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#1 - Import library
importpygamefrom pygame.locals import *
importmathimportrandom#2 - Initialize the game
pygame.init()
width, height= 640, 480screen=pygame.display.set_mode((width, height))
keys=[False, False, False, False]
playerpos=[100,100]
acc=[0,0]
arrows=[]
badtimer=100badtimer1=0
badguys=[[640,100]]
healthvalue=194pygame.mixer.init()#3 - Load image
player = pygame.image.load("resources/images/dude.png")
grass= pygame.image.load("resources/images/grass.png")
castle= pygame.image.load("resources/images/castle.png")
arrow= pygame.image.load("resources/images/bullet.png")
badguyimg1= pygame.image.load("resources/images/badguy.png")
badguyimg=badguyimg1
healthbar= pygame.image.load("resources/images/healthbar.png")
health= pygame.image.load("resources/images/health.png")
gameover= pygame.image.load("resources/images/gameover.png")
youwin= pygame.image.load("resources/images/youwin.png")#3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy= pygame.mixer.Sound("resources/audio/enemy.wav")
shoot= pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load(‘resources/audio/moonlight.wav‘)
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)#4 - keep looping through
running = 1exitcode=0whilerunning:
badtimer-=1
#5 - clear the screen before drawing it again
screen.fill(0)#6 - draw the player on the screen at X:100, Y:100
for x in range(width/grass.get_width()+1):for y in range(height/grass.get_height()+1):
screen.blit(grass,(x*100,y*100))
screen.blit(castle,(0,30))
screen.blit(castle,(0,135))
screen.blit(castle,(0,240))
screen.blit(castle,(0,345))#6.1 - Set player position and rotation
position =pygame.mouse.get_pos()
angle= math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))
playerrot= pygame.transform.rotate(player, 360-angle*57.29)
playerpos1= (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
screen.blit(playerrot, playerpos1)#6.2 - Draw arrows
for bullet inarrows:
index=0
velx=math.cos(bullet[0])*10vely=math.sin(bullet[0])*10bullet[1]+=velx
bullet[2]+=velyif bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
arrows.pop(index)
index+=1
for projectile inarrows:
arrow1= pygame.transform.rotate(arrow, 360-projectile[0]*57.29)
screen.blit(arrow1, (projectile[1], projectile[2]))#6.3 - Draw badgers
if badtimer==0:
badguys.append([640, random.randint(50,430)])
badtimer=100-(badtimer1*2)if badtimer1>=35:
badtimer1=35
else:
badtimer1+=5index=0for badguy inbadguys:if badguy[0]<-64:
badguys.pop(index)
badguy[0]-=7
#6.3.1 - Attack castle
badrect=pygame.Rect(badguyimg.get_rect())
badrect.top=badguy[1]
badrect.left=badguy[0]if badrect.left<64:
hit.play()
healthvalue-= random.randint(5,20)
badguys.pop(index)#6.3.2 - Check for collisions
index1=0for bullet inarrows:
bullrect=pygame.Rect(arrow.get_rect())
bullrect.left=bullet[1]
bullrect.top=bullet[2]ifbadrect.colliderect(bullrect):
enemy.play()
acc[0]+=1badguys.pop(index)
arrows.pop(index1)
index1+=1
#6.3.3 - Next bad guy
index+=1
for badguy inbadguys:
screen.blit(badguyimg, badguy)#6.4 - Draw clock
font = pygame.font.Font(None, 24)
survivedtext= font.render(str((90000-pygame.time.get_ticks())/60000)+":"+str((90000-pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0))
textRect=survivedtext.get_rect()
textRect.topright=[635,5]
screen.blit(survivedtext, textRect)#6.5 - Draw health bar
screen.blit(healthbar, (5,5))for health1 inrange(healthvalue):
screen.blit(health, (health1+8,8))#7 - update the screen
pygame.display.flip()#8 - loop through the events
for event inpygame.event.get():#check if the event is the X button
if event.type==pygame.QUIT:#if it is quit the game
pygame.quit()
exit(0)if event.type ==pygame.KEYDOWN:if event.key==K_w:
keys[0]=Trueelif event.key==K_a:
keys[1]=Trueelif event.key==K_s:
keys[2]=Trueelif event.key==K_d:
keys[3]=Trueif event.type ==pygame.KEYUP:if event.key==pygame.K_w:
keys[0]=Falseelif event.key==pygame.K_a:
keys[1]=Falseelif event.key==pygame.K_s:
keys[2]=Falseelif event.key==pygame.K_d:
keys[3]=Falseif event.type==pygame.MOUSEBUTTONDOWN:
shoot.play()
position=pygame.mouse.get_pos()
acc[1]+=1arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])#9 - Move player
ifkeys[0]:
playerpos[1]-=5
elif keys[2]:
playerpos[1]+=5
if keys[1]:
playerpos[0]-=5
elif keys[3]:
playerpos[0]+=5
#10 - Win/Lose check
if pygame.time.get_ticks()>=90000:
running=0
exitcode=1
if healthvalue<=0:
running=0
exitcode=0if acc[1]!=0:
accuracy=acc[0]*1.0/acc[1]*100
else:
accuracy=0#11 - Win/lose display
if exitcode==0:
pygame.font.init()
font= pygame.font.Font(None, 24)
text= font.render("Accuracy:"+str(accuracy)+"%", True, (255,0,0))
textRect=text.get_rect()
textRect.centerx=screen.get_rect().centerx
textRect.centery= screen.get_rect().centery+24screen.blit(gameover, (0,0))
screen.blit(text, textRect)else:
pygame.font.init()
font= pygame.font.Font(None, 24)
text= font.render("Accuracy:"+str(accuracy)+"%", True, (0,255,0))
textRect=text.get_rect()
textRect.centerx=screen.get_rect().centerx
textRect.centery= screen.get_rect().centery+24screen.blit(youwin, (0,0))
screen.blit(text, textRect)while 1:for event inpygame.event.get():if event.type ==pygame.QUIT:
pygame.quit()
exit(0)
pygame.display.flip()
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