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哈喽,哈喽~植物大战僵尸的人气可谓是经久不衰,晃着脑袋生产阳光的向日葵,突突突⚾⚾⚾吐着子弹的豌豆射手!行动迟缓种类丰富的僵尸……印象最深的是“僵尸吃掉了你的脑子!”还有疯狂的戴夫,无一不唤醒着我们的童年记忆。下面用python还原你的记忆中的童年!
功能实现如下:
支持的植物类型:太阳花,豌豆射手,坚果。
支持的僵尸类型:普通僵尸,棋子僵尸,路障僵尸,铁桶僵尸。
使用json文件保存关卡信息,设置僵尸出现的时间和位置。
增加每关开始时选择上场植物。
import pygame from pygame.locals import * import sys import os # 初始化 pygame.init() # 背景大小设置 bg_size = (1200, 600) # 设置屏幕背景大小 screen = pygame.display.set_mode(bg_size) #设置屏幕标题 pygame.display.set_caption("植物大战僵尸") # 设置图片路径 # rootpath = os.getcwd() # imgpath = os.path.join(rootpath,background_path) background_path = "material/images/background1.jpg" sun_path = "material/images/SunBack.png" # 加载背景图片 backgrounImg = pygame.image.load(background_path).convert() sunImg = pygame.image.load(sun_path).convert() # 设置文本 myfont = pygame.font.SysFont("arial",20) txtImg = myfont.render("50",True,(255,255,0)) while True: # 启动消息队列,获取消息并处理 for event in pygame.event.get(): if event.type == QUIT: sys.exit() # 绘制背景 screen.blit(backgrounImg, (0, 0)) # 绘制顶部太阳数量栏 screen.blit(sunImg, (250, 0)) screen.blit(txtImg,(320,6)) pygame.display.update()
class Sunflower(Plant): def __init__(self,x,y): super(Sunflower, self).__init__() self.image = pygame.image.load('imgs/sunflower.png') self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.price = 50 self.hp = 100 # 时间计数器 self.time_count = 0 # 新增功能:生成阳光 def produce_money(self): self.time_count += 1 if self.time_count == 25: MainGame.money += 5 self.time_count = 0 # 向日葵加入到窗口中 def display_sunflower(self): MainGame.window.blit(self.image,self.rect)
# 豌豆射手类 class PeaShooter(Plant): def __init__(self,x,y): super(PeaShooter, self).__init__() # self.image 为一个 surface self.image = pygame.image.load('imgs/peashooter.png') self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.price = 50 self.hp = 200 # 发射计数器 self.shot_count = 0 # 增加射击方法 def shot(self): # 记录是否应该射击 should_fire = False for zombie in MainGame.zombie_list: if zombie.rect.y == self.rect.y and zombie.rect.x < 800 and zombie.rect.x > self.rect.x: should_fire = True # 如果活着 if self.live and should_fire: self.shot_count += 1 # 计数器到25发射一次 if self.shot_count == 25: # 基于当前豌豆射手的位置,创建子弹 peabullet = PeaBullet(self) # 将子弹存储到子弹列表中 MainGame.peabullet_list.append(peabullet) self.shot_count = 0 # 将豌豆射手加入到窗口中的方法 def display_peashooter(self): MainGame.window.blit(self.image,self.rect) # 豌豆子弹类 class PeaBullet(pygame.sprite.Sprite): def __init__(self,peashooter): self.live = True self.image = pygame.image.load('imgs/peabullet.png') self.damage = 50 self.speed = 10 self.rect = self.image.get_rect() self.rect.x = peashooter.rect.x + 60 self.rect.y = peashooter.rect.y + 15 def move_bullet(self): # 在屏幕范围内,实现往右移动 if self.rect.x < scrrr_width: self.rect.x += self.speed else: self.live = False # 新增,子弹与僵尸的碰撞 def hit_zombie(self): for zombie in MainGame.zombie_list: if pygame.sprite.collide_rect(self,zombie): #打中僵尸之后,修改子弹的状态, self.live = False #僵尸掉血 zombie.hp -= self.damage if zombie.hp <= 0: zombie.live = False self.nextLevel()
坚果类
import pygame # 创建类 class WallNut(pygame.sprite.Sprite): # 创建函数 def __init__(self): super(WallNut, self).__init__() # 创建豌豆射手对象 self.image = pygame.image.load('material/images/WallNut_00.png').convert_alpha() # 创建动画 self.images = [pygame.image.load('material/images/WallNut_{:02d}.png'.format(i)) for i in range(0, 13)] # 利用坐标函数获得左边 self.rect = self.images[0].get_rect() self.rect.top = 260 self.rect.left = 230 # 更新坚果的位置 def update(self, *args): self.image = self.images[args[0] % len(self.images)]
import pygame from pygame.locals import * import sys from Peashooter import Perashooter from SunFlower import SunFlower from WallNut import WallNut # import os # rootPath = os.getcwd() # backgroundPath = os.path.join(rootPath, 'material/images/background2.jpg') # sunbackPath = os.path.join(rootPath, 'material/images/SunBack.png') # 初始化pygame pygame.init() size = (1200, 600) # 设置屏幕宽高 screen = pygame.display.set_mode(size) # 设置屏幕标题 pygame.display.set_caption("植物大战僵尸") backgroundImg = pygame.image.load('material/images/background1.jpg').convert_alpha() sunbackImg = pygame.image.load('material/images/SunBack.png').convert_alpha() myfont = pygame.font.SysFont('arial', 30) txtImg = myfont.render("50", True, (0, 0, 0)) peashooter = Perashooter() sunFlower = SunFlower() wallnut = WallNut() index = 0 clock = pygame.time.Clock() while True: if index > 100: index = 0 clock.tick(5) # 启动消息队列,获取消息并处理 for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() screen.blit(backgroundImg, (0, 0)) screen.blit(sunbackImg, (250, 30)) screen.blit(txtImg, (300, 33)) screen.blit(peashooter.images[index % 13], peashooter.rect) index += 1 screen.blit(sunFlower.images[index % 13], sunFlower.rect) index += 1 screen.blit(wallnut.images[index % 13], wallnut.rect) index += 1 pygame.display.update()
class Zombie(pygame.sprite.Sprite): def __init__(self,x,y): super(Zombie, self).__init__() self.image = pygame.image.load('imgs/zombie.png') self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.hp = 1000 self.damage = 2 self.speed = 1 self.live = True self.stop = False # 僵尸的移动 def move_zombie(self): if self.live and not self.stop: self.rect.x -= self.speed if self.rect.x < -80: #8 调用游戏结束方法 MainGame().gameOver() # 判断僵尸是否碰撞到植物,如果碰撞,调用攻击植物的方法 def hit_plant(self): for plant in MainGame.plants_list: if pygame.sprite.collide_rect(self,plant): #8 僵尸移动状态的修改 self.stop = True self.eat_plant(plant) # 僵尸攻击植物 def eat_plant(self,plant): # 植物生命值减少 plant.hp -= self.damage # 植物死亡后的状态修改,以及地图状态的修改 if plant.hp <= 0: a = plant.rect.y // 80 - 1 b = plant.rect.x // 80 map = MainGame.map_list[a][b] map.can_grow = True plant.live = False # 修改僵尸的移动状态 self.stop = False # 将僵尸加载到地图中 def display_zombie(self): MainGame.window.blit(self.image,self.rect)
import pygame # 创建类 继承精灵类 class Bullet(pygame.sprite.Sprite): # 创建函数 def __init__(self, rect, bg_size): super(Bullet, self).__init__() # 创建子弹对象 self.image = pygame.image.load('material/images/Bullet_1.png').convert_alpha() self.width,self.height = bg_size # 利用坐标函数获得左边 self.rect = self.image.get_rect() self.rect.top = rect.top self.rect.left = rect.left + 50 self.speed = 10 # 更新精灵的位置 def update(self, *args): if self.rect.left < self.width: self.rect.left += self.speed else: self.kill()
import pygame from pygame.locals import * import sys from Bullet import Bullet from Peashooter import Peashooter from Sun import Sun from SunFlower import SunFlower from WallNut import WallNut # 初始化pygame from Zombie import Zombie pygame.init() size = (1200, 600) # 设置屏幕宽高 screen = pygame.display.set_mode(size) # 设置屏幕标题 pygame.display.set_caption("植物大战僵尸") backgroundImg = pygame.image.load('material/images/background1.jpg').convert_alpha() sunbackImg = pygame.image.load('material/images/SunBack.png').convert_alpha() myfont = pygame.font.SysFont('arial', 30) txtImg = myfont.render("1000", True, (0, 0, 0)) peashooter = Peashooter() sunFlower = SunFlower() wallNut = WallNut() zombie = Zombie() sunList = pygame.sprite.Group() sunList.add(peashooter) sunList.add(sunFlower) sunList.add(wallNut) sunList.add(zombie) index = 0 clock = pygame.time.Clock() while True: if index > 100: index = 0 clock.tick(15) # 启动消息队列,获取消息并处理 for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() screen.blit(backgroundImg, (0, 0)) screen.blit(sunbackImg, (250, 30)) screen.blit(txtImg, (300, 33)) if index % 30 == 0: bul = Bullet(peashooter.rect, size) sunList.add(bul) if index % 30 == 0: sun = Sun(sunFlower.rect) sunList.add(sun) sunList.update(index) sunList.draw(screen) index += 1 pygame.display.update()
def nextLevel(self):
MainGame.score += 20
MainGame.remnant_score -=20
for i in range(1,100):
if MainGame.score==100*i and MainGame.remnant_score==0:
MainGame.remnant_score=100*i
MainGame.shaoguan+=1
MainGame.produce_zombie+=50
def display_peabullet(self):
MainGame.window.blit(self.image,self.rect)
#1 主程序 class MainGame(): #2 创建关数,得分,剩余分数,钱数 shaoguan = 1 score = 0 remnant_score = 100 money = 200 #3 存储所有地图坐标点 map_points_list = [] #3 存储所有的地图块 map_list = [] #4 存储所有植物的列表 plants_list = [] #7 存储所有豌豆子弹的列表 peabullet_list = [] #9 新增存储所有僵尸的列表 zombie_list = [] count_zombie = 0 produce_zombie = 100 #1 加载游戏窗口 def init_window(self): #1 调用显示模块的初始化 pygame.display.init() #1 创建窗口 MainGame.window = pygame.display.set_mode([scrrr_width,scrrr_height]) #2 文本绘制 def draw_text(self, content, size, color): pygame.font.init() font = pygame.font.SysFont('kaiti', size) text = font.render(content, True, color) return text #2 加载帮助提示 def load_help_text(self): text1 = self.draw_text('1.按左键创建向日葵 2.按右键创建豌豆射手', 26, (255, 0, 0)) MainGame.window.blit(text1, (5, 5)) #3 初始化坐标点 def init_plant_points(self): for y in range(1, 7): points = [] for x in range(10): point = (x, y) points.append(point) MainGame.map_points_list.append(points) print("MainGame.map_points_list", MainGame.map_points_list) #3 初始化地图 def init_map(self): for points in MainGame.map_points_list: temp_map_list = list() for point in points: # map = None if (point[0] + point[1]) % 2 == 0: map = Map(point[0] * 80, point[1] * 80, 0) else: map = Map(point[0] * 80, point[1] * 80, 1) # 将地图块加入到窗口中 temp_map_list.append(map) print("temp_map_list", temp_map_list) MainGame.map_list.append(temp_map_list) print("MainGame.map_list", MainGame.map_list) #3 将地图加载到窗口中 def load_map(self): for temp_map_list in MainGame.map_list: for map in temp_map_list: map.load_map() #6 增加豌豆射手发射处理 def load_plants(self): for plant in MainGame.plants_list: #6 优化加载植物的处理逻辑 if plant.live: if isinstance(plant, Sunflower): plant.display_sunflower() plant.produce_money() elif isinstance(plant, PeaShooter): plant.display_peashooter() plant.shot() else: MainGame.plants_list.remove(plant) #7 加载所有子弹的方法 def load_peabullets(self): for b in MainGame.peabullet_list: if b.live: b.display_peabullet() b.move_bullet() # v1.9 调用子弹是否打中僵尸的方法 b.hit_zombie() else: MainGame.peabullet_list.remove(b) #8事件处理 def deal_events(self): #8 获取所有事件 eventList = pygame.event.get() #8 遍历事件列表,判断 for e in eventList: if e.type == pygame.QUIT: self.gameOver() elif e.type == pygame.MOUSEBUTTONDOWN: # print('按下鼠标按键') print(e.pos) # print(e.button)#左键1 按下滚轮2 上转滚轮为4 下转滚轮为5 右键 3 x = e.pos[0] // 80 y = e.pos[1] // 80 print(x, y) map = MainGame.map_list[y - 1][x] print(map.position) #8 增加创建时候的地图装填判断以及金钱判断 if e.button == 1: if map.can_grow and MainGame.money >= 50: sunflower = Sunflower(map.position[0], map.position[1]) MainGame.plants_list.append(sunflower) print('当前植物列表长度:{}'.format(len(MainGame.plants_list))) map.can_grow = False MainGame.money -= 50 elif e.button == 3: if map.can_grow and MainGame.money >= 50: peashooter = PeaShooter(map.position[0], map.position[1]) MainGame.plants_list.append(peashooter) print('当前植物列表长度:{}'.format(len(MainGame.plants_list))) map.can_grow = False MainGame.money -= 50 #9 新增初始化僵尸的方法 def init_zombies(self): for i in range(1, 7): dis = random.randint(1, 5) * 200 zombie = Zombie(800 + dis, i * 80) MainGame.zombie_list.append(zombie) #9将所有僵尸加载到地图中 def load_zombies(self): for zombie in MainGame.zombie_list: if zombie.live: zombie.display_zombie() zombie.move_zombie() # v2.0 调用是否碰撞到植物的方法 zombie.hit_plant() else: MainGame.zombie_list.remove(zombie) #1 开始游戏 def start_game(self): #1 初始化窗口 self.init_window() #3 初始化坐标和地图 self.init_plant_points() self.init_map() #9 调用初始化僵尸的方法 self.init_zombies() #1 只要游戏没结束,就一直循环 while not GAMEOVER: #1 渲染白色背景 MainGame.window.fill((255, 255, 255)) #2 渲染的文字和坐标位置 MainGame.window.blit(self.draw_text('当前钱数$: {}'.format(MainGame.money), 26, (255, 0, 0)), (500, 40)) MainGame.window.blit(self.draw_text( '当前关数{},得分{},距离下关还差{}分'.format(MainGame.shaoguan, MainGame.score, MainGame.remnant_score), 26, (255, 0, 0)), (5, 40)) self.load_help_text() #3 需要反复加载地图 self.load_map() #6 调用加载植物的方法 self.load_plants() #7 调用加载所有子弹的方法 self.load_peabullets() #8 调用事件处理的方法 self.deal_events() #9 调用展示僵尸的方法 self.load_zombies() #9 计数器增长,每数到100,调用初始化僵尸的方法 MainGame.count_zombie += 1 if MainGame.count_zombie == MainGame.produce_zombie: self.init_zombies() MainGame.count_zombie = 0 #9 pygame自己的休眠 pygame.time.wait(10) #1 实时更新 pygame.display.update() #10 程序结束方法 def gameOver(self): MainGame.window.blit(self.draw_text('游戏结束', 50, (255, 0, 0)), (300, 200)) print('游戏结束') pygame.time.wait(400) global GAMEOVER GAMEOVER = True #1 启动主程序 if __name__ == '__main__': game = MainGame() game.start_game()
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