python制作一个塔防射箭游戏

import pygame
import math
import random

pygame.init()
W, H = 640, 480
screen = pygame.display.set_mode((W, H))
# keys用来记录按键情况:WASD依次对应
keys = [False, False, False, False]
# playerpos表示玩家位置
playerpos = [100, 100]
acc = [0, 0]  # 记录射出的箭数和命中的箭数
arrows = []  # 跟踪箭头变量,存放箭头旋转角度值(弧度),箭头起始位置坐标
# 坏人相关变量或列表
badtimer = 100  # 定义一个定时器,使得游戏里过一段时间后就产生一只新的獾(坏人)
badtimer1 = 0
badguys = [[640, 100]]  # 坏人产生位置列表,第一个坏人位置为(640,100)
healthvalue = 194  # 城堡健康值等于194

# 加载图片
player = pygame.image.load("resources/images/dude.png")  # 兔子
grass = pygame.image.load("resources/images/grass.png")  #
castle = pygame.image.load("resources/images/castle.png")  # 城堡
arrow = pygame.image.load("resources/images/bullet.png")  #
badguyimg1 = pygame.image.load("resources/images/badguy.png")  # 加载坏人
badguyimg = badguyimg1  # 设置坏人图像副本,可以更流畅地为坏人设置动画
healthbar=pygame.image.load("resources/images/healthbar.png") #生命值条
health=pygame.image.load("resources/images/health.png") #剩余生命值图片
while True:
    screen.fill(0)  # 屏幕填充黑色
    for x in range(W // grass.get_width() + 1):
        for y in range(H // grass.get_height() + 1):
            screen.blit(grass, (x * 100, y * 100))
    screen.blit(castle, (0, 30))
    screen.blit(castle, (0, 135))
    screen.blit(castle, (0, 240))
    screen.blit(castle, (0, 345))
    # 首先获取鼠标和玩家的位置,然后,获取atan2函数得出的角度和弧度。
    # 当兔子被旋转时,它的位置将会改变
    # 所以你需要计算兔子新的位置,然后将其在屏幕上显示出来
    position = pygame.mouse.get_pos()  # 获取鼠标坐标
    angle = math.atan2(position[1] - (playerpos[1] + 32), position[0] - (playerpos[0] + 26))
    playerrot = pygame.transform.rotate(player, 360 - angle * 57.29)  # 玩家旋转图片
    playerpos1 = (playerpos[0] - playerrot
                  .get_rect().width // 2, playerpos[1] - playerrot.get_rect().height // 2)
    screen.blit(playerrot, playerpos1)

    # 在屏幕上画出箭头来
    # vely和velx的值是根据三角定理算出来的
    # 10是箭头的速度,if 是检查箭头是否超出了屏幕范围,如果超出解除这个箭头
    # 第二个for 循环把箭头根据相应的旋转画出来
    for bullet in arrows:  # 对每一支箭在箭头列表里
        index = 0
        velx = math.cos(bullet[0]) * 10
        vely = math.sin(bullet[0]) * 10
        bullet[1] += velx
        bullet[2] += vely
        if bullet[1] < -64 or bullet[1] > 640 or bullet[2] < -64 or bullet[2] > 480:
            arrows.pop(index)
        index += 1
        for projectile in arrows:
            arrow1 = pygame.transform.rotate(arrow, 360 - projectile[0] * 57.29)
            screen.blit(arrow1, (projectile[1], projectile[2]))


    # 更新并显示坏人
    # 检查badtimer是否为0,如果为0,创建一个獾然后重新设置badtimer
    # 第一个循环更新獾的x坐标,检查獾是否超出屏幕范围,如果超出,将獾删掉
    # 第二个循环是来画出所有的獾
    if badtimer == 0:
        badguys.append([640, random.randint(50, 430)])
        badtimer = 100 - (badtimer1 * 2)
        if badtimer1 >= 20:
            badtimer1 =20
        else:
            badtimer1 += 5
    index_badguy = 0
    for badguy in badguys:  # 对坏人列表里的每个坏人显示
        if badguy[0] < -64:
            badguys.pop(index_badguy)
        badguy[0] -= 1
        # 獾可以炸掉城堡
        # 如果獾的x坐标离左边小于64,就删除獾,并随机减少5-20之间的健康值
        badrect = pygame.Rect(badguyimg.get_rect())
        badrect.top = badguy[1]
        badrect.left = badguy[0]
        if badrect.left < 64:
            healthvalue -= random.randint(5, 20)
            badguys.pop(index_badguy)
        # 循环所有的坏蛋和箭头来检查是否有碰撞
        # 如果碰撞上,删除獾删除箭头,并且命中数变量里+1
        # 使用了pygame的内建功能来检查两个矩形是否交叉
        #'''
        index_arrow = 0
        for bullet in arrows:
            bulletrect = pygame.Rect(arrow.get_rect())
            bulletrect.left = bullet[1]
            bulletrect.top = bullet[2]
            if badrect.colliderect(bulletrect):
                acc[0] += 1
                badguys.pop(index_badguy)
                arrows.pop(index_arrow)
            index_arrow += 1
          #'''
        index_badguy += 1

    for badguy in badguys:
        screen.blit(badguyimg, badguy)
    #添加一个计时
    font=pygame.font.Font('Arial.ttf',24)
    survivedtext=font.render(str((120-pygame.time.get_ticks()//1000)//60)+":"+
                             str((120-pygame.time.get_ticks()//1000)%60).zfill(2),True,(255,0,0))
    textRect=survivedtext.get_rect()
    textRect.topright=[635,5]
    screen.blit(survivedtext,textRect)
    #画出城堡健康值
    #先画出一个全红色的生命条

    screen.blit(healthbar,(5,5))
    for health1 in range(healthvalue):
        screen.blit(health,(health1+8,8))

    badtimer -= 1  # 每更新一帧,计时-1
    pygame.display.flip()  # 更新屏幕
    # 事件检测
    for event in pygame.event.get():
        if event.type == pygame.MOUSEBUTTONDOWN:
            position = pygame.mouse.get_pos()
            acc[1] += 1
            arrows.append([math.atan2(position[1] - (playerpos1[1] + 32), position[0] -
                                      (playerpos1[0] + 26)), playerpos1[0] + 32, playerpos1[1] + 32])
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
        # 根据按下的键来更新按键记录数组
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_w:
                keys[0] = True
            elif event.key == pygame.K_a:
                keys[1] = True
            elif event.key == pygame.K_s:
                keys[2] = True
            elif event.key == pygame.K_d:
                keys[3] = True
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_w:
                keys[0] = False
            elif event.key == pygame.K_a:
                keys[1] = False
            elif event.key == pygame.K_s:
                keys[2] = False
            elif event.key == pygame.K_d:
                keys[3] = False

    # 移动玩家
    if keys[0]:
        playerpos[1] -= 1
    elif keys[2]:
        playerpos[1] += 1
    if keys[1]:
        playerpos[0] -= 1
    elif keys[3]:
        playerpos[0] += 1

 

posted @ 2021-04-02 15:37  yanglike111  阅读(732)  评论(0编辑  收藏  举报