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ppqz7ofga 7 months ago
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# TurnGame.py
import pygame
from Constant import scrrr_width, scrrr_height, GAMEOVER
import random
from Map import Map
from Sunshine import Sunshine
from PeaShooter import PeaShooter
from PeaBullet import PeaBullet
from Zombie import Zombie
# 主程序
class MainGame:
score = 0
# 存储所有地图坐标点
map_points_list = []
# 存储所有的地图块
map_list = []
# 存储所有植物的列表
plants_list = []
plants_pool = [0, 0, 0, 0, 0, 0]
plants_pool_list = []
# 存储所有豌豆子弹的列表
peabullet_list = []
peabullet_count = 0
# 新增存储所有僵尸的列表
zombie_list = []
window = pygame.display.set_mode([scrrr_width, scrrr_height])
# 0为植物回合1为僵尸回合2为玩家回合
game_turn = 2
something_in_mouse_store = False
mouse_pressed = False
mouse_get: PeaBullet = None
mouse_store = []
timecount = 50
shoule_creat_zombie = False
turn_count = 0
# 开始游戏
def start_game(self):
# 初始化窗口
# pygame.display.init()
# 初始化坐标和地图
self.init_plant_points()
pygame.font.init()
self.init_map()
initmap = self.map_list[1][1]
self.creat_plant(PeaShooter(initmap.position[0], initmap.position[1], 1), 1)
self.creat_plant(PeaShooter(initmap.position[1], initmap.position[1], 1), 1)
for i in range(0, 6):
# self.creat_plant(PeaShooter((i - 1) * 80 + 4 * 80, 0, 1), 1)
peashooter = PeaShooter((i - 1) * 80 + 5 * 80, 0, i + 1)
MainGame.plants_pool_list.append(peashooter)
# 只要游戏没结束,就一直循环
while not GAMEOVER:
self.load_ui()
# 需要反复加载地图
self.load_map()
# 调用加载植物的方法
self.load_plants()
# 调用加载所有子弹的方法
self.load_peabullets()
# 调用事件处理的方法
# 调用展示僵尸的方法
self.load_zombies()
# 计数器增长每数到100调用初始化僵尸的方法
self.turn()
self.update_pool()
self.debugg()
# pygame自己的休眠
pygame.time.wait(10)
# 实时更新
pygame.display.update()
# 显示哪里种植了植物和棋盘上有多少植物
def debugg(self):
self.timecount += 1
if self.timecount > 500:
for i in range(len(self.map_list)):
print()
for j in range(len(self.map_list[i])):
print(self.map_list[i][j].can_grow, end="\t")
print()
print(len(self.peabullet_list))
self.timecount = 0
# 绘制物体和提示文本
def draw_object(self, object):
self.window.blit(object.image, object.rect)
if not isinstance(object, Sunshine):
self.window.blit(
self.draw_text(f"{object.damage}", 26, (255, 0, 0)), object.rect
)
else:
self.window.blit(
self.draw_text(f"{object.money}", 26, (255, 0, 0)), object.rect
)
# 更新植物池列表
def update_pool(self):
for i in range(0, 6):
self.plants_pool_list[i].count = self.plants_pool[i]
self.window.blit(
self.draw_text(f"{self.plants_pool_list[i].count}", 26, (255, 0, 0)),
self.plants_pool_list[i].rect.move(50, 45),
)
# 加载僵尸或者移除僵尸
def load_zombies(self):
for zombie in MainGame.zombie_list:
if zombie.live:
self.draw_object(zombie)
# self.window.blit(zombie.image, zombie.rect)
else:
MainGame.zombie_list.remove(zombie)
def turn(self):
# 主死循环每一次更新一帧
# 0为植物回合1为僵尸回合3为操控回合
if self.game_turn == 0:
self.plants_event()
# self.load_peabullets()
if self.peabullet_count <= 0:
self.zombie_turn_start()
elif self.game_turn == 1:
if self.shoule_creat_zombie == True:
self.init_zombies()
self.shoule_creat_zombie = False
self.zombies_event()
# self.zombie_turn_count += 1
if self.is_zombie_end():
self.play_turn_start()
elif self.game_turn == 2:
self.move_plant()
pass
# 初始化玩家回合
def play_turn_start(self):
self.game_turn = 2
# 僵尸回合结束
def is_zombie_end(self):
for zombie in MainGame.zombie_list:
if zombie.stop == False:
return False
return True
# 植物回合开始
def plant_turn_start(self):
self.turn_count += 1
self.game_turn = 0
for plant in MainGame.plants_list:
plant.should_fire = True
plant.should_count_fire = True
plant.shoot_number_count = plant.shoot_number
# 僵尸回合开始
def zombie_turn_start(self):
self.shoule_creat_zombie = True
self.game_turn = 1
for zombie in MainGame.zombie_list:
zombie.stop = False
zombie.distance_count = zombie.distance
# 加载ui
def load_ui(self):
self.window.fill((255, 255, 255))
self.window.blit(
self.draw_text(
f"当前回合数{self.turn_count}",
26,
(255, 0, 0),
),
(5, 40),
)
text1 = self.draw_text("按右键拖动豌豆射手", 26, (255, 0, 0))
self.window.blit(text1, (5, 5))
# 文本绘制
def draw_text(self, content, size, color):
font = pygame.font.SysFont("kaiti", size)
text = font.render(content, True, color)
return text
# 植物创建逻辑
def creat_plant(self, plant, grade):
a = plant.rect[1] // 80 - 1
b = plant.rect[0] // 80
map = MainGame.map_list[a][b]
map.can_grow = False
peashooter = PeaShooter(map.position[0], map.position[1], grade)
MainGame.plants_list.append(peashooter)
# 移动植物逻辑
def move_plant(self):
# try:
eventList = pygame.event.get()
for event in eventList:
if event.type == pygame.QUIT:
self.gameOver()
elif event.type == pygame.MOUSEBUTTONDOWN:
x = event.pos[0] // 80
y = (event.pos[1] // 80) - 1
if y == -1:
map = MainGame.map_list[6][x - 4]
else:
map = MainGame.map_list[y][x]
print(event.pos)
print(y, x)
print(map.position)
self.mouse_pressed = True
if y == -1:
number = (map.position[0] // 80) - 3
print(f"number={number}")
# 此植物位置存mouse_store植物存mouse_get
self.mouse_get = PeaShooter(
map.position[0],
map.position[1],
MainGame.plants_pool_list[number - 1].grade,
)
self.mouse_store = [
[map.position[1], map.position[0]],
MainGame.plants_pool_list[number - 1].grade,
]
MainGame.plants_pool_list[number - 1].count -= 1
MainGame.plants_pool[number - 1] -= 1
else:
# 有东西
can_grow = map.can_grow
if not can_grow:
print(f"{map.position} 1 not can grow")
# 此植物位置存mouse_store植物存mouse_get
for plant in MainGame.plants_list:
if (
plant.rect.x == map.position[0]
and plant.rect.y == map.position[1]
):
self.mouse_get = plant
self.mouse_store = [
[map.position[1], map.position[0]],
plant.grade,
]
print("mouse_store get", self.mouse_store)
# 删除原植物
MainGame.plants_list.remove(plant)
MainGame.map_list[y][x].can_grow = True
else:
print(f"{map.position} 1 can grow")
elif event.type == pygame.MOUSEBUTTONUP:
x = event.pos[0] // 80
y = (event.pos[1] // 80) - 1
if y == -1:
map = MainGame.map_list[6][x - 4]
else:
map = MainGame.map_list[y][x]
print(map.position)
self.mouse_pressed = False
# 能放清空mouse_store此位置创建植物
can_grow = map.can_grow
if can_grow:
print(f"{map.position} 2 can grow")
# 清空mouse_store
if self.mouse_get is not None:
self.creat_plant(
self.mouse_get,
self.mouse_get.grade,
)
# self.turn_count += 1
self.plant_turn_start()
else:
print("1 Empty mouse_get")
self.mouse_get = None
else:
print(f"{map.position} 2 not can grow")
if not can_grow:
# 不能放且等级同清空mouse_storemouse_get本植物等级加一
for plant in MainGame.plants_list:
if (
plant.rect.x == map.position[0]
and plant.rect.y == map.position[1]
):
if self.mouse_store[1] == plant.grade:
plant.grade += 1
MainGame.plants_list.remove(plant)
self.creat_plant(plant, plant.grade)
self.mouse_store = None
self.mouse_get = None
self.plant_turn_start()
# 不能放且等级不同在原位置恢复清空mouse_storemouse_get
print(f"{map.position} 3 not can grow")
if self.mouse_get is not None:
self.creat_plant(
PeaShooter(
self.mouse_store[0][1],
self.mouse_store[0][0],
self.mouse_store[1],
),
self.mouse_store[1],
)
print("mouse_store out", self.mouse_store)
self.mouse_store = None
self.mouse_get = None
else:
print("2 Empty mouse_store")
else:
print(f"{map.position} 3 can grow")
if self.mouse_pressed:
if self.mouse_get is not None:
self.mouse_get.rect = pygame.mouse.get_pos()
self.draw_object(self.mouse_get)
# self.window.blit(self.mouse_get.image, self.mouse_get.rect)
else:
print("3 Empty mouse_get")
# except IndexError:
# print("Empty Index!")
# 初始化坐标点
def init_plant_points(self):
for y in range(1, 7):
points = []
for x in range(10):
point = (x, y)
points.append(point)
MainGame.map_points_list.append(points)
print("MainGame.map_points_list", MainGame.map_points_list)
points = []
for x in range(4, 10):
point = (x, 0)
points.append(point)
MainGame.map_points_list.append(points)
print("MainGame.map_points_list", MainGame.map_points_list)
# 初始化地图
def init_map(self):
for points in MainGame.map_points_list:
temp_map_list = list()
for point in points:
# map = None
if (point[0] + point[1]) % 2 == 0:
map = Map(point[0] * 80, point[1] * 80, 0)
else:
map = Map(point[0] * 80, point[1] * 80, 1)
# 将地图块加入到窗口中
temp_map_list.append(map)
print("temp_map_list", temp_map_list)
MainGame.map_list.append(temp_map_list)
print("MainGame.map_list", MainGame.map_list)
# 新增初始化僵尸的方法
def init_zombies(self):
# 不同的
first_numbers = random.sample(range(1, 7), random.randint(1, 5))
# 生成0或1的随机数,列表推导式
second_numbers = [random.choice([0, 1]) for _ in range(len(first_numbers))]
# 组合成元组
random_tuples = list(zip(first_numbers, second_numbers))
for i in random_tuples:
if i[1] == 1:
sunshine = Sunshine(800, i[0] * 80)
MainGame.zombie_list.append(sunshine)
else:
zombie = Zombie(800, i[0] * 80)
MainGame.zombie_list.append(zombie)
# 将地图加载到窗口中
def load_map(self):
for temp_map_list in MainGame.map_list:
for map in temp_map_list:
# map.load_map()
self.window.blit(map.image, map.position)
# 更新加载植物或移除植物
def load_plants(self):
for plant in MainGame.plants_list + MainGame.plants_pool_list:
if plant.live:
self.draw_object(plant)
# self.window.blit(plant.image, plant.rect)
else:
MainGame.plants_list.remove(plant)
# 植物处理
def plants_event(self):
for plant in MainGame.plants_list:
self.draw_object(plant)
# self.window.blit(plant.image, plant.rect)
# 如果活着
if plant.should_fire:
if plant.should_count_fire == True:
self.peabullet_count += plant.shoot_number
print("plus", self.peabullet_count)
plant.should_count_fire = False
self.plant_shoot(plant)
# 植物射击逻辑
def plant_shoot(self, plant):
plant.shot_count += 1
# 计数器到25发射一次
if plant.shot_count >= 25 and plant.shoot_number_count >= 1:
# 基于当前豌豆射手的位置,创建子弹
print(plant.shoot_number_count)
plant.shoot_number_count -= 1
peabullet = PeaBullet(plant, plant.bullet_damage)
# 将子弹存储到子弹列表中
MainGame.peabullet_list.append(peabullet)
plant.shot_count = 0
# 加载所有子弹的方法
def load_peabullets(self):
for bullet in MainGame.peabullet_list:
if bullet.live:
self.draw_object(bullet)
# self.window.blit(bullet.image, bullet.rect)
bullet.move_bullet()
# 调用子弹是否打中僵尸的方法
for enemy in MainGame.zombie_list:
if pygame.sprite.collide_rect(bullet, enemy):
# 打中僵尸之后,修改子弹的状态,
bullet.live = False
# 僵尸掉血
enemy.damage -= bullet.damage
if enemy.damage <= 0:
enemy.live = False
if isinstance(enemy, Sunshine):
self.plants_pool[enemy.money - 1] += 1
else:
MainGame.peabullet_list.remove(bullet)
self.peabullet_count -= 1
# 将所有僵尸加载到地图中
def zombies_event(self):
for enemy in MainGame.zombie_list:
if enemy.live:
self.zombie_move(enemy)
else:
MainGame.zombie_list.remove(enemy)
# 僵尸移动逻辑
def zombie_move(self, zombie):
self.draw_object(zombie)
# self.window.blit(zombie.image, zombie.rect)
if zombie.live and not zombie.stop:
zombie.distance_count -= zombie.speed
zombie.rect.x -= zombie.speed
if zombie.rect.x < -80:
# 调用游戏结束方法
MainGame().gameOver()
if zombie.distance_count <= 0:
zombie.stop = True
# 程序结束方法
def gameOver(self):
self.window.blit(self.draw_text("游戏结束", 50, (255, 0, 0)), (300, 200))
print("游戏结束")
pygame.time.wait(400)
global GAMEOVER
GAMEOVER = True
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