Python 开心消消乐

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筋斗云
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📒文章目录


完整代码:https://gitcode.com/stormsha1/games/overview

效果图

消消乐

项目结构

在这里插入图片描述

程序代码

run.py

import sys   import pygame   from pygame.locals import KEYDOWN, QUIT, K_q, K_ESCAPE, MOUSEBUTTONDOWN   from dissipate.level import Manager   from dissipate.level_tree import LevelTreeManager   from dissipate.sounds import Sounds         class Game:       """       游戏主类,负责初始化和主循环       """       def __init__(self):           """           初始化游戏           """        pygame.init()           pygame.mixer.init()           pygame.display.set_caption('开心消消乐')  # 设置游戏窗口标题           pygame.mouse.set_visible(False)  # 隐藏鼠标指针              # 初始化游戏管理器和声音           self.tree = LevelTreeManager()  # 树管理器,用于主菜单           self.manager = Manager(0, 0)  # 游戏管理器,用于处理游戏逻辑           self.world_bgm = pygame.mixer.Sound(Sounds.WORLD_BGM.value)  # 世界背景音乐           self.game_bgm = pygame.mixer.Sound(Sounds.GAME_BGM.value)  # 游戏背景音乐              # 提高游戏性能的优化           self.get_events = pygame.event.get  # 获取事件的方法           self.update_window = pygame.display.flip  # 刷新窗口的方法              self.sound_sign = 0  # 用于控制背景音乐切换的标志          def run(self):           """主游戏循环"""           while True:               self.handle_music()  # 处理背景音乐               self.draw()  # 绘制游戏界面               self.handle_events()  # 处理用户输入事件               self.update()  # 更新显示          def handle_music(self):           """根据游戏级别管理背景音乐"""           if self.manager.level == 0:               if self.sound_sign == 0:                   self.game_bgm.stop()  # 停止游戏背景音乐                   self.world_bgm.play(-1)  # 循环播放世界背景音乐                   self.sound_sign = 1           else:               if self.sound_sign == 1:                   self.world_bgm.stop()  # 停止世界背景音乐                   self.game_bgm.play(-1)  # 循环播放游戏背景音乐                   self.sound_sign = 0          def draw(self):           """根据级别绘制相应的游戏界面"""           if self.manager.level == 0:               self.tree.draw_tree(self.manager.energy_num, self.manager.money)  # 绘制主菜单界面           else:               self.manager.set_level_mode(self.manager.level)  # 设置当前关卡模式               sprite_group = self.manager.draw()  # 绘制游戏关卡界面               if self.manager.type == 0:                   self.manager.eliminate_animals()  # 消除动物                   self.manager.death_map()  # 更新死亡地图                   self.manager.swap(sprite_group)  # 处理交换逻辑               self.manager.judge_level()  # 判断关卡状态          def handle_events(self):           """处理用户输入事件"""           for event in self.get_events():               if event.type == KEYDOWN:                   if event.key in (K_q, K_ESCAPE):                       sys.exit()  # 按下 Q 或 ESC 键退出游戏               elif event.type == QUIT:                   sys.exit()  # 点击关闭按钮退出游戏               elif event.type == MOUSEBUTTONDOWN:                   mouse_x, mouse_y = event.pos  # 获取鼠标点击位置                   if self.manager.level == 0:                       self.tree.mouse_select(                           self.manager, mouse_x,                           mouse_y,                           self.manager.level,                           self.manager.energy_num,                           self.manager.money                       )  # 处理主菜单鼠标选择                   self.manager.mouse_select(mouse_x, mouse_y)  # 处理游戏内鼠标选择          def update(self):           """           更新鼠标图像并刷新显示           :return:           """        self.manager.mouse_image()  # 更新鼠标图像           self.update_window()  # 刷新显示         if __name__ == '__main__':       game = Game()  # 创建游戏实例       game.run()  # 启动游戏 

level.py

import os   from random import randint   import pygame   from pygame.locals import *   from pygame.time import delay   from dissipate.img import img_basic   from dissipate.sounds import Sounds, play_sound   from dissipate.sprites import Board, Element         class Manager:       """Game manager."""       # 游戏屏幕的大小设置为900x600像素       __screen_size = (900, 600)       # 使用pygame库设置屏幕模式,DOUBLEBUF是双缓冲,32是位深度       screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32)       # 砖块的大小设置为50x50像素       __brick_size = 50       # 加载背景图片并转换为优化格式       __bg = pygame.image.load(os.path.join(img_basic, 'bg.png')).convert()       # 停止宽度,可能用于游戏结束或暂停的界面       stop_width = 63       # 当前选中的砖块位置,格式为[row, col]       selected = [-1, -1]       # 交换标志,可能用于交换砖块或游戏逻辑       swap_sign = -1       # 上一次选中的砖块位置,格式为[row, col]       last_sel = [-1, -1]       # 是否交换的标志,用于判断是否发生了交换       value_swapped = False       # 死亡地图的标志,可能用于显示或隐藏死亡相关的游戏元素       death_sign = True       # 消除4个砖块时选中的位置,格式为[row, col]       boom_sel = [-1, -1]       # 当前关卡,0表示树(可能是特殊关卡或菜单)       level = 0       # 玩家的金钱数量       money = 100       # 能量点数       energy_num = 30       # 数字标志,可能用于显示或隐藏数字相关的游戏元素       num_sign = True       # 游戏类型,0为进行中,1为通过,-1为失败,2为树       type = 2       # 是否重置布局的标志       reset_mode = True       # 每个关卡的初始步数       init_step = 15       # 当前游戏剩余的步数       step = init_step       # 玩家的得分       score = 0       # 中等得分的两个阈值       min = 20       max = 50       # 已消除动物的数量列表,长度为6,可能代表6种不同的动物       animal_num = [0, 0, 0, 0, 0, 0]       # 剩余需要消除的冰块数量       ice_num = 0       # 成功板,继承自Board类,位置在[200, 0]       success_board = Board(Board.success, [200, 0])       # 失败板,继承自Board类,位置在[200, 0]       fail_board = Board(Board.fail, [200, 0])       # 游戏网格的高度和宽度,都是9       height, width = 9, 9       # 选中的行和列,初始值为5       row, col = 5, 5       # 冰块列表,21x21的二维列表,-1表示无冰块,1表示有冰块       ice_list = [[-1 for _ in range(21)] for _ in range(21)]       # 动物列表,21x21的二维列表,-2表示已消除,-1表示无动物,0-4表示不同的动物       animal = [[-1 for _ in range(21)] for _ in range(21)]       # 砖块的x和y位置列表,用于确定砖块在屏幕上的位置       list_x, list_y = (__screen_size[0] - 11 * __brick_size) / 2, (__screen_size[1] - 11 * __brick_size) / 2          def __init__(self, width, height):           self.height = height           self.width = width           self.list_x = (Manager.__screen_size[0] - self.width * Manager.__brick_size) / 2           self.list_y = (Manager.__screen_size[1] - self.height * Manager.__brick_size) / 2           self.row, self.col = Manager.xy_rc(self.list_x, self.list_y)           self.list_x, self.list_y = Manager.rc_xy(self.row, self.col)           self.ice_list = [[-1 for _ in range(21)] for _ in range(21)]           self.animal = [[-1 for _ in range(21)] for _ in range(21)]           self.reset_animals()          def reset_animals(self):           """           用于将游戏板上的动物随机重置为0到5之间的数字,           其中0可能表示没有动物,1到5表示不同类型的动物。           """        # 遍历由self.row和self.col确定的起始行和列,直到高度和宽度决定的结束行和列           for row in range(self.row, self.row + self.height):               # 对于每一行row,遍历由self.col和self.col + self.width确定的起始列和结束列               for col in range(self.col, self.col + self.width):                   # 为当前位置(row, col)随机分配一个动物编号,编号范围从0到5                   # randint是random模块中的一个函数,用于生成一个指定范围内的随机整数                   self.animal[row][col] = randint(0, 5)          @staticmethod       def rc_xy(row, col):           """(row, col) -> (x, y)"""           return int(Manager.list_x + (col - Manager.col) * Manager.__brick_size), int \               (Manager.list_y + (row - Manager.row) * Manager.__brick_size)          @staticmethod       def xy_rc(x, y):           """(x, y) -> (row, col)"""           return int((y - Manager.list_y) / Manager.__brick_size + Manager.row), int \               ((x - Manager.list_x) / Manager.__brick_size + Manager.col)          @staticmethod       def draw_brick(x, y):           """Draw a brick at (x, y)."""           brick = Element(Element.brick, (x, y))           Manager.screen.blit(brick.image, brick.rect)          def draw_task(self, task_animal_num, which_animal, board_position=(400, 90), animal_position=(430, 35),                     txt_position=(455, 60)):           """           绘制任务板           """        txt_size = 24           txt_color = (0, 0, 0)           Board(Board.task_board, board_position).draw(self.screen)           if which_animal == 6:               task_animal = Element(Element.ice, animal_position)           else:               task_animal = Element(Element.animals[which_animal], animal_position)           task_animal.image = pygame.transform.smoothscale(task_animal.image, (40, 40))           task_animal.draw(self.screen)           if which_animal == 6:               if task_animal_num - self.ice_num <= 0:                   Board(Board.ok, (txt_position[0], txt_position[1] + 15)).draw(self.screen)               else:                   self.load_text(str(task_animal_num - self.ice_num), txt_position, txt_size, txt_color)           else:               if task_animal_num - self.animal_num[which_animal] <= 0:                   Board(Board.ok, (txt_position[0], txt_position[1] + 15)).draw(self.screen)               else:                   self.load_text(str(task_animal_num - self.animal_num[which_animal]), txt_position, txt_size, txt_color)          def draw(self):           """绘制背景、动物等元素。"""           # 绘制背景           self.screen.blit(Manager.__bg, (0, 0))           # 显示剩余步数           Board(Board.step_board, (0, 142)).draw(self.screen)           tens, single = divmod(self.step, 10)           if tens == 0:               Board(Board.num_format % single, (790, 110)).draw(self.screen)           else:               Board(Board.num_format % tens, (775, 110)).draw(self.screen)               Board(Board.num_format % single, (805, 110)).draw(self.screen)           # 显示关卡和暂停按钮           Board(Board.level_format % self.level, (30, 105)).draw(self.screen)           Element(Element.stop, Element.stop_position).draw(self.screen)              # 绘制砖块、冰块和动物           brick_group = pygame.sprite.Group()           animal_group = pygame.sprite.Group()           ice_group = pygame.sprite.Group()           for i in range(0, 21):               for j in range(0, 21):                   x, y = Manager.rc_xy(i, j)                   if self.animal[i][j] != -1:                       brick_group.add(Element(Element.brick, (x, y)))                       animal_group.add(Element(Element.animals[self.animal[i][j]], (x, y)))                   if self.ice_list[i][j] != -1:                       ice_group.add(Element(Element.ice, (x, y)))           brick_group.draw(self.screen)           ice_group.draw(self.screen)           for animal_list in animal_group:               self.screen.blit(animal_list.image, animal_list.rect)           if self.level == 1:               self.draw_task(10, 4)           elif self.level == 2:               self.draw_task(21, 1)           elif self.level == 3:               self.draw_task(16, 4, (300, 90), (330, 35), (360, 60))               self.draw_task(16, 5, (500, 90), (530, 35), (560, 60))           elif self.level == 4:               self.draw_task(18, 5, (300, 90), (330, 35), (360, 60))               self.draw_task(18, 2, (500, 90), (530, 35), (560, 60))           elif self.level == 5:               self.draw_task(28, 2, (300, 90), (330, 35), (360, 60))               self.draw_task(28, 0, (500, 90), (530, 35), (560, 60))           elif self.level == 6:               self.draw_task(70, 4)           elif self.level == 7:               self.draw_task(36, 1)               self.draw_task(36, 2, (300, 90), (330, 35), (360, 60))               self.draw_task(36, 0, (500, 90), (530, 35), (560, 60))           elif self.level == 8:               self.draw_task(15, 6)           elif self.level == 9:               self.draw_task(49, 6)           else:               self.draw_task(39, 6)              # 显示选择的动物           if self.selected != [-1, -1]:               frame_sprite = Element(Element.frame, Manager.rc_xy(self.selected[0], self.selected[1]))               self.screen.blit(frame_sprite.image, frame_sprite.rect)              # 显示得分           self.load_text('得分:' + str(self.score), (300, 550), 30)           pygame.draw.rect(self.screen, (50, 150, 50, 180), Rect(300, 570, self.score * 2, 25))           pygame.draw.rect(self.screen, (100, 200, 100, 180), Rect(300, 570, 200, 25), 2)           return animal_group          def mouse_image(self):           # 加载鼠标图片           mouse_cursor = pygame.image.load(os.path.join(img_basic, 'mouse.png')).convert_alpha()           mouse_x, mouse_y = pygame.mouse.get_pos()           # 计算鼠标左上角位置           mouse_x -= mouse_cursor.get_width() / 2           mouse_y -= mouse_cursor.get_height() / 2           # 绘制鼠标图片           self.screen.blit(mouse_cursor, (mouse_x, mouse_y))          def mouse_select(self, mousex, mousey):           if self.type == 1:  # 已通关               if Board.button_position[0][0] < mousex < Board.button_position[0][0] + 100 \                       and Board.button_position[0][1] - 50 < mousey < Board.button_position[0][                   1]:  # 点击重玩按钮                   if self.energy_num < 5:                       self.level = 0                   self.reset_mode = True               elif Board.button_position[1][0] < mousex < Board.button_position[1][0] + 100 \                       and Board.button_position[1][1] - 50 < mousey < Board.button_position[1][                   1]:  # 点击下一关按钮                   if self.level < 10:                       if self.energy_num < 5:                           self.level = 0                       else:                           self.level += 1                       self.reset_mode = True               elif 610 < mousex < 610 + 55 and 205 - 55 < mousey < 205:  # x                   self.level = 0                   self.reset_mode = True              elif self.type == -1:  # 未通过               if Board.button_position[1][0] < mousex < Board.button_position[1][0] + 100 \                       and Board.button_position[1][1] - 50 < mousey < Board.button_position[1][1]:  # 点击重玩按钮                   if self.energy_num < 5:                       self.level = 0                   self.reset_mode = True               elif Board.button_position[0][0] < mousex < Board.button_position[0][0] + 100 \                       and Board.button_position[0][1] - 50 < mousey < Board.button_position[0][                   1]:  # 点击再来5步按钮                   if self.money < 5:                       self.level = 0                   else:                       self.money -= 5                       self.step += 5                       self.type = 0  # 正在游戏                       self.fail_board = Board(Board.fail, [200, 0])               elif 610 < mousex < 610 + 55 and 205 - 55 < mousey < 205:                   self.level = 0                   self.reset_mode = True              elif self.type == 0:  # 游戏中               if self.list_x < mousex < self.list_x + Manager.__brick_size * self.width \                       and self.list_y < mousey < self.list_y + Manager.__brick_size * self.height:                   mouse_selected = Manager.xy_rc(mousex, mousey)                   if self.animal[mouse_selected[0]][mouse_selected[1]] != -1:                       play_sound(Sounds.CLICK)                       self.selected = mouse_selected                       if (self.last_sel[0] == self.selected[0]                           and abs(self.last_sel[1] - self.selected[1]) == 1) \                               or (self.last_sel[1] == self.selected[1]                                   and abs(self.last_sel[0] - self.selected[0]) == 1):                           self.swap_sign = 1  # 有效移动,交换               elif Element.stop_position[0] < mousex < Element.stop_position[0] + self.stop_width and \                       Element.stop_position[1] < mousey < Element.stop_position[1] + self.stop_width:  # 点击退出按钮                   play_sound(Sounds.CLICK_BUTTON)                   self.level = 0                   self.reset_mode = True               else:                   self.selected = [-1, -1]          def swap(self, group):           """在棋盘上交换两个选定的动物。"""           last_sprite = None           selected_sprite = None           if self.swap_sign == -1:  # 尚未交换               self.last_sel = self.selected           if self.swap_sign == 1:               last_x, last_y = Manager.rc_xy(self.last_sel[0], self.last_sel[1])               sel_x, sel_y = Manager.rc_xy(self.selected[0], self.selected[1])               if self.last_sel[0] == self.selected[0]:  # 纵向交换                   for animal_list in group:                       if animal_list.rect.topleft == (last_x, last_y):                           last_sprite = animal_list                           last_sprite.speed = [self.selected[1] - self.last_sel[1], 0]                       elif animal_list.rect.topleft == (sel_x, sel_y):                           selected_sprite = animal_list                           selected_sprite.speed = [self.last_sel[1] - self.selected[1], 0]               else:  # 横向交换                   for animal_list in group:                       if animal_list.rect.topleft == (last_x, last_y):                           last_sprite = animal_list                           last_sprite.speed = [0, self.selected[0] - self.last_sel[0]]                       elif animal_list.rect.topleft == (sel_x, sel_y):                           selected_sprite = animal_list                           selected_sprite.speed = [0, self.last_sel[0] - self.selected[0]]               while last_sprite and last_sprite.speed != [0, 0]:                   delay(5)                   self.draw_brick(last_x, last_y)                   self.draw_brick(sel_x, sel_y)                   last_sprite.move(last_sprite.speed)                   selected_sprite.move(selected_sprite.speed)                   self.screen.blit(last_sprite.image, last_sprite.rect)                   self.screen.blit(selected_sprite.image, selected_sprite.rect)                   pygame.display.flip()                  self.swap_values()               if self.eliminate_animals():                   self.step -= 1               else:                   self.swap_values()               self.value_swapped = False               self.boom_sel = self.selected               self.swap_sign = -1               self.selected = [-1, -1]          def swap_values(self):           """交换值。"""           (xl, yl), (xc, yc) = self.last_sel, self.selected           self.animal[xl][yl], self.animal[xc][yc] = self.animal[xc][yc], self.animal[xl][yl]          def load_text(self, text, position, txt_size, txt_color=(255, 255, 255)):           """显示给定位置、大小和颜色的文本。"""           my_font = pygame.font.SysFont("黑体", txt_size)           text_screen = my_font.render(text, True, txt_color)           self.screen.blit(text_screen, position)          def death_map(self):           """检查是否没有有效的移动。"""           for i in range(self.row, self.row + self.height):               for j in range(self.col, self.col + self.width):                   if self.animal[i][j] != -1:                       if self.animal[i][j] == self.animal[i][j + 1]:                           if (self.animal[i][j] in [self.animal[i - 1][j - 1], self.animal[i + 1][j - 1]] and                               self.animal[i][j - 1] != -1) or (                                   self.animal[i][j] in [self.animal[i - 1][j + 2], self.animal[i + 1][j + 2]] and                                   self.animal[i][j + 2] != -1):                               self.death_sign = False                               break                    if self.animal[i][j] == self.animal[i + 1][j]:                           if (self.animal[i][j] in [self.animal[i - 1][j - 1], self.animal[i - 1][j + 1]] and                               self.animal[i - 1][j] != -1) or (                                   self.animal[i][j] in [self.animal[i + 2][j - 1], self.animal[i + 2][j + 1]] and                                   self.animal[i + 2][j] != -1):                               self.death_sign = False                               break                    else:                           if self.animal[i - 1][j - 1] == self.animal[i][j]:                               if (self.animal[i][j] == self.animal[i - 1][j + 1] and self.animal[i - 1][j] != -1) or (                                       self.animal[i][j] == self.animal[i + 1][j - 1] and self.animal[i][j - 1] != -1):                                   self.death_sign = False                                   break                        if self.animal[i][j] == self.animal[i + 1][j + 1]:                               if (self.animal[i][j] == self.animal[i - 1][j + 1] and self.animal[i][j + 1] != -1) \                                       or (self.animal[i][j] == self.animal[i + 1][j - 1] and self.animal[i + 1][j] != -1):                                   self.death_sign = False                                   break        if self.death_sign:               delay(500)               Element(Element.none_animal, (230, 150)).draw(self.screen)               pygame.display.flip()               delay(500)               temp = [self.step, self.score, self.animal_num, self.ice_num, self.energy_num]               self.reset_mode = True               self.set_level_mode(self.level)               self.step = temp[0]               self.score = temp[1]               self.animal_num = temp[2]               self.ice_num = temp[3]               self.energy_num = temp[4]           else:               self.death_sign = True          def exists_left(self, i, j, num):           """检查 (i, j) 左边是否至少有 {num} 个连续的相同动物。"""           for t in range(0, num):               if self.animal[i][j] != self.animal[i][j - t] or self.animal[i][j] < 0:                   return False           return True       def exists_right(self, i, j, num):           """检查 (i, j) 右边是否至少有 {num} 个连续的相同动物。"""           for t in range(0, num):               if self.animal[i][j] != self.animal[i][j + t] or self.animal[i][j] < 0:                   return False           return True       def exists_up(self, i, j, num):           """检查 (i, j) 上方是否至少有 {num} 个连续的相同动物。"""           for t in range(0, num):               if self.animal[i][j] != self.animal[i - t][j] or self.animal[i][j] < 0:                   return False           return True       def exists_down(self, i, j, num):           """检查 (i, j) 下方是否至少有 {num} 个连续的相同动物。"""           for t in range(0, num):               if self.animal[i][j] != self.animal[i + t][j] or self.animal[i][j] < 0:                   return False           return True       def change_left(self, i, j, num):           """改变动物的左侧。"""           self.value_swapped = True           self.score += num           for k in range(0, int(num)):               self.animal[i][j - k] = -2          def change_right(self, i, j, num):           """改变动物的右侧。"""           self.value_swapped = True           self.score += num           for k in range(0, num):               self.animal[i][j + k] = -2          def change_up(self, i, j, num):           """改变动物上方。"""           self.value_swapped = True           self.score += num           for k in range(0, num):               self.animal[i - k][j] = -2          def change_down(self, i, j, num):           """改变动物下方。"""           self.value_swapped = True           self.score += num           for k in range(0, num):               self.animal[i + k][j] = -2          def eliminate_animals(self):           """消除动物。"""           score_level = self.score           self.value_swapped = False              for i in range(self.row, self.row + self.height):               for j in range(self.col, self.col + self.width):                   if self.exists_right(i, j, 5):                       self.value_swapped = True                       if self.exists_down(i, j + 2, 3):                           self.animal_num[self.animal[i][j]] += 7                           Sounds.eliminate(5)  # 消除音效 5                        self.change_right(i, j, 5)                           self.change_down(i, j + 2, 3)                       else:                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_right(i, j, 5)                   elif self.exists_right(i, j, 4):                       self.value_swapped = True                       if self.exists_down(i, j + 1, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_right(i, j, 4)                           self.change_down(i, j + 1, 3)                       elif self.exists_down(i, j + 2, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_right(i, j, 4)                           self.change_down(i, j + 2, 3)                       else:                           self.animal_num[self.animal[i][j]] += 4                           Sounds.eliminate(2)  # 消除音效 2                        self.change_right(i, j, 4)                   elif self.exists_right(i, j, 3):                       self.value_swapped = True                       if self.exists_down(i, j, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_right(i, j, 3)                           self.change_down(i, j, 3)                       elif self.exists_down(i, j + 1, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_right(i, j, 3)                           self.change_down(i, j + 1, 3)                       elif self.exists_down(i, j + 2, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_right(i, j, 3)                           self.change_down(i, j + 2, 3)                       else:                           self.animal_num[self.animal[i][j]] += 3                           Sounds.eliminate(1)  # 消除音效 1                        self.change_right(i, j, 3)                   elif self.exists_down(i, j, 5):                       self.value_swapped = True                       if self.exists_right(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 7                           Sounds.eliminate(5)  # 消除音效 5                        self.change_down(i, j, 5)                           self.change_right(i + 2, j, 3)                       elif self.exists_left(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 7                           Sounds.eliminate(5)  # 消除音效 5                        self.change_down(i, j, 5)                           self.change_left(i + 2, j, 3)                       else:                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_down(i, j, 5)                   elif self.exists_down(i, j, 4):                       self.value_swapped = True                       if self.exists_left(i + 1, j, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_down(i, j, 4)                           self.change_left(i + 1, j, 3)                       elif self.exists_right(i + 1, j, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_down(i, j, 4)                           self.change_right(i + 1, j, 3)                       elif self.exists_left(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_down(i, j, 4)                           self.change_left(i + 2, j, 3)                       elif self.exists_right(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_down(i, j, 4)                           self.change_right(i + 2, j, 3)                       else:                           self.animal_num[self.animal[i][j]] += 4                           Sounds.eliminate(2)  # 消除音效 2                        self.change_down(i, j, 4)                   elif self.exists_down(i, j, 3):                       self.value_swapped = True                       if self.exists_left(i + 1, j, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_down(i, j, 3)                           self.change_left(i + 1, j, 3)                       elif self.exists_right(i + 1, j, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_down(i, j, 3)                           self.change_right(i + 1, j, 3)                       elif self.exists_left(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_down(i, j, 3)                           self.change_left(i + 2, j, 3)                       elif self.exists_right(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_down(i, j, 3)                           self.change_right(i + 2, j, 3)                       elif self.exists_left(i + 2, j, 2) and self.exists_right(i + 2, j, 2):                           self.animal_num[self.animal[i][j]] += 5                           Sounds.eliminate(3)  # 消除音效 3                        self.change_down(i, j, 3)                           self.change_left(i + 2, j, 2)                           self.change_right(i + 2, j, 2)                       elif self.exists_left(i + 2, j, 2) and self.exists_right(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_down(i, j, 3)                           self.change_left(i + 2, j, 2)                           self.change_right(i + 2, j, 3)                       elif self.exists_left(i + 2, j, 3) and self.exists_right(i + 2, j, 2):                           self.animal_num[self.animal[i][j]] += 6                           Sounds.eliminate(4)  # 消除音效 4                        self.change_down(i, j, 3)                           self.change_left(i + 2, j, 3)                           self.change_right(i + 2, j, 2)                       elif self.exists_left(i + 2, j, 3) and self.exists_right(i + 2, j, 3):                           self.animal_num[self.animal[i][j]] += 7                           Sounds.eliminate(5)  # 消除音效 5                        self.change_down(i, j, 3)                           self.change_left(i + 2, j, 3)                           self.change_right(i + 2, j, 3)                       else:                           self.animal_num[self.animal[i][j]] += 3                           Sounds.eliminate(1)  # 消除音效 1                        self.change_down(i, j, 3)              self.fall_animal()           score_level = self.score - score_level  # 计分级别              # 显示 & 朗读:好,棒,了不起,极好,令人难以置信           if score_level < 5:               return self.value_swapped           if score_level < 8:  # 5 好               Sounds.score_level(0)               Element(Element.score_level[0], (350, 250)).draw(self.screen)               pygame.display.flip()               delay(500)           elif score_level < 10:  # 8 棒               Sounds.score_level(1)               Element(Element.score_level[1], (350, 250)).draw(self.screen)               pygame.display.flip()               delay(500)           elif score_level < 15:  # 10 了不起               Sounds.score_level(2)               Element(Element.score_level[2], (350, 250)).draw(self.screen)               pygame.display.flip()               delay(500)           elif score_level < 20:  # 15 极好               Sounds.score_level(3)               Element(Element.score_level[3], (350, 250)).draw(self.screen)               pygame.display.flip()               delay(500)           elif score_level >= 20:  # 20 令人难以置信               Sounds.score_level(4)               Element(Element.score_level[4], (350, 250)).draw(self.screen)               pygame.display.flip()               delay(500)              return self.value_swapped  # 返回交换值标记          def fall_animal(self):           """动物下落动画。"""           clock = pygame.time.Clock()           position = []           ice_position = []              # 收集需要下落的动物的位置           for i in range(self.row, self.row + self.height):               for j in range(self.col, self.col + self.width):                   if self.animal[i][j] == -2:                       x, y = self.rc_xy(i, j)                       position.append((x, y))                       if self.ice_list[i][j] == 1:                           ice_position.append((x, y))              # 下落动画           if position:               for index in range(0, 9):                   clock.tick(20)                   for pos in position:                       self.draw_brick(pos[0], pos[1])                       if pos in ice_position:                           Element(Element.ice_format % index, (pos[0], pos[1])).draw(self.screen)                       Element(Element.boom_format % index, (pos[0], pos[1])).draw(self.screen)                       pygame.display.flip()              # 实现下落           for i in range(self.row, self.row + self.height):               brick_position = []               fall_animal_list = []               speed = [0, 1]                  # 收集需要下落的动物的位置信息               for j in range(self.col, self.col + self.width):                   if self.animal[i][j] == -2:                       x, y = self.rc_xy(i, j)                       if self.ice_list[i][j] == 1:                           play_sound(Sounds.ICE_BREAKING)                           self.ice_num += 1                           self.ice_list[i][j] = -1                          brick_position.append((x, y))                          # 收集需要下落的动物的信息                       for m in range(i, self.row - 1, -1):                           if self.animal[m - 1][j] != -1:                               x, y = self.rc_xy(m - 1, j)                               brick_position.append((x, y))                               animal = Element(Element.animals[self.animal[m - 1][j]], (x, y))                               fall_animal_list.append(animal)                               self.animal[m][j] = self.animal[m - 1][j]                           else:                               self.animal[m][j] = randint(0, 5)                               break                  # 动物下落实现               while speed != [0, 0] and fall_animal_list:                   for position in brick_position:                       self.draw_brick(position[0], position[1])                   for animal_sprite in fall_animal_list:                       animal_sprite.move(speed)                       animal_sprite.draw(self.screen)                       speed = animal_sprite.speed                   pygame.display.flip()          def judge_next(self, tp, score):           """判断是否达到下一关。"""           if tp == 1:  # 通过               self.load_fns_window(score)           elif tp == -1:  # 失败               self.load_fail_window()          def load_fail_window(self):           """显示失败界面和按钮。"""           sound_sign = 0           step_add = Board(Board.step_add, Board.button_position[0])  # 左侧:再来5步           retry = Board(Board.replay, Board.button_position[1])  # 右侧:重玩           self.screen.blit(self.fail_board.image, self.fail_board.rect)  # 失败界面           self.screen.blit(step_add.image, step_add.rect)           self.screen.blit(retry.image, retry.rect)           while self.fail_board.speed != [0, 0]:               self.draw()               self.screen.blit(self.fail_board.image, self.fail_board.rect)               self.fail_board.move()               pygame.display.flip()               if sound_sign == 0:                   play_sound(Sounds.BOARD_SOUND)                   sound_sign = 1          def load_fns_window(self, score):           """显示成功界面、分数和按钮。"""           sound_sign = 0           replay = Board(Board.replay, Board.button_position[0])  # 左侧:重玩           self.screen.blit(self.success_board.image, self.success_board.rect)  # 成功界面           if self.level < 10:  # 如果不是最后一关               next_level = Board(Board.next, Board.button_position[1])  # 右侧:下一关               self.screen.blit(next_level.image, next_level.rect)           self.screen.blit(replay.image, replay.rect)           while self.success_board.speed != [0, 0]:               self.draw()               self.screen.blit(self.success_board.image, self.success_board.rect)               self.success_board.move()               pygame.display.flip()               if sound_sign == 0:                   play_sound(Sounds.BOARD_SOUND)                   sound_sign = 1           self.displayStars(score)  # 显示星星           # 金币           self.load_text(str(self.score * 2), (Board.starts_position[0][0] + 75, Board.starts_position[0][0] + 46), 20,                          (0, 0, 0))          def displayStars(self, score):           """根据分数显示星星。"""           star1 = Board(Board.stars, Board.starts_position[0])           star2 = Board(Board.stars, Board.starts_position[1])           star3 = Board(Board.stars, Board.starts_position[2])           if 0 <= score < self.min:               self.load_text('1', (Board.starts_position[1][0] + 48, Board.starts_position[1][1] + 35), 20, (0, 0, 0))               self.screen.blit(star1.image, star1.rect)           elif self.min <= score <= self.max:               self.load_text('2', (Board.starts_position[1][0] + 48, Board.starts_position[1][1] + 35), 20, (0, 0, 0))               self.screen.blit(star1.image, star1.rect)               self.screen.blit(star2.image, star2.rect)           elif score > self.max:               self.load_text('5', (Board.starts_position[1][0] + 48, Board.starts_position[1][1] + 35), 20, (0, 0, 0))               self.screen.blit(star1.image, star1.rect)               self.screen.blit(star2.image, star2.rect)               self.screen.blit(star3.image, star3.rect)           pygame.display.flip()          def set_level_mode(self, level):           """设置关卡模式及其步骤。"""           self.level = level           if self.reset_mode:  # 如果需要重置模式               self.num_sign = True               if level == 1:                   self.__init__(7, 7)                   self.animal[7][9] = self.animal[7][10] = self.animal[7][11] = self.animal[8][10] = self.animal[11][7] = \                       self.animal[11][13] = self.animal[12][7] = self.animal[12][8] = self.animal[12][12] = \                       self.animal[12][13] = \                       self.animal[13][7] = self.animal[13][8] = self.animal[13][9] = self.animal[13][11] = \                       self.animal[13][12] = \                       self.animal[13][13] = -1                   self.init_step = 17  # 初始步骤17               elif level == 2:                   self.__init__(4, 8)                   self.init_step = 16  # 初始步骤16               elif level == 3:                   self.__init__(7, 7)                   self.init_step = 18  # 初始步骤18               elif level == 4:                   self.__init__(9, 7)                   row, col = self.row, self.col                   self.animal[row][col] = self.animal[row][col + 7] = self.animal[row][col + 8] = self.animal[row + 1][                       col + 8] = \                       self.animal[row + 5][col] = self.animal[row + 6][col] = self.animal[row + 6][col + 1] = \                       self.animal[row + 6][col + 8] = -1                   self.init_step = 20               elif level == 5:                   self.__init__(8, 9)                   row, col = self.row, self.col                   self.animal[row][col + 7] = self.animal[row + 2][col] = self.animal[row + 5][col] = \                       self.animal[row + 3][col + 7] = \                       self.animal[row + 6][col + 7] = self.animal[row + 8][col] = -1                   self.init_step = 20               elif level == 6:                   self.__init__(9, 9)                   row, col = self.row, self.col                   self.animal[row][col] = self.animal[row][col + 8] = self.animal[row + 2][col + 4] = \                       self.animal[row + 3][col + 2] = \                       self.animal[row + 3][col + 6] = self.animal[row + 8][col] = self.animal[row + 8][col + 8] = -1                   for i in range(row + 4, row + 6):                       for j in range(col + 3, col + 6):                           self.animal[i][j] = -1                   self.init_step = 28               elif level == 7:                   self.__init__(9, 9)                   row, col = self.row, self.col                   for i in range(row, row + 9):                       self.animal[i][col + 4] = -1                   for j in range(col, col + 4):                       self.animal[row + 3][j] = -1                   for j in range(col + 5, col + 9):                       self.animal[row + 5][j] = -1                   self.init_step = 25               elif level == 8:                   self.__init__(7, 8)                   row, col = self.row, self.col                   for i in range(row + 2, row + 5):                       for j in range(col + 1, col + 6):                           self.ice_list[i][j] = 1                   self.init_step = 21               elif level == 9:                   self.__init__(9, 9)                   row, col = self.row, self.col                   self.animal[row][col + 4] = self.animal[row + 4][col] = self.animal[row + 4][col + 8] = \                       self.animal[row + 8][col + 4] = -1                   for i in range(row + 1, row + 8):                       for j in range(col + 1, col + 8):                           self.ice_list[i][j] = 1                   self.init_step = 35               else:                   self.__init__(9, 9)                   row, col = self.row, self.col                   for i in range(row, row + 2):                       for j in range(col, col + 9):                           self.animal[i][j] = -1                   self.animal[row][col + 4] = randint(0, 5)                   self.animal[row + 1][col + 2] = randint(0, 5)                   self.animal[row + 1][col + 4] = randint(0, 5)                   self.animal[row + 1][col + 6] = randint(0, 5)                   self.animal[row + 2][col + 1] = self.animal[row + 3][col + 1] = self.animal[row + 2][col + 3] = \                       self.animal[row + 3][col + 3] = \                       self.animal[row + 2][col + 5] = self.animal[row + 3][col + 5] = self.animal[row + 2][col + 7] = \                       self.animal[row + 3][col + 7] = self.animal[row + 8][col] = self.animal[row + 8][col + 8] = -1                   for i in range(row + 4, row + 8):                       for j in range(col, col + 9):                           self.ice_list[i][j] = 1                   self.ice_list[row + 2][col + 4] = self.ice_list[row + 3][col + 2] = self.ice_list[row + 3][col + 4] = \                       self.ice_list[row + 3][col + 6] = 1                   self.init_step = 40               self.type = 0               self.energy_num -= 5               self.success_board = Board(Board.success, [200, 0])  # 成功的面板               self.fail_board = Board(Board.fail, [200, 0])  # 失败的面板               self.step = self.init_step               self.score = 0               self.animal_num = [0, 0, 0, 0, 0, 0]               self.ice_num = 0               self.reset_mode = False          def num_add(self):           """增加得分"""           if self.num_sign:               self.money += self.score * 2               if self.score < self.min:                   self.energy_num += 1               elif self.score < self.max:                   self.energy_num += 2               else:                   self.energy_num += 5               self.num_sign = False          def judge_level(self):           """检查关卡是否通过"""           if self.step <= 0:               self.type = -1  # 游戏结束           if self.level == 1:               if self.animal_num[4] >= 10:  # L1: 10 只青蛙                   self.type = 1  # 通过第一关                   self.num_add()           elif self.level == 2:               if self.animal_num[1] >= 21:  # L2: 21 只熊                   self.type = 1  # 通过第二关                   self.num_add()           elif self.level == 3:               if self.animal_num[4] >= 16 and self.animal_num[5] >= 16:  # L3: 16 只青蛙和 16 头牛                   self.type = 1  # 通过第三关                   self.num_add()           elif self.level == 4:               if self.animal_num[5] >= 18 and self.animal_num[2] >= 18:  # L4: 18 头牛和 18 只小鸡                   self.type = 1  # 通过第四关                   self.num_add()           elif self.level == 5:               if self.animal_num[2] >= 28 and self.animal_num[0] >= 28:  # L5: 28 只小鸡和 28 只狐狸                   self.type = 1  # 通过第五关                   self.num_add()           elif self.level == 6:               if self.animal_num[4] >= 70:  # L6: 70 只青蛙                   self.type = 1  # 通过第六关                   self.num_add()           elif self.level == 7:               if self.animal_num[2] >= 36 and self.animal_num[1] >= 36 \                       and self.animal_num[0] >= 36:  # L7: 36 只小鸡、36 只熊和 36 只狐狸                   self.type = 1  # 通过第七关                   self.num_add()           elif self.level == 8:               if self.ice_num >= 15:  # L8: 15 冰块                   self.type = 1  # 通过第八关                   self.num_add()           elif self.level == 9:               if self.ice_num >= 49:  # L9: 49 冰块                   self.type = 1  # 通过第九关                   self.num_add()           else:               if self.ice_num >= 39:  # L10: 39 冰块                   self.type = 1  # 通过第十关                   self.num_add()              self.judge_next(self.type, self.score) 

level_tree.py

import pygame   from pygame import DOUBLEBUF   from pygame.time import delay      from dissipate.sounds import play_sound, Sounds  # 导入声音播放功能和声音资源   from dissipate.sprites import Tree  # 导入关卡树的类         class LevelTreeManager:       """       关卡树管理器类,用于管理关卡树及其相关功能。       """    __screen_size = (900, 600)  # 屏幕尺寸       screen = pygame.display.set_mode(__screen_size, DOUBLEBUF, 32)  # 设置屏幕显示模式       fruit_list = []  # 用于存储水果对象的列表       fruit_image = pygame.image.load(Tree.fruit).convert_alpha()  # 加载水果图片       fruit_width = fruit_image.get_width()  # 获取水果图片宽度       fruit_height = fruit_image.get_height()  # 获取水果图片高度       type = 0  # 场景类型,0 表示关卡树场景,1 表示能量场景       energy_full = False  # 能量已满标志       money_empty = False  # 金钱不足标志          def display_text(self, text, position, txt_size=25, txt_color=(255, 255, 255)):           """           显示指定的文本内容。           参数:           text: 要显示的文本           position: 文本位置           txt_size: 文本大小           txt_color: 文本颜色           """        my_font = pygame.font.SysFont(None, txt_size)  # 创建字体对象           text_screen = my_font.render(text, True, txt_color)  # 渲染文本           self.screen.blit(text_screen, position)  # 在屏幕上绘制文本          def draw_tree(self, energy_num, money_num):           """           绘制游戏中的关卡树和相关资源。           参数:           energy_num: 当前能量值           money_num: 当前金钱数量           """        Tree(Tree.tree, (0, 600)).draw(self.screen)  # 绘制关卡树           Tree(Tree.energy_num, Tree.energy_num_position).draw(self.screen)  # 绘制能量数           if energy_num > 30:               self.display_text(str(30) + '/30', (22, 55), 21)  # 显示最大能量值           else:               self.display_text(str(energy_num) + '/30', (22, 55), 21)  # 显示当前能量值           Tree(Tree.money, (15, 135)).draw(self.screen)  # 绘制金钱           self.display_text(str(money_num), (32, 124), 21)  # 显示当前金钱数量           for i in range(0, 10):  # 绘制水果               Tree(Tree.fruit, Tree.position[i]).draw(self.screen)               self.display_text(str(i + 1), (Tree.position[i][0] + 15, Tree.position[i][1] - 47))           if self.type == 1:               Tree(Tree.energy_buy, Tree.energy_buy_position).draw(self.screen)  # 绘制购买能量按钮               if self.energy_full:                   self.display_text('energy is full!', (430, 310), 30, (255, 0, 0))  # 显示能量已满提示                   pygame.display.flip()  # 更新屏幕显示                   delay(500)  # 延迟500毫秒                   self.energy_full = False  # 重置能量已满标志               if self.money_empty:                   self.display_text('money is not enough!', (410, 310), 30, (255, 0, 0))  # 显示金钱不足提示                   pygame.display.flip()  # 更新屏幕显示                   delay(500)  # 延迟500毫秒                   self.money_empty = False  # 重置金钱不足标志          def mouse_select(self, mgr, mouse_x, mouse_y, level, energy_num, money_num):           """           处理鼠标事件。           参数:           mgr: 管理器对象           mouse_x: 鼠标x坐标           mouse_y: 鼠标y坐标           level: 当前等级           energy_num: 当前能量值           money_num: 当前金钱数量           """        if self.type == 0:  # 关卡树场景               for i in range(0, 10):                   if Tree.position[i][0] < mouse_x < Tree.position[i][0] + self.fruit_width \                           and Tree.position[i][1] - self.fruit_height < mouse_y < Tree.position[i][1]:                       if energy_num <= 0:                           self.type = 1  # 切换到能量场景                       else:                           level = i + 1  # 更新等级               if Tree.energy_num_position[0] < mouse_x < Tree.energy_num_position[0] + 60 \                       and Tree.energy_num_position[1] - 60 < mouse_y < Tree.energy_num_position[1]:  # 点击能量图标                   play_sound(Sounds.CLICK)  # 播放点击音效                   self.type = 1  # 切换到能量场景           else:  # 能量场景               if 408 < mouse_x < 600 and 263 < mouse_y < 313:  # 点击“购买能量”按钮                   play_sound(Sounds.CLICK_BUTTON)  # 播放点击按钮音效                   if money_num < 50:                       self.money_empty = True  # 金钱不足标志设为真                   if energy_num >= 30:                       self.energy_full = True  # 能量已满标志设为真                   elif energy_num < 30 and money_num >= 50:                       energy_num += 5  # 增加能量                       money_num -= 50  # 减少金钱               elif 619 < mouse_x < 638 and 158 < mouse_y < 177:  # 点击“X”按钮                   self.type = 0  # 切换回关卡树场景           mgr.level, mgr.energy_num, mgr.money = level, energy_num, money_num  # 更新管理器对象中的等级、能量和金钱信息 

sprites.py

import os   from pygame.sprite import Sprite   from pygame.image import load      from dissipate.img import img_basic, img_energy, img_board, img_text, img_level, img_button, img_animal, img_ice, \       img_boom         # 基类,GameSprite类定义了所有游戏精灵的基类,包括加载图像、设置位置和绘制方法。   class GameSprite(Sprite):       def __init__(self, icon, position):           # 初始化GameSprite类,继承自pygame的Sprite类。           super().__init__()           # 加载图像并转换为具有透明通道的格式。           self.image = load(icon).convert_alpha()           # 获取图像的矩形区域。           self.rect = self.image.get_rect()           # 设置精灵的位置。           self.rect.topleft = position           self.rect.bottomleft = position          def draw(self, screen):           # 将精灵绘制到屏幕上。           screen.blit(self.image, self.rect)         class Tree(GameSprite):       """       关卡树类,显示关卡树和相关资源。       """    # 树、果实、能量数字、金钱和购买能量按钮的图像路径。       tree = os.path.join(img_basic, 'tree.png')       fruit = os.path.join(img_basic, 'fruit.png')       energy_num = os.path.join(img_energy, 'num.png')       money = os.path.join(img_basic, 'money.png')       energy_buy = os.path.join(img_energy, 'buy.png')          # 树、果实、能量数字、购买能量按钮的位置定义。       x, y = 340, 510       h = 90       position = (           [x, y],           [x + 50, y - 25],           [x + 105, y - 45],           [x - 5, y - h - 5],           [x + 55, y - 25 - h + 10],           [x + 105, y - 45 - h],           [x, y - h * 2],           [x + 50 + 10, y - 25 - h * 2 - 5],           [x + 105 + 25, y - 45 - h * 2 - 14],           [x + 30, y - h * 3 - 30]       )  # 果实位置       energy_num_position = (15, 70)  # 能量位置       energy_buy_position = (250, 400)  # 购买能量位置          def __init__(self, icon, position):           """           初始化树对象           """        # 重写GameSprite的构造函数,用于初始化树对象。           super().__init__(icon, position)           self.image = load(icon).convert_alpha()           self.rect = self.image.get_rect()           self.rect.bottomleft = position         class Board(GameSprite):       """       游戏面板类,显示游戏面板和相关资源。       Board类继承自GameSprite类,用于创建和显示游戏板的精灵,并包含移动逻辑。       """    # 游戏板、数字格式、任务板、成功、失败、下一步、重玩、星星、金钱的图像路径。       step_board = os.path.join(img_board, 'step.png')       num_format = os.path.join(img_text, '%d.png')       task_board = os.path.join(img_basic, 'task.png')       ok = os.path.join(img_basic, 'ok.png')       level_format = os.path.join(img_level, '%d.png')       success = os.path.join(img_board, 'success.png')       fail = os.path.join(img_board, 'fail.png')       step_add = os.path.join(img_button, 'step_add.png')       next = os.path.join(img_button, 'next.png')       replay = os.path.join(img_button, 'replay.png')       stars = os.path.join(img_basic, 'star.png')       money = os.path.join(img_basic, 'money.png')          # 按钮和星星的位置定义。       button_position = [[300, 465], [500, 465]]       starts_position = [[330, 340], [413, 340], [495, 340]]          def __init__(self, icon, position):           """           初始化板对象           """        super().__init__(icon, position)           # 重写GameSprite的构造函数,用于初始化板对象。           self.image = load(icon).convert_alpha()           self.speed = [0, 44]  # 初始速度           self.rect = self.image.get_rect()           self.rect.bottomleft = position          def move(self):           """           根据速度移动面板           """        self.rect = self.rect.move(self.speed)           if self.rect.bottom >= 543:  # 到达底部边界               self.speed = [0, -45]           if self.speed == [0, -45] and self.rect.bottom <= 450:  # 到达顶部边界               self.speed = [0, 0]         class Element(GameSprite):       """       Element类继承自GameSprite类,用于创建和显示游戏中元素的精灵,并包含移动逻辑。       """    # 动物、冰、砖块、框架、爆炸数字、冰的数字格式、分数等级、无动物、退出的图像路径。       animals = (           os.path.join(img_animal, 'fox.png'),           os.path.join(img_animal, 'bear.png'),           os.path.join(img_animal, 'chick.png'),           os.path.join(img_animal, 'eagle.png'),           os.path.join(img_animal, 'frog.png'),           os.path.join(img_animal, 'cow.png')       )       ice = os.path.join(img_ice, 'normal.png')       brick = os.path.join(img_basic, 'brick.png')       frame = os.path.join(img_basic, 'frame.png')       boom_format = os.path.join(img_boom, '%d.png')       ice_format = os.path.join(img_ice, '%d.png')          # 分数图片       score_level = (           os.path.join(img_text, 'good.png'),           os.path.join(img_text, 'great.png'),           os.path.join(img_text, 'amazing.png'),           os.path.join(img_basic, 'excellent.png'),           os.path.join(img_basic, 'unbelievable.png')       )       none_animal = os.path.join(img_basic, 'none_animal.png')       stop = os.path.join(img_basic, 'exit.png')       stop_position = (20, 530)          def __init__(self, icon, position):           """           初始化元素对象           """        # 重写GameSprite的构造函数,用于初始化元素对象。           super().__init__(icon, position)           self.image = load(icon).convert_alpha()           self.rect = self.image.get_rect()           self.rect.topleft = position           self.speed = [0, 0]  # 初始速度           self.init_position = position  # 初始位置          def move(self, speed):           """           以给定速度移动元素           """        self.speed = speed           self.rect = self.rect.move(self.speed)           if self.speed[0] != 0:  # 水平移动               if abs(self.rect.left - self.init_position[0]) == self.rect.width:                   self.init_position = self.rect.topleft                   self.speed = [0, 0]           else:  # 垂直移动               if abs(self.rect.top - self.init_position[1]) == self.rect.height:                   self.init_position = self.rect.topleft                   self.speed = [0, 0] 

sounds.py

from enum import Enum   from pygame.mixer import Sound   from dissipate.sound import *         # 声音枚举类,用于管理和播放游戏中的各种声音   class Sounds(Enum):       GAME_BGM = os.path.join(sound_basic, 'GameSceneBGM.ogg')  # 游戏场景背景音乐       WORLD_BGM = os.path.join(sound_basic, 'WorldSceneBGM.ogg')  # 世界场景背景音乐       ELIMINATE_FORMAT = os.path.join(sound_eliminate, '%d.ogg')  # 消除音效格式       SCORE_LEVEL = (           os.path.join(sound_basic, 'good.ogg'),  # 分数等级 "好"           os.path.join(sound_basic, 'great.ogg'),  # 分数等级 "很好"           os.path.join(sound_basic, 'amazing.ogg'),  # 分数等级 "惊人"           os.path.join(sound_basic, 'excellent.ogg'),  # 分数等级 "优秀"           os.path.join(sound_basic, 'unbelievable.ogg')  # 分数等级 "难以置信"       )       CLICK = os.path.join(sound_basic, 'click.bubble.ogg')  # 点击气泡音效       BOARD_SOUND = os.path.join(sound_basic, 'board.ogg')  # 板子音效       CLICK_BUTTON = os.path.join(sound_basic, 'click_common_button.ogg')  # 点击按钮音效       MONEY = os.path.join(sound_basic, 'money.ogg')  # 金钱音效       ICE_BREAKING = os.path.join(sound_basic, 'ice_break.ogg')  # 冰块破碎音效          @staticmethod       def eliminate(idx):           """播放指定索引的消除音效"""           Sound(Sounds.ELIMINATE_FORMAT.value % idx).play()          @staticmethod       def score_level(idx):           """播放指定索引的分数等级音效"""           Sound(Sounds.SCORE_LEVEL.value[idx]).play()         def play_sound(sound: Enum):       """播放指定声音,循环次数为1(即不循环)"""       Sound(sound.value).play() 

完整代码:https://gitcode.com/stormsha1/games/overview
Python 爱心代码:https://stormsha.blog.csdn.net/article/details/138199890
Python 植物大战僵尸:https://stormsha.blog.csdn.net/article/details/138405944

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