使用Python的pygame库实现迷宫游戏
关于Python中pygame游戏模块的安装使用可见 https://blog.csdn.net/cnds123/article/details/119514520
先给出效果图:
这个游戏能自动生成迷宫布局。
在这个游戏中,玩家将使用键盘箭头键来移动,并且目标是从迷宫的左上角移动到右下角。
源码如下:
import pygame
import random
import time # 导入time模块用于移动延迟# 迷宫生成算法中使用的方向常量
UP = (0, -1)
DOWN = (0, 1)
LEFT = (-1, 0)
RIGHT = (1, 0)# 初始化pygame
pygame.init()# 设置迷宫的行数和列数
ROWS, COLS = 10, 10 #你可以根据需要调整迷宫的大小
# 设置每个单元格的大小
SIZE = 40
# 创建游戏窗口
WIN = pygame.display.set_mode((COLS * SIZE+2, ROWS * SIZE+2))
pygame.display.set_caption("迷宫游戏")# 设置颜色常量
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)# 定义单元格类
class Cell:def __init__(self, row, col):self.row = rowself.col = colself.walls = {'top': True, 'right': True, 'bottom': True, 'left': True}self.visited = Falsedef draw(self, win):x = self.col * SIZEy = self.row * SIZEif self.visited:pygame.draw.rect(win, WHITE, (x, y, SIZE, SIZE))if self.walls['top']:pygame.draw.line(win, BLACK, (x, y), (x + SIZE, y), 2)if self.walls['right']:pygame.draw.line(win, BLACK, (x + SIZE, y), (x + SIZE, y + SIZE), 2)if self.walls['bottom']:pygame.draw.line(win, BLACK, (x + SIZE, y + SIZE), (x, y + SIZE), 2)if self.walls['left']:pygame.draw.line(win, BLACK, (x, y + SIZE), (x, y), 2)def remove_walls(self, next_cell):dx = next_cell.col - self.coldy = next_cell.row - self.rowif dx == 1:self.walls['right'] = Falsenext_cell.walls['left'] = Falseelif dx == -1:self.walls['left'] = Falsenext_cell.walls['right'] = Falseif dy == 1:self.walls['bottom'] = Falsenext_cell.walls['top'] = Falseelif dy == -1:self.walls['top'] = Falsenext_cell.walls['bottom'] = False# 迷宫生成算法
def generate_maze(rows, cols):# 创建单元格网格grid = [[Cell(row, col) for col in range(cols)] for row in range(rows)]# 随机选择一个单元格作为当前单元格current_cell = grid[random.randint(0, rows - 1)][random.randint(0, cols - 1)]current_cell.visited = True# 使用栈来跟踪单元格路径stack = [current_cell]while stack:# 获取当前单元格的未访问邻居neighbors = []for direction in [UP, DOWN, LEFT, RIGHT]:next_row = current_cell.row + direction[1]next_col = current_cell.col + direction[0]if (0 <= next_row < rows and0 <= next_col < cols andnot grid[next_row][next_col].visited):neighbors.append(grid[next_row][next_col])if neighbors:# 随机选择一个未访问的邻居next_cell = random.choice(neighbors)next_cell.visited = True# 移除墙壁current_cell.remove_walls(next_cell)# 将当前单元格压入栈stack.append(current_cell)# 将选择的邻居设置为当前单元格current_cell = next_cellelse:# 如果没有未访问的邻居,则回溯current_cell = stack.pop()return grid# 游戏循环
def main():clock = pygame.time.Clock()grid = generate_maze(ROWS, COLS)player_pos = [0, 0] # 玩家起始位置在左上角end_pos = [COLS - 1, ROWS - 1] # 结束位置在右下角move_delay = 0.2 # 移动延迟时间last_move = time.time()player_margin = 5 # 玩家边距end_margin = 5 # 结束位置边距# 游戏主循环running = Truewhile running:clock.tick(30)for event in pygame.event.get():if event.type == pygame.QUIT:running = Falsekeys = pygame.key.get_pressed()current_cell = grid[player_pos[1]][player_pos[0]]# 玩家移动逻辑if time.time() - last_move > move_delay:if keys[pygame.K_UP] and not current_cell.walls['top']:player_pos[1] -= 1last_move = time.time()if keys[pygame.K_DOWN] and not current_cell.walls['bottom']:player_pos[1] += 1last_move = time.time()if keys[pygame.K_LEFT] and not current_cell.walls['left']:player_pos[0] -= 1last_move = time.time()if keys[pygame.K_RIGHT] and not current_cell.walls['right']:player_pos[0] += 1last_move = time.time()# 游戏结束条件if player_pos == end_pos:print("恭喜你,成功到达终点!")running = False# 绘制迷宫和玩家WIN.fill(WHITE)for row in grid:for cell in row:cell.draw(WIN)# 绘制玩家#pygame.draw.rect(WIN, GREEN, (player_pos[0] * SIZE, player_pos[1] * SIZE, SIZE, SIZE))pygame.draw.rect(WIN, GREEN, (player_pos[0] * SIZE + player_margin, player_pos[1] * SIZE + player_margin, SIZE - 2 * player_margin, SIZE - 2 * player_margin))# 绘制结束位置#pygame.draw.rect(WIN, RED, (end_pos[0] * SIZE, end_pos[1] * SIZE, SIZE, SIZE))pygame.draw.rect(WIN, RED, (end_pos[0] * SIZE + end_margin, end_pos[1] * SIZE + end_margin, SIZE - 2 * end_margin, SIZE - 2 * end_margin))pygame.display.update()pygame.quit()if __name__ == "__main__":main()
这段代码首先定义了一个Cell类,用于表示迷宫中的单个单元格。迷宫生成算法使用了深度优先搜索算法来生成迷宫。每个单元格知道自己的位置以及哪些墙是存在的。generate_maze函数创建了一个单元格网格,并从一个随机单元格开始,追踪它的路径直到所有单元格都被访问过。最后,main函数包含了游戏的主循环,它不断地绘制迷宫并处理退出事件。
player_pos变量来跟踪玩家的位置,并在游戏循环中检查键盘输入来移动玩家。墙壁检查确保玩家不能穿过墙壁。游戏结束条件是当玩家到达迷宫的右下角结束位置时,会打印一条消息并退出游戏。
你可以根据需要调整迷宫的大小。