网络编程
位置:首页>> 网络编程>> Python编程>> python 实现"神经衰弱"翻牌游戏

python 实现"神经衰弱"翻牌游戏

作者:Al Sweigart  发布时间:2023-02-08 05:34:05 

标签:python,神经衰弱,翻牌,游戏

"神经衰弱"翻牌游戏考察玩家的记忆力,游戏的开头会短时间给你看一小部分牌的图案,当玩家翻开两张相同图案牌的时候,会消除,和你的小伙伴比一比谁用时更短把。

源代码


import random, pygame, sys
from pygame.locals import *

FPS = 30 # frames per second, the general speed of the program
WINDOWWIDTH = 640 # size of window's width in pixels
WINDOWHEIGHT = 480 # size of windows' height in pixels
REVEALSPEED = 8 # speed boxes' sliding reveals and covers
BOXSIZE = 40 # size of box height & width in pixels
GAPSIZE = 10 # size of gap between boxes in pixels
BOARDWIDTH = 10 # number of columns of icons
BOARDHEIGHT = 7 # number of rows of icons
assert (BOARDWIDTH * BOARDHEIGHT) % 2 == 0, 'Board needs to have an even number of boxes for pairs of matches.'
XMARGIN = int((WINDOWWIDTH - (BOARDWIDTH * (BOXSIZE + GAPSIZE))) / 2)
YMARGIN = int((WINDOWHEIGHT - (BOARDHEIGHT * (BOXSIZE + GAPSIZE))) / 2)

#      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
LIGHTBGCOLOR = GRAY
BOXCOLOR = WHITE
HIGHLIGHTCOLOR = BLUE

DONUT = 'donut'
SQUARE = 'square'
DIAMOND = 'diamond'
LINES = 'lines'
OVAL = 'oval'

ALLCOLORS = (RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, CYAN)
ALLSHAPES = (DONUT, SQUARE, DIAMOND, LINES, OVAL)
assert len(ALLCOLORS) * len(ALLSHAPES) * 2 >= BOARDWIDTH * BOARDHEIGHT, "Board is too big for the number of shapes/colors defined."

def main():
 global FPSCLOCK, DISPLAYSURF
 pygame.init()
 FPSCLOCK = pygame.time.Clock()
 DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))

mousex = 0 # used to store x coordinate of mouse event
 mousey = 0 # used to store y coordinate of mouse event
 pygame.display.set_caption('Memory Game')

mainBoard = getRandomizedBoard()
 revealedBoxes = generateRevealedBoxesData(False)

firstSelection = None # stores the (x, y) of the first box clicked.

DISPLAYSURF.fill(BGCOLOR)
 startGameAnimation(mainBoard)

while True: # main game loop
   mouseClicked = False

DISPLAYSURF.fill(BGCOLOR) # drawing the window
   drawBoard(mainBoard, revealedBoxes)

for event in pygame.event.get(): # event handling loop
     if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
       pygame.quit()
       sys.exit()
     elif event.type == MOUSEMOTION:
       mousex, mousey = event.pos
     elif event.type == MOUSEBUTTONUP:
       mousex, mousey = event.pos
       mouseClicked = True

boxx, boxy = getBoxAtPixel(mousex, mousey)
   if boxx != None and boxy != None:
     # The mouse is currently over a box.
     if not revealedBoxes[boxx][boxy]:
       drawHighlightBox(boxx, boxy)
     if not revealedBoxes[boxx][boxy] and mouseClicked:
       revealBoxesAnimation(mainBoard, [(boxx, boxy)])
       revealedBoxes[boxx][boxy] = True # set the box as "revealed"
       if firstSelection == None: # the current box was the first box clicked
         firstSelection = (boxx, boxy)
       else: # the current box was the second box clicked
         # Check if there is a match between the two icons.
         icon1shape, icon1color = getShapeAndColor(mainBoard, firstSelection[0], firstSelection[1])
         icon2shape, icon2color = getShapeAndColor(mainBoard, boxx, boxy)

if icon1shape != icon2shape or icon1color != icon2color:
           # Icons don't match. Re-cover up both selections.
           pygame.time.wait(1000) # 1000 milliseconds = 1 sec
           coverBoxesAnimation(mainBoard, [(firstSelection[0], firstSelection[1]), (boxx, boxy)])
           revealedBoxes[firstSelection[0]][firstSelection[1]] = False
           revealedBoxes[boxx][boxy] = False
         elif hasWon(revealedBoxes): # check if all pairs found
           gameWonAnimation(mainBoard)
           pygame.time.wait(2000)

# Reset the board
           mainBoard = getRandomizedBoard()
           revealedBoxes = generateRevealedBoxesData(False)

# Show the fully unrevealed board for a second.
           drawBoard(mainBoard, revealedBoxes)
           pygame.display.update()
           pygame.time.wait(1000)

# Replay the start game animation.
           startGameAnimation(mainBoard)
         firstSelection = None # reset firstSelection variable

# Redraw the screen and wait a clock tick.
   pygame.display.update()
   FPSCLOCK.tick(FPS)

def generateRevealedBoxesData(val):
 revealedBoxes = []
 for i in range(BOARDWIDTH):
   revealedBoxes.append([val] * BOARDHEIGHT)
 return revealedBoxes

def getRandomizedBoard():
 # Get a list of every possible shape in every possible color.
 icons = []
 for color in ALLCOLORS:
   for shape in ALLSHAPES:
     icons.append( (shape, color) )

random.shuffle(icons) # randomize the order of the icons list
 numIconsUsed = int(BOARDWIDTH * BOARDHEIGHT / 2) # calculate how many icons are needed
 icons = icons[:numIconsUsed] * 2 # make two of each
 random.shuffle(icons)

# Create the board data structure, with randomly placed icons.
 board = []
 for x in range(BOARDWIDTH):
   column = []
   for y in range(BOARDHEIGHT):
     column.append(icons[0])
     del icons[0] # remove the icons as we assign them
   board.append(column)
 return board

def splitIntoGroupsOf(groupSize, theList):
 # splits a list into a list of lists, where the inner lists have at
 # most groupSize number of items.
 result = []
 for i in range(0, len(theList), groupSize):
   result.append(theList[i:i + groupSize])
 return result

def leftTopCoordsOfBox(boxx, boxy):
 # Convert board coordinates to pixel coordinates
 left = boxx * (BOXSIZE + GAPSIZE) + XMARGIN
 top = boxy * (BOXSIZE + GAPSIZE) + YMARGIN
 return (left, top)

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)

def drawIcon(shape, color, boxx, boxy):
 quarter = int(BOXSIZE * 0.25) # syntactic sugar
 half =  int(BOXSIZE * 0.5) # syntactic sugar

left, top = leftTopCoordsOfBox(boxx, boxy) # get pixel coords from board coords
 # Draw the shapes
 if shape == DONUT:
   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:
   pygame.draw.rect(DISPLAYSURF, color, (left + quarter, top + quarter, BOXSIZE - half, BOXSIZE - half))
 elif shape == DIAMOND:
   pygame.draw.polygon(DISPLAYSURF, color, ((left + half, top), (left + BOXSIZE - 1, top + half), (left + half, top + BOXSIZE - 1), (left, top + half)))
 elif shape == LINES:
   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:
   pygame.draw.ellipse(DISPLAYSURF, color, (left, top + quarter, BOXSIZE, half))

def getShapeAndColor(board, boxx, boxy):
 # shape value for x, y spot is stored in board[x][y][0]
 # color value for x, y spot is stored in board[x][y][1]
 return board[boxx][boxy][0], board[boxx][boxy][1]

def drawBoxCovers(board, boxes, coverage):
 # Draws boxes being covered/revealed. "boxes" is a list
 # of two-item lists, which have the x & y spot of the box.
 for box in boxes:
   left, top = leftTopCoordsOfBox(box[0], box[1])
   pygame.draw.rect(DISPLAYSURF, BGCOLOR, (left, top, BOXSIZE, BOXSIZE))
   shape, color = getShapeAndColor(board, box[0], box[1])
   drawIcon(shape, color, box[0], box[1])
   if coverage > 0: # only draw the cover if there is an coverage
     pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, coverage, BOXSIZE))
 pygame.display.update()
 FPSCLOCK.tick(FPS)

def revealBoxesAnimation(board, boxesToReveal):
 # Do the "box reveal" animation.
 for coverage in range(BOXSIZE, (-REVEALSPEED) - 1, -REVEALSPEED):
   drawBoxCovers(board, boxesToReveal, coverage)

def coverBoxesAnimation(board, boxesToCover):
 # Do the "box cover" animation.
 for coverage in range(0, BOXSIZE + REVEALSPEED, REVEALSPEED):
   drawBoxCovers(board, boxesToCover, coverage)

def drawBoard(board, revealed):
 # Draws all of the boxes in their covered or revealed state.
 for boxx in range(BOARDWIDTH):
   for boxy in range(BOARDHEIGHT):
     left, top = leftTopCoordsOfBox(boxx, boxy)
     if not revealed[boxx][boxy]:
       # Draw a covered box.
       pygame.draw.rect(DISPLAYSURF, BOXCOLOR, (left, top, BOXSIZE, BOXSIZE))
     else:
       # Draw the (revealed) icon.
       shape, color = getShapeAndColor(board, boxx, boxy)
       drawIcon(shape, color, boxx, boxy)

def drawHighlightBox(boxx, boxy):
 left, top = leftTopCoordsOfBox(boxx, boxy)
 pygame.draw.rect(DISPLAYSURF, HIGHLIGHTCOLOR, (left - 5, top - 5, BOXSIZE + 10, BOXSIZE + 10), 4)

def startGameAnimation(board):
 # Randomly reveal the boxes 8 at a time.
 coveredBoxes = generateRevealedBoxesData(False)
 boxes = []
 for x in range(BOARDWIDTH):
   for y in range(BOARDHEIGHT):
     boxes.append( (x, y) )
 random.shuffle(boxes)
 boxGroups = splitIntoGroupsOf(8, boxes)

drawBoard(board, coveredBoxes)
 for boxGroup in boxGroups:
   revealBoxesAnimation(board, boxGroup)
   coverBoxesAnimation(board, boxGroup)

def gameWonAnimation(board):
 # flash the background color when the player has won
 coveredBoxes = generateRevealedBoxesData(True)
 color1 = LIGHTBGCOLOR
 color2 = BGCOLOR

for i in range(13):
   color1, color2 = color2, color1 # swap colors
   DISPLAYSURF.fill(color1)
   drawBoard(board, coveredBoxes)
   pygame.display.update()
   pygame.time.wait(300)

def hasWon(revealedBoxes):
 # Returns True if all the boxes have been revealed, otherwise False
 for i in revealedBoxes:
   if False in i:
     return False # return False if any boxes are covered.
 return True

if __name__ == '__main__':
 main()

运行效果:

python 实现"神经衰弱"翻牌游戏

来源:https://inventwithpython.com/pygame/chapter1.html

0
投稿

猜你喜欢

手机版 网络编程 asp之家 www.aspxhome.com