【Python小游戏】植物大战僵尸的实现与源码分享

文章目录

    • Python版植物大战僵尸
    • 环境要求
    • 方法
    • 源码分享
      • 初始化页面(部分)
      • 地图搭建(部分)
      • 定义植物类 (部分)
      • 定义僵尸类(部分)
      • 游戏运行入口
    • 游戏源码获取

Python版植物大战僵尸

  • 已有的植物:向日葵,豌豆射手,坚果墙,寒冰射手,樱桃炸弹,双发射手,三线射手,大嘴花,小喷菇,土豆雷,地刺,胆小菇,倭瓜,火爆辣椒,阳光菇,寒冰菇,魅惑菇,火炬树桩,睡莲,杨桃,咖啡豆,海蘑菇,高坚果,缠绕水草,毁灭菇,墓碑吞噬者,大喷菇,大蒜,南瓜头
  • 已有的僵尸:普通僵尸,旗帜僵尸,路障僵尸,铁桶僵尸,读报僵尸,橄榄球僵尸,鸭子救生圈僵尸,铁门僵尸,撑杆跳僵尸,冰车僵尸,潜水僵尸
  • 支持选择植物卡片
  • 支持白昼模式,夜晚模式,泳池模式,浓雾模式(暂时没有加入雾),传送带模式和坚果保龄球模式
  • 支持背景音乐播放
    • 支持调节音量
  • 支持音效
    • 支持与背景音乐一起调节音量
  • 支持全屏模式
    • F键进入全屏模式,按U键恢复至窗口模式
  • 支持用小铲子移除植物
  • 支持分波生成僵尸
  • 支持“关卡进程”进度条显示
  • 夜晚模式支持墓碑以及从墓碑生成僵尸
  • 含有泳池的模式支持在最后一波时从泳池中自动冒出僵尸

环境要求

  • Python3 (建议 >= 3.10,最好使用最新版)
  • Python-Pygame (建议 >= 2.0,最好使用最新版)

方法

  • 使用鼠标收集阳光,种植植物

源码分享

在这里插入图片描述

初始化页面(部分)

import os
import pygame as pg

# 用户数据及日志存储路径
if os.name == "nt": # Windows系统存储路径
    USERDATA_PATH = os.path.expandvars(os.path.join("%APPDATA%", "pypvz", "userdata.json"))
    USERLOG_PATH = os.path.expandvars(os.path.join("%APPDATA%", "pypvz", "run.log"))
else:   # 非Windows系统存储路径
    USERDATA_PATH = os.path.expanduser(os.path.join("~", ".config", "pypvz", "userdata.json"))
    USERLOG_PATH = os.path.expanduser(os.path.join("~", ".config", "pypvz", "run.log"))

# 游戏图片资源路径
PATH_IMG_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "graphics")
# 游戏音乐文件夹路径
PATH_MUSIC_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources","music")
# 窗口图标
ORIGINAL_LOGO = os.path.join(os.path.dirname(os.path.dirname(__file__)), "pypvz-exec-logo.png")
# 字体路径
FONT_PATH = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "DroidSansFallback.ttf")

# 窗口标题
ORIGINAL_CAPTION = "pypvz"

# 游戏模式
GAME_MODE = "mode"
MODE_ADVENTURE = "adventure"
MODE_LITTLEGAME = "littleGame"

# 窗口大小
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)


# 选卡数量
# 最大数量
CARD_MAX_NUM = 10   # 这里以后可以增加解锁功能,从最初的6格逐渐解锁到10格
# 最小数量
CARD_LIST_NUM = CARD_MAX_NUM

# 方格数据
# 一般
GRID_X_LEN = 9
GRID_Y_LEN = 5
GRID_X_SIZE = 80
GRID_Y_SIZE = 100
# 带有泳池
GRID_POOL_X_LEN = GRID_X_LEN
GRID_POOL_Y_LEN = 6
GRID_POOL_X_SIZE = GRID_X_SIZE
GRID_POOL_Y_SIZE = 85
# 屋顶
GRID_ROOF_X_LEN = GRID_X_LEN
GRID_ROOF_Y_LEN = GRID_Y_LEN
GRID_ROOF_X_SIZE = GRID_X_SIZE
GRID_ROOF_Y_SIZE = 85

# 颜色
WHITE        = (255, 255, 255)
NAVYBLUE     = ( 60,  60, 100)
SKY_BLUE     = ( 39, 145, 251)
BLACK        = (  0,   0,   0)
LIGHTYELLOW  = (234, 233, 171)
RED          = (255,   0,   0)
PURPLE       = (255,   0, 255)
GOLD         = (255, 215,   0)
GREEN        = (  0, 255,   0)
YELLOWGREEN  = ( 55, 200,   0)
LIGHTGRAY    = (107, 108, 145)
PARCHMENT_YELLOW = (207, 146, 83)

# 退出游戏按钮
EXIT = "exit"
HELP = "help"
# 游戏界面可选的菜单
LITTLE_MENU = "littleMenu"
BIG_MENU = "bigMenu"
RESTART_BUTTON = "restartButton"
MAINMENU_BUTTON = "mainMenuButton"
LITTLEGAME_BUTTON = "littleGameButton"
OPTION_BUTTON = "optionButton"
SOUND_VOLUME_BUTTON = "volumeButton"
UNIVERSAL_BUTTON = "universalButton"
# 金银向日葵奖杯
TROPHY_SUNFLOWER = "sunflowerTrophy"
# 小铲子
SHOVEL = "shovel"
SHOVEL_BOX = "shovelBox"
# 一大波僵尸来袭图片
HUGE_WAVE_APPROCHING = "Approching"
# 关卡进程图片
LEVEL_PROGRESS_BAR = "LevelProgressBar"
LEVEL_PROGRESS_ZOMBIE_HEAD = "LevelProgressZombieHead"
LEVEL_PROGRESS_FLAG = "LevelProgressFlag"

地图搭建(部分)

class Map():
    def __init__(self, background_type:int):
        self.background_type = background_type
        # 注意:从0开始编号
        if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
            self.width = c.GRID_POOL_X_LEN
            self.height = c.GRID_POOL_Y_LEN
            self.grid_height_size = c.GRID_POOL_Y_SIZE
            self.map =  [   [self.initMapGrid(c.MAP_WATER) if 2 <= y <= 3
                                else self.initMapGrid(c.MAP_GRASS)
                            for x in range(self.width)
                            ]
                        for y in range(self.height)
                        ]
        elif self.background_type in c.ON_ROOF_BACKGROUNDS:
            self.width = c.GRID_ROOF_X_LEN
            self.height = c.GRID_ROOF_Y_LEN
            self.grid_height_size = c.GRID_ROOF_Y_SIZE
            self.map =  [   [self.initMapGrid(c.MAP_TILE)
                            for x in range(self.width)
                            ]
                        for y in range(self.height)
                        ]
        elif self.background_type == c.BACKGROUND_SINGLE:
            self.width = c.GRID_X_LEN
            self.height = c.GRID_Y_LEN
            self.grid_height_size = c.GRID_Y_SIZE
            self.map =  [   [self.initMapGrid(c.MAP_GRASS) if y ==2
                                else self.initMapGrid(c.MAP_UNAVAILABLE)
                            for x in range(self.width)
                            ]
                        for y in range(self.height)
                        ]
        elif self.background_type == c.BACKGROUND_TRIPLE:
            self.width = c.GRID_X_LEN
            self.height = c.GRID_Y_LEN
            self.grid_height_size = c.GRID_Y_SIZE
            self.map =  [   [self.initMapGrid(c.MAP_GRASS) if 1 <= y <= 3
                                else self.initMapGrid(c.MAP_UNAVAILABLE)
                            for x in range(self.width)
                            ]
                        for y in range(self.height)
                        ]
        else:
            self.width = c.GRID_X_LEN
            self.height = c.GRID_Y_LEN
            self.grid_height_size = c.GRID_Y_SIZE
            self.map =  [   [self.initMapGrid(c.MAP_GRASS)
                            for x in range(self.width)
                            ]
                        for y in range(self.height)
                        ]

    def isValid(self, map_x:int, map_y:int) -> bool:
        if ((0 <= map_x < self.width)
        and (0 <= map_y < self.height)):
            return True
        return False

    # 地图单元格状态
    # 注意是可变对象,不能直接引用
    # 由于同一格显然不可能种两个相同的植物,所以用集合
    def initMapGrid(self, plot_type:str) -> set:
        return {c.MAP_PLANT:set(), c.MAP_SLEEP:False, c.MAP_PLOT_TYPE:plot_type}

    # 判断位置是否可用
    # 暂时没有写紫卡植物的判断方法
    # 由于紫卡植物需要移除以前的植物,所以可用另外定义一个函数
    def isAvailable(self, map_x:int, map_y:int, plant_name:str) -> bool:
        # 咖啡豆和墓碑吞噬者的判别最为特殊
        if plant_name == c.COFFEEBEAN:
            if (self.map[map_y][map_x][c.MAP_SLEEP]
            and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
                return True
            else:
                return False
        if plant_name == c.GRAVEBUSTER:
            if (c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT]
            and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
                return True
            else:
                return False
        # 被非植物障碍占据的格子对于一般植物不可种植
        if any((i in c.NON_PLANT_OBJECTS) for i in self.map[map_y][map_x][c.MAP_PLANT]):
            return False
        if self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_GRASS:  # 草地
            # 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上
            if plant_name not in c.WATER_PLANTS:
                if not self.map[map_y][map_x][c.MAP_PLANT]: # 没有植物肯定可以种植
                    return True
                elif (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
                and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
                    return True
                elif ((plant_name == c.PUMPKINHEAD)
                and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])):   # 没有南瓜头就能种南瓜头
                    return True
                else:
                    return False
            else:
                return False
        elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_TILE: # 屋顶
            # 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上
            if plant_name not in c.WATER_PLANTS:
                if "花盆(未实现)" in self.map[map_y][map_x][c.MAP_PLANT]:
                    if (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
                    and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植
                        if plant_name in {c.SPIKEWEED}: # 不能在花盆上种植的植物
                            return False
                        else:
                            return True
                    elif ((plant_name == c.PUMPKINHEAD)
                    and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])):    # 有花盆且没有南瓜头就能种南瓜头
                        return True
                    else:
                        return False
                elif plant_name == "花盆(未实现)": # 这一格本来没有花盆而且新来的植物是花盆,可以种
                    return True
                else:
                    return False
            else:
                return False
        elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_WATER:   # 水里
            if plant_name in c.WATER_PLANTS:   # 是水生植物
                if not self.map[map_y][map_x][c.MAP_PLANT]: # 只有无植物时才能在水里种植水生植物
                    return True
                else:
                    return False
            else:   # 非水生植物,依赖睡莲
                if c.LILYPAD in self.map[map_y][map_x][c.MAP_PLANT]:
                    if (all((i in {c.LILYPAD, c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT])
                    and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])):
                        if plant_name in {c.SPIKEWEED, c.POTATOMINE, "花盆(未实现)"}: # 不能在睡莲上种植的植物
                            return False
                        else:
                            return True
                    elif ((plant_name == c.PUMPKINHEAD)
                    and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])):   # 在睡莲上且没有南瓜头就能种南瓜头
                        return True
                    else:
                        return False
                else:
                    return False
        else:   # 不可种植区域
            return False
    
    def getMapIndex(self, x:int, y:int) -> tuple[int, int]:
        if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
            x -= c.MAP_POOL_OFFSET_X
            y -= c.MAP_POOL_OFFSET_Y
            return (x // c.GRID_POOL_X_SIZE, y // c.GRID_POOL_Y_SIZE)
        elif self.background_type in c.ON_ROOF_BACKGROUNDS:
            x -= c.MAP_ROOF_OFFSET_X
            y -= c.MAP_ROOF_OFFSET_X
            grid_x = x // c.GRID_ROOF_X_SIZE
            if grid_x >= 5:
                grid_y = y // c.GRID_ROOF_Y_SIZE
            else:
                grid_y = (y - 20*(6 - grid_x)) // 85
            return (grid_x, grid_y)
        else:
            x -= c.MAP_OFFSET_X
            y -= c.MAP_OFFSET_Y
            return (x // c.GRID_X_SIZE, y // c.GRID_Y_SIZE)
    
    def getMapGridPos(self, map_x:int, map_y:int) -> tuple[int, int]:
        if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS:
            return (map_x * c.GRID_POOL_X_SIZE + c.GRID_POOL_X_SIZE//2 + c.MAP_POOL_OFFSET_X,
                    map_y * c.GRID_POOL_Y_SIZE + c.GRID_POOL_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y)
        elif self.background_type in c.ON_ROOF_BACKGROUNDS:
            return (map_x * c.GRID_ROOF_X_SIZE + c.GRID_ROOF_X_SIZE//2 + c.MAP_ROOF_OFFSET_X,
                    map_y * c.GRID_ROOF_Y_SIZE + 20 * max(0, (6 - map_y)) + c.GRID_ROOF_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y)
        else:
            return (map_x * c.GRID_X_SIZE + c.GRID_X_SIZE//2 + c.MAP_OFFSET_X,
                    map_y * c.GRID_Y_SIZE + c.GRID_Y_SIZE//5 * 3 + c.MAP_OFFSET_Y)
    
    def setMapGridType(self, map_x:int, map_y:int, plot_type:str):
        self.map[map_y][map_x][c.MAP_PLOT_TYPE] = plot_type

    def addMapPlant(self, map_x:int, map_y:int, plant_name:int, sleep:bool=False):
        self.map[map_y][map_x][c.MAP_PLANT].add(plant_name)
        self.map[map_y][map_x][c.MAP_SLEEP] = sleep
    
    def removeMapPlant(self, map_x:int, map_y:int, plant_name:str):
        self.map[map_y][map_x][c.MAP_PLANT].discard(plant_name)

    def getRandomMapIndex(self) -> tuple[int, int]:
        map_x = random.randint(0, self.width-1)
        map_y = random.randint(0, self.height-1)
        return (map_x, map_y)

    def checkPlantToSeed(self, x:int, y:int, plant_name:str) -> tuple[int, int]:
        pos = None
        map_x, map_y = self.getMapIndex(x, y)
        if self.isValid(map_x, map_y) and self.isAvailable(map_x, map_y, plant_name):
            pos = self.getMapGridPos(map_x, map_y)
        return pos

定义植物类 (部分)

在这里插入图片描述

# 豌豆及孢子类普通子弹
class Bullet(pg.sprite.Sprite):
    def __init__(   self, x:int, start_y:int, dest_y:int, name:str, damage:int,
                    effect:str=None, passed_torchwood_x:int=None,
                    damage_type:str=c.ZOMBIE_DEAFULT_DAMAGE):
        pg.sprite.Sprite.__init__(self)

        self.name = name
        self.frames = []
        self.frame_index = 0
        self.load_images()
        self.frame_num = len(self.frames)
        self.image = self.frames[self.frame_index]
        self.mask = pg.mask.from_surface(self.image)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = start_y
        self.dest_y = dest_y
        self.y_vel = 15 if (dest_y > start_y) else -15
        self.x_vel = 10
        self.damage = damage
        self.damage_type = damage_type
        self.effect = effect
        self.state = c.FLY
        self.current_time = 0
        self.animate_timer = 0
        self.animate_interval = 70
        self.passed_torchwood_x = passed_torchwood_x  # 记录最近通过的火炬树横坐标,如果没有缺省为None

    def loadFrames(self, frames, name):
        frame_list = tool.GFX[name]
        if name in c.PLANT_RECT:
            data = c.PLANT_RECT[name]
            x, y, width, height = data["x"], data["y"], data["width"], data["height"]
        else:
            x, y = 0, 0
            rect = frame_list[0].get_rect()
            width, height = rect.w, rect.h

        for frame in frame_list:
            frames.append(tool.get_image(frame, x, y, width, height))

    def load_images(self):
        self.fly_frames = []
        self.explode_frames = []

        fly_name = self.name
        if self.name in c.BULLET_INDEPENDENT_BOOM_IMG:
            explode_name = f"{self.name}Explode"
        else:
            explode_name = "PeaNormalExplode"

        self.loadFrames(self.fly_frames, fly_name)
        self.loadFrames(self.explode_frames, explode_name)

        self.frames = self.fly_frames

    def update(self, game_info):
        self.current_time = game_info[c.CURRENT_TIME]
        if self.state == c.FLY:
            if self.rect.y != self.dest_y:
                self.rect.y += self.y_vel
                if self.y_vel * (self.dest_y - self.rect.y) < 0:
                    self.rect.y = self.dest_y
            self.rect.x += self.x_vel
            if self.rect.x >= c.SCREEN_WIDTH + 20:
                self.kill()
        elif self.state == c.EXPLODE:
            if (self.current_time - self.explode_timer) > 250:
                self.kill()
        if self.current_time - self.animate_timer >= self.animate_interval:
            self.frame_index += 1
            self.animate_timer = self.current_time
            if self.frame_index >= self.frame_num:
                self.frame_index = 0
            self.image = self.frames[self.frame_index]

    def setExplode(self):
        self.state = c.EXPLODE
        self.explode_timer = self.current_time
        self.frames = self.explode_frames
        self.frame_num = len(self.frames)
        self.image = self.frames[0]
        self.mask = pg.mask.from_surface(self.image)

        # 播放子弹爆炸音效
        if self.name == c.BULLET_FIREBALL:
            c.SOUND_FIREPEA_EXPLODE.play()
        else:
            c.SOUND_BULLET_EXPLODE.play()

    def draw(self, surface):
        surface.blit(self.image, self.rect)

# 大喷菇的烟雾
# 仅有动画效果,不参与攻击运算
class Fume(pg.sprite.Sprite):
    def __init__(self, x, y):
        pg.sprite.Sprite.__init__(self)
        self.name = c.FUME
        self.timer = 0
        self.frame_index = 0
        self.load_images()
        self.frame_num = len(self.frames)
        self.image = self.frames[self.frame_index]
        self.mask = pg.mask.from_surface(self.image)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

    def load_images(self):
        self.fly_frames = []

        fly_name = self.name

        self.loadFrames(self.fly_frames, fly_name)

        self.frames = self.fly_frames

    def draw(self, surface):
        surface.blit(self.image, self.rect)

    def update(self, game_info):
        self.current_time = game_info[c.CURRENT_TIME]
        if self.current_time - self.timer >= 100:
            self.frame_index += 1
            if self.frame_index >= self.frame_num:
                self.frame_index = self.frame_num - 1
                self.kill()
            self.timer = self.current_time
        self.image = self.frames[self.frame_index]

    def loadFrames(self, frames, name):
        frame_list = tool.GFX[name]
        x, y = 0, 0
        rect = frame_list[0].get_rect()
        width, height = rect.w, rect.h

        for frame in frame_list:
            frames.append(tool.get_image(frame, x, y, width, height))

定义僵尸类(部分)

在这里插入图片描述

class Zombie(pg.sprite.Sprite):
    def __init__(   self, x, y, name, head_group=None,
                    helmet_health=0,                helmet_type2_health=0,
                    body_health=c.NORMAL_HEALTH,    losthead_health=c.LOSTHEAD_HEALTH,
                    damage=c.ZOMBIE_ATTACK_DAMAGE,  can_swim=False):
        pg.sprite.Sprite.__init__(self)

        self.name = name
        self.frames = []
        self.frame_index = 0
        self.loadImages()
        self.frame_num = len(self.frames)

        self.image = self.frames[self.frame_index]
        self.rect = self.image.get_rect()
        self.mask = pg.mask.from_surface(self.image)
        self.rect.x = x
        self.rect.bottom = y
        # 大蒜换行移动像素值,< 0时向上,= 0时不变,> 0时向上
        self.target_y_change = 0
        self.original_y = y
        self.to_change_group = False

        self.helmet_health = helmet_health
        self.helmet_type2_health = helmet_type2_health
        self.health = body_health + losthead_health
        self.losthead_health = losthead_health
        self.damage = damage
        self.dead = False
        self.losthead = False
        self.can_swim = can_swim
        self.swimming = False
        self.helmet = (self.helmet_health > 0)
        self.helmet_type2 = (self.helmet_type2_health > 0)
        self.head_group = head_group

        self.walk_timer = 0
        self.animate_timer = 0
        self.attack_timer = 0
        self.state = c.WALK
        self.animate_interval = 150
        self.walk_animate_interval = 180
        self.attack_animate_interval = 100
        self.losthead_animate_interval = 180
        self.die_animate_interval = 50
        self.boomDie_animate_interval = 100
        self.ice_slow_ratio = 1
        self.ice_slow_timer = 0
        self.hit_timer = 0
        self.speed = 1
        self.freeze_timer = 0
        self.losthead_timer = 0
        self.is_hypno = False  # the zombie is hypo and attack other zombies when it ate a HypnoShroom

    def loadFrames(self, frames, name, colorkey=c.BLACK):
        frame_list = tool.GFX[name]
        rect = frame_list[0].get_rect()
        width, height = rect.w, rect.h
        if name in c.ZOMBIE_RECT:
            data = c.ZOMBIE_RECT[name]
            x, width = data["x"], data["width"]
        else:
            x = 0
        for frame in frame_list:
            frames.append(tool.get_image(frame, x, 0, width, height, colorkey))

    def update(self, game_info):
        self.current_time = game_info[c.CURRENT_TIME]
        self.handleState()
        self.updateIceSlow()
        self.animation()

    def handleState(self):
        if self.state == c.WALK:
            self.walking()
        elif self.state == c.ATTACK:
            self.attacking()
        elif self.state == c.DIE:
            self.dying()
        elif self.state == c.FREEZE:
            self.freezing()

    # 濒死状态用函数
    def checkToDie(self, framesKind):
        if self.health <= 0:
            self.setDie()
            return True
        elif self.health <= self.losthead_health:
            if not self.losthead:
                self.changeFrames(framesKind)
                self.setLostHead()
                return True
            else:
                self.health -= (self.current_time - self.losthead_timer) / 40
                self.losthead_timer = self.current_time
                return False
        else:
            return False

    def walking(self):
        if self.checkToDie(self.losthead_walk_frames):
            return

        # 能游泳的僵尸
        if self.can_swim:
            # 在水池范围内
            # 在右侧岸左
            if self.rect.right <= c.MAP_POOL_FRONT_X:
                # 在左侧岸右,左侧岸位置为预估
                if self.rect.right - 25 >= c.MAP_POOL_OFFSET_X:
                    # 还未进入游泳状态
                    if not self.swimming:
                        self.swimming = True
                        self.changeFrames(self.swim_frames)
                        # 播放入水音效
                        c.SOUND_ZOMBIE_ENTERING_WATER.play()
                        # 同样没有兼容双防具
                        if self.helmet:
                            if self.helmet_health <= 0:
                                self.helmet = False
                            else:
                                self.changeFrames(self.helmet_swim_frames)
                        if self.helmet_type2:
                            if self.helmet_type2_health <= 0:
                                self.helmet_type2 = False
                            else:
                                self.changeFrames(self.helmet_swim_frames)
                    # 已经进入游泳状态
                    else:
                        if self.helmet:
                            if self.helmet_health <= 0:
                                self.changeFrames(self.swim_frames)
                                self.helmet = False
                        if self.helmet_type2:
                            if self.helmet_type2_health <= 0:
                                self.changeFrames(self.swim_frames)
                                self.helmet_type2 = False
                # 水生僵尸已经接近家门口并且上岸
                else:
                    if self.swimming:
                        self.changeFrames(self.walk_frames)
                        self.swimming = False
                        # 同样没有兼容双防具
                        if self.helmet:
                            if self.helmet_health <= 0:
                                self.helmet = False
                            else:
                                self.changeFrames(self.helmet_walk_frames)
                        if self.helmet_type2:
                            if self.helmet_type2_health <= 0:
                                self.helmet_type2 = False
                            else:
                                self.changeFrames(self.helmet_walk_frames)
                    if self.helmet:
                        if self.helmet_health <= 0:
                            self.helmet = False
                            self.changeFrames(self.walk_frames)
                    if self.helmet_type2:
                        if self.helmet_type2_health <= 0:
                            self.helmet_type2 = False
                            self.changeFrames(self.walk_frames)
            elif self.is_hypno and self.rect.right > c.MAP_POOL_FRONT_X + 55:   # 常数拟合暂时缺乏检验
                if self.swimming:
                    self.changeFrames(self.walk_frames)
                if self.helmet:
                    if self.helmet_health <= 0:
                        self.changeFrames(self.walk_frames)
                        self.helmet = False
                    elif self.swimming: # 游泳状态需要改为步行
                        self.changeFrames(self.helmet_walk_frames)
                if self.helmet_type2:
                    if self.helmet_type2_health <= 0:
                        self.changeFrames(self.walk_frames)
                        self.helmet_type2 = False
                    elif self.swimming: # 游泳状态需要改为步行
                        self.changeFrames(self.helmet_walk_frames)
                self.swimming = False
            # 尚未进入水池
            else:
                if self.helmet_health <= 0 and self.helmet:
                    self.changeFrames(self.walk_frames)
                    self.helmet = False
                if self.helmet_type2_health <= 0 and self.helmet_type2:
                    self.changeFrames(self.walk_frames)
                    self.helmet_type2 = False
        # 不能游泳的一般僵尸
        else:
            if self.helmet_health <= 0 and self.helmet:
                self.changeFrames(self.walk_frames)
                self.helmet = False
            if self.helmet_type2_health <= 0 and self.helmet_type2:
                self.changeFrames(self.walk_frames)
                self.helmet_type2 = False

        if (self.current_time - self.walk_timer) > (c.ZOMBIE_WALK_INTERVAL * self.getTimeRatio()):
            self.handleGarlicYChange()
            self.walk_timer = self.current_time
            if self.is_hypno:
                self.rect.x += 1
            else:
                self.rect.x -= 1

游戏运行入口

在这里插入图片描述


#!/usr/bin/env python
import logging
import traceback
import os
import pygame as pg
from logging.handlers import RotatingFileHandler
# 由于在后续本地模块中存在对pygame的调用,在此处必须完成pygame的初始化
os.environ["SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"]="0" # 设置临时环境变量以避免Linux下禁用x11合成器
pg.init()

from source import tool
from source import constants as c
from source.state import mainmenu, screen, level

if __name__ == "__main__":
    # 日志设置
    if not os.path.exists(os.path.dirname(c.USERLOG_PATH)):
        os.makedirs(os.path.dirname(c.USERLOG_PATH))
    logger = logging.getLogger("main")
    formatter = logging.Formatter("%(asctime)s - %(levelname)s: %(message)s")
    fileHandler = RotatingFileHandler(c.USERLOG_PATH, "a", 1_000_000, 0, "utf-8")
    # 设置日志文件权限,Unix为644,Windows为可读写;Python的os.chmod与Unix chmod相同,但要显式说明8进制
    os.chmod(c.USERLOG_PATH, 0o644)
    fileHandler.setFormatter(formatter)
    streamHandler = logging.StreamHandler()
    streamHandler.setFormatter(formatter)
    logger.addHandler(fileHandler)
    logger.addHandler(streamHandler)

    try:
        # 控制状态机运行
        game = tool.Control()
        state_dict = {  c.MAIN_MENU:    mainmenu.Menu(),
                        c.GAME_VICTORY: screen.GameVictoryScreen(),
                        c.GAME_LOSE:    screen.GameLoseScreen(),
                        c.LEVEL:        level.Level(),
                        c.AWARD_SCREEN: screen.AwardScreen(),
                        c.HELP_SCREEN:  screen.HelpScreen(),
                        }
        game.setup_states(state_dict, c.MAIN_MENU)
        game.run()
    except:
        print() # 将日志输出与上文内容分隔开,增加可读性
        logger.error(f"\n{traceback.format_exc()}") 

游戏源码获取

关注vx公众号【苏凉闲谈社】回复“777””即可免费领取游戏源码,同时还为大家准备了相关图书资料、视频资料以及其他python小游戏源码等等。

  • 25
    点赞
  • 25
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 20
    评论
好的,以下是Python实现植物大战僵尸的简化版代码: ```python import random # 植物与僵尸的基类 class Entity: def __init__(self, name, hp, damage): self.name = name self.hp = hp self.damage = damage def attack(self, target): target.hp -= self.damage def is_alive(self): return self.hp > 0 # 植物类 class Plant(Entity): def __init__(self, name, hp, damage, cost): super().__init__(name, hp, damage) self.cost = cost # 僵尸类 class Zombie(Entity): def __init__(self, name, hp, damage, speed): super().__init__(name, hp, damage) self.speed = speed # 植物和僵尸的工厂类 class EntityFactory: @staticmethod def create_plant(plant_type): if plant_type == 'PeaShooter': return Plant('PeaShooter', 100, 20, 50) elif plant_type == 'SunFlower': return Plant('SunFlower', 50, 0, 25) @staticmethod def create_zombie(zombie_type): if zombie_type == 'NormalZombie': return Zombie('NormalZombie', 200, 10, 1) elif zombie_type == 'ConeheadZombie': return Zombie('ConeheadZombie', 300, 20, 1) # 游戏管理类 class GameManager: def __init__(self): self.plants = [] self.zombies = [] def add_plant(self, plant_type): plant = EntityFactory.create_plant(plant_type) if plant.cost <= self.sun: self.sun -= plant.cost self.plants.append(plant) return True else: return False def add_zombie(self, zombie_type): zombie = EntityFactory.create_zombie(zombie_type) self.zombies.append(zombie) def game_loop(self): while True: # 随机生成僵尸 if random.randint(0, 9) < 2: self.add_zombie('NormalZombie') else: self.add_zombie('ConeheadZombie') # 植物攻击僵尸 for plant in self.plants: zombie = random.choice(self.zombies) plant.attack(zombie) if not zombie.is_alive(): self.zombies.remove(zombie) # 僵尸攻击植物 for zombie in self.zombies: plant = random.choice(self.plants) zombie.attack(plant) if not plant.is_alive(): self.plants.remove(plant) # 判断游戏是否结束 if not self.plants: print('Game over! Zombies win!') break elif not self.zombies: print('Game over! Plants win!') break # 游戏入口 if __name__ == '__main__': game = GameManager() game.sun = 100 game.add_plant('PeaShooter') game.add_plant('SunFlower') game.game_loop() ``` 这个游戏的实现还可以更加完善,例如添加更多的植物和僵尸类型、增加关卡等。但是这个简化版的代码已经可以让你了解到如何用Python实现植物大战僵尸的游戏逻辑。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 20
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

苏 凉

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值