python--城堡保卫战

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实现功能

1敌人的绵绵不断的前进拿着各种各样的武器叉子斧头宝剑挥动武器攻击我方城堡对我方城堡造成伤害

2我方城堡发现敌人可手动点击鼠标左键来发起子弹攻击对日人造成致命伤害让其死亡

3完备的数据显示攻击敌人获取金币累计得分当前管卡的级别我方城堡生命值的显示等等击杀敌人获取的金币可以兑换额外属性来装备回复加强我方堡垒

4项目的布局界面优美干净结合添加的纯音乐游戏背景和攻击音效以及实时的动画显示如我方城堡的外观会随着我方城堡生命值的降低而发生改变也就是变得会破败一些等等以此让项目更加具有可玩性

5拿该项目练手或者作为一个python简单的课程设计也是一个可以的选择

6项目总代码700行左右

用到的编程知识

python基础os文件读写pygame模块以及面向对象思想

代码如下

enemy.py类文件100行代码左右

import pygame

class Enemy(pygame.sprite.Sprite):
   def __init__(self, health, animation_list, x, y, speed):
      pygame.sprite.Sprite.__init__(self)
      self.alive = True
      self.speed = speed
      self.health = health
      self.last_attack = pygame.time.get_ticks()
      self.attack_cooldown = 1000
      self.animation_list = animation_list
      self.frame_index = 0
      self.action = 0#0: walk, 1: attack, 2: death
      self.update_time = pygame.time.get_ticks()

      #select starting image
      self.image = self.animation_list[self.action][self.frame_index]
      self.rect = pygame.Rect(0, 0, 25, 40)
      self.rect.center = (x, y)


   def update(self, surface, target, bullet_group):
      if self.alive:
         #check for collision with bullets
         if pygame.sprite.spritecollide(self, bullet_group, True):
            #lower enemy health
            self.health -= 25

         #check if enemy has reached the castle
         if self.rect.right > target.rect.left:
            self.update_action(1)

         #move enemy
         if self.action == 0:
            #update rectangle position
            self.rect.x += self.speed

         #attack
         if self.action == 1:
            #check if enough time has passed since last attack
            if pygame.time.get_ticks() - self.last_attack > self.attack_cooldown:
               target.health -= 25
               if target.health < 0:
                  target.health = 0
               self.last_attack = pygame.time.get_ticks()


         #check if health has dropped to zero
         if self.health <= 0:
            target.money += 100
            target.score += 100
            self.update_action(2)#death
            self.alive = False

      self.update_animation()

      #draw image on screen
      surface.blit(self.image, (self.rect.x - 10, self.rect.y - 15))


   def update_animation(self):
      #define animation cooldown
      ANIMATION_COOLDOWN = 50
      #update image depending on current action
      self.image = self.animation_list[self.action][self.frame_index]
      #check if enough time has passed since the last update
      if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN:
         self.update_time = pygame.time.get_ticks()
         self.frame_index += 1
      #if the animation has run out then reset back to the start
      if self.frame_index >= len(self.animation_list[self.action]):
         if self.action == 2:
            self.frame_index = len(self.animation_list[self.action]) - 1
         else:
            self.frame_index = 0


   def update_action(self, new_action):
      #check if the new action is different to the previous one
      if new_action != self.action:
         self.action = new_action
         #update the animation settings
         self.frame_index = 0
         self.update_date = pygame.time.get_ticks()

castle.py类文件500行代码左右

# 导入库
import pygame
import math
import os
import sys
import random
import button
from pygame import mixer
# 初始化pygame
pygame.init()

# 定义游戏窗口高度和宽度
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
# 加载背景音乐
pygame.mixer.music.load("sound/bjmusic.WAV")
pygame.mixer.music.set_volume(0.3)
jump_fx = pygame.mixer.Sound("sound/bullet.wav")
jump_fx.set_volume(0.5)

# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("城堡防卫战")

clock = pygame.time.Clock()
FPS = 60

# 定义游戏变量
level = 1
high_score = 0
level_difficulty = 0
target_difficulty = 1000
DIFFICULTY_MULTIPLIER = 1.1
game_over = False
next_level = False
ENEMY_TIMER = 1000
last_enemy = pygame.time.get_ticks()
enemies_alive = 0
max_towers = 4
TOWER_COST = 5000
# 定义炮塔位置的列表
tower_positions = [
[SCREEN_WIDTH - 250, SCREEN_HEIGHT - 200],
[SCREEN_WIDTH - 200, SCREEN_HEIGHT - 150],
[SCREEN_WIDTH - 150, SCREEN_HEIGHT - 150],
[SCREEN_WIDTH - 100, SCREEN_HEIGHT - 150]
]

# 加载最高分
if os.path.exists('socre.txt'):
    with open('socre.txt', 'r') as file:
        high_score = int(file.read())

# 定义颜色
WHITE = (255, 255, 255)
GREY = (100, 100, 100)

# 定义字体
font = pygame.font.SysFont('华文彩云', 30)
font_60 = pygame.font.SysFont('华文行楷', 60)

# 加载图片
bg = pygame.image.load('img/bg.png').convert_alpha()
# 城堡
castle_img_100 = pygame.image.load('img/castle/castle_100.png').convert_alpha()
castle_img_50 = pygame.image.load('img/castle/castle_50.png').convert_alpha()
castle_img_25 = pygame.image.load('img/castle/castle_25.png').convert_alpha()

# 炮塔
tower_img_100 = pygame.image.load('img/tower/tower_100.png').convert_alpha()
tower_img_50 = pygame.image.load('img/tower/tower_50.png').convert_alpha()
tower_img_25 = pygame.image.load('img/tower/tower_25.png').convert_alpha()

# 子弹图像
bullet_img = pygame.image.load('img/bullet.png').convert_alpha()
b_w = bullet_img.get_width()
b_h = bullet_img.get_height()
bullet_img = pygame.transform.scale(bullet_img, (int(b_w * 0.075), int(b_h * 0.075)))

# 创建敌人类
class Enemy(pygame.sprite.Sprite):
    def __init__(self, health, animation_list, x, y, speed):
        super().__init__()
        self.alive = True
        self.speed = speed
        self.health = health
        self.last_attack = pygame.time.get_ticks()
        self.attack_cooldown = 1000
        self.animation_list = animation_list
        self.frame_index = 0
        self.action = 0
        self.update_time = pygame.time.get_ticks()
        # 选择动画开始的图片
        self.image = self.animation_list[self.action][self.frame_index]
        self.rect = pygame.Rect(0, 0, 25, 40)
        self.rect.center = (x, y)

    def update(self, surface, target, bullet_group):
        if self.alive:
            # 检查敌人与子弹的碰撞
            if pygame.sprite.spritecollide(self, bullet_group, True):
                # 减少健康
                self.health -= 25
            # 检查敌人是否已经到达城堡
            if self.rect.right > target.rect.left:
                self.update_action(1)
            # 移动敌人
            if self.action == 0:
                self.rect.x += 1
            # 攻击城堡
            if self.action == 1:
                # 检测冷却时间
                if pygame.time.get_ticks() - self.last_attack > self.attack_cooldown:
                    target.health -= 25
                    if target.health < 0:
                        target.health = 0
                    self.last_attack = pygame.time.get_ticks()
            # 检查敌人血条是否为0
            if self.health <= 0:
                target.money += 100
                target.score += 100
                self.update_action(2)
                self.alive = False
        # 调用更新动画
        self.update_animation()
        # 绘制敌人
        # pygame.draw.rect(surface, (255, 255, 255), self.rect, 1)
        surface.blit(self.image, (self.rect.x - 10, self.rect.y - 15))

    def update_animation(self):
        # 定义动画冷却时间
        ANIMATION_COOLDOWN = 50
        # 根据选择的冬瓜更新帧
        self.image = self.animation_list[self.action][self.frame_index]
        # 判断多久更新一次帧
        if pygame.time.get_ticks() - self.update_time > ANIMATION_COOLDOWN:
            self.update_time = pygame.time.get_ticks()
            self.frame_index += 1
        # 检查帧数不能超过最大帧数
        if self.frame_index >= len(self.animation_list[self.action]):
            if self.action == 2:
                self.frame_index = len(self.animation_list[self.action]) - 1
            else:
                self.frame_index = 0
    def update_action(self, new_action):
        # 检查新动作与上一个动作是否相同
        if new_action != self.action:
            self.action = new_action
            # 更新动画重置
            self.frame_index = 0
            self.update_time = pygame.time.get_ticks()


# 加载敌人列表
enemy_animations = []
enemy_tpyes = ['knight', 'goblin', 'purple_goblin', 'red_goblin']
enemy_health = [75, 100, 125, 150]

animation_types = ['walk', 'attack', 'death']
for enemy in enemy_tpyes:
    # 加载动画列表
    animation_list = []
    for animation in animation_types:
        # 创建临时列表
        temp_list = []
        # 定义帧数
        num_of_frames = 20
        for i in range(num_of_frames):
            img = pygame.image.load(f'img/enemies/{enemy}/{animation}/{i}.png').convert_alpha()
            e_w = img.get_width()
            e_h = img.get_height()
            img = pygame.transform.scale(img, (int(e_w * 0.2), int(e_h * 0.2)))
            temp_list.append(img)
        animation_list.append(temp_list)
    enemy_animations.append(animation_list)

#  加载按钮图片
repair_img = pygame.image.load('img/repair.png').convert_alpha()
armour_img = pygame.image.load('img/armour.png').convert_alpha()

# 在屏幕上输出文本信息
def draw_text(text, font, text_color, x, y):
    img = font.render(text, True, text_color)
    screen.blit(img, (x, y))

# 定义一个显示状态的函数
def show_info():
    draw_text('钱数:' + str(castle.money), font, GREY, 10, 10)
    draw_text('分数:' + str(castle.score), font, GREY, 180, 10)
    draw_text('最分数:' + str(high_score), font, GREY, 180, 50)
    draw_text('级别:' + str(level), font, GREY, SCREEN_WIDTH // 2, 10)
    draw_text('健康:' + str(castle.health) + "/" + str(castle.max_health), font, GREY, SCREEN_WIDTH - 230, SCREEN_HEIGHT - 50)
    draw_text('1000', font, GREY, SCREEN_WIDTH - 250, 70)
    draw_text(str(TOWER_COST), font, GREY, SCREEN_WIDTH - 150, 70)
    draw_text('500', font, GREY, SCREEN_WIDTH - 70, 70)

# 城堡类
class Castle():
    def __init__(self, image100, image50, image25,  x, y, scale):
        self.health = 1000
        self.max_health = self.health
        self.fired = False
        self.money = 0
        self.score = 0
        width = image100.get_width()
        height = image100.get_height()

        self.image100 = pygame.transform.scale(image100, (int(width * scale), int(height * scale)))
        self.image50 = pygame.transform.scale(image50, (int(width * scale), int(height * scale)))
        self.image25 = pygame.transform.scale(image25, (int(width * scale), int(height * scale)))
        self.rect = self.image100.get_rect()
        self.rect.x = x
        self.rect.y = y

    def shoot(self):
        pos = pygame.mouse.get_pos()
        x_dist = pos[0] - self.rect.midleft[0]
        y_dist = -(pos[1] - self.rect.midleft[1])
        self.angle = math.degrees(math.atan2(y_dist, x_dist))
        # 在该位置点击鼠标
        if pygame.mouse.get_pressed()[0] and self.fired == False and pos[1] > 70:
            self.fired = True
            bullet = Bullet(bullet_img, self.rect.midleft[0], self.rect.midleft[1], self.angle)
            bullet_group.add(bullet)
            jump_fx.play()
        # 重置鼠标点击
        if pygame.mouse.get_pressed()[0] == False:
            self.fired = False

    def draw(self):
        # 根据血量判断加载那张图片
        if self.health <= 250:
            self.image = self.image25
        elif self.health <= 500:
            self.image = self.image50
        else:
            self.image = self.image100
        screen.blit(self.image, self.rect)

    def repair(self):
        if self.money >= 1000 and self.health < self.max_health:
            self.health += 500
            self.money -= 1000
            if castle.health > castle.max_health:
                castle.health = castle.max_health
    def armour(self):
        if self.money >= 500:
            self.max_health += 250
            self.money -= 500

# 炮塔类
class Tower(pygame.sprite.Sprite):
    def __init__(self, image100, image50, image25, x, y, scale):
        super().__init__()
        self.got_target = False
        self.angle = 0
        self.last_shot = pygame.time.get_ticks()
        width = image100.get_width()
        height = image100.get_height()

        self.image100 = pygame.transform.scale(image100, (int(width * scale), int(height * scale)))
        self.image50 = pygame.transform.scale(image50, (int(width * scale), int(height * scale)))
        self.image25 = pygame.transform.scale(image25, (int(width * scale), int(height * scale)))
        self.image = self.image100
        self.rect = self.image100.get_rect()
        self.rect.x = x
        self.rect.y = y
    def update(self, enemy_group):
        self.got_target = False
        for e in enemy_group:
            if e.alive:
                target_x, target_y = e.rect.midbottom
                self.got_target = True
                break
        if self.got_target:
            x_dist = target_x - self.rect.midleft[0]
            y_dist = -(target_y - self.rect.midleft[1])
            self.angle = math.degrees(math.atan2(y_dist, x_dist))
            # pygame.draw.line(screen, WHITE, (self.rect.midleft[0], self.rect.midleft[1]), (target_x, target_y))
            shot_cooldown = 1000
            # 开火
            if pygame.time.get_ticks() - self.last_shot > shot_cooldown:
                self.last_shot = pygame.time.get_ticks()
                bullet = Bullet(bullet_img, self.rect.midleft[0], self.rect.midleft[1], self.angle)
                bullet_group.add(bullet)
        # 根据城堡血量判断加载那张图片
        if castle.health <= 250:
            self.image = self.image25
        elif castle.health <= 500:
            self.image = self.image50
        else:
            self.image = self.image100

# 创建子弹类
class Bullet(pygame.sprite.Sprite):
    def __init__(self, image, x, y, angle):
        super().__init__()
        self.image = image
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.angle = math.radians(angle) # 角度转换为弧度
        self.speed = 10
        # 根据角度计算水平和垂直的速度
        self.dx = math.cos(self.angle) * self.speed
        self.dy = -(math.sin(self.angle) * self.speed)

    def update(self):
        # 检测子弹是否已经超出窗口
        if self.rect.right < 0 or self.rect.left > SCREEN_WIDTH or self.rect.bottom < 0 or self.rect.top > SCREEN_HEIGHT:
            self.kill()
        # 移动子弹
        self.rect.x += self.dx
        self.rect.y += self.dy

# 创建十字准心
class Crosshair():
    def __init__(self, scale):
        image = pygame.image.load("img/crosshair.png").convert_alpha()
        width = image.get_width()
        height = image.get_height()
        self.image = pygame.transform.scale(image, (int(width * scale), int(height * scale)))
        self.rect = self.image.get_rect()
        # 隐藏鼠标指针
        pygame.mouse.set_visible(False)

    def draw(self):
        mx, my = pygame.mouse.get_pos()
        self.rect.center = (mx, my)
        screen.blit(self.image, self.rect)

# 创建城堡
castle = Castle(castle_img_100, castle_img_50, castle_img_25,  SCREEN_WIDTH - 250, SCREEN_HEIGHT - 300, 0.2)

# 实例化十字准心
crosshair = Crosshair(0.025)

# 创建按钮
repair_button = button.Button(SCREEN_WIDTH - 240, 10, repair_img, 0.5)
tower_button = button.Button(SCREEN_WIDTH - 130, 10, tower_img_100, 0.1)
armour_button = button.Button(SCREEN_WIDTH - 75, 10, armour_img, 1.5)

# 创建组
bullet_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
tower_group = pygame.sprite.Group()

# 穿件临时塔
# tower = Tower(tower_img_100, tower_img_50, tower_img_25, SCREEN_WIDTH - 350, SCREEN_HEIGHT - 200, 0.2)
# tower_group.add(tower)

# 游戏循环显示窗口
pygame.mixer.music.unpause()
pygame.mixer.music.play(-1)
run = True
while run:

    clock.tick(FPS)

    if game_over == False:

        screen.blit(bg, (0, 0))
        # 显示城堡
        castle.draw()
        castle.shoot()

        # 显示炮塔
        tower_group.draw(screen)
        tower_group.update(enemy_group)

        # 显示十字准心
        crosshair.draw()

        # 绘制子弹到屏幕
        bullet_group.update()
        bullet_group.draw(screen)

        # 绘制敌人
        enemy_group.update(screen, castle, bullet_group)

        # 显示详细信息
        show_info()

        # 显示按钮 修理和铠甲按钮
        if repair_button.draw(screen):
            castle.repair()
        if tower_button.draw(screen):
            # 检查是否有足够的金钱来建造炮塔
            if castle.money >= TOWER_COST and len(tower_group) < max_towers:
                tower = Tower(tower_img_100,
                              tower_img_50,
                              tower_img_25,
                              tower_positions[len(tower_group)][0],
                              tower_positions[len(tower_group)][1],
                              0.2)
                tower_group.add(tower)
                # 减去消耗的金钱数
                castle.money -= TOWER_COST

        if armour_button.draw(screen):
            castle.armour()

        # 创建不同的敌人
        if level_difficulty < target_difficulty:
            if pygame.time.get_ticks() - last_enemy > ENEMY_TIMER:
                # 创建敌人实例
                e = random.randint(0, len(enemy_tpyes) - 1)
                enemy = Enemy(enemy_health[e], enemy_animations[e], -100, SCREEN_HEIGHT - 100, 1)
                enemy_group.add(enemy)
                last_enemy = pygame.time.get_ticks()
                level_difficulty += enemy_health[e]
        # 检测是所有的的敌人都产生了
        if level_difficulty >= target_difficulty:
            # 检查有多少敌人仍然是活着的
            enemies_alive = 0
            for e in enemy_group:
                if e.alive == True:
                    enemies_alive += 1
            # 检测如果活着的敌人都被消灭了则当前级别就完成了
            if enemies_alive == 0 and next_level == False:
                next_level = True
                level_reset_time = pygame.time.get_ticks()
        # 判断是否进入下一关
        if next_level == True:
            draw_text('关卡已完成', font_60, WHITE, 200, 300)
            # 更新最高分
            if castle.score > high_score:
                high_score = castle.score
                with open('socre.txt', 'w') as file:
                    file.write(str(high_score))
            if pygame.time.get_ticks() - level_reset_time > 1500:
                next_level = False
                level += 1
                last_enemy = pygame.time.get_ticks()
                target_difficulty *= DIFFICULTY_MULTIPLIER
                level_difficulty = 0
                enemy_group.empty()
        # 检查游戏是否结束
        if castle.health <= 0:
            game_over = True

    else:
        draw_text('游戏结束!', font, GREY, 300, 300)
        draw_text('按下"A"重新进入游戏', font, GREY, 250, 350)
        pygame.mouse.set_visible(True)
        key = pygame.key.get_pressed()
        if key[pygame.K_a]:
            # 重置游戏
            game_over = False
            level = 1
            target_difficulty = 1000
            level_difficulty = 0
            last_enemy = pygame.time.get_ticks()
            enemy_group.empty()
            tower_group.empty()
            castle.score = 0
            castle.health = 1000
            castle.max_health = castle.health
            castle.money = 0
            pygame.mouse.set_visible(False)



    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
            pygame.quit()
            sys.exit()
    pygame.display.update()

button.py类文件50行代码左右

import pygame

# 按钮类
class Button():
   def __init__(self, x, y, image, scale):
      width = image.get_width()
      height = image.get_height()
      self.image = pygame.transform.scale(image, (int(width * scale), int(height * scale)))
      self.rect = self.image.get_rect()
      self.rect.topleft = (x, y)
      self.clicked = False

   def draw(self, surface):
      action = False
      # 得到鼠标的位置
      pos = pygame.mouse.get_pos()

      # 检测鼠标指针的碰撞
      if self.rect.collidepoint(pos):
         if pygame.mouse.get_pressed()[0] == 1 and self.clicked == False:
            self.clicked = True
            action = True

      if pygame.mouse.get_pressed()[0] == 0:
         self.clicked = False

      # 画按钮到屏幕上
      surface.blit(self.image, (self.rect.x, self.rect.y))

      return action

部分运行截图

 

 

阿里云国内75折 回扣 微信号:monov8
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