Python Pygame实战:复刻经典超级炸弹人游戏
本文详细讲解如何使用Python和Pygame库从零开始开发一款超级炸弹人小游戏。内容涵盖从环境搭建、素材配置到主程序逻辑的完整实现过程,通过解析配置文件与游戏主循环代码,帮助开发者掌握2D像素游戏的基本开发流程与核心机制。
前言
在闲暇时光,玩家通常会选择哪些游戏来消遣?
目前,《王者荣耀》和《绝地求生》是大多数人的首选。然而,回顾20世纪80年代至90年代,流行的游戏往往更加简单纯粹,例如《超级玛丽》、《蜘蛛纸牌》以及《魂斗罗》等经典作品。
你是否还记得《炸弹人》这款充满怀旧色彩的游戏?
抱歉,刚才展示的图片有误,下面这张才是童年记忆中正确的游戏画面。

今天,我们将通过代码复现这款经典的《炸弹人》小游戏,带你重温童年的快乐时光。
一、环境安装
1.素材(图片)


2.环境安装
本游戏基于Pygame库开发。
所需运行环境包括:Python 3.7、PyCharm社区版以及Pygame模块。
安装模块可使用命令:pip install +模块名,或者使用国内镜像源:pip install -i https://pypi.douban.com/simple/ +模块名。
二、代码演示
1.配置文件
'''配置文件'''
import os
'''屏幕大小'''
SCREENSIZE = (640, 480)
'''块大小'''
BLOCKSIZE = 30
'''FPS'''
FPS = 30
'''游戏地图路径'''
GAMEMAPPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/maps/1.map', 'resources/maps/2.map']]
'''墙路径'''
WALLPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/images/misc/wall0.png', 'resources/images/misc/wall1.png', 'resources/images/misc/wall2.png']]
'''英雄路径'''
HERODKPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/images/dk/left.png', 'resources/images/dk/right.png', 'resources/images/dk/up.png', 'resources/images/dk/down.png']]
HEROZELDAPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/images/zelda/left.png', 'resources/images/zelda/right.png', 'resources/images/zelda/up.png', 'resources/images/zelda/down.png']]
HEROBATMANPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/images/batman/left.png', 'resources/images/batman/right.png', 'resources/images/batman/up.png', 'resources/images/batman/down.png']]
'''水果路径'''
FRUITPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/images/misc/banana.png', 'resources/images/misc/cherry.png']]
'''背景路径'''
BACKGROUNDPATHS = [os.path.join(os.getcwd(), path) for path in \
['resources/images/misc/bg0.png', 'resources/images/misc/bg1.png', 'resources/images/misc/bg2.png']]
'''爆炸和发射路径'''
BOMBPATH = os.path.join(os.getcwd(), 'resources/images/misc/bomb.png')
FIREPATH = os.path.join(os.getcwd(), 'resources/images/misc/fire.png')
'''背景音乐'''
BGMPATH = os.path.join(os.getcwd(), 'resources/audio/bgm.mp3')
'''一些颜色'''
YELLOW = (255, 255, 0)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)2.主程序
import sys
import cfg
import random
import pygame
from modules import *
'''游戏主程序'''
def main(cfg):
# 初始化
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(cfg.BGMPATH)
pygame.mixer.music.play(-1, 0.0)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption('炸弹人小游戏')
# 开始界面
Interface(screen, cfg, mode='game_start')
# 游戏主循环
font = pygame.font.SysFont('Consolas', 15)
for gamemap_path in cfg.GAMEMAPPATHS:
# -地图
map_parser = mapParser(gamemap_path, bg_paths=cfg.BACKGROUNDPATHS, wall_paths=cfg.WALLPATHS, blocksize=cfg.BLOCKSIZE)
# -水果
fruit_sprite_group = pygame.sprite.Group()
used_spaces = []
for i in range(5):
coordinate = map_parser.randomGetSpace(used_spaces)
used_spaces.append(coordinate)
fruit_sprite_group.add(Fruit(random.choice(cfg.FRUITPATHS), coordinate=coordinate, blocksize=cfg.BLOCKSIZE))
# -我方Hero
coordinate = map_parser.randomGetSpace(used_spaces)
used_spaces.append(coordinate)
ourhero = Hero(imagepaths=cfg.HEROZELDAPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='ZELDA')
# -电脑Hero
aihero_sprite_group = pygame.sprite.Group()
coordinate = map_parser.randomGetSpace(used_spaces)
aihero_sprite_group.add(Hero(imagepaths=cfg.HEROBATMANPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='BATMAN'))
used_spaces.append(coordinate)
coordinate = map_parser.randomGetSpace(used_spaces)
aihero_sprite_group.add(Hero(imagepaths=cfg.HERODKPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='DK'))
used_spaces.append(coordinate)
# -炸弹bomb
bomb_sprite_group = pygame.sprite.Group()
# -用于判断游戏胜利或者失败的flag
is_win_flag = False
# -主循环
screen = pygame.display.set_mode(map_parser.screen_size)
clock = pygame.time.Clock()
while True:
dt = clock.tick(cfg.FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
# --↑↓←→键控制上下左右, 空格键丢炸弹
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
ourhero.move('up')
elif event.key == pygame.K_DOWN:
ourhero.move('down')
elif event.key == pygame.K_LEFT:
ourhero.move('left')
elif event.key == pygame.K_RIGHT:
ourhero.move('right')
elif event.key == pygame.K_SPACE:
if ourhero.bomb_cooling_count <= 0:
bomb_sprite_group.add(ourhero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
screen.fill(cfg.WHITE)
# --电脑Hero随机行动
for hero in aihero_sprite_group:
action, flag = hero.randomAction(dt)
if flag and action == 'dropbomb':
bomb_sprite_group.add(hero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
# --吃到水果加生命值(只要是Hero, 都能加)
ourhero.eatFruit(fruit_sprite_group)
for hero in aihero_sprite_group:
hero.eatFruit(fruit_sprite_group)
# --游戏元素都绑定到屏幕上
map_parser.draw(screen)
for bomb in bomb_sprite_group:
if not bomb.is_being:
bomb_sprite_group.remove(bomb)
explode_area = bomb.draw(screen, dt, map_parser)
if explode_area:
# --爆炸火焰范围内的Hero生命值将持续下降
if ourhero.coordinate in explode_area:
ourhero.health_value -= bomb.harm_value
for hero in aihero_sprite_group:
if hero.coordinate in explode_area:
hero.health_value -= bomb.harm_value
fruit_sprite_group.draw(screen)
for hero in aihero_sprite_group:
hero.draw(screen, dt)
ourhero.draw(screen, dt)
# --左上角显示生命值
pos_x = showText(screen, font, text=ourhero.hero_name+'(our):'+str(ourhero.health_value), color=cfg.YELLOW, position=[5, 5])
for hero in aihero_sprite_group:
pos_x, pos_y = pos_x+15, 5
pos_x = showText(screen, font, text=hero.hero_name+'(ai):'+str(hero.health_value), color=cfg.YELLOW, position=[pos_x, pos_y])
# --我方玩家生命值小于等于0/电脑方玩家生命值均小于等于0则判断游戏结束
if ourhero.health_value <= 0:
is_win_flag = False
break
for hero in aihero_sprite_group:
if hero.health_value <= 0:
aihero_sprite_group.remove(hero)
if len(aihero_sprite_group) == 0:
is_win_flag = True
break
pygame.display.update()
clock.tick(cfg.FPS)
if is_win_flag:
Interface(screen, cfg, mode='game_switch')
else:
break
Interface(screen, cfg, mode='game_end')
'''run'''
if __name__ == '__main__':
while True:
main(cfg)三、效果展示
1.游戏界面
游戏运行期间配有背景音乐。

2.游戏开始

3.游戏结束

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