Python与Pygame基础拼图游戏实现
本文提供基于Python与Pygame开发的3×3网格拼图游戏完整实现方案。通过一维数组映射棋盘状态、键盘与鼠标事件监听及Surface图像分块绘制,可实现图块滑动交互。完整代码涵盖窗口初始化、随机布局打乱、边界碰撞检测与通关判定逻辑,适合初学者快速掌握桌面图形编程基础。
运行环境准备
该项目依赖第三方图形库 pygame。在终端或命令行执行以下命令即可完成安装:
pip install pygame
程序默认读取同级目录下的 pic.bmp 作为拼图底图。请提前准备一张宽度与高度均为 3 的倍数的 BMP 格式图片,并将其重命名为 pic.bmp 放置在脚本同一目录下,否则运行时会抛出文件未找到异常。
核心逻辑与完整代码
游戏盘面采用长度为 9 的一维列表存储,其中数字 -1 代表空白格。核心运行逻辑分为状态初始化、随机打乱、事件捕获、画面刷新四个部分。
import pygame, sys, random
from pygame.locals import *
# 基础常量配置
WINDOWWIDTH = 500
WINDOWHEIGHT = 500
BACKGROUNDCOLOR = (255, 255, 255)
BLUE = (0, 0, 255)
BLACK = (0, 0, 0)
FPS = 40
VHNUMS = 3 # 网格行列数
CELLNUMS = VHNUMS * VHNUMS
MAXRANDTIME = 100 # 初始随机打乱步数
def terminate():
pygame.quit()
sys.exit()
def newGameBoard():
board = []
for i in range(CELLNUMS):
board.append(i)
blackCell = CELLNUMS - 1
board[blackCell] = -1
# 随机交换空白格周围图块实现打乱
for i in range(MAXRANDTIME):
direction = random.randint(0, 3)
if direction == 0:
blackCell = moveLeft(board, blackCell)
elif direction == 1:
blackCell = moveRight(board, blackCell)
elif direction == 2:
blackCell = moveUp(board, blackCell)
elif direction == 3:
blackCell = moveDown(board, blackCell)
return board, blackCell
def moveRight(board, blackCell):
# 空白格不在最左列时,将右侧图块移入空白位
if blackCell % VHNUMS == 0:
return blackCell
board[blackCell-1], board[blackCell] = board[blackCell], board[blackCell-1]
return blackCell-1
def moveLeft(board, blackCell):
# 空白格不在最右列时,将左侧图块移入空白位
if blackCell % VHNUMS == VHNUMS-1:
return blackCell
board[blackCell+1], board[blackCell] = board[blackCell], board[blackCell+1]
return blackCell+1
def moveDown(board, blackCell):
# 空白格不在最上行时,将下方图块移入空白位
if blackCell < VHNUMS:
return blackCell
board[blackCell-VHNUMS], board[blackCell] = board[blackCell], board[blackCell-VHNUMS]
return blackCell-VHNUMS
def moveUp(board, blackCell):
# 空白格不在最下行时,将上方图块移入空白位
if blackCell >= CELLNUMS-VHNUMS:
return blackCell
board[blackCell+VHNUMS], board[blackCell] = board[blackCell], board[blackCell+VHNUMS]
return blackCell+VHNUMS
def isFinished(board, blackCell):
# 校验图块是否按 0~n-1 顺序排列
for i in range(CELLNUMS-1):
if board[i] != i:
return False
return True
# Pygame 初始化与窗口设置
pygame.init()
mainClock = pygame.time.Clock()
gameImage = pygame.image.load('pic.bmp')
gameRect = gameImage.get_rect()
windowSurface = pygame.display.set_mode((gameRect.width, gameRect.height))
pygame.display.set_caption('拼图游戏')
cellWidth = int(gameRect.width / VHNUMS)
cellHeight = int(gameRect.height / VHNUMS)
finish = False
gameBoard, blackCell = newGameBoard()
# 游戏主循环
while True:
for event in pygame.event.get():
if event.type == QUIT:
terminate()
if finish:
continue
if event.type == KEYDOWN:
if event.key == K_LEFT or event.key == ord('a'):
blackCell = moveLeft(gameBoard, blackCell)
if event.key == K_RIGHT or event.key == ord('d'):
blackCell = moveRight(gameBoard, blackCell)
if event.key == K_UP or event.key == ord('w'):
blackCell = moveUp(gameBoard, blackCell)
if event.key == K_DOWN or event.key == ord('s'):
blackCell = moveDown(gameBoard, blackCell)
if event.type == MOUSEBUTTONDOWN and event.button == 1:
x, y = pygame.mouse.get_pos()
col = int(x / cellWidth)
row = int(y / cellHeight)
index = col + row * VHNUMS
# 判断点击位置是否与空白格相邻
if (index == blackCell-1 or index == blackCell+1 or index == blackCell-VHNUMS or index == blackCell+VHNUMS):
gameBoard[blackCell], gameBoard[index] = gameBoard[index], gameBoard[blackCell]
blackCell = index
if isFinished(gameBoard, blackCell):
gameBoard[blackCell] = CELLNUMS-1
finish = True
windowSurface.fill(BACKGROUNDCOLOR)
# 分块绘制拼图画素
for i in range(CELLNUMS):
rowDst = int(i / VHNUMS)
colDst = int(i % VHNUMS)
rectDst = pygame.Rect(colDst*cellWidth, rowDst*cellHeight, cellWidth, cellHeight)
if gameBoard[i] == -1:
continue
rowArea = int(gameBoard[i] / VHNUMS)
colArea = int(gameBoard[i] % VHNUMS)
rectArea = pygame.Rect(colArea*cellWidth, rowArea*cellHeight, cellWidth, cellHeight)
windowSurface.blit(gameImage, rectDst, rectArea)
# 绘制九宫格参考线
for i in range(VHNUMS+1):
pygame.draw.line(windowSurface, BLACK, (i*cellWidth, 0), (i*cellWidth, gameRect.height))
for i in range(VHNUMS+1):
pygame.draw.line(windowSurface, BLACK, (0, i*cellHeight), (gameRect.width, i*cellHeight))
pygame.display.update()
mainClock.tick(FPS)
操作说明与完成判断
程序启动后会自动生成随机布局。玩家可通过 ←→↑↓ 方向键配合 WASD 键,或直接使用鼠标左键单击空白格上下左右的图块来进行位置交换。当屏幕内所有数字块按从左到右、从上到下的顺序依次排列,且空白格稳定停留在右下角时,判定为通关,主循环将进入静默等待状态。
常见问题排错
FileNotFoundError: pic.bmp:Python 解释器会在脚本运行的当前工作目录查找资源文件。请确认图片文件已正确命名,且未被其他软件占用或隐藏扩展名。
窗口图块错位:代码通过整数除法 int(gameRect.width / VHNUMS) 计算单元格尺寸。若素材原始宽高并非 3 的整数倍,最后一条网格线与边缘会产生微小间隙或像素裁切。建议预先将图片素材缩放至宽高可被 3 整除的尺寸(如 510x510)再运行。
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