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一个类似植物大战僵尸的python源码

# 1 - Import libraryimport pygamefrom pygame.locals import *import mathimport random# 2 - Initialize the gamepygame.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=0badguys=[[640,100]]healthvalue=194pygame.mixer.init()# 3 - Load imageplayer = 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=badguyimg1healthbar = 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 audiohit = 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 throughrunning = 1exitcode = 0while running:    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 in arrows:        index=0        velx=math.cos(bullet[0])*10        vely=math.sin(bullet[0])*10        bullet[1]+=velx        bullet[2]+=vely        if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:            arrows.pop(index)        index+=1        for projectile in arrows:            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+=5    index=0    for badguy in badguys:        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=0        for bullet in arrows:            bullrect=pygame.Rect(arrow.get_rect())            bullrect.left=bullet[1]            bullrect.top=bullet[2]            if badrect.colliderect(bullrect):                enemy.play()                acc[0]+=1                badguys.pop(index)                arrows.pop(index1)            index1+=1        # 6.3.3 - Next bad guy        index+=1    for badguy in badguys:        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 in range(healthvalue):        screen.blit(health, (health1+8,8))    # 7 - update the screen    pygame.display.flip()    # 8 - loop through the events    for event in pygame.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]=True            elif event.key==K_a:                keys[1]=True            elif event.key==K_s:                keys[2]=True            elif event.key==K_d:                keys[3]=True        if event.type == pygame.KEYUP:            if event.key==pygame.K_w:                keys[0]=False            elif event.key==pygame.K_a:                keys[1]=False            elif event.key==pygame.K_s:                keys[2]=False            elif event.key==pygame.K_d:                keys[3]=False        if event.type==pygame.MOUSEBUTTONDOWN:            shoot.play()            position=pygame.mouse.get_pos()            acc[1]+=1            arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])                    # 9 - Move player    if keys[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=0    if 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+24    screen.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+24    screen.blit(youwin, (0,0))    screen.blit(text, textRect)while 1:    for event in pygame.event.get():        if event.type == pygame.QUIT:            pygame.quit()            exit(0)    pygame.display.flip()