** MemoryPuzzle 記憶拼圖 **

經(jīng)過前幾篇的基本學習,今天就開始實戰(zhàn),在實戰(zhàn)中學習,既會有成就感,還能鞏固一下前面的知識
想想還有點小激動,畢竟是第一個游戲,雖然很簡單,已經(jīng)夠我玩一下午了 ** (●'?'●) **
(有興趣的童鞋可以自己再加上音效,加上計時器)
** 游戲?qū)崿F(xiàn)的思路(基本步驟)**
1,繪制一個640*480的窗口
2,在里面繪制10*7個box(方塊)
3,方塊的大小為 40*40,方塊間的間隔為10
4,計算方塊與窗口間的邊距,用來確定繪制Box的具體像素坐標
5,定義一個數(shù)據(jù)結(jié)構(gòu)用來存放Board中每一個Box的狀態(tài)(形狀,顏色)
6,根據(jù)以上條件,繪制好游戲基本的元素(Board和Box)
7,在每一個Box上面繪制一層白色的覆蓋Cover
8,再定義一個數(shù)據(jù)結(jié)構(gòu)用來存每一個Box對應(yīng)的False/True(覆蓋/揭開)狀態(tài)
9,獲得鼠標點擊事件,鼠標點擊的像素坐標
10,根據(jù)像素坐標轉(zhuǎn)化成Box的坐標
11,根據(jù)Box的坐標獲得其狀態(tài)(形狀,顏色)
12,點擊后就將他揭開(狀態(tài)設(shè)為True)
如果該Box是第一個點擊的Box,就賦值給firstSelection
如果是第二個點擊的Box,將他與第一個Box對比,如果如果形狀或顏色不匹配就將其狀態(tài)設(shè)為False(覆蓋),匹配就檢查游戲是否獲勝;不管匹配不匹配,都重新設(shè)置firstSelection為None
13,游戲基本就OK了,再定義幾個動畫,增加游戲體驗:
覆蓋Box的動畫
揭開Box的動畫
開場動畫
游戲獲勝動畫
(●'?'●)
** 不多說了直接上代碼 (代碼量也不多300多行,基本每一行我都做了詳細的注釋)**
# -*- coding: UTF-8 -*-
'''
Created on 2016年11月22日
@author: 小峰峰
'''
import random, pygame, sys
from pygame.locals import *
FPS = 30 #設(shè)置幀率
WINDOWWIDTH = 640# 設(shè)置窗口的寬度
WINDOWHEIGHT = 480# 設(shè)置窗口的高度
REVEALSPEED = 8# 設(shè)置box滑動的和顯示的速度
BOXSIZE = 40# 設(shè)置box的大小
GAPSIZE = 10# 設(shè)置box間的間隔
BOARDWIDTH = 10# 設(shè)置橫向box的數(shù)量
BOARDHEIGHT = 7# 設(shè)置縱向box的數(shù)量
# 斷言:總的box數(shù)必須能被2整除,因為要兩兩配對
assert (BOARDWIDTH * BOARDHEIGHT) % 2 == 0, '總的box數(shù)必須是偶數(shù)'
XMARGIN = int((WINDOWWIDTH - (BOARDWIDTH * (BOXSIZE + GAPSIZE))) / 2)# 計算距離x軸邊緣的距離
YMARGIN = int((WINDOWHEIGHT - (BOARDHEIGHT * (BOXSIZE + GAPSIZE))) / 2)# 計算距離y軸邊緣的距離
# R G B
GRAY = (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)
BGCOLOR = NAVYBLUE# 設(shè)置背景色
LIGHTBGCOLOR = GRAY# 設(shè)置亮背景色
BOXCOLOR = WHITE# 設(shè)置box的顏色
HIGHLIGHTCOLOR = BLUE# 設(shè)置高亮顏色
#定義形狀
DONUT = 'donut'# 甜甜圈
SQUARE = 'square'# 方形
DIAMOND = 'diamond'# 鉆石
LINES = 'lines'# 多條線
OVAL = 'oval'# 橢圓
ALLCOLORS = (RED, GREEN, BLUE, YELLOW , RED , GREEN, BLUE,)
ALLSHAPES = (DONUT, SQUARE, DONUT, SQUARE, OVAL)
# 斷言:顏色和形狀的數(shù)量的乘積的兩倍必須大于所有的box的數(shù)量,這樣才能保證在每一對都不重復(fù)的情況下也能填滿所有的box
assert len(ALLCOLORS) * len(ALLSHAPES) * 2 >= BOARDWIDTH * BOARDHEIGHT, "顏色和形狀數(shù)量的乘積的兩倍必須大于所有的box的數(shù)量"
def main():
global FPSCLOCK, DISPLAYSURF# 定義全局變量
mousex = 0 # 用來表示鼠標的x坐標
mousey = 0 # 用來表示鼠標的y坐標
pygame.init()# 初始化pygame
FPSCLOCK = pygame.time.Clock()# 獲得pygame時鐘
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))# 設(shè)置窗口大小
pygame.display.set_caption('Memory Game')# 設(shè)置標題
mainBoard = getRandomizedBoard()# 隨機獲得board的狀態(tài)
revealedBoxes = generateRevealedBoxesData(False)# 生成一個數(shù)據(jù)結(jié)構(gòu),用來存放已經(jīng)找到匹配的box
firstSelection = None # 用來記錄第一個被點擊的box的坐標(x, y)
DISPLAYSURF.fill(BGCOLOR)# 設(shè)置背景
startGameAnimation(mainBoard)# 開始游戲的入場動畫
while True: # 游戲主循環(huán)
mouseClicked = False# 鼠標點擊狀態(tài)
# 事件處理
for event in pygame.event.get():
# 按下ESC鍵或者點擊關(guān)閉,就退出程序
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
# 鼠標移動時記錄鼠標位置
elif event.type == MOUSEMOTION:
mousex, mousey = event.pos
# 鼠標點擊時記錄點擊位置,并把點擊狀態(tài)設(shè)置為True
elif event.type == MOUSEBUTTONUP:
mousex, mousey = event.pos
mouseClicked = True
#通過鼠標的x,y值獲得對應(yīng)的box的x,y(也就是鼠標所指的box)
boxx, boxy = getBoxAtPixel(mousex, mousey)
if boxx != None and boxy != None:
# 鼠停標在一個box的上面,并且已經(jīng)點擊了該box
if not revealedBoxes[boxx][boxy] and mouseClicked:
revealBoxesAnimation(mainBoard, [(boxx, boxy)])# 動畫
revealedBoxes[boxx][boxy] = True # 相當于將這個box存入revealed中
if firstSelection == None: # 如果第一個被點擊的box為空,就把當前的box設(shè)為第一個點擊的box
firstSelection = (boxx, boxy)
else:
# 如果當前的box是第二次被點擊的box
# 檢查他與第一次被點擊的box是否匹配
icon1shape, icon1color = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])# 獲得第一次被點擊的box的形狀和顏色
icon2shape, icon2color = getShapeAndColor(mainBoard, boxx, boxy)# 獲得當前被點擊的box的形狀和顏色
if icon1shape != icon2shape or icon1color != icon2color:# 如果形狀或顏色不匹配
pygame.time.wait(300) # 等待300毫秒
coverBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)])# 把這兩個box都覆蓋回去
revealedBoxes[firstSelection[0]][firstSelection [1]] = False# 相當于把第一個box從revealed里拿出
revealedBoxes[boxx][boxy] = False# 相當于把當前的box從revealed里拿出
elif hasWon(revealedBoxes): # 判斷是否獲勝
gameWonAnimation(mainBoard)
#不管匹配不匹配,都重新設(shè)置第一個被點擊的box為None
firstSelection = None
# 更新屏幕
pygame.display.update()
# 設(shè)置幀率
FPSCLOCK.tick(FPS)
# 生成一個10*7的數(shù)組,用來存放box的狀態(tài)
def generateRevealedBoxesData(val):
revealedBoxes = []
for i in range(BOARDWIDTH):
revealedBoxes.append([val] * BOARDHEIGHT)
return revealedBoxes
# 隨機生成 board 內(nèi)的游戲數(shù)據(jù)
def getRandomizedBoard():
# 全排列舉所有的顏色和形狀的組合,存在icons中
icons = []
for color in ALLCOLORS:
for shape in ALLSHAPES:
icons.append( (shape, color) )
random.shuffle(icons) # 隨機打亂icons里的元素的順序
numIconsUsed = int(BOARDWIDTH * BOARDHEIGHT / 2) # 計算需要多少種的元素(也就是 board 里所有 box 的一半)
icons = icons[:numIconsUsed] * 2 # 將上面得到的元素復(fù)制一份(得到的結(jié)果就可以兩兩配對)
random.shuffle(icons)# 再次打亂 icons 里的元素的順序
# 創(chuàng)建用來存放 board 數(shù)據(jù)的結(jié)構(gòu),將上面處理好的 icons 分組放入 board 中
board = []
for x in range(BOARDWIDTH):
column = []
for y in range(BOARDHEIGHT):
column.append(icons[0])
del icons[0] # 刪除已經(jīng)復(fù)制的元素
board.append(column)
return board
# 根據(jù)groupSize大小分組
def splitIntoGroupsOf(groupSize, theList):
#將一個list分成以groupSize為大小的多個組
result = []
for i in range(0, len(theList), groupSize):
result.append(theList[i:i + groupSize])
return result
# 計算出box的左上角的像素坐標
def leftTopCoordsOfBox(boxx, boxy):
# 將數(shù)字坐標轉(zhuǎn)化成像素坐標
left = boxx * (BOXSIZE + GAPSIZE) + XMARGIN
top = boxy * (BOXSIZE + GAPSIZE) + YMARGIN
return (left, top)
# 根據(jù)鼠標的像素坐標獲得box的坐標(也就是獲得鼠標所指的box)
def getBoxAtPixel(x, y):
for boxx in range(BOARDWIDTH):
for boxy in range(BOARDHEIGHT):
left, top = leftTopCoordsOfBox(boxx, boxy)
boxRect = pygame.Rect(left, top, BOXSIZE, BOXSIZE)
if boxRect.collidepoint(x, y):
return (boxx, boxy)
return (None, None)
# 繪制圖標,將顏色和形狀繪制在相應(yīng)的box中
def drawIcon(shape, color, boxx, boxy):
quarter = int(BOXSIZE * 0.25) # 1/4的box大小
half = int(BOXSIZE * 0.5) # 1/2的box大小
left, top = leftTopCoordsOfBox(boxx, boxy) # 獲得box的左上角的像素坐標
# 繪制圖形
if shape == DONUT:# 甜甜圈
pygame.draw.circle(DISPLAYSURF, color, (left + half, top + half), half - 5)
pygame.draw.circle(DISPLAYSURF, BGCOLOR, (left + half, top + half), quarter - 5)
elif shape == SQUARE:# 方形
pygame.draw.rect(DISPLAYSURF, color, (left + quarter, top + quarter, BOXSIZE - half, BOXSIZE - half))
elif shape == DIAMOND:# 鉆石
pygame.draw.polygon(DISPLAYSURF, color, ((left + half, top), (left + BOXSIZE - 1, top + half), (left + half, top + BOXSIZE - 1), (left, top + half)))
elif shape == LINES:# 多條線
for i in range(0, BOXSIZE, 4):
pygame.draw.line(DISPLAYSURF, color, (left, top + i), (left + i, top))
pygame.draw.line(DISPLAYSURF, color, (left + i, top + BOXSIZE - 1), (left + BOXSIZE - 1, top + i))
elif shape == OVAL:# 橢圓
pygame.draw.ellipse(DISPLAYSURF, color, (left, top + quarter, BOXSIZE, half))
# 根據(jù)box坐標獲得box的形狀和顏色
def getShapeAndColor(board, boxx, boxy):
# 形狀值對應(yīng)的存在board[x][y][0]中
# 顏色值對應(yīng)的存在board[x][y][1]中
return board[boxx][boxy][0], board[boxx][boxy][1]
# 繪制box上的coverage
def drawBoxCovers(board, boxes, coverage):
# 繪制覆蓋/揭開的box
for box in boxes:# 獲得每一個box
left, top = leftTopCoordsOfBox(box[0], box[1])# 計算每一個box的左上角像素坐標
pygame.draw.rect(DISPLAYSURF, WHITE, (left, top, BOXSIZE, BOXSIZE))# 將這個box繪制成白色
shape, color = getShapeAndColor(board, box[0], box[1])# 獲得這個box里存放的形狀和顏色
drawIcon(shape, color, box[0], box[1])# 繪制對應(yīng)的圖標
if coverage > 0: # 當該box有覆蓋時就繪制一層白色的覆蓋
pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
# 更新屏幕
pygame.display.update()
# 設(shè)置幀率
FPSCLOCK.tick(FPS)
# 顯示揭開的動畫
def revealBoxesAnimation(board, boxesToReveal):
# Do the "box reveal" animation.
for coverage in range(BOXSIZE, (-REVEALSPEED) - 1, - REVEALSPEED):
drawBoxCovers(board, boxesToReveal, coverage)
# 顯示覆蓋的動畫
def coverBoxesAnimation(board, boxesToCover):
# Do the "box cover" animation.
for coverage in range(0, BOXSIZE + REVEALSPEED, REVEALSPEED):
drawBoxCovers(board, boxesToCover, coverage)
# 繪制Board
def drawBoard(board, revealed):
# 根據(jù)所有的box的狀態(tài)(覆蓋/揭開)繪制對應(yīng)的box
for boxx in range(BOARDWIDTH):
for boxy in range(BOARDHEIGHT):
left, top = leftTopCoordsOfBox(boxx, boxy)
if not revealed[boxx][boxy]:
# 繪制一個被覆蓋的box
pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE))
else:
# 繪制一個揭開的圖標
shape, color = getShapeAndColor(board, boxx, boxy)
drawIcon(shape, color, boxx, boxy)
# 游戲的開場動畫
def startGameAnimation(board):
# 一次隨機獲得8個box顯示
coveredBoxes = generateRevealedBoxesData(False)
boxes = []
for x in range(BOARDWIDTH):
for y in range(BOARDHEIGHT):
boxes.append( (x, y) )
random.shuffle(boxes)
# 將上面的結(jié)果以8個為一組的分組
boxGroups = splitIntoGroupsOf(8, boxes)
drawBoard(board, coveredBoxes)
# 對每一組的元素都進行,先揭開再覆蓋的動畫
for boxGroup in boxGroups:
revealBoxesAnimation(board, boxGroup)
coverBoxesAnimation(board, boxGroup)
# 游戲獲勝的動畫
def gameWonAnimation(board):
coveredBoxes = generateRevealedBoxesData(True)
color1 = LIGHTBGCOLOR
color2 = BGCOLOR
# 閃動背景顏色
for i in range(9):
color1, color2 = color2, color1 # 交換顏色
DISPLAYSURF.fill(color1)
# 顯示所有的box
drawBoard(board, coveredBoxes)
pygame.display.update()
pygame.time.wait(300)
# 判斷游戲是否獲勝
def hasWon(revealedBoxes):
# 當所有的box都被揭開時,游戲才獲勝,否則返回False
for i in revealedBoxes:
if False in i:
return False
return True
if __name__ == '__main__':
main()
ps:說明一下為了減小游戲的難度,這里的顏色集我只用了{ RED, GREEN, BLUE, YELLOW } 這四個,形狀集也只用了 { DONUT, SQUARE, OVAL } 這三個。
** 運行結(jié)果:**

** 游戲獲勝 **
