炸掉你的城堡!(pygame獾兔大战)

代码修改bug,添加注释等,獾的速度加快之后很难……

git地址:

https://github.com/Jailman/blowupyrcastle.git

游戏资源使用了文章中附带的下载,原版文章请看这里:

http://blog.jobbole.com/46308/

附一些基本的数学知识


如图比如以角A为例
sinA=对边:斜边=BC:AC
cosA=临边:斜边=AB:AC
tanA=对边:临边=BC:AB
cotA=临边:对边=AB:BC


#!/usr/bin/python
#coding=utf8

# 1 - Import library
import cStringIO
import pygame
import random
import math
from pygame.locals import *
from os import remove

# 2 - Initialize the game
pygame.init()
pygame.display.set_caption('捍卫荣誉')
width, height = 640, 480
screen=pygame.display.set_mode((width, height))
keys = [False, False, False, False]
playerpos=[130,240]
acc=[0,0] #[0]是击中数,[1]是发射数
arrows=[] #发射箭头列表,点击鼠标时向其中填充bullet列表
badtimer=100
badtimer1=0
badguys=[[640, random.randint(40,400)]]
healthvalue=194 #总血量
pygame.mixer.init()

# 3 - Load images
start = pygame.image.load("resources/images/start.png")
grass = pygame.image.load("resources/images/bg2.png")
castle = pygame.image.load("resources/images/hq1.png")
player = pygame.image.load("resources/images/p1.1.png")
player1 = pygame.image.load("resources/images/p1.1.png")
player2 = pygame.image.load("resources/images/p1.2.png")
arrow = pygame.image.load("resources/images/bullet6.png")
badguyimg1 = pygame.image.load("resources/images/badguy1.1.png")
badguyimg2 = pygame.image.load("resources/images/badguy1.2.png")
badguyimg3 = pygame.image.load("resources/images/badguy1.3.png")
badguyimg4 = pygame.image.load("resources/images/badguy1.4.png")
badguyimgs = [badguyimg1, badguyimg2, badguyimg3, badguyimg4]
# badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover2.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
begin = pygame.mixer.Sound("resources/audio/start.wav")
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
win = pygame.mixer.Sound("resources/audio/win.wav")
lost = pygame.mixer.Sound("resources/audio/lost.wav")
bgm = 'resources/audio/cowBGM.wav'
hit_castle = pygame.mixer.Sound("resources/audio/explode2.wav")
begin.set_volume(0.50)
hit.set_volume(0.07)
enemy.set_volume(0.20)
shoot.set_volume(0.07)
win.set_volume(0.25)
hit_castle.set_volume(0.18)
pygame.mixer.music.load(bgm)
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)

#开局画面
running = 1
while running:
    screen.fill(0)
    screen.blit(start, (0,0))
    #提示按键开始
    font = pygame.font.Font(None, 30)
    text1 = font.render("Press [SPACE] to start", True, (255,0,0))
    screen.blit(text1, (230,450)) #调整显示文字位置
    for event in pygame.event.get():
        if event.type == pygame.KEYDOWN:
            if event.key==K_SPACE:
                begin.play()
                running = 0
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

# 按下确定键后的透明渐变效果
from PIL import Image    
def addTransparency(img, factor):  
    img = img.convert('RGBA')
    img_blender = Image.new('RGBA', img.size, (0,0,0,0))  
    img = Image.blend(img_blender, img, factor)  
    return img  
img = Image.open("resources/images/start.png")
tran = 1
while tran > 0.8:
    img = addTransparency(img, factor = tran)
    imgBuf = cStringIO.StringIO(img.tobytes())
    imgx = pygame.image.frombuffer(imgBuf.getvalue(), (640,480), "RGBA")
    screen.blit(imgx, (0,0))
    tran -= 0.001
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

# 4 - keep looping through
running = 1
exitcode = 0
n = 0
while running:
    badtimer-=1
    # 5 - clear the screen before drawing it again
    screen.fill(0)
    # 6 - draw the screen elements
    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(grass, (0,0))
    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]+player.get_height()/2),position[0]-(playerpos[0]+player.get_width()/2))
    # print angle
    # playerrot = pygame.transform.rotate(player, 360-angle*57.29)
    playerrot = pygame.transform.rotate(player, 360-180*angle/math.pi) #180*angle/math.pi为偏转角度
    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: #arrow中的bullet列表是在按鼠标发射时追加的,bullet[0]是atan(y,x)
        # print bullet
        index=0
        velx=math.cos(bullet[0])*10 #乘数调整子弹横向速度
        # print math.cos(bullet[0])
        vely=math.sin(bullet[0])*10 #乘数调整子弹竖向速度
        # print math.sin(bullet[0])
        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]-=1 #调整獾的移动速度
        # 6.3.1 - Attack castle
        badrect=pygame.Rect(badguyimg1.get_rect())
        badrect.top=badguy[1]
        badrect.left=badguy[0]
        if badrect.left<64:
            # hit.play()
            hit_castle.play()
            healthvalue -= random.randint(5,20) #敌人碰撞城堡掉血
            badguys.pop(index)
        #hit player
        playerrect = pygame.Rect(player.get_rect())
        playerrect.left = playerpos[0] - 32 #增减一些值使触碰画面看上去更贴合
        playerrect.top = playerpos[1] - 10  #增减一些值使触碰画面看上去更贴合
        # print playerrect
        if  badrect.colliderect(playerrect):
            hit.play()
            healthvalue -= random.randint(3,12) #玩家碰撞敌人掉血
            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)
        n = n + 1
        if n > (len(badguyimgs)) * 10-1:
            n = 0
        screen.blit(badguyimgs[int(n/10)], badguy)
    # 6.4 - Draw clock
    font = pygame.font.Font(None, 24)
    #此处为漏洞,当点击窗口标题时,时间依然在流逝,但是游戏却暂停了,导致点击标题即可获胜
    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))
    #在健康值上方显示文字
    hfont = pygame.font.Font(None, 20)
    htext = hfont.render("Health", True, (255,0,0))
    screen.blit(htext, (50,8)) #调整显示文字位置,覆盖在健康值上方
    # 7 - update the screen
    pygame.display.flip()
    # 8 - loop through the events
    for event in pygame.event.get():
        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

        # 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.MOUSEBUTTONDOWN:
            shoot.play()
            player = player2
            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])
        if event.type==pygame.MOUSEBUTTONUP:    
            player = player1
    # 9 - Move player
    if keys[0]:
        if not playerpos[1] < 0:
            playerpos[1]-=3
    elif keys[2]:
        if not playerpos[1] > height:
            playerpos[1]+=3
    if keys[1]:
        if not playerpos[0] < 100:
            playerpos[0]-=3
    elif keys[3]:
        if not playerpos[0] > width:
            playerpos[0]+=3
    
    #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
    pygame.mixer.music.set_volume(0)
    lost.play()
    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))
    pygame.mixer.music.set_volume(0)
    win.play()
    screen.blit(text, textRect)
ticksstart = pygame.time.get_ticks()# 作为延时开启背景音乐
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    ticksend = pygame.time.get_ticks()
    ticksdiff = ticksend - ticksstart #计算延时
    if ticksdiff == 3500: #开启背景音乐
        pygame.mixer.music.set_volume(0.25)
    pygame.display.flip()


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