python版大富翁源代码分享
作者:Khalil_XUT
这篇文章主要为大家详细介绍了python版大富翁源代码,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实例为大家分享了python版大富翁游戏的具体代码,供大家参考,具体内容如下
# -*- coding: utf-8 -*- # code by: 物网141 王璞劼Khalil # name: 理工大富翁beta2.0 # describe: 基于python的一个2D大富翁游戏 ''' 1.游戏地图为自己使用各种网络素材制作; 各种按钮和选项,小图标等也是使用PS制作。 2.声音效果主要为背景音乐和几种游戏中音效; 3.游戏设定了两个类:玩家和建筑 玩家的参数和方法都在代码中给出; 具体有:移动方法、位置判断方法、 购买房屋方法、添加小房子方法、 事件判断方法。 4.玩家在大富翁的主要操作是投掷骰子,由随机函数 进行判定然后进行移动,进行位置判断,然后开始 进行相关的判定。 5.游戏中的按键有:是、否、和结束回合; 每个按键由没按下与按下两种状态的图片组成, 这个设计花费了一定时间。 还有 开始游戏 和 扔骰子 的两个明暗按钮, 由pygame优化后的一个函数实现。 6.玩家的位置与电脑重叠时会将双方的位置进行一定 偏移,防止进行覆盖,分不清自己的位置。 7.游戏基础功能有移动,购买房子,在已经购买的房子下 搭建新的小房子增加过路费,被收费,判断胜负的基础 功能,此外还加入了幸运事件: 财神 - 免收费一次 衰神 - 双倍被收费一次 破坏神 - 直接破坏一个建筑 无论敌我 土地神 - 强占对面建筑 这四项功能在位置处于左上角和右下角的时候会被触发, 添加了很多游戏乐趣哦~~~ ^_^ 8.游戏基于python的一个模块pygame实现,给我提供了很 多快乐的时光,谢谢老师的阅览与郭宁同学的协助答辩 :) ''' #####################准备工作################## # 初始化各种模块 import pygame import random import sys # 定义类 class Player(): def __init__(self, image ,name , isPlayer): self.name = name self.money = 10000 self.isGoingToMove = False self.movable = True self.image = image self.position = 0 self.temp_position = False self.dice_value = 0 self.locatedBuilding = 0 self.showText = [] self.isPlayer = isPlayer self.ownedBuildings = [] self.isShowText = False self.soundPlayList = 0 self.caishen = 0 self.shuaishen = 0 self.tudishen = 0 self.pohuaishen = 0 def judgePosition(self,buildings): # 位置判断 返回值是所在位置的建筑 for each in buildings: for every in each.location: if self.position == every: return each # 当使用元组时 当元组中只有一个元素时 发现该元素不可迭代 # 出现错误 换成列表后解决 ''' try: for every in each.location: if self.position == every: print(each.name) except: if self.position == every: print(each.name) ''' def buyaBuilding(self,isPressYes): # 购买方法 if isPressYes and self.locatedBuilding.owner != self.name: self.locatedBuilding.owner = self.name self.locatedBuilding.wasBought = True self.ownedBuildings.append(self.locatedBuilding) self.money -= self.locatedBuilding.price self.showText = [self.name + '购买了' + self.locatedBuilding.name + '!'] self.soundPlayList = 1 return True else: return False def addaHouse(self,isPressYes): # 在建筑物上添加一个房子 try: if isPressYes and self.locatedBuilding.owner == self.name: self.locatedBuilding.builtRoom += 1 self.money -= self.locatedBuilding.payment self.showText = [self.name + '在' + self.locatedBuilding.name + '上!','盖了一座房子!',\ '有%d' % self.locatedBuilding.builtRoom + '个房子了!',\ "它的过路费是%d" % (self.locatedBuilding.payment * \ (self.locatedBuilding.builtRoom + 1)) ] self.soundPlayList = 2 return True else: return False except: pass def move(self,buildings,allplayers): # 移动方法 返回值是所在的建筑位置 self.dice_value = random.randint(1,6) self.position += self.dice_value if self.position >= 16: self.position -= 16 self.locatedBuilding = self.judgePosition(buildings) self.isShowText = True return self.eventInPosition(allplayers) def eventInPosition(self,allplayers): # 判断在建筑位置应该发生的事件 building = self.locatedBuilding if building.name != '空地': if self.locatedBuilding.wasBought == False: # 未购买的时候显示建筑的数据! if self.isPlayer == True: textLine0 = self.name +'扔出了' + '%d'% self.dice_value + '点!' textLine1 = self.name +'来到了' + building.name + '!' textLine2 = '购买价格:%d' % building.price textLine3 = '过路收费:%d' % building.payment textLine4 = '是否购买?' self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4] return True else : self.addaHouse(not self.buyaBuilding(True)) # ----- 动画 ------- # ----- 是否购买 ------ elif building.owner == self.name: # 路过自己的房子开始加盖建筑! if self.pohuaishen == 1: textLine0 = self.name + '破坏神附体!' textLine1 = '摧毁了自己的房子!' building.owner = 'no' building.wasBought = False self.showText = [textLine0,textLine1] self.pohuaishen = 0 else: if self.isPlayer == True: textLine0 = self.name + '扔出了' + '%d'% self.dice_value + '点!' textLine1 = '来到了ta的'+ self.locatedBuilding.name +'!' textLine2 = '可以加盖小房子!' textLine3 = '加盖收费:%d' % building.payment textLine4 = '是否加盖?' self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4] return True # ----- 动画------- else: self.addaHouse(True) else: for each in allplayers: # 被收费! if self.locatedBuilding.owner == each.name and each.name != self.name: if self.caishen == 1: textLine0 = self.name + '财神附体!' textLine1 = '免除过路费%d!' % (building.payment * (building.builtRoom + 1)) self.showText = [textLine0,textLine1] self.caishen = 0 else: if self.tudishen == 1: textLine0 = self.name + '土地神附体!' textLine1 = '强占土地!' textLine2 = building.name + '现在属于'+ self.name self.locatedBuilding.owner = self.name self.showText = [textLine0,textLine1,textLine2] self.tudishen = 0 else: if self.pohuaishen == 1: textLine0 = self.name + '破坏神附体!' textLine1 = '摧毁了对手的房子!' building.owner = 'no' building.wasBought = False self.showText = [textLine0,textLine1] self.pohuaishen = 0 else: textLine0 = self.name + '扔出了' + '%d'% self.dice_value + '点!' textLine1 = self.name+ '来到了'+ each.name+'的:' textLine2 = building.name + ',被收费!' if self.shuaishen == 1: textLine3 = '过路收费:%d*2!' % (building.payment * (building.builtRoom + 1)*2) self.shuaishen = 0 else: textLine3 = '过路收费:%d' % (building.payment * (building.builtRoom + 1)) textLine4 = '哦!'+ self.name +'好倒霉!' self.showText = [textLine0,textLine1,textLine2,textLine3,textLine4] # 收费! self.money -= building.payment * (building.builtRoom + 1) each.money += building.payment * (building.builtRoom + 1) self.soundPlayList = 3 # ----- 动画------- else: # 发现不能处理在空地上的情况 于是使用 try & except 来解决!然后加入了幸运事件功能! # 后来发现 try except 弊端太大 找不到错误的根源 换为if else嵌套。。 whichone = self.dice_value % 4 if whichone == 0: self.caishen = 1 textLine2 = '遇到了财神!' textLine3 = '免一次过路费!' if whichone == 1: self.shuaishen = 1 textLine2 = '遇到了衰神!' textLine3 = '过路费加倍一次!' if whichone == 2: self.tudishen = 1 textLine2 = '遇到了土地神!' textLine3 = '强占一次房子!' if whichone == 3: self.pohuaishen = 1 textLine3 = '摧毁路过的房子!' textLine2 = '遇到了破坏神!' textLine0 = self.name +'扔出了' +'%d'% self.dice_value + '点!' textLine1 = '来到了运气地点!' self.showText = [textLine0,textLine1,textLine2,textLine3] class Building(): # 好像所有功能都在Player类里实现了=_= def __init__(self,name,price,payment,location): self.name = name self.price = price self.payment = payment self.location = location self.wasBought = False # 是否被购买 self.builtRoom = 0 # 小房子建造的数目 self.owner = 'no' # 带透明度的绘图方法 by turtle 2333 def blit_alpha(target,source,location,opacity): x = location[0] y = location[1] temp = pygame.Surface((source.get_width(),source.get_height())).convert() temp.blit(target , (-x , -y)) temp.blit(source,(0,0)) temp.set_alpha(opacity) target.blit(temp,location) ########################主函数######################### def main(): pygame.init() clock = pygame.time.Clock() # 初始化屏幕 size = (1270,768) screen = pygame.display.set_mode(size) pygame.display.set_caption("理工大大富翁 - made by 王璞劼") # 读取字体以及有关数据 textColorInMessageBox = (141,146,152) white = (255,255,255) black = (0,0,0) red = (255,0,0) font = pygame.font.Font('resource\\font\\myfont.ttf',30) # 读取资源 backgroud = pygame.image.load("resource\\pic\\GameMap.png") chess = pygame.image.load("resource\\pic\\chess.png") chess_com = pygame.image.load("resource\\pic\\chess1.png") bigdice_image = pygame.image.load("resource\\pic\\dice.png").convert_alpha() dice_1 = pygame.image.load("resource\\pic\\dice_1.png") dice_2 = pygame.image.load("resource\\pic\\dice_2.png") dice_3 = pygame.image.load("resource\\pic\\dice_3.png") dice_4 = pygame.image.load("resource\\pic\\dice_4.png") dice_5 = pygame.image.load("resource\\pic\\dice_5.png") dice_6 = pygame.image.load("resource\\pic\\dice_6.png") dices = [dice_1,dice_2,dice_3,dice_4,dice_5,dice_6] yes = pygame.image.load("resource\\pic\\yes.png") yes2 = pygame.image.load("resource\\pic\\yes2.png") no = pygame.image.load("resource\\pic\\no.png") no2 = pygame.image.load("resource\\pic\\no2.png") GameStart = pygame.image.load("resource\\pic\\GameStart.png") StartGameButton = pygame.image.load("resource\\pic\\StartGameButton.png").convert_alpha() turnover = pygame.image.load("resource\\pic\\turnover.png") turnover2 = pygame.image.load("resource\\pic\\turnover2.png") shuaishen = pygame.image.load("resource\\pic\\shuaishen.png").convert_alpha() tudishen = pygame.image.load("resource\\pic\\tudishen.png").convert_alpha() caishen = pygame.image.load("resource\\pic\\caishen.png").convert_alpha() pohuaishen = pygame.image.load("resource\\pic\\pohuaishen.png").convert_alpha() rollDiceSound = pygame.mixer.Sound("resource\\sound\\rolldicesound.wav") bgm = pygame.mixer.music.load("resource\\sound\\bgm.ogg") throwcoin = pygame.mixer.Sound("resource\\sound\\throwcoin.wav") moneysound = pygame.mixer.Sound("resource\\sound\\moneysound.wav") aiyo = pygame.mixer.Sound("resource\\sound\\aiyo.wav") didong = pygame.mixer.Sound("resource\\sound\\didong.wav") # PlayList 在对象中设置应该播放的声音 playList = [moneysound ,throwcoin ,aiyo] # 各种Surface的rect bigdice_rect = bigdice_image.get_rect() bigdice_rect.left , bigdice_rect.top = 50 , 600 yes_rect = yes.get_rect() yes_rect.left , yes_rect.top = 500,438 no_rect = no.get_rect() no_rect.left , no_rect.top = 630,438 button_rect = StartGameButton.get_rect() button_rect.left , button_rect.top = 1003,30 turnover_rect = turnover.get_rect() turnover_rect.left , turnover_rect.top = 1035,613 # 实例化对象 players = [] computers = [] allplayers = [] player_1 = Player(chess , '玩家' , True ) player_com1 = Player(chess_com , '电脑' , False ) players.append(player_1) computers.append(player_com1) allplayers.append(player_1) allplayers.append(player_com1) presentPlayer = player_com1 # 初始化建筑物数据 gate = Building('大门',1000,200,[1,2]) fountain = Building('喷泉',2000,400,[3,4]) path = Building('小道',800,160,[5]) library = Building('图书馆',2000,400,[6,7]) kongdi1 = Building('空地',0,0,[8]) classroomTen = Building('教十',1200,240,[9,10]) classroomNine = Building('教九',1200,240,[11,12]) resOne = Building('三餐厅',800,160,[13]) resTwo = Building('二餐厅',800,160,[14]) resThree = Building('一餐厅',800,160,[15]) kongdi2 = Building('空地',0,0,[0]) buildings = [gate,fountain,path,library,classroomNine,\ classroomTen,resOne,resThree,resTwo,kongdi1,kongdi2] # 坐标数据 同时处理坐标数据 使之合适 MapXYvalue = [(435.5,231.5),(509.5,231.5),(588.5,231.5),(675.5,231.5),(758.5,231.5),\ (758.5,317.0),(758.5,405.5),(758.5,484.5),(758.5,558.5),(679.5,558.5),\ (601.5,558.5),(518.5,556.5),(435.5,556.5),(435.5,479.5),(435.5,399.0),\ (435.5,315.5) ] MapChessPosition_Player = [] MapChessPosition_Com = [] MapChessPosition_Original = [] MapChessPosition_Payment = [] MapMessageBoxPosition = (474.1 , 276.9) YesNoMessageBoxPosition = [(500,438) , (630,438)] StartGameButtonPosition = (1003,30) TurnOvwrButtonPosition = (1035,613) # 调整位置 for i in range(0,16): MapChessPosition_Original.append((MapXYvalue[i][0]-50,MapXYvalue[i][1]-80)) MapChessPosition_Player.append((MapXYvalue[i][0]-70,MapXYvalue[i][1]-60)) MapChessPosition_Com.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-100)) MapChessPosition_Payment.append((MapXYvalue[i][0]-30,MapXYvalue[i][1]-15)) # 循环时所用的一些变量 running = True image_alpha = 255 button_alpha = 255 half_alpha = 30 showdice = True showYes2 = False showNo2 = False showYes_No = False pressYes = False whetherYes_NoJudge = False gameStarted = False showButton2 = False # 播放背景音乐 pygame.mixer.music.play(100) #################进入游戏循环!######################## # 循环开始! while running: if not gameStarted: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 明暗触发 鼠标位置判断 if event.type == pygame.MOUSEMOTION: if button_rect.collidepoint(event.pos): button_alpha = 255 else: button_alpha = 120 if event.type == pygame.MOUSEBUTTONDOWN: if button_rect.collidepoint(event.pos): # 按下按钮 didong.play() gameStarted = True screen.blit(GameStart , (0,0)) blit_alpha(screen, StartGameButton, StartGameButtonPosition, button_alpha) if gameStarted: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 明暗触发 鼠标位置判断 if event.type == pygame.MOUSEMOTION: if bigdice_rect.collidepoint(event.pos): image_alpha = 255 else: image_alpha = 190 if event.type == pygame.MOUSEBUTTONDOWN: if bigdice_rect.collidepoint(event.pos): # 按骰子 if presentPlayer != player_1: rollDiceSound.play(1, 2000) pygame.time.delay(2000) showYes_No = player_1.move(buildings,allplayers) whetherYes_NoJudge = showYes_No presentPlayer = player_1 else: presentPlayer.showText = ['还没到你的回合!'] if turnover_rect.collidepoint(event.pos): # 按回合结束 showButton2 = True if presentPlayer != player_com1: showYes_No = player_com1.move(buildings,allplayers) presentPlayer = player_com1 else: presentPlayer.showText = ['还没到你的回合!'] else: showButton2 = False # 不显示Yes_No的时候不能点击它们! if whetherYes_NoJudge == True: if yes_rect.collidepoint(event.pos): # 按是否 showYes2 = True if no_rect.collidepoint(event.pos): # 按是否 showNo2 = True if event.type == pygame.MOUSEBUTTONUP: if turnover_rect.collidepoint(event.pos): # 按回合结束 showButton2 = False if yes_rect.collidepoint(event.pos): # 按是否 showYes2 = False showYes_No = False # 只有在可以判定的时候才能算按下了是 同时将判断条件置为空 if whetherYes_NoJudge == True: pressYes = True whetherYes_NoJudge = False if no_rect.collidepoint(event.pos): # 按是否 showNo2 = False pressYes = False showYes_No = False whetherYes_NoJudge = False # 测试事件选项 if event.type == pygame.KEYDOWN: if event.key == pygame.K_w: showYes_No = player_1.move(buildings,allplayers) whetherYes_NoJudge = showYes_No presentPlayer = player_1 if event.key == pygame.K_q: showYes_No = player_com1.move(buildings,allplayers) presentPlayer = player_com1 '''for each in allplayers: if each.isGoingToMove == True and each.movable == True : showYes_No = each.move(buildings,allplayers) each.movable = False each.isGoingToMove = False''' ''' allisready = True for each in allplayers: if each.movable == True: allisready = False if allisready: for each in allplayers: each.movable = True ''' # 购买房屋!!!!!!!! if presentPlayer.buyaBuilding(pressYes) == True: pressYes = False if presentPlayer.addaHouse(pressYes) == True: pressYes = False ######################################################################### screen.blit( backgroud , (0,0) ) blit_alpha(screen, bigdice_image, (50, 600), image_alpha) textPosition = [MapMessageBoxPosition[0],MapMessageBoxPosition[1]] # 打印信息 for each in presentPlayer.showText: text = font.render(each, True, white, textColorInMessageBox) screen.blit(text,textPosition) textPosition[1] += 30 # 播放行动声音 if presentPlayer.soundPlayList != 0: playList[presentPlayer.soundPlayList - 1].play() presentPlayer.soundPlayList = 0 # 在位置上显示过路费 for i in range(1,8): for each in buildings: for every in each.location: if i == every: if each.owner == presentPlayer.name: text = font.render('%d' % (each.payment * (each.builtRoom + 1))\ , True, red) elif each.owner == 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1))\ , True, white) elif each.owner != presentPlayer.name and each.owner != 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1))\ , True, black) screen.blit(text,MapChessPosition_Payment[i]) for i in range(9,16): for each in buildings: for every in each.location: if i == every: if each.owner == presentPlayer.name: text = font.render('%d' % (each.payment * (each.builtRoom + 1))\ , True, red) elif each.owner == 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1))\ , True, white) elif each.owner != presentPlayer.name and each.owner != 'no': text = font.render('%d' % (each.payment * (each.builtRoom + 1))\ , True, black) screen.blit(text,MapChessPosition_Payment[i]) # 打印金钱数和幸运状态 money_1 = font.render(player_1.name +'金钱:%d' % player_1.money, True, black, white) screen.blit(money_1,(0,0)) if player_1.pohuaishen == True: screen.blit(pohuaishen,(0,30)) else: blit_alpha(screen, pohuaishen, (0, 30), half_alpha) if player_1.caishen == True: screen.blit(caishen,(55,30)) else: blit_alpha(screen, caishen, (55, 30), half_alpha) if player_1.shuaishen == True: screen.blit(shuaishen,(110,30)) else: blit_alpha(screen, shuaishen, (110, 30), half_alpha) if player_1.tudishen == True: screen.blit(tudishen,(165,30)) else: blit_alpha(screen, tudishen, (165, 30), half_alpha) money_2 = font.render(player_com1.name +'金钱:%d' % player_com1.money, True, black, white) screen.blit(money_2,(1000,0)) if player_com1.pohuaishen == True: screen.blit(pohuaishen,(1000,30)) else: blit_alpha(screen, pohuaishen, (1000, 30), half_alpha) if player_com1.caishen == True: screen.blit(caishen,(1055,30)) else: blit_alpha(screen, caishen, (1055, 30), half_alpha) if player_com1.shuaishen == True: screen.blit(shuaishen,(1110,30)) else: blit_alpha(screen, shuaishen, (1110, 30), half_alpha) if player_com1.tudishen == True: screen.blit(tudishen,(1165,30)) else: blit_alpha(screen, tudishen, (1165, 30), half_alpha) # 放置扔出来的骰子 if player_1.dice_value != 0 and showdice: screen.blit(dices[player_1.dice_value - 1],(70,450)) # 放置回合结束按钮 if showButton2: screen.blit(turnover2,TurnOvwrButtonPosition) else: screen.blit(turnover,TurnOvwrButtonPosition) # 放置是否按钮 if showYes_No == True: screen.blit(yes , YesNoMessageBoxPosition[0]) screen.blit(no , YesNoMessageBoxPosition[1]) if showYes2 == True: screen.blit(yes2 , YesNoMessageBoxPosition[0]) if showNo2 == True: screen.blit(no2 , YesNoMessageBoxPosition[1]) # 放置玩家与电脑的位置 如果重合则挪位 for each in players: for every in computers: if each.position == every.position: screen.blit(each.image,MapChessPosition_Player[each.position]) screen.blit(every.image,MapChessPosition_Com[every.position]) each.temp_position = True every.temp_position = True for each in players: if each.temp_position == False: screen.blit(each.image,MapChessPosition_Original[each.position]) each.temp_position = True each.temp_position = not each.temp_position for every in computers: if every.temp_position == False: screen.blit(every.image,MapChessPosition_Original[every.position]) every.temp_position = True every.temp_position = not every.temp_position # 输赢判断 for each in allplayers: if each.money <= 0: font = pygame.font.Font('resource\\font\\myfont.ttf',200) loseText = font.render(each.name +'输了!', True, red) screen.fill(black) screen.blit(loseText,(100,100)) font = pygame.font.Font('resource\\font\\myfont.ttf',30) pygame.time.delay(3000) # 画面运行 pygame.display.flip() clock.tick(60) # 刷新率 # 双击打开运行 if __name__ == "__main__": main()
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。