Python Pygame實(shí)戰(zhàn)之塔防游戲的實(shí)現(xiàn)
一、環(huán)境要求
windows系統(tǒng),python3.6+
安裝模塊
pip install pyqt5 pip install pygame
二、游戲介紹
1、游戲目標(biāo)
按照關(guān)卡,設(shè)計(jì)不同的塔防地圖(博主只設(shè)計(jì)了三關(guān),有興趣的同學(xué),學(xué)會(huì)之后,可以自己畫地圖),設(shè)置三種炮臺(tái),每種炮臺(tái)發(fā)射不同的炮彈,每種炮彈對(duì)敵人殺傷力不一樣,每種
炮臺(tái)的價(jià)格也不一樣。玩家通過錢幣購(gòu)買炮臺(tái),并設(shè)有剪出炮臺(tái)的操作(有點(diǎn)類似植物大戰(zhàn)僵尸里的鏟子)。敵人成功抵達(dá)塔樓,游戲結(jié)束。
2、先上游戲效果圖

三、完整開發(fā)流程
1、項(xiàng)目主結(jié)構(gòu)
首先,先整理一下項(xiàng)目的主結(jié)構(gòu),其實(shí)看一下主結(jié)構(gòu),基本就清晰了

2、詳細(xì)配置
config.py
配置文件中,需要引入os模塊,并且配置打開游戲的屏幕大小,并將資源中引用到的圖片、音頻插入到合適的位置。
因?yàn)槲覀兊拿詫m游戲,需要?jiǎng)濋_模塊。
'''配置文件'''
import os
'''屏幕大小'''
SCREENSIZE = (800, 600)
'''圖片路徑'''
IMAGEPATHS = {
'choice': {
'load_game': os.path.join(os.getcwd(), 'resources/images/choice/load_game.png'),
'map1': os.path.join(os.getcwd(), 'resources/images/choice/map1.png'),
'map1_black': os.path.join(os.getcwd(), 'resources/images/choice/map1_black.png'),
'map1_red': os.path.join(os.getcwd(), 'resources/images/choice/map1_red.png'),
'map2': os.path.join(os.getcwd(), 'resources/images/choice/map2.png'),
'map2_black': os.path.join(os.getcwd(), 'resources/images/choice/map2_black.png'),
'map2_red': os.path.join(os.getcwd(), 'resources/images/choice/map2_red.png'),
'map3': os.path.join(os.getcwd(), 'resources/images/choice/map3.png'),
'map3_black': os.path.join(os.getcwd(), 'resources/images/choice/map3_black.png'),
'map3_red': os.path.join(os.getcwd(), 'resources/images/choice/map3_red.png'),
},
'end': {
'gameover': os.path.join(os.getcwd(), 'resources/images/end/gameover.png'),
'continue_red': os.path.join(os.getcwd(), 'resources/images/end/continue_red.png'),
'continue_black': os.path.join(os.getcwd(), 'resources/images/end/continue_black.png'),
},
'game': {
'arrow1': os.path.join(os.getcwd(), 'resources/images/game/arrow1.png'),
'arrow2': os.path.join(os.getcwd(), 'resources/images/game/arrow2.png'),
'arrow3': os.path.join(os.getcwd(), 'resources/images/game/arrow3.png'),
'basic_tower': os.path.join(os.getcwd(), 'resources/images/game/basic_tower.png'),
'boulder': os.path.join(os.getcwd(), 'resources/images/game/boulder.png'),
'bush': os.path.join(os.getcwd(), 'resources/images/game/bush.png'),
'cave': os.path.join(os.getcwd(), 'resources/images/game/cave.png'),
'dirt': os.path.join(os.getcwd(), 'resources/images/game/dirt.png'),
'enemy_blue': os.path.join(os.getcwd(), 'resources/images/game/enemy_blue.png'),
'enemy_pink': os.path.join(os.getcwd(), 'resources/images/game/enemy_pink.png'),
'enemy_red': os.path.join(os.getcwd(), 'resources/images/game/enemy_red.png'),
'enemy_yellow': os.path.join(os.getcwd(), 'resources/images/game/enemy_yellow.png'),
'godark': os.path.join(os.getcwd(), 'resources/images/game/godark.png'),
'golight': os.path.join(os.getcwd(), 'resources/images/game/golight.png'),
'grass': os.path.join(os.getcwd(), 'resources/images/game/grass.png'),
'healthfont': os.path.join(os.getcwd(), 'resources/images/game/healthfont.png'),
'heavy_tower': os.path.join(os.getcwd(), 'resources/images/game/heavy_tower.png'),
'med_tower': os.path.join(os.getcwd(), 'resources/images/game/med_tower.png'),
'nexus': os.path.join(os.getcwd(), 'resources/images/game/nexus.png'),
'othergrass': os.path.join(os.getcwd(), 'resources/images/game/othergrass.png'),
'path': os.path.join(os.getcwd(), 'resources/images/game/path.png'),
'rock': os.path.join(os.getcwd(), 'resources/images/game/rock.png'),
'tiles': os.path.join(os.getcwd(), 'resources/images/game/tiles.png'),
'unitfont': os.path.join(os.getcwd(), 'resources/images/game/unitfont.png'),
'water': os.path.join(os.getcwd(), 'resources/images/game/water.png'),
'x': os.path.join(os.getcwd(), 'resources/images/game/x.png'),
},
'pause': {
'gamepaused': os.path.join(os.getcwd(), 'resources/images/pause/gamepaused.png'),
'resume_black': os.path.join(os.getcwd(), 'resources/images/pause/resume_black.png'),
'resume_red': os.path.join(os.getcwd(), 'resources/images/pause/resume_red.png'),
},
'start': {
'play_black': os.path.join(os.getcwd(), 'resources/images/start/play_black.png'),
'play_red': os.path.join(os.getcwd(), 'resources/images/start/play_red.png'),
'quit_black': os.path.join(os.getcwd(), 'resources/images/start/quit_black.png'),
'quit_red': os.path.join(os.getcwd(), 'resources/images/start/quit_red.png'),
'start_interface': os.path.join(os.getcwd(), 'resources/images/start/start_interface.png'),
},
}
'''地圖路徑'''
MAPPATHS = {
'1': os.path.join(os.getcwd(), 'resources/maps/1.map'),
'2': os.path.join(os.getcwd(), 'resources/maps/2.map'),
'3': os.path.join(os.getcwd(), 'resources/maps/3.map'),
}
'''字體路徑'''
FONTPATHS = {
'Calibri': os.path.join(os.getcwd(), 'resources/fonts/Calibri.ttf'),
'm04': os.path.join(os.getcwd(), 'resources/fonts/m04.ttf'),
'Microsoft Sans Serif': os.path.join(os.getcwd(), 'resources/fonts/Microsoft Sans Serif.ttf'),
}
'''不同難度的settings'''
DIFFICULTYPATHS = {
'easy': os.path.join(os.getcwd(), 'resources/difficulties/easy.json'),
'hard': os.path.join(os.getcwd(), 'resources/difficulties/hard.json'),
'medium': os.path.join(os.getcwd(), 'resources/difficulties/medium.json'),
}
'''音頻路徑'''
AUDIOPATHS = {
'bgm': os.path.join(os.getcwd(), 'resources/audios/bgm.mp3'),
}3、定義敵人、塔樓、子彈的類

turrent.py 以炮塔類為例
炮塔首先需要初始化,即init函數(shù),另外需要有射擊屬性、以及重置屬性(即我們可以將已經(jīng)建好的炮塔刪除,然后重新添加)
import pygame
from .arrow import Arrow
'''炮塔類'''
class Turret(pygame.sprite.Sprite):
def __init__(self, turret_type, cfg):
assert turret_type in range(3)
pygame.sprite.Sprite.__init__(self)
self.cfg = cfg
self.turret_type = turret_type
self.imagepaths = [cfg.IMAGEPATHS['game']['basic_tower'], cfg.IMAGEPATHS['game']['med_tower'], cfg.IMAGEPATHS['game']['heavy_tower']]
self.image = pygame.image.load(self.imagepaths[turret_type])
self.rect = self.image.get_rect()
# 箭
self.arrow = Arrow(turret_type, cfg)
# 當(dāng)前的位置
self.coord = 0, 0
self.position = 0, 0
self.rect.left, self.rect.top = self.position
self.reset()
'''射擊'''
def shot(self, position, angle=None):
arrow = None
if not self.is_cooling:
arrow = Arrow(self.turret_type, self.cfg)
arrow.reset(position, angle)
self.is_cooling = True
if self.is_cooling:
self.cool_time -= 1
if self.cool_time == 0:
self.reset()
return arrow
'''重置'''
def reset(self):
if self.turret_type == 0:
# 價(jià)格
self.price = 500
# 射箭的冷卻時(shí)間
self.cool_time = 30
# 是否在冷卻期
self.is_cooling = False
elif self.turret_type == 1:
self.price = 1000
self.cool_time = 50
self.is_cooling = False
elif self.turret_type == 2:
self.price = 1500
self.cool_time = 100
self.is_cooling = False4、游戲開始:選擇難度地圖
在這里我們把游戲主界面初始化,并把三個(gè)難度的地圖列出來,讓玩家選擇。
import sys
import pygame
'''游戲選擇主界面'''
class MainInterface(pygame.sprite.Sprite):
def __init__(self, cfg):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(cfg.IMAGEPATHS['choice']['load_game']).convert()
self.rect = self.image.get_rect()
self.rect.topleft = (0, 0)
'''更新函數(shù)'''
def update(self):
pass
'''地圖1'''
class MapButton1(pygame.sprite.Sprite):
def __init__(self, cfg, position=(175, 240)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['choice']['map1_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['choice']['map1_red']).convert()
self.image_3 = pygame.image.load(cfg.IMAGEPATHS['choice']['map1']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''地圖2'''
class MapButton2(pygame.sprite.Sprite):
def __init__(self, cfg, position=(400, 240)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['choice']['map2_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['choice']['map2_red']).convert()
self.image_3 = pygame.image.load(cfg.IMAGEPATHS['choice']['map2']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''地圖3'''
class MapButton3(pygame.sprite.Sprite):
def __init__(self, cfg, position=(625, 240)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['choice']['map3_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['choice']['map3_red']).convert()
self.image_3 = pygame.image.load(cfg.IMAGEPATHS['choice']['map3']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''信息顯示框'''
class InfoBox(pygame.sprite.Sprite):
def __init__(self, position=(400, 475)):
pygame.sprite.Sprite.__init__(self)
self.ori_image = pygame.Surface((625, 200))
self.ori_image.fill((255, 255, 255))
self.ori_image_front = pygame.Surface((621, 196))
self.ori_image_front.fill((0, 0, 0))
self.ori_image.blit(self.ori_image_front, (2, 2))
self.rect = self.ori_image.get_rect()
self.rect.center = position
'''更新函數(shù)'''
def update(self, btns):
self.image = self.ori_image
mouse_pos = pygame.mouse.get_pos()
for btn in btns:
if btn.rect.collidepoint(mouse_pos):
self.image.blit(btn.image_3, (225, 25))
break
'''簡(jiǎn)單難度按鈕'''
class EasyButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(400, 150)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.Surface((285, 100))
self.image_1_front = pygame.Surface((281, 96))
self.image_1.fill((255, 255, 255))
self.image_1_front.fill((0, 0, 0))
self.image_1.blit(self.image_1_front, (2, 2))
self.image_2 = pygame.Surface((285, 100))
self.image_2_front = pygame.Surface((281, 96))
self.image_2.fill((255, 255, 255))
self.image_2_front.fill((24, 196, 40))
self.image_2.blit(self.image_2_front, (2, 2))
self.text = 'easy'
self.font = pygame.font.Font(cfg.FONTPATHS['m04'], 42)
self.text_render = self.font.render(self.text, 1, (255, 255, 255))
self.image_1.blit(self.text_render, (60, 29))
self.image_2.blit(self.text_render, (60, 29))
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''中等難度按鈕'''
class MediumButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(400, 300)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.Surface((285, 100))
self.image_1_front = pygame.Surface((281, 96))
self.image_1.fill((255, 255, 255))
self.image_1_front.fill((0, 0, 0))
self.image_1.blit(self.image_1_front, (2, 2))
self.image_2 = pygame.Surface((285, 100))
self.image_2_front = pygame.Surface((281, 96))
self.image_2.fill((255, 255, 255))
self.image_2_front.fill((24, 30, 196))
self.image_2.blit(self.image_2_front, (2, 2))
self.text = 'medium'
self.font = pygame.font.Font(cfg.FONTPATHS['m04'], 42)
self.text_render = self.font.render(self.text, 1, (255, 255, 255))
self.image_1.blit(self.text_render, (15, 29))
self.image_2.blit(self.text_render, (15, 29))
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''困難難度按鈕'''
class HardButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(400, 450)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.Surface((285, 100))
self.image_1_front = pygame.Surface((281, 96))
self.image_1.fill((255, 255, 255))
self.image_1_front.fill((0, 0, 0))
self.image_1.blit(self.image_1_front, (2, 2))
self.image_2 = pygame.Surface((285, 100))
self.image_2_front = pygame.Surface((281, 96))
self.image_2.fill((255, 255, 255))
self.image_2_front.fill((196, 24, 24))
self.image_2.blit(self.image_2_front, (2, 2))
self.text = 'hard'
self.font = pygame.font.Font(cfg.FONTPATHS['m04'], 42)
self.text_render = self.font.render(self.text, 1, (255, 255, 255))
self.image_1.blit(self.text_render, (60, 29))
self.image_2.blit(self.text_render, (60, 29))
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''游戲地圖和困難選擇界面'''
class ChoiceInterface():
def __init__(self, cfg):
# part1
self.main_interface = MainInterface(cfg)
self.map_btn1 = MapButton1(cfg)
self.map_btn2 = MapButton2(cfg)
self.map_btn3 = MapButton3(cfg)
self.info_box = InfoBox()
# part2
self.easy_btn = EasyButton(cfg)
self.medium_btn = MediumButton(cfg)
self.hard_btn = HardButton(cfg)
'''外部調(diào)用'''
def update(self, screen):
clock = pygame.time.Clock()
# part1
self.map_btns = pygame.sprite.Group(self.map_btn1, self.map_btn2, self.map_btn3)
map_choice, difficulty_choice = None, None
while True:
clock.tick(60)
self.main_interface.update()
self.map_btns.update()
self.info_box.update(self.map_btns)
screen.blit(self.main_interface.image, self.main_interface.rect)
self.map_btns.draw(screen)
screen.blit(self.info_box.image, self.info_box.rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
idx = 0
for btn in self.map_btns:
idx += 1
if btn.rect.collidepoint(mouse_pos):
map_choice = idx
if map_choice:
break
# part2
self.difficulty_btns = pygame.sprite.Group(self.easy_btn, self.medium_btn, self.hard_btn)
while True:
clock.tick(60)
screen.fill((0, 0, 0))
self.difficulty_btns.update()
self.difficulty_btns.draw(screen)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
idx = 0
for btn in self.difficulty_btns:
idx += 1
if btn.rect.collidepoint(mouse_pos):
difficulty_choice = btn.text
if difficulty_choice:
break
return map_choice, difficulty_choice5、游戲開始界面
包括開始按鈕,退出游戲等操作
start.py
import sys
import pygame
'''游戲開始主界面'''
class MainInterface(pygame.sprite.Sprite):
def __init__(self, cfg):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(cfg.IMAGEPATHS['start']['start_interface']).convert()
self.rect = self.image.get_rect()
self.rect.center = cfg.SCREENSIZE[0] / 2, cfg.SCREENSIZE[1] / 2
'''更新函數(shù)'''
def update(self):
pass
'''開始游戲按鈕'''
class PlayButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(220, 415)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['start']['play_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['start']['play_red']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''結(jié)束游戲按鈕'''
class QuitButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(580, 415)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['start']['quit_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['start']['quit_red']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''游戲開始界面'''
class StartInterface():
def __init__(self, cfg):
self.main_interface = MainInterface(cfg)
self.play_btn = PlayButton(cfg)
self.quit_btn = QuitButton(cfg)
self.components = pygame.sprite.LayeredUpdates(self.main_interface, self.play_btn, self.quit_btn)
'''外部調(diào)用'''
def update(self, screen):
clock = pygame.time.Clock()
while True:
clock.tick(60)
self.components.update()
self.components.draw(screen)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if self.play_btn.rect.collidepoint(mouse_pos):
return True
elif self.quit_btn.rect.collidepoint(mouse_pos):
return False6、游戲運(yùn)行
gaming.py
import sys
import json
import math
import random
import pygame
from ..sprites import Enemy
from ..sprites import Turret
from .pause import PauseInterface
from collections import namedtuple
'''游戲進(jìn)行中界面'''
class GamingInterface():
def __init__(self, cfg):
self.cfg = cfg
# 游戲地圖大小
map_w = self.cfg.SCREENSIZE[0]
map_h = 500
# 按鈕大小和位置
button_w = 60
button_h = 60
button_y = 520
# 間隙
gap = 20
# 按鈕放在工具欄, 工具欄兩端各有一個(gè)信息顯示框
toolbar_w = gap * 7 + button_w * 6
info_w = (self.cfg.SCREENSIZE[0] - toolbar_w) // 2
info_h = self.cfg.SCREENSIZE[1] - map_h
toolbar_h = self.cfg.SCREENSIZE[1] - map_h
# 界面布置
self.map_rect = pygame.Rect(0, 0, map_w, map_h)
self.map_surface = pygame.Surface((map_w, map_h))
self.leftinfo_rect = pygame.Rect(0, map_h, info_w, info_h)
self.rightinfo_rect = pygame.Rect(self.cfg.SCREENSIZE[0] - info_w, map_h, info_w, info_h)
self.toolbar_rect = pygame.Rect(info_w, map_h, toolbar_w, toolbar_h)
# 草
self.grass = pygame.image.load(cfg.IMAGEPATHS['game']['grass'])
# 巖石(鋪路用的)
self.rock = pygame.image.load(cfg.IMAGEPATHS['game']['rock'])
# 污垢
self.dirt = pygame.image.load(cfg.IMAGEPATHS['game']['dirt'])
# 水
self.water = pygame.image.load(cfg.IMAGEPATHS['game']['water'])
# 灌木
self.bush = pygame.image.load(cfg.IMAGEPATHS['game']['bush'])
# 紐帶
self.nexus = pygame.image.load(cfg.IMAGEPATHS['game']['nexus'])
# 洞穴
self.cave = pygame.image.load(cfg.IMAGEPATHS['game']['cave'])
# 獲取地圖元素的大小,請(qǐng)保證素材庫里組成地圖的元素圖大小一致
self.element_size = int(self.grass.get_rect().width)
# 一些字體
self.info_font = pygame.font.Font(cfg.FONTPATHS['Calibri'], 14)
self.button_font = pygame.font.Font(cfg.FONTPATHS['Calibri'], 20)
# 可以放炮塔的地方
self.placeable = {0: self.grass}
# 地圖元素字典(數(shù)字對(duì)應(yīng).map文件中的數(shù)字)
self.map_elements = {
0: self.grass,
1: self.rock,
2: self.dirt,
3: self.water,
4: self.bush,
5: self.nexus,
6: self.cave
}
# 用于記錄地圖中的道路
self.path_list = []
# 當(dāng)前的地圖,將地圖導(dǎo)入到這里面
self.current_map = dict()
# 當(dāng)前鼠標(biāo)攜帶的圖標(biāo)(即選中道具) -> [道具名, 道具]
self.mouse_carried = []
# 在地圖上建造好了的炮塔
self.built_turret_group = pygame.sprite.Group()
# 所有的敵人
self.enemies_group = pygame.sprite.Group()
# 所有射出的箭
self.arrows_group = pygame.sprite.Group()
# 玩家操作用的按鈕
Button = namedtuple('Button', ['rect', 'text', 'onClick'])
self.buttons = [
Button(pygame.Rect((info_w + gap), button_y, button_w, button_h), 'T1', self.takeT1),
Button(pygame.Rect((info_w + gap * 2 + button_w), button_y, button_w, button_h), 'T2', self.takeT2),
Button(pygame.Rect((info_w + gap * 3 + button_w * 2), button_y, button_w, button_h), 'T3', self.takeT3),
Button(pygame.Rect((info_w + gap * 4 + button_w * 3), button_y, button_w, button_h), 'XXX', self.takeXXX),
Button(pygame.Rect((info_w + gap * 5 + button_w * 4), button_y, button_w, button_h), 'Pause', self.pauseGame),
Button(pygame.Rect((info_w + gap * 6 + button_w * 5), button_y, button_w, button_h), 'Quit', self.quitGame)
]
'''開始游戲'''
def start(self, screen, map_path=None, difficulty_path=None):
# 讀取游戲難度對(duì)應(yīng)的參數(shù)
with open(difficulty_path, 'r') as f:
difficulty_dict = json.load(f)
self.money = difficulty_dict.get('money')
self.health = difficulty_dict.get('health')
self.max_health = difficulty_dict.get('health')
difficulty_dict = difficulty_dict.get('enemy')
# 每60s生成一波敵人
generate_enemies_event = pygame.constants.USEREVENT + 0
pygame.time.set_timer(generate_enemies_event, 60000)
# 生成敵人的flag和當(dāng)前已生成敵人的總次數(shù)
generate_enemies_flag = False
num_generate_enemies = 0
# 每0.5秒出一個(gè)敵人
generate_enemy_event = pygame.constants.USEREVENT + 1
pygame.time.set_timer(generate_enemy_event, 500)
generate_enemy_flag = False
# 防止變量未定義
enemy_range = None
num_enemy = None
# 是否手動(dòng)操作箭塔射擊
manual_shot = False
has_control = False
# 游戲主循環(huán)
while True:
if self.health <= 0:
return
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.quitGame()
if event.type == pygame.MOUSEBUTTONUP:
# --左鍵選物品
if event.button == 1:
# ----鼠標(biāo)點(diǎn)擊在地圖上
if self.map_rect.collidepoint(event.pos):
if self.mouse_carried:
if self.mouse_carried[0] == 'turret':
self.buildTurret(event.pos)
elif self.mouse_carried[0] == 'XXX':
self.sellTurret(event.pos)
# ----鼠標(biāo)點(diǎn)擊在工具欄
elif self.toolbar_rect.collidepoint(event.pos):
for button in self.buttons:
if button.rect.collidepoint(event.pos):
if button.text == 'T1':
button.onClick()
elif button.text == 'T2':
button.onClick()
elif button.text == 'T3':
button.onClick()
elif button.text == 'XXX':
button.onClick()
elif button.text == 'Pause':
button.onClick(screen)
elif button.text == 'Quit':
button.onClick()
break
# --右鍵釋放物品
if event.button == 3:
self.mouse_carried = []
# --按中間鍵手動(dòng)控制炮塔射箭方向一次,否則自由射箭
if event.button == 2:
manual_shot = True
if event.type == generate_enemies_event:
generate_enemies_flag = True
if event.type == generate_enemy_event:
generate_enemy_flag = True
# --生成敵人, 生成的敵人隨當(dāng)前已生成敵人的總次數(shù)的增加而變強(qiáng)變多
if generate_enemies_flag:
generate_enemies_flag = False
num_generate_enemies += 1
idx = 0
for key, value in difficulty_dict.items():
idx += 1
if idx == len(difficulty_dict.keys()):
enemy_range = value['enemy_range']
num_enemy = value['num_enemy']
break
if num_generate_enemies <= int(key):
enemy_range = value['enemy_range']
num_enemy = value['num_enemy']
break
if generate_enemy_flag and num_enemy:
generate_enemy_flag = False
num_enemy -= 1
enemy = Enemy(random.choice(range(enemy_range)), self.cfg)
self.enemies_group.add(enemy)
# --射箭
for turret in self.built_turret_group:
if not manual_shot:
position = turret.position[0] + self.element_size // 2, turret.position[1]
arrow = turret.shot(position)
else:
position = turret.position[0] + self.element_size // 2, turret.position[1]
mouse_pos = pygame.mouse.get_pos()
angle = math.atan((mouse_pos[1] - position[1]) / (mouse_pos[0] - position[0] + 1e-6))
arrow = turret.shot(position, angle)
has_control = True
if arrow:
self.arrows_group.add(arrow)
else:
has_control = False
if has_control:
has_control = False
manual_shot = False
# --移動(dòng)箭和碰撞檢測(cè)
for arrow in self.arrows_group:
arrow.move()
points = [(arrow.rect.left, arrow.rect.top), (arrow.rect.left, arrow.rect.bottom), (arrow.rect.right, arrow.rect.top), (arrow.rect.right, arrow.rect.bottom)]
if (not self.map_rect.collidepoint(points[0])) and (not self.map_rect.collidepoint(points[1])) and \
(not self.map_rect.collidepoint(points[2])) and (not self.map_rect.collidepoint(points[3])):
self.arrows_group.remove(arrow)
del arrow
continue
for enemy in self.enemies_group:
if pygame.sprite.collide_rect(arrow, enemy):
enemy.life_value -= arrow.attack_power
self.arrows_group.remove(arrow)
del arrow
break
self.draw(screen, map_path)
'''將場(chǎng)景畫到游戲界面上'''
def draw(self, screen, map_path):
self.drawToolbar(screen)
self.loadMap(screen, map_path)
self.drawMouseCarried(screen)
self.drawBuiltTurret(screen)
self.drawEnemies(screen)
self.drawArrows(screen)
pygame.display.flip()
'''畫出所有射出的箭'''
def drawArrows(self, screen):
for arrow in self.arrows_group:
screen.blit(arrow.image, arrow.rect)
'''畫敵人'''
def drawEnemies(self, screen):
for enemy in self.enemies_group:
if enemy.life_value <= 0:
self.money += enemy.reward
self.enemies_group.remove(enemy)
del enemy
continue
res = enemy.move(self.element_size)
if res:
coord = self.find_next_path(enemy)
if coord:
enemy.reached_path.append(enemy.coord)
enemy.coord = coord
enemy.position = self.coord2pos(coord)
enemy.rect.left, enemy.rect.top = enemy.position
else:
self.health -= enemy.damage
self.enemies_group.remove(enemy)
del enemy
continue
# 畫血條
green_len = max(0, enemy.life_value / enemy.max_life_value) * self.element_size
if green_len > 0:
pygame.draw.line(screen, (0, 255, 0), (enemy.position), (enemy.position[0] + green_len, enemy.position[1]), 1)
if green_len < self.element_size:
pygame.draw.line(screen, (255, 0, 0), (enemy.position[0] + green_len, enemy.position[1]), (enemy.position[0] + self.element_size, enemy.position[1]), 1)
screen.blit(enemy.image, enemy.rect)
'''畫已經(jīng)建造好的炮塔'''
def drawBuiltTurret(self, screen):
for turret in self.built_turret_group:
screen.blit(turret.image, turret.rect)
'''畫鼠標(biāo)攜帶物'''
def drawMouseCarried(self, screen):
if self.mouse_carried:
position = pygame.mouse.get_pos()
coord = self.pos2coord(position)
position = self.coord2pos(coord)
# 在地圖里再畫
if self.map_rect.collidepoint(position):
if self.mouse_carried[0] == 'turret':
screen.blit(self.mouse_carried[1].image, position)
self.mouse_carried[1].coord = coord
self.mouse_carried[1].position = position
self.mouse_carried[1].rect.left, self.mouse_carried[1].rect.top = position
else:
screen.blit(self.mouse_carried[1], position)
'''畫工具欄'''
def drawToolbar(self, screen):
# 信息顯示框
info_color = (120, 20, 50)
# --左
pygame.draw.rect(screen, info_color, self.leftinfo_rect)
left_title = self.info_font.render('Player info:', True, (255, 255, 255))
money_info = self.info_font.render('Money: ' + str(self.money), True, (255, 255, 255))
health_info = self.info_font.render('Health: ' + str(self.health), True, (255, 255, 255))
screen.blit(left_title, (self.leftinfo_rect.left + 5, self.leftinfo_rect.top + 5))
screen.blit(money_info, (self.leftinfo_rect.left + 5, self.leftinfo_rect.top + 35))
screen.blit(health_info, (self.leftinfo_rect.left + 5, self.leftinfo_rect.top + 55))
# --右
pygame.draw.rect(screen, info_color, self.rightinfo_rect)
right_title = self.info_font.render('Selected info:', True, (255, 255, 255))
screen.blit(right_title, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 5))
# 中間部分
pygame.draw.rect(screen, (127, 127, 127), self.toolbar_rect)
for button in self.buttons:
mouse_pos = pygame.mouse.get_pos()
if button.rect.collidepoint(mouse_pos):
self.showSelectedInfo(screen, button)
button_color = (0, 200, 0)
else:
button_color = (0, 100, 0)
pygame.draw.rect(screen, button_color, button.rect)
button_text = self.button_font.render(button.text, True, (255, 255, 255))
button_text_rect = button_text.get_rect()
button_text_rect.center = (button.rect.centerx, button.rect.centery)
screen.blit(button_text, button_text_rect)
'''顯示被鼠標(biāo)選中按鈕的作用信息'''
def showSelectedInfo(self, screen, button):
if button.text in ['T1', 'T2', 'T3']:
turret = Turret({'T1': 0, 'T2': 1, 'T3': 2}[button.text], self.cfg)
selected_info1 = self.info_font.render('Cost: ' + str(turret.price), True, (255, 255, 255))
selected_info2 = self.info_font.render('Damage: ' + str(turret.arrow.attack_power), True, (255, 255, 255))
selected_info3 = self.info_font.render('Affordable: ' + str(self.money >= turret.price), True, (255, 255, 255))
screen.blit(selected_info1, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
screen.blit(selected_info2, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 55))
screen.blit(selected_info3, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 75))
elif button.text == 'XXX':
selected_info = self.info_font.render('Sell a turret', True, (255, 255, 255))
screen.blit(selected_info, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
elif button.text == 'Pause':
selected_info = self.info_font.render('Pause game', True, (255, 255, 255))
screen.blit(selected_info, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
elif button.text == 'Quit':
selected_info = self.info_font.render('Quit game', True, (255, 255, 255))
screen.blit(selected_info, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
'''出售炮塔(半價(jià))'''
def sellTurret(self, position):
coord = self.pos2coord(position)
for turret in self.built_turret_group:
if coord == turret.coord:
self.built_turret_group.remove(turret)
self.money += int(turret.price * 0.5)
del turret
break
'''建造炮塔'''
def buildTurret(self, position):
turret = self.mouse_carried[1]
coord = self.pos2coord(position)
position = self.coord2pos(coord)
turret.position = position
turret.coord = coord
turret.rect.left, turret.rect.top = position
if self.money - turret.price >= 0:
if self.current_map.get(turret.coord) in self.placeable.keys():
self.money -= turret.price
self.built_turret_group.add(turret)
if self.mouse_carried[1].turret_type == 0:
self.mouse_carried = []
self.takeT1()
elif self.mouse_carried[1].turret_type == 1:
self.mouse_carried = []
self.takeT2()
elif self.mouse_carried[1].turret_type == 2:
self.mouse_carried = []
self.takeT3()
'''拿炮塔1'''
def takeT1(self):
T1 = Turret(0, self.cfg)
if self.money >= T1.price:
self.mouse_carried = ['turret', T1]
'''拿炮塔2'''
def takeT2(self):
T2 = Turret(1, self.cfg)
if self.money >= T2.price:
self.mouse_carried = ['turret', T2]
'''拿炮塔3'''
def takeT3(self):
T3 = Turret(2, self.cfg)
if self.money >= T3.price:
self.mouse_carried = ['turret', T3]
'''出售炮塔'''
def takeXXX(self):
XXX = pygame.image.load(self.cfg.IMAGEPATHS['game']['x'])
self.mouse_carried = ['XXX', XXX]
'''找下一個(gè)路徑單元'''
def find_next_path(self, enemy):
x, y = enemy.coord
# 優(yōu)先級(jí): 下右左上
neighbours = [(x, y+1), (x+1, y), (x-1, y), (x, y-1)]
for neighbour in neighbours:
if (neighbour in self.path_list) and (neighbour not in enemy.reached_path):
return neighbour
return None
'''將真實(shí)坐標(biāo)轉(zhuǎn)為地圖坐標(biāo), 20個(gè)單位長(zhǎng)度的真實(shí)坐標(biāo)=地圖坐標(biāo)'''
def pos2coord(self, position):
return (position[0] // self.element_size, position[1] // self.element_size)
'''將地圖坐標(biāo)轉(zhuǎn)為真實(shí)坐標(biāo), 20個(gè)單位長(zhǎng)度的真實(shí)坐標(biāo)=地圖坐標(biāo)'''
def coord2pos(self, coord):
return (coord[0] * self.element_size, coord[1] * self.element_size)
'''導(dǎo)入地圖'''
def loadMap(self, screen, map_path):
map_file = open(map_path, 'r')
idx_j = -1
for line in map_file.readlines():
line = line.strip()
if not line:
continue
idx_j += 1
idx_i = -1
for col in line:
try:
element_type = int(col)
element_img = self.map_elements.get(element_type)
element_rect = element_img.get_rect()
idx_i += 1
element_rect.left, element_rect.top = self.element_size * idx_i, self.element_size * idx_j
self.map_surface.blit(element_img, element_rect)
self.current_map[idx_i, idx_j] = element_type
# 把道路記下來
if element_type == 1:
self.path_list.append((idx_i, idx_j))
except:
continue
# 放洞穴和大本營(yíng)
self.map_surface.blit(self.cave, (0, 0))
self.map_surface.blit(self.nexus, (740, 400))
# 大本營(yíng)的血條
nexus_width = self.nexus.get_rect().width
green_len = max(0, self.health / self.max_health) * nexus_width
if green_len > 0:
pygame.draw.line(self.map_surface, (0, 255, 0), (740, 400), (740 + green_len, 400), 3)
if green_len < nexus_width:
pygame.draw.line(self.map_surface, (255, 0, 0), (740 + green_len, 400), (740 + nexus_width, 400), 3)
screen.blit(self.map_surface, (0, 0))
map_file.close()
'''暫停游戲'''
def pauseGame(self, screen):
pause_interface = PauseInterface(self.cfg)
pause_interface.update(screen)
'''退出游戲'''
def quitGame(self):
pygame.quit()
sys.exit(0)7、游戲暫停
import sys
import pygame
'''游戲暫停主界面'''
class MainInterface(pygame.sprite.Sprite):
def __init__(self, cfg):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(cfg.IMAGEPATHS['pause']['gamepaused']).convert()
self.rect = self.image.get_rect()
self.rect.center = cfg.SCREENSIZE[0] / 2, cfg.SCREENSIZE[1] / 2
'''更新函數(shù)'''
def update(self):
pass
'''恢復(fù)游戲按鈕'''
class ResumeButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(391, 380)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['pause']['resume_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['pause']['resume_red']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''游戲暫停界面'''
class PauseInterface():
def __init__(self, cfg):
self.main_interface = MainInterface(cfg)
self.resume_btn = ResumeButton(cfg)
self.components = pygame.sprite.LayeredUpdates(self.main_interface, self.resume_btn)
'''外部調(diào)用'''
def update(self, screen):
clock = pygame.time.Clock()
background = pygame.Surface(screen.get_size())
count = 0
flag = True
while True:
count += 1
clock.tick(60)
self.components.clear(screen, background)
self.components.update()
if count % 10 == 0:
count = 0
flag = not flag
if flag:
self.components.draw(screen)
else:
screen.blit(self.main_interface.image, self.main_interface.rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if self.resume_btn.rect.collidepoint(mouse_pos):
return True8、游戲結(jié)束及分?jǐn)?shù)
import sys
import pygame
'''游戲結(jié)束主界面'''
class MainInterface(pygame.sprite.Sprite):
def __init__(self, cfg):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(cfg.IMAGEPATHS['end']['gameover']).convert()
self.rect = self.image.get_rect()
self.rect.center = cfg.SCREENSIZE[0] / 2, cfg.SCREENSIZE[1] / 2
'''更新函數(shù)'''
def update(self):
pass
'''繼續(xù)游戲按鈕'''
class ContinueButton(pygame.sprite.Sprite):
def __init__(self, cfg, position=(400, 409)):
pygame.sprite.Sprite.__init__(self)
self.image_1 = pygame.image.load(cfg.IMAGEPATHS['end']['continue_black']).convert()
self.image_2 = pygame.image.load(cfg.IMAGEPATHS['end']['continue_red']).convert()
self.image = self.image_1
self.rect = self.image.get_rect()
self.rect.center = position
'''更新函數(shù): 不斷地更新檢測(cè)鼠標(biāo)是否在按鈕上'''
def update(self):
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
self.image = self.image_2
else:
self.image = self.image_1
'''游戲結(jié)束類'''
class EndInterface():
def __init__(self, cfg):
self.main_interface = MainInterface(cfg)
self.continue_btn = ContinueButton(cfg)
self.components = pygame.sprite.LayeredUpdates(self.main_interface, self.continue_btn)
'''外部調(diào)用'''
def update(self, screen):
clock = pygame.time.Clock()
background = pygame.Surface(screen.get_size())
count = 0
flag = True
while True:
count += 1
clock.tick(60)
self.components.clear(screen, background)
self.components.update()
if count % 10 == 0:
count = 0
flag = not flag
if flag:
self.components.draw(screen)
else:
screen.blit(self.main_interface.image, self.main_interface.rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(0)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if self.continue_btn.rect.collidepoint(mouse_pos):
return True9、引入音頻、圖片、地圖、難度json
啟動(dòng)游戲主程序
tower.py
import cfg
import pygame
from modules import *
'''主函數(shù)'''
def main():
pygame.init()
pygame.mixer.init()
pygame.mixer.music.load(cfg.AUDIOPATHS['bgm'])
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption("塔防游戲 —— hacklex")
# 調(diào)用游戲開始界面
start_interface = StartInterface(cfg)
is_play = start_interface.update(screen)
if not is_play:
return
# 調(diào)用游戲界面
while True:
choice_interface = ChoiceInterface(cfg)
map_choice, difficulty_choice = choice_interface.update(screen)
game_interface = GamingInterface(cfg)
game_interface.start(screen, map_path=cfg.MAPPATHS[str(map_choice)], difficulty_path=cfg.DIFFICULTYPATHS[str(difficulty_choice)])
end_interface = EndInterface(cfg)
end_interface.update(screen)
'''run'''
if __name__ == '__main__':
main()四、游戲啟動(dòng)方法
1、開發(fā)工具啟動(dòng)
如果你配置了開發(fā)工具的環(huán)境VScode、sublimeText、notepad+、pycharm什么的,可以直接在工具中,運(yùn)行游戲。
如果沒配置,可以使用命令啟動(dòng)。
2、命令行啟動(dòng) gif
進(jìn)入代碼根目錄,按住shift+鼠標(biāo)右鍵,選擇 此處運(yùn)行powershell,然后執(zhí)行代碼:python tower.py
即可 運(yùn)行。

以上就是Python Pygame實(shí)戰(zhàn)之塔防游戲的實(shí)現(xiàn)的詳細(xì)內(nèi)容,更多關(guān)于Python Pygame塔防游戲的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
Django制作簡(jiǎn)易注冊(cè)登錄系統(tǒng)的實(shí)現(xiàn)示例
本文介紹了如何使用Django搭建一個(gè)簡(jiǎn)易的注冊(cè)登錄系統(tǒng),文中通過示例代碼介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價(jià)值,需要的朋友們下面隨著小編來一起學(xué)習(xí)學(xué)習(xí)吧2024-11-11
詳解Python?Selenium如何獲取鼠標(biāo)指向的元素
這篇文章主要介紹了如何通過Selenium獲取當(dāng)前鼠標(biāo)指向的元素,本文方法的核心,是借助JavaScript的事件(event)來獲取鼠標(biāo)所在的元素,感興趣的可以試一試2022-03-03
Python英文文本分詞(無空格)模塊wordninja的使用實(shí)例
今天小編就為大家分享一篇關(guān)于Python英文文本分詞(無空格)模塊wordninja的使用實(shí)例,小編覺得內(nèi)容挺不錯(cuò)的,現(xiàn)在分享給大家,具有很好的參考價(jià)值,需要的朋友一起跟隨小編來看看吧2019-02-02
python3+PyQt5實(shí)現(xiàn)自定義流體混合窗口部件
這篇文章主要為大家詳細(xì)介紹了python3+PyQt5實(shí)現(xiàn)自定義流體混合窗口部件,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2018-04-04

