詳解如何利用Python制作24點(diǎn)小游戲
先睹為快
游戲規(guī)則(改編自維基百科)
從1~10這十個數(shù)字中隨機(jī)抽取4個數(shù)字(可重復(fù)),對這四個數(shù)運(yùn)用加、減、乘、除和括號進(jìn)行運(yùn)算得出24。每個數(shù)字都必須使用一次,但不能重復(fù)使用。
逐步實現(xiàn)
Step1:制作24點(diǎn)生成器
既然是24點(diǎn)小游戲,當(dāng)然要先定義一個24點(diǎn)游戲生成器啦。主要思路就是隨機(jī)生成4個有解的數(shù)字,且范圍在1~10之間,代碼實現(xiàn)如下:
def generate(self): self.__reset() while True: self.numbers_ori = [random.randint(1, 10) for i in range(4)] self.numbers_now = copy.deepcopy(self.numbers_ori) self.answers = self.__verify() if self.answers: break
在驗證4個數(shù)字是否有解并求出所有解部分,我直接暴力枚舉然后去重了,感興趣的同學(xué)可以自己再優(yōu)化一下求解算法(有數(shù)字重復(fù)的時候)。我的代碼如下圖所示,其實就是遞歸枚舉所有排序然后一一驗證是否有解:
'''驗證生成的數(shù)字是否有答案'''
def __verify(self):
answers = []
for item in self.__iter(self.numbers_ori, len(self.numbers_ori)):
item_dict = []
list(map(lambda i: item_dict.append({str(i): i}), item))
solution1 = self.__func(self.__func(self.__func(item_dict[0], item_dict[1]), item_dict[2]), item_dict[3])
solution2 = self.__func(self.__func(item_dict[0], item_dict[1]), self.__func(item_dict[2], item_dict[3]))
solution = dict()
solution.update(solution1)
solution.update(solution2)
for key, value in solution.items():
if float(value) == self.target:
answers.append(key)
# 避免有數(shù)字重復(fù)時表達(dá)式重復(fù)(T_T懶得優(yōu)化了)
answers = list(set(answers))
return answers
'''遞歸枚舉'''
def __iter(self, items, n):
for idx, item in enumerate(items):
if n == 1:
yield [item]
else:
for each in self.__iter(items[:idx]+items[idx+1:], n-1):
yield [item] + each
'''計算函數(shù)'''
def __func(self, a, b):
res = dict()
for key1, value1 in a.items():
for key2, value2 in b.items():
res.update({'('+key1+'+'+key2+')': value1+value2})
res.update({'('+key1+'-'+key2+')': value1-value2})
res.update({'('+key2+'-'+key1+')': value2-value1})
res.update({'('+key1+'×'+key2+')': value1*value2})
value2 > 0 and res.update({'('+key1+'÷'+key2+')': value1/value2})
value1 > 0 and res.update({'('+key2+'÷'+key1+')': value2/value1})
return resStep2:定義游戲精靈類
因為玩家需要通過鼠標(biāo)點(diǎn)擊來操作卡片,這時候就涉及到一些碰撞檢測。所以先定義一些必要的游戲精靈類。
①卡片類
卡片類的定義也很簡單,在屏幕上根據(jù)被賦予的屬性值來顯示自身即可。當(dāng)然之后也需要根據(jù)用戶的操作來改變這些屬性值(內(nèi)容、顏色、字體等)并在屏幕上根據(jù)屬性的改變而改變顯示狀態(tài)即可。具體而言代碼實現(xiàn)如下:
class Card(pygame.sprite.Sprite): def __init__(self, x, y, width, height, text, font, font_colors, bg_colors, attribute, **kwargs): pygame.sprite.Sprite.__init__(self) self.rect = pygame.Rect(x, y, width, height) self.text = text self.attribute = attribute self.font_info = font self.font = pygame.font.Font(font[0], font[1]) self.font_colors = font_colors self.is_selected = False self.select_order = None self.bg_colors = bg_colors '''畫到屏幕上''' def draw(self, screen, mouse_pos): pygame.draw.rect(screen, self.bg_colors[1], self.rect, 0) if self.rect.collidepoint(mouse_pos): pygame.draw.rect(screen, self.bg_colors[0], self.rect, 0) font_color = self.font_colors[self.is_selected] text_render = self.font.render(self.text, True, font_color) font_size = self.font.size(self.text) screen.blit(text_render, (self.rect.x+(self.rect.width-font_size[0])/2, self.rect.y+(self.rect.height-font_size[1])/2))
②按鈕類
按鈕類和卡片類類似,唯一的不同點(diǎn)就是在用戶點(diǎn)擊按鈕時需要根據(jù)該按鈕的功能來響應(yīng)用戶的本次點(diǎn)擊操作(即實現(xiàn)一次該功能)。因此只需要繼承卡片類,然后再定義一個響應(yīng)用戶點(diǎn)擊按鈕事件的回調(diào)函數(shù)即可。代碼實現(xiàn)如下:
class Button(Card):
def __init__(self, x, y, width, height, text, font, font_colors, bg_colors, attribute, **kwargs):
Card.__init__(self, x, y, width, height, text, font, font_colors, bg_colors, attribute)
'''根據(jù)button function執(zhí)行響應(yīng)操作'''
def do(self, game24_gen, func, sprites_group, objs):
if self.attribute == 'NEXT':
for obj in objs:
obj.font = pygame.font.Font(obj.font_info[0], obj.font_info[1])
obj.text = obj.attribute
self.font = pygame.font.Font(self.font_info[0], self.font_info[1])
self.text = self.attribute
game24_gen.generate()
sprites_group = func(game24_gen.numbers_now)
elif self.attribute == 'RESET':
for obj in objs:
obj.font = pygame.font.Font(obj.font_info[0], obj.font_info[1])
obj.text = obj.attribute
game24_gen.numbers_now = game24_gen.numbers_ori
game24_gen.answers_idx = 0
sprites_group = func(game24_gen.numbers_now)
elif self.attribute == 'ANSWERS':
self.font = pygame.font.Font(self.font_info[0], 20)
self.text = '[%d/%d]: ' % (game24_gen.answers_idx+1, len(game24_gen.answers)) + game24_gen.answers[game24_gen.answers_idx]
game24_gen.answers_idx = (game24_gen.answers_idx+1) % len(game24_gen.answers)
else:
raise ValueError('Button.attribute unsupport <%s>, expect <%s>, <%s> or <%s>...' % (self.attribute, 'NEXT', 'RESET', 'ANSWERS'))
return sprites_group
Step3:實現(xiàn)游戲主循環(huán)
先構(gòu)思一下怎么設(shè)計游戲主界面,個人的簡單設(shè)計草圖如下(不是特別走心的設(shè)計草圖T_T):

OK,開搞。先初始化、加載必要的素材和定義必要的變量,代碼實現(xiàn)如下:
# 初始化, 導(dǎo)入必要的游戲素材
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(SCREENSIZE)
pygame.display.set_caption('24 point - 微信公眾號: Charles的皮卡丘')
win_sound = pygame.mixer.Sound(AUDIOWINPATH)
lose_sound = pygame.mixer.Sound(AUDIOLOSEPATH)
warn_sound = pygame.mixer.Sound(AUDIOWARNPATH)
pygame.mixer.music.load(BGMPATH)
pygame.mixer.music.play(-1, 0.0)
# 24點(diǎn)游戲生成器
game24_gen = game24Generator()
game24_gen.generate()
# 精靈組
# --數(shù)字
number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)
# --運(yùn)算符
operator_sprites_group = getOperatorSpritesGroup(OPREATORS)
# --按鈕
button_sprites_group = getButtonSpritesGroup(BUTTONS)
# 游戲主循環(huán)
clock = pygame.time.Clock()
selected_numbers = []
selected_operators = []
selected_buttons = []
is_win = False游戲主循環(huán)主要分三個部分,首先是按鍵檢測:
for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) elif event.type == pygame.MOUSEBUTTONUP: mouse_pos = pygame.mouse.get_pos() selected_numbers = checkClicked(number_sprites_group, mouse_pos, 'NUMBER') selected_operators = checkClicked(operator_sprites_group, mouse_pos, 'OPREATOR') selected_buttons = checkClicked(button_sprites_group, mouse_pos, 'BUTTON')
根據(jù)檢測結(jié)果更新卡片狀態(tài)和一些變量:
'''檢查控件是否被點(diǎn)擊'''
def checkClicked(group, mouse_pos, group_type='NUMBER'):
selected = []
# 數(shù)字卡片/運(yùn)算符卡片
if group_type == GROUPTYPES[0] or group_type == GROUPTYPES[1]:
max_selected = 2 if group_type == GROUPTYPES[0] else 1
num_selected = 0
for each in group:
num_selected += int(each.is_selected)
for each in group:
if each.rect.collidepoint(mouse_pos):
if each.is_selected:
each.is_selected = not each.is_selected
num_selected -= 1
each.select_order = None
else:
if num_selected < max_selected:
each.is_selected = not each.is_selected
num_selected += 1
each.select_order = str(num_selected)
if each.is_selected:
selected.append(each.attribute)
# 按鈕卡片
elif group_type == GROUPTYPES[2]:
for each in group:
if each.rect.collidepoint(mouse_pos):
each.is_selected = True
selected.append(each.attribute)
# 拋出異常
else:
raise ValueError('checkClicked.group_type unsupport <%s>, expect <%s>, <%s> or <%s>...' % (group_type, *GROUPTYPES))
return selected當(dāng)有兩個數(shù)字和一個運(yùn)算符被點(diǎn)擊時,則執(zhí)行被點(diǎn)擊數(shù)字1{+/-/×/÷}被點(diǎn)擊數(shù)字2操作(數(shù)字1、2根據(jù)點(diǎn)擊順序確定),并進(jìn)一步更新卡片屬性和一些必要的變量:
if len(selected_numbers) == 2 and len(selected_operators) == 1:
noselected_numbers = []
for each in number_sprites_group:
if each.is_selected:
if each.select_order == '1':
selected_number1 = each.attribute
elif each.select_order == '2':
selected_number2 = each.attribute
else:
raise ValueError('Unknow select_order <%s>, expect <1> or <2>...' % each.select_order)
else:
noselected_numbers.append(each.attribute)
each.is_selected = False
for each in operator_sprites_group:
each.is_selected = False
result = calculate(selected_number1, selected_number2, *selected_operators)
if result is not None:
game24_gen.numbers_now = noselected_numbers + [result]
is_win = game24_gen.check()
if is_win:
win_sound.play()
if not is_win and len(game24_gen.numbers_now) == 1:
lose_sound.play()
else:
warn_sound.play()
selected_numbers = []
selected_operators = []
number_sprites_group = getNumberSpritesGroup(game24_gen.numbers_now)最后根據(jù)各個卡片的屬性在屏幕上顯示各個卡片,若游戲勝利/游戲失敗,則同時顯示游戲勝利/游戲失敗提示框:
# 精靈都畫到screen上
for each in number_sprites_group:
each.draw(screen, pygame.mouse.get_pos())
for each in operator_sprites_group:
each.draw(screen, pygame.mouse.get_pos())
for each in button_sprites_group:
if selected_buttons and selected_buttons[0] in ['RESET', 'NEXT']:
is_win = False
if selected_buttons and each.attribute == selected_buttons[0]:
each.is_selected = False
number_sprites_group = each.do(game24_gen, getNumberSpritesGroup, number_sprites_group, button_sprites_group)
selected_buttons = []
each.draw(screen, pygame.mouse.get_pos())
# 游戲勝利
if is_win:
showInfo('Congratulations', screen)
# 游戲失敗
if not is_win and len(game24_gen.numbers_now) == 1:
showInfo('Game Over', screen)
pygame.display.flip()
clock.tick(30)
到此這篇關(guān)于詳解如何利用Python制作24點(diǎn)小游戲的文章就介紹到這了,更多相關(guān)Python24點(diǎn)游戲內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!
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