基于python的植物大战僵尸游戏的论文,python植物大战僵尸代码示例
这篇文章主要介绍了如何利用大蟒实现植物大战僵尸游戏,文中有非常详细的代码示例,对正在学习大蟒的小伙伴们有非常好的帮助,需要的朋友可以参考下
目录
游戏截图动态演示源码分享状态/工具。py状态/常数py状态/主。巴拉圭主执行文件main.py
游戏截图
动态演示
源码分享
state/tool.py
导入操作系统
导入数据
从字母表导入抽象方法
将简介及安装导入为程序制导
从。将常量作为c导入
类别状态():
def __init__(self):
self.start_time=0.0
自电流时间=0.0
self.done=False
self.next=无
self.persist={}
@抽象方法
定义启动(自身、当前时间、持续):
抽象方法
极好的清理(自我):
self.done=False
回归自我,坚持
@抽象方法
定义更新(自身,表面,关键点,当前时间):
抽象方法
类别控制():
def __init__(self):
自我。屏幕=pg。展示。get _ surface()
self.done=False
self.clock=pg.time.Clock()
self.fps=60
self.keys=pg.key.get_pressed()
self.mouse_pos=None
self.mouse_click=[False,False]# value :[鼠标左键单击,鼠标右键单击]
自电流时间=0.0
self.state_dict={}
self.state_name=无
自我状态=无
自我。游戏_信息={ c .当前_时间:0.0,
碳(碳的缩写)LEVEL_NUM:c .START_LEVEL_NUM}
def setup_states(self,state_dict,start_state):
自我状态_字典=状态_字典
self.state_name=起始状态
自我。状态=自我。state _ dict[自我。状态_名称]
自我。状态。启动(自我。当前时间,自我.游戏信息)
定义更新(自身):
自我。当前时间=pg。时间。get _ ticks()
if self.state.done:
self.flip_state()
self.state.update(self.screen,self.current_time,self.m
ouse_pos, self.mouse_click)
self.mouse_pos = None
self.mouse_click[0] = False
self.mouse_click[1] = False
def flip_state(self):
previous, self.state_name = self.state_name, self.state.next
persist = self.state.cleanup()
self.state = self.state_dict[self.state_name]
self.state.startup(self.current_time, persist)
def event_loop(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.KEYDOWN:
self.keys = pg.key.get_pressed()
elif event.type == pg.KEYUP:
self.keys = pg.key.get_pressed()
elif event.type == pg.MOUSEBUTTONDOWN:
self.mouse_pos = pg.mouse.get_pos()
self.mouse_click[0], _, self.mouse_click[1] = pg.mouse.get_pressed()
print(pos:, self.mouse_pos, mouse:, self.mouse_click)
def main(self):
while not self.done:
self.event_loop()
self.update()
pg.display.update()
self.clock.tick(self.fps)
print(game over)
def get_image(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
image = pg.Surface([width, height])
rect = image.get_rect()
image.blit(sheet, (0, 0), (x, y, width, height))
image.set_colorkey(colorkey)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image
def load_image_frames(directory, image_name, colorkey, accept):
frame_list = []
tmp = {}
# image_name is "Peashooter", pic name is Peashooter_1, get the index 1
index_start = len(image_name) + 1
frame_num = 0;
for pic in os.listdir(directory):
name, ext = os.path.splitext(pic)
if ext.lower() in accept:
index = int(name[index_start:])
img = pg.image.load(os.path.join(directory, pic))
if img.get_alpha():
img = img.convert_alpha()
else:
img = img.convert()
img.set_colorkey(colorkey)
tmp[index]= img
frame_num += 1
for i in range(frame_num):
frame_list.append(tmp[i])
return frame_list
def load_all_gfx(directory, colorkey=c.WHITE, accept=(.png, .jpg, .bmp, .gif)):
graphics = {}
for name1 in os.listdir(directory):
# subfolders under the folder resources\graphics
dir1 = os.path.join(directory, name1)
if os.path.isdir(dir1):
for name2 in os.listdir(dir1):
dir2 = os.path.join(dir1, name2)
if os.path.isdir(dir2):
# e.g. subfolders under the folder resources\graphics\Zombies
for name3 in os.listdir(dir2):
dir3 = os.path.join(dir2, name3)
# e.g. subfolders or pics under the folder resources\graphics\Zombies\ConeheadZombie
if os.path.isdir(dir3):
# e.g. its the folder resources\graphics\Zombies\ConeheadZombie\ConeheadZombieAttack
image_name, _ = os.path.splitext(name3)
graphics[image_name] = load_image_frames(dir3, image_name, colorkey, accept)
else:
# e.g. pics under the folder resources\graphics\Plants\Peashooter
image_name, _ = os.path.splitext(name2)
graphics[image_name] = load_image_frames(dir2, image_name, colorkey, accept)
break
else:
# e.g. pics under the folder resources\graphics\Screen
name, ext = os.path.splitext(name2)
if ext.lower() in accept:
img = pg.image.load(dir2)
if img.get_alpha():
img = img.convert_alpha()
else:
img = img.convert()
img.set_colorkey(colorkey)
graphics[name] = img
return graphics
def loadZombieImageRect():
file_path = os.path.join(source, data, entity, zombie.json)
f = open(file_path)
data = json.load(f)
f.close()
return data[c.ZOMBIE_IMAGE_RECT]
def loadPlantImageRect():
file_path = os.path.join(source, data, entity, plant.json)
f = open(file_path)
data = json.load(f)
f.close()
return data[c.PLANT_IMAGE_RECT]
pg.init()
pg.display.set_caption(c.ORIGINAL_CAPTION)
SCREEN = pg.display.set_mode(c.SCREEN_SIZE)
GFX = load_all_gfx(os.path.join("resources","graphics"))
ZOMBIE_RECT = loadZombieImageRect()
PLANT_RECT = loadPlantImageRect()
state/constants.py
START_LEVEL_NUM = 1
ORIGINAL_CAPTION = Plant VS Zombies Game
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
GRID_X_LEN = 9
GRID_Y_LEN = 5
GRID_X_SIZE = 80
GRID_Y_SIZE = 100
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)
SIZE_MULTIPLIER = 1.3
#GAME INFO DICTIONARY KEYS
CURRENT_TIME = current time
LEVEL_NUM = level num
#STATES FOR ENTIRE GAME
MAIN_MENU = main menu
LOAD_SCREEN = load screen
GAME_LOSE = game los
GAME_VICTORY = game victory
LEVEL = level
MAIN_MENU_IMAGE = MainMenu
OPTION_ADVENTURE = Adventure
GAME_LOOSE_IMAGE = GameLoose
GAME_VICTORY_IMAGE = GameVictory
#MAP COMPONENTS
BACKGROUND_NAME = Background
BACKGROUND_TYPE = background_type
INIT_SUN_NAME = init_sun_value
ZOMBIE_LIST = zombie_list
MAP_EMPTY = 0
MAP_EXIST = 1
BACKGROUND_OFFSET_X = 220
MAP_OFFSET_X = 35
MAP_OFFSET_Y = 100
#MENUBAR
CHOOSEBAR_TYPE = choosebar_type
CHOOSEBAR_STATIC = 0
CHOOSEBAR_MOVE = 1
CHOSSEBAR_BOWLING = 2
MENUBAR_BACKGROUND = ChooserBackground
MOVEBAR_BACKGROUND = MoveBackground
PANEL_BACKGROUND = PanelBackground
START_BUTTON = StartButton
CARD_POOL = card_pool
MOVEBAR_CARD_FRESH_TIME = 6000
CARD_MOVE_TIME = 60
#PLANT INFO
PLANT_IMAGE_RECT = plant_image_rect
CAR = car
SUN = Sun
SUNFLOWER = SunFlower
PEASHOOTER = Peashooter
SNOWPEASHOOTER = SnowPea
WALLNUT = WallNut
CHERRYBOMB = CherryBomb
THREEPEASHOOTER = Threepeater
REPEATERPEA = RepeaterPea
CHOMPER = Chomper
CHERRY_BOOM_IMAGE = Boom
PUFFSHROOM = PuffShroom
POTATOMINE = PotatoMine
SQUASH = Squash
SPIKEWEED = Spikeweed
JALAPENO = Jalapeno
SCAREDYSHROOM = ScaredyShroom
SUNSHROOM = SunShroom
ICESHROOM = IceShroom
HYPNOSHROOM = HypnoShroom
WALLNUTBOWLING = WallNutBowling
REDWALLNUTBOWLING = RedWallNutBowling
PLANT_HEALTH = 5
WALLNUT_HEALTH = 30
WALLNUT_CRACKED1_HEALTH = 20
WALLNUT_CRACKED2_HEALTH = 10
WALLNUT_BOWLING_DAMAGE = 10
PRODUCE_SUN_INTERVAL = 7000
FLOWER_SUN_INTERVAL = 22000
SUN_LIVE_TIME = 7000
SUN_VALUE = 25
ICE_SLOW_TIME = 2000
FREEZE_TIME = 7500
ICETRAP = IceTrap
#PLANT CARD INFO
CARD_SUNFLOWER = card_sunflower
CARD_PEASHOOTER = card_peashooter
CARD_SNOWPEASHOOTER = card_snowpea
CARD_WALLNUT = card_wallnut
CARD_CHERRYBOMB = card_cherrybomb
CARD_THREEPEASHOOTER = card_threepeashooter
CARD_REPEATERPEA = card_repeaterpea
CARD_CHOMPER = card_chomper
CARD_PUFFSHROOM = card_puffshroom
CARD_POTATOMINE = card_potatomine
CARD_SQUASH = card_squash
CARD_SPIKEWEED = card_spikeweed
CARD_JALAPENO = card_jalapeno
CARD_SCAREDYSHROOM = card_scaredyshroom
CARD_SUNSHROOM = card_sunshroom
CARD_ICESHROOM = card_iceshroom
CARD_HYPNOSHROOM = card_hypnoshroom
CARD_REDWALLNUT = card_redwallnut
#BULLET INFO
BULLET_PEA = PeaNormal
BULLET_PEA_ICE = PeaIce
BULLET_MUSHROOM = BulletMushRoom
BULLET_DAMAGE_NORMAL = 1
#ZOMBIE INFO
ZOMBIE_IMAGE_RECT = zombie_image_rect
ZOMBIE_HEAD = ZombieHead
NORMAL_ZOMBIE = Zombie
CONEHEAD_ZOMBIE = ConeheadZombie
BUCKETHEAD_ZOMBIE = BucketheadZombie
FLAG_ZOMBIE = FlagZombie
NEWSPAPER_ZOMBIE = NewspaperZombie
BOOMDIE = BoomDie
LOSTHEAD_HEALTH = 5
NORMAL_HEALTH = 10
FLAG_HEALTH = 15
CONEHEAD_HEALTH = 20
BUCKETHEAD_HEALTH = 30
NEWSPAPER_HEALTH = 15
ATTACK_INTERVAL = 1000
ZOMBIE_WALK_INTERVAL = 70
ZOMBIE_START_X = SCREEN_WIDTH + 50
#STATE
IDLE = idle
FLY = fly
EXPLODE = explode
ATTACK = attack
ATTACKED = attacked
DIGEST = digest
WALK = walk
DIE = die
CRY = cry
FREEZE = freeze
SLEEP = sleep
#LEVEL STATE
CHOOSE = choose
PLAY = play
#BACKGROUND
BACKGROUND_DAY = 0
BACKGROUND_NIGHT = 1
state/main.py
from . import toolfrom . import constants as c
from .state import mainmenu, screen, level
def main():
game = tool.Control()
state_dict = {c.MAIN_MENU: mainmenu.Menu(),
c.GAME_VICTORY: screen.GameVictoryScreen(),
c.GAME_LOSE: screen.GameLoseScreen(),
c.LEVEL: level.Level()}
game.setup_states(state_dict, c.MAIN_MENU)
game.main()
主执行文件main.py
import pygame as pgfrom source.main import main
if __name__==__main__:
main()
pg.quit()
到此这篇关于基于Python实现经典植物大战僵尸游戏的文章就介绍到这了,更多相关Python植物大战僵尸内容请搜索盛行IT软件开发工作室以前的文章或继续浏览下面的相关文章希望大家以后多多支持盛行IT软件开发工作室!
郑重声明:本文由网友发布,不代表盛行IT的观点,版权归原作者所有,仅为传播更多信息之目的,如有侵权请联系,我们将第一时间修改或删除,多谢。