha.blog.csdn.net/article/details/138405944



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