大家好,我是Lex 喜欢欺负超人那个Lex
擅长领域:Python开发一个小游戏
今日重点:一步步分析and越过亚马逊的反爬虫机制
不一会,游戏写好了
效果是这样的
一、如何搭建开发环境环境
一起来学pygame吧 游戏开发30例(开篇词)——环境搭建+游戏效果展示
windows系统,python3.6+ pip21+
安装游戏依赖模块
pip install pygame
二、完整开发流程
1、代码结构
首先,先整理一下项目的主结构,其实看一下主结构,基本就清晰了
modules:自己定义的模块
——game.py:主程序
res:存放引用到的图片和音频等等
——music: 音频 资源
——imgs: 图片 资源
——fonts: 字体
cfg.py:为主配置文件
skiing.py:主程序文件
requirements.txt:需要引入的python依赖包
2、详细配置
cfg.py
配置文件中,需要引入os模块,并且配置打开游戏的屏幕大小。将我们需要用到的图片、音频和字体文件全部引入到项目中。
'''配置文件'''
import os
'''FPS'''
FPS = 40
'''游戏屏幕大小'''
SCREENSIZE = (640, 640)
'''图片路径'''
SKIER_IMAGE_PATHS = [
os.path.join(os.getcwd(), 'res/imgs/game_forward.png'),
os.path.join(os.getcwd(), 'res/imgs/game_right1.png'),
os.path.join(os.getcwd(), 'res/imgs/game_right2.png'),
os.path.join(os.getcwd(), 'res/imgs/game_left2.png'),
os.path.join(os.getcwd(), 'res/imgs/game_left1.png'),
os.path.join(os.getcwd(), 'res/imgs/game_fall.png')
]
OBSTACLE_PATHS = {
'tree': os.path.join(os.getcwd(), 'res/imgs/tree.png'),
'flag': os.path.join(os.getcwd(), 'res/imgs/flag.png')
}
'''背景音乐路径'''
BGMPATH = os.path.join(os.getcwd(), 'res/music/bgm.mp3')
'''字体路径'''
FONTPATH = os.path.join(os.getcwd(), 'res/font/FZSTK.TTF')
3、动画中引用到的图片
4、资源文件
包括游戏背景音频、图片和字体设计
res
music:游戏背景音乐
fonts:记分牌呀、显示呀的 相关字体
imgs:游戏动画里的静态图片,所谓动画都是图片
5、主程序
skiing.py
在主程序中,通过读取配置文件,引入项目资源:包括图片、音频等,并从我们的modules里引入所有我们的模块。
''' 类'''
class lexGame():
def __init__(self, screen, sounds, font, lex_imgs, cfg, **kwargs):
self.info = 'Gemlex —— hacklex'
self.screen = screen
self.sounds = sounds
self.font = font
self.lex_imgs = lex_imgs
self.cfg = cfg
self.reset()
'''开始 '''
def start(self):
clock = gamepy.time.Clock()
# 遍历整个 界面更新位置
overall_moving = True
# 指定某些对象个体更新位置
individual_moving = False
# 定义一些必要的变量
lex_selected_xy = None
lex_selected_xy2 = None
swap_again = False
add_score = 0
add_score_showtimes = 10
time_pre = int(time.time())
# 主循环
while True:
for event in gamepy.event.get():
if event.type == gamepy.QUIT or (event.type == gamepy.KEYUP and event.key == gamepy.K_ESCAPE):
gamepy.quit()
sys.exit()
elif event.type == gamepy.MOUSEBUTTONUP:
if (not overall_moving) and (not individual_moving) and (not add_score):
position = gamepy.mouse.get_pos()
if lex_selected_xy is None:
lex_selected_xy = self.checkSelected(position)
else:
lex_selected_xy2 = self.checkSelected(position)
if lex_selected_xy2:
if self.swapGem(lex_selected_xy, lex_selected_xy2):
individual_moving = True
swap_again = False
else:
lex_selected_xy = None
if overall_moving:
overall_moving = not self.dropGems(0, 0)
# 移动一次可能可以拼出多个3连块
if not overall_moving:
res_match = self.isMatch()
add_score = self.removeMatched(res_match)
if add_score > 0:
overall_moving = True
if individual_moving:
lex1 = self.getGemByPos(*lex_selected_xy)
lex2 = self.getGemByPos(*lex_selected_xy2)
lex1.move()
lex2.move()
if lex1.fixed and lex2.fixed:
res_match = self.isMatch()
if res_match[0] == 0 and not swap_again:
swap_again = True
self.swapGem(lex_selected_xy, lex_selected_xy2)
self.sounds['mismatch'].play()
else:
add_score = self.removeMatched(res_match)
overall_moving = True
individual_moving = False
lex_selected_xy = None
lex_selected_xy2 = None
self.screen.fill((154, 206, 235))
self.drawGrids()
self.lexs_group.draw(self.screen)
if lex_selected_xy:
self.drawBlock(self.getGemByPos(*lex_selected_xy).rect)
if add_score:
if add_score_showtimes == 10:
random.choice(self.sounds['match']).play()
self.drawAddScore(add_score)
add_score_showtimes -= 1
if add_score_showtimes < 1:
add_score_showtimes = 10
add_score = 0
self.remaining_time -= (int(time.time()) - time_pre)
time_pre = int(time.time())
self.showRemainingTime()
self.drawScore()
if self.remaining_time <= 0:
return self.score
gamepy.display.update()
clock.tick(self.cfg.FPS)
'''初始化'''
def reset(self):
# 随机生成各个块
while True:
self.all_lexs = []
self.lexs_group = gamepy.sprite.Group()
for x in range(self.cfg.NUMGRID):
self.all_lexs.append([])
for y in range(self.cfg.NUMGRID):
lex = lexSprite(img_path=random.choice(self.lex_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+x*self.cfg.GRIDSIZE, self.cfg.YMARGIN+y*self.cfg.GRIDSIZE-self.cfg.NUMGRID*self.cfg.GRIDSIZE], downlen=self.cfg.NUMGRID*self.cfg.GRIDSIZE)
self.all_lexs[x].append(lex)
self.lexs_group.add(lex)
if self.isMatch()[0] == 0:
break
# 得分
self.score = 0
# 拼出一个的奖励
self.reward = 10
# 时间
self.remaining_time = 300
'''显示剩余时间'''
def showRemainingTime(self):
remaining_time_render = self.font.render('CountDown: %ss' % str(self.remaining_time), 1, (85, 65, 0))
rect = remaining_time_render.get_rect()
rect.left, rect.top = (self.cfg.SCREENSIZE[0]-201, 6)
self.screen.blit(remaining_time_render, rect)
'''显示得分'''
def drawScore(self):
score_render = self.font.render('SCORE:'+str(self.score), 1, (85, 65, 0))
rect = score_render.get_rect()
rect.left, rect.top = (10, 6)
self.screen.blit(score_render, rect)
'''显示加分'''
def drawAddScore(self, add_score):
score_render = self.font.render('+'+str(add_score), 1, (255, 99, 99))
rect = score_render.get_rect()
rect.left, rect.top = (250, 250)
self.screen.blit(score_render, rect)
'''生成新的 块'''
def generateNewGems(self, res_match):
if res_match[0] == 1:
start = res_match[2]
while start > -2:
for each in [res_match[1], res_match[1]+1, res_match[1]+2]:
lex = self.getGemByPos(*[each, start])
if start == res_match[2]:
self.lexs_group.remove(lex)
self.all_lexs[each][start] = None
elif start >= 0:
lex.target_y += self.cfg.GRIDSIZE
lex.fixed = False
lex.direction = 'down'
self.all_lexs[each][start+1] = lex
else:
lex = lexSprite(img_path=random.choice(self.lex_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+each*self.cfg.GRIDSIZE, self.cfg.YMARGIN-self.cfg.GRIDSIZE], downlen=self.cfg.GRIDSIZE)
self.lexs_group.add(lex)
self.all_lexs[each][start+1] = lex
start -= 1
elif res_match[0] == 2:
start = res_match[2]
while start > -4:
if start == res_match[2]:
for each in range(0, 3):
lex = self.getGemByPos(*[res_match[1], start+each])
self.lexs_group.remove(lex)
self.all_lexs[res_match[1]][start+each] = None
elif start >= 0:
lex = self.getGemByPos(*[res_match[1], start])
lex.target_y += self.cfg.GRIDSIZE * 3
lex.fixed = False
lex.direction = 'down'
self.all_lexs[res_match[1]][start+3] = lex
else:
lex = lexSprite(img_path=random.choice(self.lex_imgs), size=(self.cfg.GRIDSIZE, self.cfg.GRIDSIZE), position=[self.cfg.XMARGIN+res_match[1]*self.cfg.GRIDSIZE, self.cfg.YMARGIN+start*self.cfg.GRIDSIZE], downlen=self.cfg.GRIDSIZE*3)
self.lexs_group.add(lex)
self.all_lexs[res_match[1]][start+3] = lex
start -= 1
'''移除匹配的lex'''
def removeMatched(self, res_match):
if res_match[0] > 0:
self.generateNewGems(res_match)
self.score += self.reward
return self.reward
return 0
''' 界面的网格绘制'''
def drawGrids(self):
for x in range(self.cfg.NUMGRID):
for y in range(self.cfg.NUMGRID):
rect = gamepy.Rect((self.cfg.XMARGIN+x*self.cfg.GRIDSIZE, self.cfg.YMARGIN+y*self.cfg.GRIDSIZE, self.cfg.GRIDSIZE, self.cfg.GRIDSIZE))
self.drawBlock(rect, color=(0, 0, 255), size=1)
'''画矩形block框'''
def drawBlock(self, block, color=(255, 0, 255), size=4):
gamepy.draw.rect(self.screen, color, block, size)
'''下落特效'''
def dropGems(self, x, y):
if not self.getGemByPos(x, y).fixed:
self.getGemByPos(x, y).move()
if x < self.cfg.NUMGRID - 1:
x += 1
return self.dropGems(x, y)
elif y < self.cfg.NUMGRID - 1:
x = 0
y += 1
return self.dropGems(x, y)
else:
return self.isFull()
'''是否每个位置都有 块了'''
def isFull(self):
for x in range(self.cfg.NUMGRID):
for y in range(self.cfg.NUMGRID):
if not self.getGemByPos(x, y).fixed:
return False
return True
'''检查有无 块被选中'''
def checkSelected(self, position):
for x in range(self.cfg.NUMGRID):
for y in range(self.cfg.NUMGRID):
if self.getGemByPos(x, y).rect.collidepoint(*position):
return [x, y]
return None
'''是否有连续一样的三个块(无--返回0/水平--返回1/竖直--返回2)'''
def isMatch(self):
for x in range(self.cfg.NUMGRID):
for y in range(self.cfg.NUMGRID):
if x + 2 < self.cfg.NUMGRID:
if self.getGemByPos(x, y).type == self.getGemByPos(x+1, y).type == self.getGemByPos(x+2, y).type:
return [1, x, y]
if y + 2 < self.cfg.NUMGRID:
if self.getGemByPos(x, y).type == self.getGemByPos(x, y+1).type == self.getGemByPos(x, y+2).type:
return [2, x, y]
return [0, x, y]
'''根据坐标获取对应位置的 对象'''
def getGemByPos(self, x, y):
return self.all_lexs[x][y]
'''交换 '''
def swapGem(self, lex1_pos, lex2_pos):
margin = lex1_pos[0] - lex2_pos[0] + lex1_pos[1] - lex2_pos[1]
if abs(margin) != 1:
return False
lex1 = self.getGemByPos(*lex1_pos)
lex2 = self.getGemByPos(*lex2_pos)
if lex1_pos[0] - lex2_pos[0] == 1:
lex1.direction = 'left'
lex2.direction = 'right'
elif lex1_pos[0] - lex2_pos[0] == -1:
lex2.direction = 'left'
lex1.direction = 'right'
elif lex1_pos[1] - lex2_pos[1] == 1:
lex1.direction = 'up'
lex2.direction = 'down'
elif lex1_pos[1] - lex2_pos[1] == -1:
lex2.direction = 'up'
lex1.direction = 'down'
lex1.target_x = lex2.rect.left
lex1.target_y = lex2.rect.top
lex1.fixed = False
lex2.target_x = lex1.rect.left
lex2.target_y = lex1.rect.top
lex2.fixed = False
self.all_lexs[lex2_pos[0]][lex2_pos[1]] = lex1
self.all_lexs[lex1_pos[0]][lex1_pos[1]] = lex2
return True
'''info'''
def __repr__(self):
return self.info
四、如何启动游戏
1、开发工具
如果你有配置了工具的环境VScode、sublimeText、notepad+、pycharm什么的,可以直接在工具中,运行游戏。
如果没配置,可以使用命令启动。
2、命令行
【两种方法获取完整源码】
1、资源下载:【pygame开发实战开发30例 完整源码】
一起来学pygame吧 游戏开发30例(四)——俄罗斯方块小游戏
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一起来学pygame吧 游戏开发30例(四)——俄罗斯方块小游戏