摘要:来来来,跟着木木子一起开始玩泡泡龙游戏吧正文一准备中游戏规则游戏玩法是玩家从下方中央的弹珠发射台射出彩珠,等于个同色珠相连则会消失。直到完全消除界面上的同款泡泡即可胜利,还可以跟小小伙伴儿比拼,看谁用的彩球越少。
Python版的消除类的游戏还是很多的,木木子之前也是推过不少~
?源码基地?——主页左侧信息免费拿源码?往期的源码也在滴?
比如:百变的消消乐,还记得嘛?今天就出一个消除类——泡泡龙小游戏,希望你们喜欢哈~!
《泡泡乐》是一款适合全年龄玩家的游戏,采用非常经典的“泡泡龙”式的消除泡泡的玩法,游戏没
有太多创新玩法,容易上手。
当我们一个人独处而无人聊天时可以用它来打发时间。来来来,跟着木木子一起开始玩泡泡龙游
戏吧~
游戏玩法是玩家从下方中央的弹珠发射台射出彩珠,等于3个同色珠相连则会消失。直到完全消除
界面上的同款泡泡即可胜利,还可以跟小小伙伴儿比拼, 看谁用的彩球越少。
本文用到的环境:Python3、Pycharm、Pygame以及自带的。
import math, pygame, sys, os, copy, time, randomimport pygame.gfxdrawfrom pygame.locals import *
FPS = 120WINDOWWIDTH = 640WINDOWHEIGHT = 480TEXTHEIGHT = 20BUBBLERADIUS = 20BUBBLEWIDTH = BUBBLERADIUS * 2BUBBLELAYERS = 5BUBBLEYADJUST = 5STARTX = WINDOWWIDTH / 2STARTY = WINDOWHEIGHT - 27ARRAYWIDTH = 16ARRAYHEIGHT = 14RIGHT = "right"LEFT = "left"BLANK = "."## COLORS ### R G BGRAY = (100, 100, 100)NAVYBLUE = ( 60, 60, 100)WHITE = (255, 255, 255)RED = (255, 0, 0)GREEN = ( 0, 255, 0)BLUE = ( 0, 0, 255)YELLOW = (255, 255, 0)ORANGE = (255, 128, 0)PURPLE = (255, 0, 255)CYAN = ( 0, 255, 255)BLACK = ( 0, 0, 0)COMBLUE = (233, 232, 255)BGCOLOR = WHITECOLORLIST = [RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN] class Bubble(pygame.sprite.Sprite): def __init__(self, color, row=0, column=0): pygame.sprite.Sprite.__init__(self) self.rect = pygame.Rect(0, 0, 30, 30) self.rect.centerx = STARTX self.rect.centery = STARTY self.speed = 10 self.color = color self.radius = BUBBLERADIUS self.angle = 0 self.row = row self.column = column def update(self): if self.angle == 90: xmove = 0 ymove = self.speed * -1 elif self.angle < 90: xmove = self.xcalculate(self.angle) ymove = self.ycalculate(self.angle) elif self.angle > 90: xmove = self.xcalculate(180 - self.angle) * -1 ymove = self.ycalculate(180 - self.angle) self.rect.x += xmove self.rect.y += ymove def draw(self): pygame.gfxdraw.filled_circle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, self.color) pygame.gfxdraw.aacircle(DISPLAYSURF, self.rect.centerx, self.rect.centery, self.radius, GRAY) def xcalculate(self, angle): radians = math.radians(angle) xmove = math.cos(radians)*(self.speed) return xmove def ycalculate(self, angle): radians = math.radians(angle) ymove = math.sin(radians)*(self.speed) * -1 return ymoveclass Arrow(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.angle = 90 arrowImage = pygame.image.load("Arrow.png") arrowImage.convert_alpha() arrowRect = arrowImage.get_rect() self.image = arrowImage self.transformImage = self.image self.rect = arrowRect self.rect.centerx = STARTX self.rect.centery = STARTY def update(self, direction): if direction == LEFT and self.angle < 180: self.angle += 2 elif direction == RIGHT and self.angle > 0: self.angle -= 2 self.transformImage = pygame.transform.rotate(self.image, self.angle) self.rect = self.transformImage.get_rect() self.rect.centerx = STARTX self.rect.centery = STARTY def draw(self): DISPLAYSURF.blit(self.transformImage, self.rect)class Score(object): def __init__(self): self.total = 0 self.font = pygame.font.SysFont("Helvetica", 15) self.render = self.font.render("Score: " + str(self.total), True, BLACK, WHITE) self.rect = self.render.get_rect() self.rect.left = 5 self.rect.bottom = WINDOWHEIGHT - 5 def update(self, deleteList): self.total += ((len(deleteList)) * 10) self.render = self.font.render("Score: " + str(self.total), True, BLACK, WHITE) def draw(self): DISPLAYSURF.blit(self.render, self.rect)def main(): global FPSCLOCK, DISPLAYSURF, DISPLAYRECT, MAINFONT pygame.init() FPSCLOCK = pygame.time.Clock() pygame.display.set_caption("泡泡龙小游戏") MAINFONT = pygame.font.SysFont("Helvetica", TEXTHEIGHT) DISPLAYSURF, DISPLAYRECT = makeDisplay() while True: score, winorlose = runGame() endScreen(score, winorlose)def runGame(): musicList =["bgmusic.ogg", "Utopian_Theme.ogg", "Goofy_Theme.ogg"] pygame.mixer.music.load(musicList[0]) pygame.mixer.music.play() track = 0 gameColorList = copy.deepcopy(COLORLIST) direction = None launchBubble = False newBubble = None arrow = Arrow() bubbleArray = makeBlankBoard() setBubbles(bubbleArray, gameColorList) nextBubble = Bubble(gameColorList[0]) nextBubble.rect.right = WINDOWWIDTH - 5 nextBubble.rect.bottom = WINDOWHEIGHT - 5 score = Score() while True: DISPLAYSURF.fill(BGCOLOR) for event in pygame.event.get(): if event.type == QUIT: terminate() elif event.type == KEYDOWN: if (event.key == K_LEFT): direction = LEFT elif (event.key == K_RIGHT): direction = RIGHT elif event.type == KEYUP: direction = None if event.key == K_SPACE: launchBubble = True elif event.key == K_ESCAPE: terminate() if launchBubble == True: if newBubble == None: newBubble = Bubble(nextBubble.color) newBubble.angle = arrow.angle newBubble.update() newBubble.draw() if newBubble.rect.right >= WINDOWWIDTH - 5: newBubble.angle = 180 - newBubble.angle elif newBubble.rect.left <= 5: newBubble.angle = 180 - newBubble.angle launchBubble, newBubble, score = stopBubble(bubbleArray, newBubble, launchBubble, score) finalBubbleList = [] for row in range(len(bubbleArray)): for column in range(len(bubbleArray[0])): if bubbleArray[row][column] != BLANK: finalBubbleList.append(bubbleArray[row][column]) if bubbleArray[row][column].rect.bottom > (WINDOWHEIGHT - arrow.rect.height - 10): return score.total, "lose" if len(finalBubbleList) < 1: return score.total, "win" gameColorList = updateColorList(bubbleArray) random.shuffle(gameColorList) if launchBubble == False: nextBubble = Bubble(gameColorList[0]) nextBubble.rect.right = WINDOWWIDTH - 5 nextBubble.rect.bottom = WINDOWHEIGHT - 5 nextBubble.draw() if launchBubble == True: coverNextBubble() arrow.update(direction) arrow.draw() setArrayPos(bubbleArray) drawBubbleArray(bubbleArray) score.draw() if pygame.mixer.music.get_busy() == False: if track == len(musicList) - 1: track = 0 else: track += 1 pygame.mixer.music.load(musicList[track]) pygame.mixer.music.play() pygame.display.update() FPSCLOCK.tick(FPS)def makeBlankBoard(): array = [] for row in range(ARRAYHEIGHT): column = [] for i in range(ARRAYWIDTH): column.append(BLANK) array.append(column) return arraydef setBubbles(array, gameColorList): for row in range(BUBBLELAYERS): for column in range(len(array[row])): random.shuffle(gameColorList) newBubble = Bubble(gameColorList[0], row, column) array[row][column] = newBubble setArrayPos(array)def setArrayPos(array): for row in range(ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].rect.x = (BUBBLEWIDTH * column) + 5 array[row][column].rect.y = (BUBBLEWIDTH * row) + 5 for row in range(1, ARRAYHEIGHT, 2): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].rect.x += BUBBLERADIUS for row in range(1, ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].rect.y -= (BUBBLEYADJUST * row) deleteExtraBubbles(array)def deleteExtraBubbles(array): for row in range(ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: if array[row][column].rect.right > WINDOWWIDTH: array[row][column] = BLANKdef updateColorList(bubbleArray): newColorList = [] for row in range(len(bubbleArray)): for column in range(len(bubbleArray[0])): if bubbleArray[row][column] != BLANK: newColorList.append(bubbleArray[row][column].color) colorSet = set(newColorList) if len(colorSet) < 1: colorList = [] colorList.append(WHITE) return colorList else: return list(colorSet) def checkForFloaters(bubbleArray): bubbleList = [column for column in range(len(bubbleArray[0])) if bubbleArray[0][column] != BLANK] newBubbleList = [] for i in range(len(bubbleList)): if i == 0: newBubbleList.append(bubbleList[i]) elif bubbleList[i] > bubbleList[i - 1] + 1: newBubbleList.append(bubbleList[i]) copyOfBoard = copy.deepcopy(bubbleArray) for row in range(len(bubbleArray)): for column in range(len(bubbleArray[0])): bubbleArray[row][column] = BLANK for column in newBubbleList: popFloaters(bubbleArray, copyOfBoard, column)def popFloaters(bubbleArray, copyOfBoard, column, row=0): if (row < 0 or row > (len(bubbleArray)-1) or column < 0 or column > (len(bubbleArray[0])-1)): return elif copyOfBoard[row][column] == BLANK: return elif bubbleArray[row][column] == copyOfBoard[row][column]: return bubbleArray[row][column] = copyOfBoard[row][column] if row == 0: popFloaters(bubbleArray, copyOfBoard, column + 1, row ) popFloaters(bubbleArray, copyOfBoard, column - 1, row ) popFloaters(bubbleArray, copyOfBoard, column, row + 1) popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1) elif row % 2 == 0: popFloaters(bubbleArray, copyOfBoard, column + 1, row ) popFloaters(bubbleArray, copyOfBoard, column - 1, row ) popFloaters(bubbleArray, copyOfBoard, column, row + 1) popFloaters(bubbleArray, copyOfBoard, column - 1, row + 1) popFloaters(bubbleArray, copyOfBoard, column, row - 1) popFloaters(bubbleArray, copyOfBoard, column - 1, row - 1) else: popFloaters(bubbleArray, copyOfBoard, column + 1, row ) popFloaters(bubbleArray, copyOfBoard, column - 1, row ) popFloaters(bubbleArray, copyOfBoard, column, row + 1) popFloaters(bubbleArray, copyOfBoard, column + 1, row + 1) popFloaters(bubbleArray, copyOfBoard, column, row - 1) popFloaters(bubbleArray, copyOfBoard, column + 1, row - 1) def stopBubble(bubbleArray, newBubble, launchBubble, score): deleteList = [] popSound = pygame.mixer.Sound("popcork.ogg") for row in range(len(bubbleArray)): for column in range(len(bubbleArray[row])): if (bubbleArray[row][column] != BLANK and newBubble != None): if (pygame.sprite.collide_rect(newBubble, bubbleArray[row][column])) or newBubble.rect.top < 0: if newBubble.rect.top < 0: newRow, newColumn = addBubbleToTop(bubbleArray, newBubble) elif newBubble.rect.centery >= bubbleArray[row][column].rect.centery: if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx: if row == 0 or (row) % 2 == 0: newRow = row + 1 newColumn = column if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else: newRow = row + 1 newColumn = column + 1 if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn elif newBubble.rect.centerx < bubbleArray[row][column].rect.centerx: if row == 0 or row % 2 == 0: newRow = row + 1 newColumn = column - 1 if newColumn < 0: newColumn = 0 if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else: newRow = row + 1 newColumn = column if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow - 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn elif newBubble.rect.centery < bubbleArray[row][column].rect.centery: if newBubble.rect.centerx >= bubbleArray[row][column].rect.centerx: if row == 0 or row % 2 == 0: newRow = row - 1 newColumn = column if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else: newRow = row - 1 newColumn = column + 1 if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn elif newBubble.rect.centerx <= bubbleArray[row][column].rect.centerx: if row == 0 or row % 2 == 0: newRow = row - 1 newColumn = column - 1 if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn else: newRow = row - 1 newColumn = column if bubbleArray[newRow][newColumn] != BLANK: newRow = newRow + 1 bubbleArray[newRow][newColumn] = copy.copy(newBubble) bubbleArray[newRow][newColumn].row = newRow bubbleArray[newRow][newColumn].column = newColumn popBubbles(bubbleArray, newRow, newColumn, newBubble.color, deleteList) if len(deleteList) >= 3: for pos in deleteList: popSound.play() row = pos[0] column = pos[1] bubbleArray[row][column] = BLANK checkForFloaters(bubbleArray) score.update(deleteList) launchBubble = False newBubble = None return launchBubble, newBubble, score def addBubbleToTop(bubbleArray, bubble): posx = bubble.rect.centerx leftSidex = posx - BUBBLERADIUS columnDivision = math.modf(float(leftSidex) / float(BUBBLEWIDTH)) column = int(columnDivision[1]) if columnDivision[0] < 0.5: bubbleArray[0][column] = copy.copy(bubble) else: column += 1 bubbleArray[0][column] = copy.copy(bubble) row = 0 return row, column def popBubbles(bubbleArray, row, column, color, deleteList): if row < 0 or column < 0 or row > (len(bubbleArray)-1) or column > (len(bubbleArray[0])-1): return elif bubbleArray[row][column] == BLANK: return elif bubbleArray[row][column].color != color: return for bubble in deleteList: if bubbleArray[bubble[0]][bubble[1]] == bubbleArray[row][column]: return deleteList.append((row, column)) if row == 0: popBubbles(bubbleArray, row, column - 1, color, deleteList) popBubbles(bubbleArray, row, column + 1, color, deleteList) popBubbles(bubbleArray, row + 1, column, color, deleteList) popBubbles(bubbleArray, row + 1, column - 1, color, deleteList) elif row % 2 == 0: popBubbles(bubbleArray, row + 1, column, color, deleteList) popBubbles(bubbleArray, row + 1, column - 1, color, deleteList) popBubbles(bubbleArray, row - 1, column, color, deleteList) popBubbles(bubbleArray, row - 1, column - 1, color, deleteList) popBubbles(bubbleArray, row, column + 1, color, deleteList) popBubbles(bubbleArray, row, column - 1, color, deleteList) else: popBubbles(bubbleArray, row - 1, column, color, deleteList) popBubbles(bubbleArray, row - 1, column + 1, color, deleteList) popBubbles(bubbleArray, row + 1, column, color, deleteList) popBubbles(bubbleArray, row + 1, column + 1, color, deleteList) popBubbles(bubbleArray, row, column + 1, color, deleteList) popBubbles(bubbleArray, row, column - 1, color, deleteList) def drawBubbleArray(array): for row in range(ARRAYHEIGHT): for column in range(len(array[row])): if array[row][column] != BLANK: array[row][column].draw() def makeDisplay(): DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) DISPLAYRECT = DISPLAYSURF.get_rect() DISPLAYSURF.fill(BGCOLOR) DISPLAYSURF.convert() pygame.display.update() return DISPLAYSURF, DISPLAYRECT def terminate(): pygame.quit() sys.exit()def coverNextBubble(): whiteRect = pygame.Rect(0, 0, BUBBLEWIDTH, BUBBLEWIDTH) whiteRect.bottom = WINDOWHEIGHT whiteRect.right = WINDOWWIDTH pygame.draw.rect(DISPLAYSURF, BGCOLOR, whiteRect)def endScreen(score, winorlose): endFont = pygame.font.SysFont("Helvetica", 20) endMessage1 = endFont.render("You " + winorlose + "! Your Score is " + str(score) + ". Press Enter to Play Again.", True, BLACK, BGCOLOR) endMessage1Rect = endMessage1.get_rect() endMessage1Rect.center = DISPLAYRECT.center DISPLAYSURF.fill(BGCOLOR) DISPLAYSURF.blit(endMessage1, endMessage1Rect) pygame.display.update() while True: for event in pygame.event.get(): if event.type == QUIT: terminate() elif event.type == KEYUP: if event.key == K_RETURN: return elif event.key == K_ESCAPE: terminate() if __name__ == "__main__": main()
空格键是发球、方向键左右是遥控箭头的。
一颗球是10个成绩点,界面的球被我消了总的591个才结束这个游戏!2333,有点难
嘿!小游戏写到这结束了,自己动手玩一玩吖~哈哈哈?。源码都是免费拿滴~滴滴我!
于?茫茫人海相遇——感谢你的阅读!相遇即是缘分,如有帮助到你,记得三连哦~
我是木木子,一个不止能编程的女码农,还能教你玩游戏、制作节日惊喜、甚至撩小姐姐、小哥哥的表白小程序哦......
写在最后——往期也有很多精彩内容,欢迎阅读!关注我,每日更新??
1.1Python—2021 |已有文章汇总 | 持续更新,直接看这篇就够了~
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