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玩蛇系列之Pygame教程(九)-- SlidePuzzle滑动

玩蛇系列之Pygame教程(九)-- SlidePuzzle滑动

作者: 峰峰小 | 来源:发表于2016-11-29 01:01 被阅读823次

    ** SlidePuzzle滑动拼图 **

    先上个图(●'◡'●)

    ps:本人比较笨,3 * 3 的都要解半天,各位可以自行增加难度

    游戏中比较核心的三个方法:

    方法一,就是生成有规律的二维数组,例如:

    在2 x 2下: [ [ 1, 3 ] , [ 2, None ] ]
    在3 x 3下: [ [ 1, 4, 7 ] , [ 2, 5, 8 ] , [ 3, 6, None ] ]
    在4 x 4下: [ [ 1, 5, 9, 13 ] , [ 2, 6, 10, 14 ] , [ 3, 7, 11, 15 ] , [ 4, 8, 12, None ] ]

    # 生成刚开始的board序列
    def getStartingBoard():
        # 返回一个board的序列
        # 举个例子,如果board的列数和行数都是3,则返回以下数据
        # [[1, 4, 7], [2, 5, 8], [3, 6, None]]
        
        counter = 1
        board = []
        for x in range(BOARDWIDTH):
            column = []
            for y in range(BOARDHEIGHT):
                column.append(counter)
                counter += BOARDWIDTH
            board.append(column)
            counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
                
        board[BOARDWIDTH-1][BOARDHEIGHT-1] = None
        
        return board
    

    方法二,打乱上面生成的二维数组,并返回打乱的结果和储存打乱过程的每一步的一个序列

    # 生成新的拼图(就是随机打乱已经排序好的board,numSlides为打乱的步数)    
    def generateNewPuzzle(numSlides):
        
        sequence = [] # 储存打乱的步数的序列
        
        board = getStartingBoard() # 获得开始board的序列
        
        drawBoard(board, '') # 绘制board
        
        pygame.display.update() # 更新屏幕
        
        pygame.time.wait(500) # 暂停500毫秒 for effect 
        
        lastMove = None
        for i in range(numSlides):
            move = getRandomMove(board, lastMove)# 随机的移动一步    
            slideAnimation(board, move, 'Generating new puzzle...', int(TILESIZE / 3)) # 滑动的动画        
            makeMove(board, move) # 交换空白方块的位置
            sequence.append(move) # 将这个步骤添加到sequence序列中
            lastMove = move
            
        return (board, sequence)
    

    方法三,根据所有操作的的序列,恢复游戏

    # 根据所有操作的的序列,恢复游戏
    def resetAnimation(board, allMoves):
        
        revAllMoves = allMoves[:] # 复制一份所有操作的的序列
        
        revAllMoves.reverse() # 倒序排列
    
        for move in revAllMoves: # 取出每一步,做相反的操作(就能恢复为原来的最初的序列)
            if move == UP: 
                oppositeMove = DOWN
            elif move == DOWN:
                oppositeMove = UP
            elif move == RIGHT:
                oppositeMove = LEFT
            elif move == LEFT:
                oppositeMove = RIGHT
                
            slideAnimation(board, oppositeMove, '', int(TILESIZE / 2)) # 滑动的动画     
            
            makeMove(board, oppositeMove) # 交换空白方块的位置   
        
    
    理一下思路:

    1,绘制一个640*480的窗口

    2,根据行数和列数生成一个有规律的二维数组 SOLVEDBOARD

    3,打乱上面生成的二维数组,返回打乱的结果 mainBoard 和一个储存打乱过程的每一步的序列solutionSeq

    4,定义一个记录玩家操作的的序列 allMoves

    5,绘制主Board,边框,左上角的文字提示,以及右下角的三个按钮

    6,游戏主循环,判断mainBoard是否和SOLVEDBOARD相等,相等就说明拼图已经还原

    7,鼠标、键盘事件处理

    8,交换空白方块与其上下左右方块的位置,记录每次操作到 allMoves 中

    9,点击恢复按钮:调用resetAnimation方法,allMoves 作为参数,并清空 allMoves

    10,点中的是解决方案按钮:调用resetAnimation方法,solutionSeq + allMoves 作为参数,并清空 allMoves

    11,点中的是新游戏按钮:调用generateNewPuzzle方法生成新的 mainBoard 和 solutionSeq ,并清空 allMoves

    在第8步中,用到一个** DISPLAYSURF.copy() **方法
    copy()方法会返回一个新的Surface,上面绘制着和原来一样的内容,在调用完copy方法后,如果我们在这个Surface上面绘制image内容,他将不会改变这个原来那个Surface

    完整代码:
    # -*- coding: UTF-8 -*-
    '''
    Created on 2016年11月28日
    
    @author: 小峰峰
    '''
    
    import random, pygame, sys
    from pygame.locals import *
    
    
    
    BOARDWIDTH = 4 # board的列数
    BOARDHEIGHT = 4 # board的行数
    
    TILESIZE = 80 # 方块的大小
    
    WINDOWWIDTH = 640 # 窗口宽度
    WINDOWHEIGHT = 480 # 窗口高度
    
    
    FPS = 30 # 帧率
    
    BLANK = None
    
    # 定义几个颜色 (R G B)
    BLACK = ( 0, 0, 0)
    WHITE = (255, 255, 255)
    BRIGHTBLUE = ( 0, 50, 255)
    DARKTURQUOISE = ( 3, 54, 73)
    GREEN = ( 0, 204, 0)
    
    
    BGCOLOR = DARKTURQUOISE # 背景色
    TILECOLOR = GREEN # 方块颜色
    TEXTCOLOR = WHITE # 文字颜色
    BORDERCOLOR = BRIGHTBLUE # 边框颜色
    BASICFONTSIZE = 20 # 字体大小
    
    BUTTONCOLOR = WHITE # 按钮颜色
    BUTTONTEXTCOLOR = BLACK # 按钮文字颜色
    MESSAGECOLOR = WHITE # 消息颜色
    
    XMARGIN = int((WINDOWWIDTH - (TILESIZE * BOARDWIDTH + (BOARDWIDTH - 1))) / 2) # X轴边距
    YMARGIN = int((WINDOWHEIGHT - (TILESIZE * BOARDHEIGHT + (BOARDHEIGHT - 1))) / 2) # Y轴边距
    
    
    # 定义"上下左右"操作
    UP = 'up'
    DOWN = 'down'
    LEFT = 'left'
    RIGHT = 'right'
    
    
    
    def main():
        
        # 全局变量
        global FPSCLOCK, DISPLAYSURF, BASICFONT, RESET_SURF, RESET_RECT, NEW_SURF, NEW_RECT, SOLVE_SURF, SOLVE_RECT 
    
        pygame.init() # 初始化pygame
        
        FPSCLOCK = pygame.time.Clock() # 获得pygame时钟
        
        DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) # 设置窗口大小
        
        pygame.display.set_caption('Slide Puzzle') # 设置标题
        
        BASICFONT = pygame.font.Font('PAPYRUS.ttf', BASICFONTSIZE) # 设置字体,和字体大小
        
        
        # 操作按钮的属性
        RESET_SURF, RESET_RECT = makeText('  Reset  ', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 105) # 恢复
        NEW_SURF, NEW_RECT = makeText('New Game', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 70) # 新游戏
        SOLVE_SURF, SOLVE_RECT = makeText('  Solve  ', TEXTCOLOR, TILECOLOR, WINDOWWIDTH - 120, WINDOWHEIGHT - 35) # 解决方案
        
        
        mainBoard, solutionSeq = generateNewPuzzle(80)# 打乱生成的拼图(返回Board序列,和对应的解决序列)
        
        SOLVEDBOARD = getStartingBoard() # 获得生成刚开始的board序列,作为是否解决的参照
        
        allMoves = [] # 记录玩家操作的的序列
        
        
        
        while True: # 游戏主循环
            
            slideTo = None # 滑动的方向
            
            msg = '' # 左上角显示的消息内容
            
            if mainBoard == SOLVEDBOARD: # 如果Board序列等于SOLVEDBOARD序列
                
                msg = 'Solved!' # 显示消息已经修复好拼图了
            
                
            drawBoard(mainBoard, msg)
            
            
            for event in pygame.event.get(): # 事件处理
                
                if event.type == MOUSEBUTTONUP: # 如果是鼠标点击事件
                    
                    spotx, spoty = getSpotClicked(mainBoard, event.pos[0], event.pos[1]) # 根据鼠标点击的像素坐标,获得方块的坐标
                    
                    
                    if (spotx, spoty) == (None, None): # 如果没有点方块
                        
                        # 检查是否点中右下角的几个按钮
                        
                        if RESET_RECT.collidepoint(event.pos): # 点中的是恢复按钮
                            resetAnimation(mainBoard, allMoves) # 将玩家操作的的序列作为参数,恢复游戏
                            allMoves = [] # 清空 allMoves
                            
                        elif NEW_RECT.collidepoint(event.pos): # 点中的是新游戏 
                            mainBoard, solutionSeq = generateNewPuzzle(80) # 重新生成游戏
                            allMoves = [] # 清空 allMoves
                            
                        elif SOLVE_RECT.collidepoint(event.pos): # 点中的是解决方案
                            resetAnimation(mainBoard, solutionSeq + allMoves) # 将对应的解决序列和玩家操作的的序列作为参数,恢复游戏
                            allMoves = [] # 清空 allMoves
                    
                    else:
                        # 检查点中的方块是否与空白的方块相邻
                        
                        blankx, blanky = getBlankPosition(mainBoard) # 获得空白方块的坐标
                        
                        if spotx == blankx + 1 and spoty == blanky: # 如果点中的方块在空白方块的右边,就往左滑
                            slideTo = LEFT
                        elif spotx == blankx - 1 and spoty == blanky:# 如果点中的方块在空白方块的左边,就往右滑
                            slideTo = RIGHT
                        elif spotx == blankx and spoty == blanky + 1:# 如果点中的方块在空白方块的下边,就往上滑
                            slideTo = UP
                        elif spotx == blankx and spoty == blanky - 1:# 如果点中的方块在空白方块的上边,就往下滑
                            slideTo = DOWN
                            
                            
                elif event.type == KEYUP: # 如果是按键操作
                    
                    # 检查是否可以移动,如果可以就滑动方块
                    
                    if event.key in (K_LEFT, K_a) and isValidMove(mainBoard, LEFT):
                        slideTo = LEFT
                    elif event.key in (K_RIGHT, K_d) and isValidMove(mainBoard, RIGHT):
                        slideTo = RIGHT
                    elif event.key in (K_UP, K_w) and isValidMove(mainBoard, UP):
                        slideTo = UP
                    elif event.key in (K_DOWN, K_s) and isValidMove(mainBoard, DOWN):
                        slideTo = DOWN
                        
                    elif event.key == K_ESCAPE: # 如果是ESC键,退出
                        pygame.quit()
                        sys.exit() 
                    
                elif event.type == QUIT: # 如果是退出操作,退出
                        pygame.quit() 
                        sys.exit()
                        
                               
            
            if slideTo:
                # 根据slideTo的值来操作滑动方块
                slideAnimation(mainBoard, slideTo, 'Click tile or press arrow keys to slide.', 8) # 滑动的操作
                makeMove(mainBoard, slideTo) # 交换空白方块与其上下左右方块的位置
                allMoves.append(slideTo) # 记录下这次滑动的操作 
                
                
            pygame.display.update() # 更新屏幕
            FPSCLOCK.tick(FPS) # 设置帧率            
    
        
    
    # 生成刚开始的board序列
    def getStartingBoard():
        # 返回一个board的序列
        # 举个例子,如果board的列数和行数都是3,则返回以下数据
        # [[1, 4, 7], [2, 5, 8], [3, 6, None]]
        
        counter = 1
        board = []
        for x in range(BOARDWIDTH):
            column = []
            for y in range(BOARDHEIGHT):
                column.append(counter)
                counter += BOARDWIDTH
            board.append(column)
            counter -= BOARDWIDTH * (BOARDHEIGHT - 1) + BOARDWIDTH - 1
                
        board[BOARDWIDTH-1][BOARDHEIGHT-1] = None
        
        print board
        return board
    
    # 获得空白方块的位置
    def getBlankPosition(board):
        for x in range(BOARDWIDTH):
            for y in range(BOARDHEIGHT):
                if board[x][y] == None: # 穷举board中所有的方块,判断为None的就是空白方块
                    return (x, y)
                
    
    # 交换空白方块与其上下左右方块的位置            
    def makeMove(board, move):
        
        blankx, blanky = getBlankPosition(board) # 获得空白方块的位置
        
        # 根据slideTo交换位置
        if move == UP:
            board[blankx][blanky], board[blankx][blanky + 1] = board[blankx][blanky + 1], board[blankx][blanky]
        elif move == DOWN:
            board[blankx][blanky], board[blankx][blanky - 1] = board[blankx][blanky - 1], board[blankx][blanky]
        elif move == LEFT:
            board[blankx][blanky], board[blankx + 1][blanky] = board[blankx + 1][blanky], board[blankx][blanky]
        elif move == RIGHT:
            board[blankx][blanky], board[blankx - 1][blanky] = board[blankx - 1][blanky], board[blankx][blanky]            
                
                
    # 该方法用在玩家用按键操作时检查方块是否可以移动 
    def isValidMove(board, move):
        
        blankx, blanky = getBlankPosition(board) # 获得空白方块的位置
        
        # 如果时向上滑动,就要确保空白方块不在最下面的一行,否则就无法继续和下面的方块交换
        # 同理,如果是向下,就确保空白方块不在最上面
        # 同理,如果是向左,就确保空白方块不在最右面
        # 同理,如果是向右,就确保空白方块不在最左面
        return (move == UP and blanky != len(board[0]) - 1) or \
            (move == DOWN and blanky != 0) or \
            (move == LEFT and blankx != len(board) - 1) or \
            (move == RIGHT and blankx != 0)            
                
    
    # 随机的移动一步            
    def getRandomMove(board, lastMove=None):
        # 定义合法的移动集合
        validMoves = [UP, DOWN, LEFT, RIGHT]
    
        # 剔除掉不可用的方向
        if lastMove == UP or not isValidMove(board, DOWN):
            validMoves.remove(DOWN)
        if lastMove == DOWN or not isValidMove(board, UP):
            validMoves.remove(UP)
        if lastMove == LEFT or not isValidMove(board, RIGHT):
            validMoves.remove(RIGHT)
        if lastMove == RIGHT or not isValidMove(board, LEFT):
            validMoves.remove(LEFT)
    
        # 从剩下可用的validMoves里随机选取一个返回
        return random.choice(validMoves)
    
    
    # 获得方块左上角的像素坐标
    def getLeftTopOfTile(tileX, tileY):
        left = XMARGIN + (tileX * TILESIZE) + (tileX - 1)
        top = YMARGIN + (tileY * TILESIZE) + (tileY - 1)
        return (left, top)
    
    # 根据像素坐标获得方块在board里的坐标
    def getSpotClicked(board, x, y):
        for tileX in range(len(board)):
            for tileY in range(len(board[0])):
                
                # 获得每一个方块的左上角的像素坐标
                left, top = getLeftTopOfTile(tileX, tileY)
                # 获得方块的Rect
                tileRect = pygame.Rect(left, top, TILESIZE, TILESIZE)
                # 判断这个Rect是否包含点 (x,y)
                if tileRect.collidepoint(x, y):
                    return (tileX, tileY)
        return (None, None)
    
    
    # 绘制方块以及方块上面的数字            
    def drawTile(tilex, tiley, number, adjx=0, adjy=0):
        # draw a tile at board coordinates tilex and tiley, optionally a few
        # pixels over (determined by adjx and adjy)
        left, top = getLeftTopOfTile(tilex, tiley)
        pygame.draw.rect(DISPLAYSURF, TILECOLOR, (left + adjx, top + adjy, TILESIZE, TILESIZE))
        textSurf = BASICFONT.render(str(number), True, TEXTCOLOR)
        textRect = textSurf.get_rect()
        textRect.center = left + int(TILESIZE / 2) + adjx, top + int(TILESIZE / 2) + adjy
        DISPLAYSURF.blit(textSurf, textRect)  
        
    
    # 创建text的对应的Surf和Rect   
    def makeText(text, color, bgcolor, top, left):
        textSurf = BASICFONT.render(text, True, color, bgcolor)
        textRect = textSurf.get_rect()
        textRect.topleft = (top, left)
        return (textSurf, textRect)            
    
    
    # 绘制整个Board            
    def drawBoard(board, message):
        
        DISPLAYSURF.fill(BGCOLOR) # 绘制背景 
        
        if message: # 如果有消息,就绘制消息
            textSurf, textRect = makeText(message, MESSAGECOLOR, BGCOLOR, 5, 5)
            DISPLAYSURF.blit(textSurf, textRect) 
    
        #绘制每一个方块 
        for tilex in range(len(board)):
            for tiley in range(len(board[0])):
                if board[tilex][tiley]:
                    drawTile(tilex, tiley, board[tilex][tiley])
    
        # 绘制Board的边框
        left, top = getLeftTopOfTile(0, 0)
        width = BOARDWIDTH * TILESIZE
        height = BOARDHEIGHT * TILESIZE
        
        pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (left - 5, top - 5, width + 11, height + 11), 4)
    
        # 绘制右下角的三个按钮
        DISPLAYSURF.blit(RESET_SURF, RESET_RECT)
        DISPLAYSURF.blit(NEW_SURF, NEW_RECT)
        DISPLAYSURF.blit(SOLVE_SURF, SOLVE_RECT) 
        
    # 滑动的动画    
    def slideAnimation(board, direction, message, animationSpeed):
    
        blankx, blanky = getBlankPosition(board)# 获得空白方块的坐标
        
        # 根据方向操作,计算 movex、movey(也就是与之交换的方块的坐标)
        if direction == UP:
            movex = blankx
            movey = blanky + 1
        elif direction == DOWN:
            movex = blankx    
            movey = blanky - 1
        elif direction == LEFT:
            movex = blankx + 1
            movey = blanky
        elif direction == RIGHT:
            movex = blankx - 1
            movey = blanky
            
    
        drawBoard(board, message) # 显示消息
        
        baseSurf = DISPLAYSURF.copy() # 拷贝一份原来的surface
        
        # 在baseSurf上绘制空白的方块,覆盖在移动的方块上面 
        moveLeft, moveTop = getLeftTopOfTile(movex, movey)
        pygame.draw.rect(baseSurf, BGCOLOR, (moveLeft, moveTop, TILESIZE, TILESIZE))
        
        pygame.display.update()
        FPSCLOCK.tick(FPS)
    
        # 显示移动的动画
        # range(1,5,2) #代表从1到5,间隔2(不包含5)
        for i in range(0, TILESIZE, animationSpeed):
             
             
            DISPLAYSURF.blit(baseSurf, (0, 0))
            
            if direction == UP:
                drawTile(movex, movey, board[movex][movey], 0, -i)
            if direction == DOWN:
                drawTile(movex, movey, board[movex][movey], 0, i)
            if direction == LEFT:
                drawTile(movex, movey, board[movex][movey], -i, 0)
            if direction == RIGHT:
                drawTile(movex, movey, board[movex][movey], i, 0)
     
            pygame.display.update()
            FPSCLOCK.tick(FPS)
        
        
        
    # 生成新的拼图(就是随机打乱已经排序好的board,numSlides为打乱的步数)    
    def generateNewPuzzle(numSlides):
        
        sequence = [] # 储存打乱的步数的序列
        
        board = getStartingBoard() # 获得开始board的序列
        
        drawBoard(board, '') # 绘制board
        
        pygame.display.update() # 更新屏幕
        
        pygame.time.wait(500) # 暂停500毫秒 for effect 
        
        lastMove = None
        for i in range(numSlides):
            move = getRandomMove(board, lastMove)# 随机的移动一步    
            slideAnimation(board, move, 'Generating new puzzle...', int(TILESIZE / 3)) # 滑动的动画        
            makeMove(board, move) # 交换空白方块的位置
            sequence.append(move) # 将这个步骤添加到sequence序列中
            lastMove = move
            
        return (board, sequence)
        
    # 根据所有操作的的序列,恢复游戏
    def resetAnimation(board, allMoves):
        
        revAllMoves = allMoves[:] # 复制一份所有操作的的序列
        
        revAllMoves.reverse() # 倒序排列
    
        for move in revAllMoves: # 取出每一步,做相反的操作(就能恢复为原来的最初的序列)
            if move == UP: 
                oppositeMove = DOWN
            elif move == DOWN:
                oppositeMove = UP
            elif move == RIGHT:
                oppositeMove = LEFT
            elif move == LEFT:
                oppositeMove = RIGHT
                
            slideAnimation(board, oppositeMove, '', int(TILESIZE / 2)) # 滑动的动画     
            
            makeMove(board, oppositeMove) # 交换空白方块的位置   
        
        
        
    if __name__ == '__main__':
        main()    
        
    
    运行游戏:

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