前言
大富翁,又名地产大亨。是一种多人策略图版游戏。参与者分得游戏金钱,凭运气(掷骰子)及交易策略,买地、建楼以赚取租金。英文原名monopoly意为“垄断”,因为最后只得一个胜利者,其余均破产收场。游戏的设计当初旨在暴露放任资本主义的弊端,但是推出之后却受到大众欢迎。
相关准备 💞
在开始之前,我们要准备好游戏的相关素材~没有(不想找)的小伙伴可以找我领取呐`
游戏规则
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~~~ ^_^
展示部分素材
游戏效果展示
主要代码
# 初始化各种模块import pygameimport randomimport sys# 定义类class Player():def __init__(self, image, name, isPlayer):self.name = nameself.money = 10000self.isGoingToMove = Falseself.movable = Trueself.image = imageself.position = 0self.temp_position = Falseself.dice_value = 0self.locatedBuilding = 0self.showText = []self.isPlayer = isPlayerself.ownedBuildings = []self.isShowText = Falseself.soundPlayList = 0self.caishen = 0self.shuaishen = 0self.tudishen = 0self.pohuaishen = 0def 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.nameself.locatedBuilding.wasBought = Trueself.ownedBuildings.append(self.locatedBuilding)self.money -= self.locatedBuilding.priceself.showText = [self.name + '购买了' + self.locatedBuilding.name + '!']self.soundPlayList = 1return Trueelse:return Falsedef 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 += 1self.money -= self.locatedBuilding.paymentself.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 = 2return Trueelse:return Falseexcept:passdef 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_valueif self.position >= 16:self.position -= 16self.locatedBuilding = self.judgePosition(buildings)self.isShowText = Truereturn self.eventInPosition(allplayers)def eventInPosition(self, allplayers): # 判断在建筑位置应该发生的事件building = self.locatedBuildingif 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.pricetextLine3 = '过路收费:%d' % building.paymenttextLine4 = '是否购买?'self.showText = [textLine0, textLine1, textLine2, textLine3, textLine4]return Trueelse: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 = Falseself.showText = [textLine0, textLine1]self.pohuaishen = 0else: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.paymenttextLine4 = '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 = 0else: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.nameself.locatedBuilding.owner = self.nameself.showText = [textLine0, textLine1, textLine2]self.tudishen = 0else: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 = Falseself.showText = [textLine0, textLine1]self.pohuaishen = 0else: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 = 0else: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 % 4if whichone == 0:self.caishen = 1textLine2 = '遇到了财神!'textLine3 = '免一次过路费!'if whichone == 1:self.shuaishen = 1textLine2 = '遇到了衰神!'textLine3 = '过路费加倍一次!'if whichone == 2:self.tudishen = 1textLine2 = '遇到了土地神!'textLine3 = '强占一次房子!'if whichone == 3:self.pohuaishen = 1textLine3 = '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 = nameself.price = priceself.payment = paymentself.location = locationself.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 2333def 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)
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