植物大战僵尸python源代码_一个类似植物大战僵尸的python源码

#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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