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主要模块:
pygame
安装步骤:python -m pip install --upgrade pip
- def myinit():
- screen = pygame.display.set_mode((769,563))
- g1 = pygame.image.load("g1.jpg").convert()
- g2 = pygame.image.load("hh.png").convert()
- t = 0
- timer = pygame.time.Clock()
- while(1):
- timer.tick(30)
- ticks = pygame.time.get_ticks();
- for event in pygame.event.get():
- if event.type == QUIT:
- pygame.quit()
- sys.exit()
- screen.blit(g1,(0,0))
- t+= 1
- print(t)
- if t > 66:
- break;
- pygame.display.update()
- while(1):
- timer.tick(30)
- ticks = pygame.time.get_ticks();
- for event in pygame.event.get():
- if event.type == QUIT:
- pygame.quit()
- sys.exit()
- if event.type == MOUSEBUTTONUP:
- mouse_up = event.button
- mouse_up_x,mouse_up_y = event.pos
- if mouse_up_x > 245 and mouse_up_x < 469 and mouse_up_y> 368 and mouse_up_y < 470:
- return
- screen.blit(g2,(0,0))
- pygame.display.update()
- # -*- coding: utf-8 -*-
- from __future__ import unicode_literals
- from pygame.locals import *
- from MyLibrary import *
- filename = 'p2.png'
- filename2 = 'p1.png'
- size_of_player = (32,47.5)
- size_of_action = 4
- size_of_playground = (1200,850)
- dict_ = {(0,0):0,(-1, 0): 3, (1, 0): 0, (0, 1): 2, (0, -1): 1, (-1, 1): 2, (-1, -1): 1, (1, -1): 1, (1, 1): 2};
- def player2_AI(myball,player,game_over,player_moving,Reference):
- x_bias,y_bias,X,Y = Reference
- TEMP = [0,0]
- player.direction = list(player.direction)
- keys = pygame.key.get_pressed()
- if keys[K_ESCAPE]: sys.exit()
- if keys[K_UP]: TEMP[0] = -1
- if keys[K_RIGHT]: TEMP[1] = 1
- if keys[K_DOWN]: TEMP[0] = 1
- if keys[K_LEFT]: TEMP[1] = -1
- if keys[K_k] and myball.player == player: myball.kick_off()
- if ([0,0] == TEMP):
- player_moving = False
- else:
- player_moving = True
- if player_moving:
- player.direction = TEMP
- which_column = dict_[tuple(player.direction)]
-
- if not game_over:
- # 根据角色的不同方向,使用不同的动画帧
- player.first_frame = which_column * player.columns
- player.last_frame = player.first_frame + player.columns - 1
- if player.frame < player.first_frame:
- player.frame = player.first_frame
- # print(player.direction)
- if player.X >=0 and player.X <= 70 and player.Y >=255 and player.Y <=260:
- if player.direction[0] == 1:
- player.direction[0] = 0
- if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:
- if player.direction[1] == -1:
- player.direction[1] =0
- if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502:
- if player.direction[0] == -1:
- player.direction[0] = 0
-
- if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:
- if player.direction[0] == 1:
- player.direction[0] = 0
- if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y < 503:
- if player.direction[1] == 1:
- player.direction[1] =0
- if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <=507:
- if player.direction[0] == -1:
- player.direction[0] = 0
- if not player_moving:
- # 当停止按键(即人物停止移动的时候),停止更新动画帧
- player.frame = player.last_frame= player.first_frame
- player.moving = False;
- else:
- player.moving = True;
- player.velocity.x = player.direction[1] * 2
- player.velocity.y = player.direction[0]* 2
- player.velocity.x *= 1
- player.velocity.y *= 1
-
- if player_moving:
- X += player.velocity.x
- Y += player.velocity.y
- if X < 0: X = 0
- if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48
- if Y < 0: Y = 0
- if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88
- player.X = X + x_bias
- player.Y = Y + y_bias
- # Reference = x_bias,y_bias,X,Y
- Reference[0] = x_bias
- Reference[1]= y_bias
- Reference[2] = X
- Reference[3] = Y
-
- def player1_AI(myball,player,game_over,player_moving,Reference):
- x_bias,y_bias,X,Y = Reference
- TEMP = [0,0]
- player.direction = list(player.direction)
- keys = pygame.key.get_pressed()
- if keys[K_ESCAPE]: sys.exit()
- if keys[K_w]: TEMP[0] = -1
- if keys[K_d]: TEMP[1] = 1
- if keys[K_s]: TEMP[0] = 1
- if keys[K_a]: TEMP[1] = -1
- if keys[K_t] and myball.player == player: myball.kick_off()
- if ([0,0] == TEMP):
- player_moving = False
- else:
- player_moving = True
- if player_moving:
- player.direction = TEMP
- which_column = dict_[tuple(player.direction)]
- # print(player.direction)
- # print(which_column)
- if not game_over:
- # 根据角色的不同方向,使用不同的动画帧
- player.first_frame = which_column * player.columns
- player.last_frame = player.first_frame + player.columns - 1
- if player.frame < player.first_frame:
- player.frame = player.first_frame
-
- if player.X >=0 and player.X <= 70 and player.Y >=255 and player.Y <=260:
- if player.direction[0] == 1:
- player.direction[0] = 0
- if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:
- if player.direction[1] == -1:
- player.direction[1] =0
- if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502:
- if player.direction[0] == -1:
- player.direction[0] = 0
-
-
- if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:
- if player.direction[0] == 1:
- player.direction[0] = 0
- if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y <503:
- if player.direction[1] == 1:
- player.direction[1] =0
- if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <507:
- if player.direction[0] == -1:
- player.direction[0] = 0
- if not player_moving:
- # 当停止按键(即人物停止移动的时候),停止更新动画帧
- player.frame = player.first_frame = player.last_frame
- player.moving = False;
- else:
- player.moving = True;
- player.velocity.x = player.direction[1] * 2
- player.velocity.y = player.direction[0]* 2
- player.velocity.x *= 1
- player.velocity.y *= 1
-
- if player_moving:
- X += player.velocity.x
- Y += player.velocity.y
- if X < 0: X = 0
- if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48
- if Y < 0: Y = 0
- if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88
- player.X = X + x_bias
- player.Y = Y + y_bias
-
- Reference[0] = x_bias
- Reference[1]= y_bias
- Reference[2] = X
- Reference[3] = Y
- from __future__ import unicode_literals
- import sys, time, random, math, pygame
- from pygame.locals import *
- from math import pow
- class ball(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.image_list = []
- self.image = None
- self.frame = 0
- self.old_frame = 0
- self.first_frame = 0
- self.last_frame = 2
- self.direction = list([0,0])
- self.speed = 0;
- self.fetch = False;
- self.f = 1.7
- self.last_time = 0;
- self.player = None
- self.cal = 0
- def _getx(self): return self.rect.x
- def _setx(self,value):self.rect.x = value
- X = property(_getx,_setx)
-
- #Y property
- def _gety(self):return self.rect.y
- def _sety(self,value):self.rect.y = value
- Y = property(_gety,_sety)
-
- #position property
- def _getpos(self): return self.rect.topleft
- def _setpos(self,pos): self.rect.topleft = pos
- position = property(_getpos,_setpos)
- def load(self):
- filename = 'ball1.png','ball2.png','ball3.png'
- for x in filename:
- ball = pygame.image.load(x).convert_alpha()
- self.image_list.append(ball)
- self.frame = 0;
- self.old_frame = 2;
- self.image = self.image_list[0];
- self.frame_height = self.image_list[0].get_rect().height
- self.frame_width = self.image_list[0].get_rect().width
- self.rect = Rect(0,0,self.frame_width,self.frame_height);
- def update(self,current_time,rate =30):
- if self.fetch and self.player.moving:
- self.speed = (self.player.velocity.x **2 + self.player.velocity.y **2)**(1/2)
- if self.speed == 0 or (self.fetch and self.player.moving == False):
- return
- if current_time > self.last_time + (4-self.speed//4)*20:
- self.frame += 1
- self.frame %= 3
- self.last_time = current_time
- if self.frame != self.old_frame:
- self.image = self.image_list[self.frame]
- self.old_frame = self.frame
-
- def run(self):
- self.speed -= self.f*0.05;
- self.speed = max(0,self.speed)
- if(self.direction==[0,0]):return;
- # print(self.direction)
- # print(self.speed)
- self.X += ((self.direction[0]*self.speed)/pow((self.direction[1]**2 + self.direction[0]**2),(1/2)))
- self.Y += ((self.direction[1]*self.speed)/pow((self.direction[0]**2 + self.direction[1]**2),(1/2)))
- def fetched(self,player_):
- self.fetch = True;
- if player_ != None:
- self.player = player_
- player = self.player
- if(player.direction[1] >0):
- self.X = self.player.X + self.player.frame_width*3/4
- else :
- self.X = self.player.X - self.player.frame_width/3
- self.Y = self.player.Y + self.player.frame_height -self.frame_height;
- def kick_off(self):
- self.speed = 12
- self.direction[0] = self.player.direction[1]
- self.direction[1] =self.player.direction[0]
- self.player = None
- self.fetch =False
- self.cal = 0
- def check_bound(self,width,height):
- temp = self.X,self.Y
- if self.X < 0:
- self.X =0
- self.direction[0] = abs(self.direction[0])
- if self.Y < 0:
- self.Y = 0
- self.direction[1] = abs(self.direction[1])
- if self.X >width-34:
- self.X= width-34
- self.direction[0] = -1*abs(self.direction[0])
- if self.Y > height-14:
- self.Y = height-14;
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >=0 and self.X <72 and self.Y >300 - 17 and self.Y <315 - 17:
- self.Y = 300-17
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >1110 and self.X <1200 and self.Y >300 - 17 and self.Y <315 - 17:
- self.Y = 300-17
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >=0 and self.X <72 and self.Y >495 and self.Y <510:
- self.Y = 510
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >1110 and self.X <1200 and self.Y >495 and self.Y <510:
- self.Y = 510
- self.direction[1] = -1*abs(self.direction[1])
- if((self.X,self.Y) != temp):
- self.speed *= 0.8
- from __future__ import unicode_literals
- import sys, time, random, math, pygame
- from pygame.locals import *
- from math import pow
- class ball(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.image_list = []
- self.image = None
- self.frame = 0
- self.old_frame = 0
- self.first_frame = 0
- self.last_frame = 2
- self.direction = list([0,0])
- self.speed = 0;
- self.fetch = False;
- self.f = 1.7
- self.last_time = 0;
- self.player = None
- self.cal = 0
- def _getx(self): return self.rect.x
- def _setx(self,value):self.rect.x = value
- X = property(_getx,_setx)
-
- #Y property
- def _gety(self):return self.rect.y
- def _sety(self,value):self.rect.y = value
- Y = property(_gety,_sety)
-
- #position property
- def _getpos(self): return self.rect.topleft
- def _setpos(self,pos): self.rect.topleft = pos
- position = property(_getpos,_setpos)
- def load(self):
- filename = 'ball1.png','ball2.png','ball3.png'
- for x in filename:
- ball = pygame.image.load(x).convert_alpha()
- self.image_list.append(ball)
- self.frame = 0;
- self.old_frame = 2;
- self.image = self.image_list[0];
- self.frame_height = self.image_list[0].get_rect().height
- self.frame_width = self.image_list[0].get_rect().width
- self.rect = Rect(0,0,self.frame_width,self.frame_height);
- def update(self,current_time,rate =30):
- if self.fetch and self.player.moving:
- self.speed = (self.player.velocity.x **2 + self.player.velocity.y **2)**(1/2)
- if self.speed == 0 or (self.fetch and self.player.moving == False):
- return
- if current_time > self.last_time + (4-self.speed//4)*20:
- self.frame += 1
- self.frame %= 3
- self.last_time = current_time
- if self.frame != self.old_frame:
- self.image = self.image_list[self.frame]
- self.old_frame = self.frame
-
- def run(self):
- self.speed -= self.f*0.05;
- self.speed = max(0,self.speed)
- if(self.direction==[0,0]):return;
- # print(self.direction)
- # print(self.speed)
- self.X += ((self.direction[0]*self.speed)/pow((self.direction[1]**2 + self.direction[0]**2),(1/2)))
- self.Y += ((self.direction[1]*self.speed)/pow((self.direction[0]**2 + self.direction[1]**2),(1/2)))
- def fetched(self,player_):
- self.fetch = True;
- if player_ != None:
- self.player = player_
- player = self.player
- if(player.direction[1] >0):
- self.X = self.player.X + self.player.frame_width*3/4
- else :
- self.X = self.player.X - self.player.frame_width/3
- self.Y = self.player.Y + self.player.frame_height -self.frame_height;
- def kick_off(self):
- self.speed = 12
- self.direction[0] = self.player.direction[1]
- self.direction[1] =self.player.direction[0]
- self.player = None
- self.fetch =False
- self.cal = 0
- def check_bound(self,width,height):
- temp = self.X,self.Y
- if self.X < 0:
- self.X =0
- self.direction[0] = abs(self.direction[0])
- if self.Y < 0:
- self.Y = 0
- self.direction[1] = abs(self.direction[1])
- if self.X >width-34:
- self.X= width-34
- self.direction[0] = -1*abs(self.direction[0])
- if self.Y > height-14:
- self.Y = height-14;
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >=0 and self.X <72 and self.Y >300 - 17 and self.Y <315 - 17:
- self.Y = 300-17
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >1110 and self.X <1200 and self.Y >300 - 17 and self.Y <315 - 17:
- self.Y = 300-17
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >=0 and self.X <72 and self.Y >495 and self.Y <510:
- self.Y = 510
- self.direction[1] = -1*abs(self.direction[1])
- if self.X >1110 and self.X <1200 and self.Y >495 and self.Y <510:
- self.Y = 510
- self.direction[1] = -1*abs(self.direction[1])
- if((self.X,self.Y) != temp):
- self.speed *= 0.8
- if __name__ == '__main__':
- pygame.init()
- screen = pygame.display.set_mode((1200, 800))
- pygame.display.set_caption("世界杯足球游戏-大数据联盟")
- font = pygame.font.Font(None, 36)
- myinit()
- timer = pygame.time.Clock()
- n1 = 0
- n2 =0
- screen = pygame.display.set_mode((1200, 800))
- for x in range(10000):
- t = begin_a_game(n1,n2);
- if t == 1:
- n1 +=1
- else:
- n2 += 1
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