hi大家好,我是直言的伪都鹧。今天我来给大家展示的pygame写的小游戏就是推箱子首先给大家讲一讲这类游戏的历史。


推箱子历史介绍

推箱子是非常经典的解谜游戏,源自日本,到现在已经接近40年的历史了。日本其实逻辑谜题一直比较流行,Sudoku,Nonogram之类的经典的谜题大都是在日本发展起来的,这要归功于谜题出版商Nikoli。

电脑解谜游戏方面,日本也比较领先,70年代末才出现了第一代个人电脑,而推箱子也是同一时代的作品。它是在在1981年由Hiroyuki Imabayashi(今林宏行)设计,英文名叫Sokoban(日文倉庫番,就是仓库工人),用BASIC语言编写,运行在PC-8801上,这是日本的第一代PC。

据传他当时并没有打算商业化,做出来只是给朋友玩。后来在一名软件发行公司的推销员建议下才开始商业化制作。他成立了Thinking Rabbit,自己担任社长,并发行了这个游戏。

最初版本只有20关,其中前10关是正常关卡,后面10关则是带有隐藏墙壁的变化关卡,因为后面不是纯逻辑谜题了,所以一般在讨论关卡数时认为初代只有10关。

两年后,也就是1984年,他们推出了2代,有50关,这也就是到现在为止很多作者模仿的经典版。

此后,Thinking Rabbit分别在1989年和1991年推出了Sokoban Perfect和Sokoban Revenge,各有306关,这些关卡合起来基本就是现在市面上各种推箱子游戏关卡的来源。

这四款游戏都是发布在日本NES产的个人电脑, Spectrum HoloByte在1988年才把这款游戏引入欧美,移植到了比较流行的IBM-PC,Apple II之类的平台上,是经典版的50关。在1990年,台湾大宇公司推出了仓库世家,正式将推箱子引入了中囯,此游戏一共250关。1995年,大宇又先后引进了Sokoban Perfect和Sokoban Revenge,游戏名分别叫仓库番:史上完整版和仓库番:玩家复仇版。Thinking Rabbit也是很长时间没有出什么新作,只是不断的推出沿用之前关卡的作品和授权移植,推箱子被移植到了十几个平台,包括GB,MD,PS等。但新关卡其实不多,大部分关卡也都是来自于Perfect和Revenge两作。

主代码

import random, sys, copy, os, pygame
from pygame.locals import *FPS = 30 # frames per second to update the screen
WINWIDTH = 800 # width of the program's window, in pixels
WINHEIGHT = 600 # height in pixels
HALF_WINWIDTH = int(WINWIDTH / 2)
HALF_WINHEIGHT = int(WINHEIGHT / 2)# The total width and height of each tile in pixels.
TILEWIDTH = 50
TILEHEIGHT = 85
TILEFLOORHEIGHT = 40CAM_MOVE_SPEED = 5 # how many pixels per frame the camera moves# The percentage of outdoor tiles that have additional
# decoration on them, such as a tree or rock.
OUTSIDE_DECORATION_PCT = 20BRIGHTBLUE = (  0, 170, 255)
WHITE      = (255, 255, 255)
BGCOLOR = BRIGHTBLUE
TEXTCOLOR = WHITEUP = 'up'
DOWN = 'down'
LEFT = 'left'
RIGHT = 'right'def main():global FPSCLOCK, DISPLAYSURF, IMAGESDICT, TILEMAPPING, OUTSIDEDECOMAPPING, BASICFONT, PLAYERIMAGES, currentImage# Pygame initialization and basic set up of the global variables.pygame.init()FPSCLOCK = pygame.time.Clock()# Because the Surface object stored in DISPLAYSURF was returned# from the pygame.display.set_mode() function, this is the# Surface object that is drawn to the actual computer screen# when pygame.display.update() is called.DISPLAYSURF = pygame.display.set_mode((WINWIDTH, WINHEIGHT))pygame.display.set_caption('Star Pusher')BASICFONT = pygame.font.Font('freesansbold.ttf', 18)# A global dict value that will contain all the Pygame# Surface objects returned by pygame.image.load().IMAGESDICT = {'uncovered goal': pygame.image.load('RedSelector.png'),'covered goal': pygame.image.load('Selector.png'),'star': pygame.image.load('Star.png'),'corner': pygame.image.load('Wall_Block_Tall.png'),'wall': pygame.image.load('Wood_Block_Tall.png'),'inside floor': pygame.image.load('Plain_Block.png'),'outside floor': pygame.image.load('Grass_Block.png'),'title': pygame.image.load('star_title.png'),'solved': pygame.image.load('star_solved.png'),'princess': pygame.image.load('princess.png'),'boy': pygame.image.load('boy.png'),'catgirl': pygame.image.load('catgirl.png'),'horngirl': pygame.image.load('horngirl.png'),'pinkgirl': pygame.image.load('pinkgirl.png'),'rock': pygame.image.load('Rock.png'),'short tree': pygame.image.load('Tree_Short.png'),'tall tree': pygame.image.load('Tree_Tall.png'),'ugly tree': pygame.image.load('Tree_Ugly.png')}# These dict values are global, and map the character that appears# in the level file to the Surface object it represents.TILEMAPPING = {'x': IMAGESDICT['corner'],'#': IMAGESDICT['wall'],'o': IMAGESDICT['inside floor'],' ': IMAGESDICT['outside floor']}OUTSIDEDECOMAPPING = {'1': IMAGESDICT['rock'],'2': IMAGESDICT['short tree'],'3': IMAGESDICT['tall tree'],'4': IMAGESDICT['ugly tree']}# PLAYERIMAGES is a list of all possible characters the player can be.# currentImage is the index of the player's current player image.currentImage = 0PLAYERIMAGES = [IMAGESDICT['princess'],IMAGESDICT['boy'],IMAGESDICT['catgirl'],IMAGESDICT['horngirl'],IMAGESDICT['pinkgirl']]startScreen() # show the title screen until the user presses a key# Read in the levels from the text file. See the readLevelsFile() for# details on the format of this file and how to make your own levels.levels = readLevelsFile('starPusherLevels.txt')currentLevelIndex = 0# The main game loop. This loop runs a single level, when the user# finishes that level, the next/previous level is loaded.while True: # main game loop# Run the level to actually start playing the game:result = runLevel(levels, currentLevelIndex)if result in ('solved', 'next'):# Go to the next level.currentLevelIndex += 1if currentLevelIndex >= len(levels):# If there are no more levels, go back to the first one.currentLevelIndex = 0elif result == 'back':# Go to the previous level.currentLevelIndex -= 1if currentLevelIndex < 0:# If there are no previous levels, go to the last one.currentLevelIndex = len(levels)-1elif result == 'reset':pass # Do nothing. Loop re-calls runLevel() to reset the leveldef runLevel(levels, levelNum):global currentImagelevelObj = levels[levelNum]mapObj = decorateMap(levelObj['mapObj'], levelObj['startState']['player'])gameStateObj = copy.deepcopy(levelObj['startState'])mapNeedsRedraw = True # set to True to call drawMap()levelSurf = BASICFONT.render('Level %s of %s' % (levelNum + 1, len(levels)), 1, TEXTCOLOR)levelRect = levelSurf.get_rect()levelRect.bottomleft = (20, WINHEIGHT - 35)mapWidth = len(mapObj) * TILEWIDTHmapHeight = (len(mapObj[0]) - 1) * TILEFLOORHEIGHT + TILEHEIGHTMAX_CAM_X_PAN = abs(HALF_WINHEIGHT - int(mapHeight / 2)) + TILEWIDTHMAX_CAM_Y_PAN = abs(HALF_WINWIDTH - int(mapWidth / 2)) + TILEHEIGHTlevelIsComplete = False# Track how much the camera has moved:cameraOffsetX = 0cameraOffsetY = 0# Track if the keys to move the camera are being held down:cameraUp = FalsecameraDown = FalsecameraLeft = FalsecameraRight = Falsewhile True: # main game loop# Reset these variables:playerMoveTo = NonekeyPressed = Falsefor event in pygame.event.get(): # event handling loopif event.type == QUIT:# Player clicked the "X" at the corner of the window.terminate()elif event.type == KEYDOWN:# Handle key presseskeyPressed = Trueif event.key == K_LEFT:playerMoveTo = LEFTelif event.key == K_RIGHT:playerMoveTo = RIGHTelif event.key == K_UP:playerMoveTo = UPelif event.key == K_DOWN:playerMoveTo = DOWN# Set the camera move mode.elif event.key == K_a:cameraLeft = Trueelif event.key == K_d:cameraRight = Trueelif event.key == K_w:cameraUp = Trueelif event.key == K_s:cameraDown = Trueelif event.key == K_n:return 'next'elif event.key == K_b:return 'back'elif event.key == K_ESCAPE:terminate() # Esc key quits.elif event.key == K_BACKSPACE:return 'reset' # Reset the level.elif event.key == K_p:# Change the player image to the next one.currentImage += 1if currentImage >= len(PLAYERIMAGES):# After the last player image, use the first one.currentImage = 0mapNeedsRedraw = Trueelif event.type == KEYUP:# Unset the camera move mode.if event.key == K_a:cameraLeft = Falseelif event.key == K_d:cameraRight = Falseelif event.key == K_w:cameraUp = Falseelif event.key == K_s:cameraDown = Falseif playerMoveTo != None and not levelIsComplete:# If the player pushed a key to move, make the move# (if possible) and push any stars that are pushable.moved = makeMove(mapObj, gameStateObj, playerMoveTo)if moved:# increment the step counter.gameStateObj['stepCounter'] += 1mapNeedsRedraw = Trueif isLevelFinished(levelObj, gameStateObj):# level is solved, we should show the "Solved!" image.levelIsComplete = TruekeyPressed = FalseDISPLAYSURF.fill(BGCOLOR)if mapNeedsRedraw:mapSurf = drawMap(mapObj, gameStateObj, levelObj['goals'])mapNeedsRedraw = Falseif cameraUp and cameraOffsetY < MAX_CAM_X_PAN:cameraOffsetY += CAM_MOVE_SPEEDelif cameraDown and cameraOffsetY > -MAX_CAM_X_PAN:cameraOffsetY -= CAM_MOVE_SPEEDif cameraLeft and cameraOffsetX < MAX_CAM_Y_PAN:cameraOffsetX += CAM_MOVE_SPEEDelif cameraRight and cameraOffsetX > -MAX_CAM_Y_PAN:cameraOffsetX -= CAM_MOVE_SPEED# Adjust mapSurf's Rect object based on the camera offset.mapSurfRect = mapSurf.get_rect()mapSurfRect.center = (HALF_WINWIDTH + cameraOffsetX, HALF_WINHEIGHT + cameraOffsetY)# Draw mapSurf to the DISPLAYSURF Surface object.DISPLAYSURF.blit(mapSurf, mapSurfRect)DISPLAYSURF.blit(levelSurf, levelRect)stepSurf = BASICFONT.render('Steps: %s' % (gameStateObj['stepCounter']), 1, TEXTCOLOR)stepRect = stepSurf.get_rect()stepRect.bottomleft = (20, WINHEIGHT - 10)DISPLAYSURF.blit(stepSurf, stepRect)if levelIsComplete:# is solved, show the "Solved!" image until the player# has pressed a key.solvedRect = IMAGESDICT['solved'].get_rect()solvedRect.center = (HALF_WINWIDTH, HALF_WINHEIGHT)DISPLAYSURF.blit(IMAGESDICT['solved'], solvedRect)if keyPressed:return 'solved'pygame.display.update() # draw DISPLAYSURF to the screen.FPSCLOCK.tick()def isWall(mapObj, x, y):"""Returns True if the (x, y) position onthe map is a wall, otherwise return False."""if x < 0 or x >= len(mapObj) or y < 0 or y >= len(mapObj[x]):return False # x and y aren't actually on the map.elif mapObj[x][y] in ('#', 'x'):return True # wall is blockingreturn Falsedef decorateMap(mapObj, startxy):"""Makes a copy of the given map object and modifies it.Here is what is done to it:* Walls that are corners are turned into corner pieces.* The outside/inside floor tile distinction is made.* Tree/rock decorations are randomly added to the outside tiles.Returns the decorated map object."""startx, starty = startxy # Syntactic sugar# Copy the map object so we don't modify the original passedmapObjCopy = copy.deepcopy(mapObj)# Remove the non-wall characters from the map datafor x in range(len(mapObjCopy)):for y in range(len(mapObjCopy[0])):if mapObjCopy[x][y] in ('$', '.', '@', '+', '*'):mapObjCopy[x][y] = ' '# Flood fill to determine inside/outside floor tiles.floodFill(mapObjCopy, startx, starty, ' ', 'o')# Convert the adjoined walls into corner tiles.for x in range(len(mapObjCopy)):for y in range(len(mapObjCopy[0])):if mapObjCopy[x][y] == '#':if (isWall(mapObjCopy, x, y-1) and isWall(mapObjCopy, x+1, y)) or \(isWall(mapObjCopy, x+1, y) and isWall(mapObjCopy, x, y+1)) or \(isWall(mapObjCopy, x, y+1) and isWall(mapObjCopy, x-1, y)) or \(isWall(mapObjCopy, x-1, y) and isWall(mapObjCopy, x, y-1)):mapObjCopy[x][y] = 'x'elif mapObjCopy[x][y] == ' ' and random.randint(0, 99) < OUTSIDE_DECORATION_PCT:mapObjCopy[x][y] = random.choice(list(OUTSIDEDECOMAPPING.keys()))return mapObjCopydef isBlocked(mapObj, gameStateObj, x, y):"""Returns True if the (x, y) position on the map isblocked by a wall or star, otherwise return False."""if isWall(mapObj, x, y):return Trueelif x < 0 or x >= len(mapObj) or y < 0 or y >= len(mapObj[x]):return True # x and y aren't actually on the map.elif (x, y) in gameStateObj['stars']:return True # a star is blockingreturn Falsedef makeMove(mapObj, gameStateObj, playerMoveTo):"""Given a map and game state object, see if it is possible for theplayer to make the given move. If it is, then change the player'sposition (and the position of any pushed star). If not, do nothing.Returns True if the player moved, otherwise False."""# Make sure the player can move in the direction they want.playerx, playery = gameStateObj['player']# This variable is "syntactic sugar". Typing "stars" is more# readable than typing "gameStateObj['stars']" in our code.stars = gameStateObj['stars']# The code for handling each of the directions is so similar aside# from adding or subtracting 1 to the x/y coordinates. We can# simplify it by using the xOffset and yOffset variables.if playerMoveTo == UP:xOffset = 0yOffset = -1elif playerMoveTo == RIGHT:xOffset = 1yOffset = 0elif playerMoveTo == DOWN:xOffset = 0yOffset = 1elif playerMoveTo == LEFT:xOffset = -1yOffset = 0# See if the player can move in that direction.if isWall(mapObj, playerx + xOffset, playery + yOffset):return Falseelse:if (playerx + xOffset, playery + yOffset) in stars:# There is a star in the way, see if the player can push it.if not isBlocked(mapObj, gameStateObj, playerx + (xOffset*2), playery + (yOffset*2)):# Move the star.ind = stars.index((playerx + xOffset, playery + yOffset))stars[ind] = (stars[ind][0] + xOffset, stars[ind][1] + yOffset)else:return False# Move the player upwards.gameStateObj['player'] = (playerx + xOffset, playery + yOffset)return Truedef startScreen():"""Display the start screen (which has the title and instructions)until the player presses a key. Returns None."""# Position the title image.titleRect = IMAGESDICT['title'].get_rect()topCoord = 50 # topCoord tracks where to position the top of the texttitleRect.top = topCoordtitleRect.centerx = HALF_WINWIDTHtopCoord += titleRect.height# Unfortunately, Pygame's font & text system only shows one line at# a time, so we can't use strings with \n newline characters in them.# So we will use a list with each line in it.instructionText = ['Push the stars over the marks.','Arrow keys to move, WASD for camera control, P to change character.','Backspace to reset level, Esc to quit.','N for next level, B to go back a level.']# Start with drawing a blank color to the entire window:DISPLAYSURF.fill(BGCOLOR)# Draw the title image to the window:DISPLAYSURF.blit(IMAGESDICT['title'], titleRect)# Position and draw the text.for i in range(len(instructionText)):instSurf = BASICFONT.render(instructionText[i], 1, TEXTCOLOR)instRect = instSurf.get_rect()topCoord += 10 # 10 pixels will go in between each line of text.instRect.top = topCoordinstRect.centerx = HALF_WINWIDTHtopCoord += instRect.height # Adjust for the height of the line.DISPLAYSURF.blit(instSurf, instRect)while True: # Main loop for the start screen.for event in pygame.event.get():if event.type == QUIT:terminate()elif event.type == KEYDOWN:if event.key == K_ESCAPE:terminate()return # user has pressed a key, so return.# Display the DISPLAYSURF contents to the actual screen.pygame.display.update()FPSCLOCK.tick()def readLevelsFile(filename):assert os.path.exists(filename), 'Cannot find the level file: %s' % (filename)mapFile = open(filename, 'r')# Each level must end with a blank linecontent = mapFile.readlines() + ['\r\n']mapFile.close()levels = [] # Will contain a list of level objects.levelNum = 0mapTextLines = [] # contains the lines for a single level's map.mapObj = [] # the map object made from the data in mapTextLinesfor lineNum in range(len(content)):# Process each line that was in the level file.line = content[lineNum].rstrip('\r\n')if ';' in line:# Ignore the ; lines, they're comments in the level file.line = line[:line.find(';')]if line != '':# This line is part of the map.mapTextLines.append(line)elif line == '' and len(mapTextLines) > 0:# A blank line indicates the end of a level's map in the file.# Convert the text in mapTextLines into a level object.# Find the longest row in the map.maxWidth = -1for i in range(len(mapTextLines)):if len(mapTextLines[i]) > maxWidth:maxWidth = len(mapTextLines[i])# Add spaces to the ends of the shorter rows. This# ensures the map will be rectangular.for i in range(len(mapTextLines)):mapTextLines[i] += ' ' * (maxWidth - len(mapTextLines[i]))# Convert mapTextLines to a map object.for x in range(len(mapTextLines[0])):mapObj.append([])for y in range(len(mapTextLines)):for x in range(maxWidth):mapObj[x].append(mapTextLines[y][x])# Loop through the spaces in the map and find the @, ., and $# characters for the starting game state.startx = None # The x and y for the player's starting positionstarty = Nonegoals = [] # list of (x, y) tuples for each goal.stars = [] # list of (x, y) for each star's starting position.for x in range(maxWidth):for y in range(len(mapObj[x])):if mapObj[x][y] in ('@', '+'):# '@' is player, '+' is player & goalstartx = xstarty = yif mapObj[x][y] in ('.', '+', '*'):# '.' is goal, '*' is star & goalgoals.append((x, y))if mapObj[x][y] in ('$', '*'):# '$' is starstars.append((x, y))# Basic level design sanity checks:assert startx != None and starty != None, 'Level %s (around line %s) in %s is missing a "@" or "+" to mark the start point.' % (levelNum+1, lineNum, filename)assert len(goals) > 0, 'Level %s (around line %s) in %s must have at least one goal.' % (levelNum+1, lineNum, filename)assert len(stars) >= len(goals), 'Level %s (around line %s) in %s is impossible to solve. It has %s goals but only %s stars.' % (levelNum+1, lineNum, filename, len(goals), len(stars))# Create level object and starting game state object.gameStateObj = {'player': (startx, starty),'stepCounter': 0,'stars': stars}levelObj = {'width': maxWidth,'height': len(mapObj),'mapObj': mapObj,'goals': goals,'startState': gameStateObj}levels.append(levelObj)# Reset the variables for reading the next map.mapTextLines = []mapObj = []gameStateObj = {}levelNum += 1return levelsdef floodFill(mapObj, x, y, oldCharacter, newCharacter):"""Changes any values matching oldCharacter on the map object tonewCharacter at the (x, y) position, and does the same for thepositions to the left, right, down, and up of (x, y), recursively."""# In this game, the flood fill algorithm creates the inside/outside# floor distinction. This is a "recursive" function.# For more info on the Flood Fill algorithm, see:#   http://en.wikipedia.org/wiki/Flood_fillif mapObj[x][y] == oldCharacter:mapObj[x][y] = newCharacterif x < len(mapObj) - 1 and mapObj[x+1][y] == oldCharacter:floodFill(mapObj, x+1, y, oldCharacter, newCharacter) # call rightif x > 0 and mapObj[x-1][y] == oldCharacter:floodFill(mapObj, x-1, y, oldCharacter, newCharacter) # call leftif y < len(mapObj[x]) - 1 and mapObj[x][y+1] == oldCharacter:floodFill(mapObj, x, y+1, oldCharacter, newCharacter) # call downif y > 0 and mapObj[x][y-1] == oldCharacter:floodFill(mapObj, x, y-1, oldCharacter, newCharacter) # call updef drawMap(mapObj, gameStateObj, goals):"""Draws the map to a Surface object, including the player andstars. This function does not call pygame.display.update(), nordoes it draw the "Level" and "Steps" text in the corner."""# mapSurf will be the single Surface object that the tiles are drawn# on, so that it is easy to position the entire map on the DISPLAYSURF# Surface object. First, the width and height must be calculated.mapSurfWidth = len(mapObj) * TILEWIDTHmapSurfHeight = (len(mapObj[0]) - 1) * TILEFLOORHEIGHT + TILEHEIGHTmapSurf = pygame.Surface((mapSurfWidth, mapSurfHeight))mapSurf.fill(BGCOLOR) # start with a blank color on the surface.# Draw the tile sprites onto this surface.for x in range(len(mapObj)):for y in range(len(mapObj[x])):spaceRect = pygame.Rect((x * TILEWIDTH, y * TILEFLOORHEIGHT, TILEWIDTH, TILEHEIGHT))if mapObj[x][y] in TILEMAPPING:baseTile = TILEMAPPING[mapObj[x][y]]elif mapObj[x][y] in OUTSIDEDECOMAPPING:baseTile = TILEMAPPING[' ']# First draw the base ground/wall tile.mapSurf.blit(baseTile, spaceRect)if mapObj[x][y] in OUTSIDEDECOMAPPING:# Draw any tree/rock decorations that are on this tile.mapSurf.blit(OUTSIDEDECOMAPPING[mapObj[x][y]], spaceRect)elif (x, y) in gameStateObj['stars']:if (x, y) in goals:# A goal AND star are on this space, draw goal first.mapSurf.blit(IMAGESDICT['covered goal'], spaceRect)# Then draw the star sprite.mapSurf.blit(IMAGESDICT['star'], spaceRect)elif (x, y) in goals:# Draw a goal without a star on it.mapSurf.blit(IMAGESDICT['uncovered goal'], spaceRect)# Last draw the player on the board.if (x, y) == gameStateObj['player']:# Note: The value "currentImage" refers# to a key in "PLAYERIMAGES" which has the# specific player image we want to show.mapSurf.blit(PLAYERIMAGES[currentImage], spaceRect)return mapSurfdef isLevelFinished(levelObj, gameStateObj):"""Returns True if all the goals have stars in them."""for goal in levelObj['goals']:if goal not in gameStateObj['stars']:# Found a space with a goal but no star on it.return Falsereturn Truedef terminate():pygame.quit()sys.exit()if __name__ == '__main__':main()

由于太长就不一一讲解了

会用到的图片



等等………


完整代码下载

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