import pygame
 from modules import *
 from itertools import chain‘’‘游戏地图’‘’
 class gameMap():
 def init(self, num_cols, num_rows):
 self.walls = []
 self.boxes = []
 self.targets = []
 self.num_cols = num_cols
 self.num_rows = num_rows
 ‘’‘增加游戏元素’‘’
 def addElement(self, elem_type, col, row):
 if elem_type == ‘wall’:
 self.walls.append(elementSprite(‘wall.png’, col, row, cfg))
 elif elem_type == ‘box’:
 self.boxes.append(elementSprite(‘box.png’, col, row, cfg))
 elif elem_type == ‘target’:
 self.targets.append(elementSprite(‘target.png’, col, row, cfg))
 ‘’‘画游戏地图’‘’
 def draw(self, screen):
 for elem in self.elemsIter():
 elem.draw(screen)
 ‘’‘游戏元素迭代器’‘’
 def elemsIter(self):
 for elem in chain(self.targets, self.walls, self.boxes):
 yield elem
 ‘’‘该关卡中所有的箱子是否都在指定位置, 在的话就是通关了’‘’
 def levelCompleted(self):
 for box in self.boxes:
 is_match = False
 for target in self.targets:
 if box.col == target.col and box.row == target.row:
 is_match = True
 break
 if not is_match:
 return False
 return True
 ‘’‘某位置是否可到达’‘’
 def isValidPos(self, col, row):
 if col >= 0 and row >= 0 and col < self.num_cols and row < self.num_rows:
 block_size = cfg.BLOCKSIZE
 temp1 = self.walls + self.boxes
 temp2 = pygame.Rect(col * block_size, row * block_size, block_size, block_size)
 return temp2.collidelist(temp1) == -1
 else:
 return False
 ‘’‘获得某位置的box’‘’
 def getBox(self, col, row):
 for box in self.boxes:
 if box.col == col and box.row == row:
 return box
 return None‘’‘游戏界面’‘’
 class gameInterface():
 def init(self, screen):
 self.screen = screen
 self.levels_path = cfg.LEVELDIR
 self.initGame()
 ‘’‘导入关卡地图’‘’
 def loadLevel(self, game_level):
 with open(os.path.join(self.levels_path, game_level), ‘r’) as f:
 lines = f.readlines()
 # 游戏地图
 self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines))
 # 游戏surface
 height = cfg.BLOCKSIZE * self.game_map.num_rows
 width = cfg.BLOCKSIZE * self.game_map.num_cols
 self.game_surface = pygame.Surface((width, height))
 self.game_surface.fill(cfg.BACKGROUNDCOLOR)
 self.game_surface_blank = self.game_surface.copy()
 for row, elems in enumerate(lines):
 for col, elem in enumerate(elems):
 if elem == ‘p’:
 self.player = pusherSprite(col, row, cfg)
 elif elem == ‘*’:
 self.game_map.addElement(‘wall’, col, row)
 elif elem == ‘#’:
 self.game_map.addElement(‘box’, col, row)
 elif elem == ‘o’:
 self.game_map.addElement(‘target’, col, row)
 ‘’‘游戏初始化’‘’
 def initGame(self):
 self.scroll_x = 0
 self.scroll_y = 0
 ‘’‘将游戏界面画出来’‘’
 def draw(self, *elems):
 self.scroll()
 self.game_surface.blit(self.game_surface_blank, dest=(0, 0))
 for elem in elems:
 elem.draw(self.game_surface)
 self.screen.blit(self.game_surface, dest=(self.scroll_x, self.scroll_y))
 ‘’‘因为游戏界面面积>游戏窗口界面, 所以需要根据人物位置滚动’‘’
 def scroll(self):
 x, y = self.player.rect.center
 width = self.game_surface.get_rect().w
 height = self.game_surface.get_rect().h
 if (x + cfg.SCREENSIZE[0] // 2) > cfg.SCREENSIZE[0]:
 if -1 * self.scroll_x + cfg.SCREENSIZE[0] < width:
 self.scroll_x -= 2
 elif (x + cfg.SCREENSIZE[0] // 2) > 0:
 if self.scroll_x < 0:
 self.scroll_x += 2
 if (y + cfg.SCREENSIZE[1] // 2) > cfg.SCREENSIZE[1]:
 if -1 * self.scroll_y + cfg.SCREENSIZE[1] < height:
 self.scroll_y -= 2
 elif (y + 250) > 0:
 if self.scroll_y < 0:
 self.scroll_y += 2‘’‘某一关卡的游戏主循环’‘’
 def runGame(screen, game_level):
 clock = pygame.time.Clock()
 game_interface = gameInterface(screen)
 game_interface.loadLevel(game_level)
 font_path = os.path.join(cfg.FONTDIR, ‘simkai.ttf’)
 text = ‘按R键重新开始本关’
 font = pygame.font.Font(font_path, 15)
 text_render = font.render(text, 1, (255, 255, 255))
 while True:
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 pygame.quit()
 sys.exit(0)
 elif event.type == pygame.KEYDOWN:
 if event.key == pygame.K_LEFT:
 next_pos = game_interface.player.move(‘left’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘left’)
 else:
 box = game_interface.game_map.getBox(*next_pos)
 if box:
 next_pos = box.move(‘left’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘left’)
 box.move(‘left’)
 break
 if event.key == pygame.K_RIGHT:
 next_pos = game_interface.player.move(‘right’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘right’)
 else:
 box = game_interface.game_map.getBox(*next_pos)
 if box:
 next_pos = box.move(‘right’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘right’)
 box.move(‘right’)
 break
 if event.key == pygame.K_DOWN:
 next_pos = game_interface.player.move(‘down’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘down’)
 else:
 box = game_interface.game_map.getBox(*next_pos)
 if box:
 next_pos = box.move(‘down’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘down’)
 box.move(‘down’)
 break
 if event.key == pygame.K_UP:
 next_pos = game_interface.player.move(‘up’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘up’)
 else:
 box = game_interface.game_map.getBox(*next_pos)
 if box:
 next_pos = box.move(‘up’, is_test=True)
 if game_interface.game_map.isValidPos(*next_pos):
 game_interface.player.move(‘up’)
 box.move(‘up’)
 break
 if event.key == pygame.K_r:
 game_interface.initGame()
 game_interface.loadLevel(game_level)
 game_interface.draw(game_interface.player, game_interface.game_map)
 if game_interface.game_map.levelCompleted():
 return
 screen.blit(text_render, (5, 5))
 pygame.display.flip()
 clock.tick(100)‘’‘主函数’‘’
 def main():
 pygame.init()
 pygame.mixer.init()