版权声明:本文可能为博主原创文章,若标明出处可随便转载。 https://blog.csdn.net/Jailman/article/details/78642721
代码修改bug,添加注释等,獾的速度加快之后很难……
git地址:
https://github.com/Jailman/blowupyrcastle.git
游戏资源使用了文章中附带的下载,原版文章请看这里:
http://blog.jobbole.com/46308/
附一些基本的数学知识
如图比如以角A为例
sinA=对边:斜边=BC:AC
cosA=临边:斜边=AB:AC
tanA=对边:临边=BC:AB
cotA=临边:对边=AB:BC
#!/usr/bin/python
#coding=utf8
# 1 - Import library
import cStringIO
import pygame
import random
import math
from pygame.locals import *
from os import remove
# 2 - Initialize the game
pygame.init()
pygame.display.set_caption('捍卫荣誉')
width, height = 640, 480
screen=pygame.display.set_mode((width, height))
keys = [False, False, False, False]
playerpos=[130,240]
acc=[0,0] #[0]是击中数,[1]是发射数
arrows=[] #发射箭头列表,点击鼠标时向其中填充bullet列表
badtimer=100
badtimer1=0
badguys=[[640, random.randint(40,400)]]
healthvalue=194 #总血量
pygame.mixer.init()
# 3 - Load images
start = pygame.image.load("resources/images/start.png")
grass = pygame.image.load("resources/images/bg2.png")
castle = pygame.image.load("resources/images/hq1.png")
player = pygame.image.load("resources/images/p1.1.png")
player1 = pygame.image.load("resources/images/p1.1.png")
player2 = pygame.image.load("resources/images/p1.2.png")
arrow = pygame.image.load("resources/images/bullet6.png")
badguyimg1 = pygame.image.load("resources/images/badguy1.1.png")
badguyimg2 = pygame.image.load("resources/images/badguy1.2.png")
badguyimg3 = pygame.image.load("resources/images/badguy1.3.png")
badguyimg4 = pygame.image.load("resources/images/badguy1.4.png")
badguyimgs = [badguyimg1, badguyimg2, badguyimg3, badguyimg4]
# badguyimg = badguyimg1
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
gameover = pygame.image.load("resources/images/gameover2.png")
youwin = pygame.image.load("resources/images/youwin.png")
# 3.1 - Load audio
begin = pygame.mixer.Sound("resources/audio/start.wav")
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
win = pygame.mixer.Sound("resources/audio/win.wav")
lost = pygame.mixer.Sound("resources/audio/lost.wav")
bgm = 'resources/audio/cowBGM.wav'
hit_castle = pygame.mixer.Sound("resources/audio/explode2.wav")
begin.set_volume(0.50)
hit.set_volume(0.07)
enemy.set_volume(0.20)
shoot.set_volume(0.07)
win.set_volume(0.25)
hit_castle.set_volume(0.18)
pygame.mixer.music.load(bgm)
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
#开局画面
running = 1
while running:
screen.fill(0)
screen.blit(start, (0,0))
#提示按键开始
font = pygame.font.Font(None, 30)
text1 = font.render("Press [SPACE] to start", True, (255,0,0))
screen.blit(text1, (230,450)) #调整显示文字位置
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key==K_SPACE:
begin.play()
running = 0
if event.type == pygame.QUIT:
pygame.quit()
exit(0)
pygame.display.flip()
# 按下确定键后的透明渐变效果
from PIL import Image
def addTransparency(img, factor):
img = img.convert('RGBA')
img_blender = Image.new('RGBA', img.size, (0,0,0,0))
img = Image.blend(img_blender, img, factor)
return img
img = Image.open("resources/images/start.png")
tran = 1
while tran > 0.8:
img = addTransparency(img, factor = tran)
imgBuf = cStringIO.StringIO(img.tobytes())
imgx = pygame.image.frombuffer(imgBuf.getvalue(), (640,480), "RGBA")
screen.blit(imgx, (0,0))
tran -= 0.001
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit(0)
pygame.display.flip()
# 4 - keep looping through
running = 1
exitcode = 0
n = 0
while running:
badtimer-=1
# 5 - clear the screen before drawing it again
screen.fill(0)
# 6 - draw the screen elements
for x in range(width/grass.get_width()+1):
for y in range(height/grass.get_height()+1):
screen.blit(grass,(x*100,y*100))
# screen.blit(grass, (0,0))
screen.blit(castle,(0,30))
screen.blit(castle,(0,135))
screen.blit(castle,(0,240))
screen.blit(castle,(0,345 ))
# 6.1 - Set player position and rotation
position = pygame.mouse.get_pos()
angle = math.atan2(position[1]-(playerpos[1]+player.get_height()/2),position[0]-(playerpos[0]+player.get_width()/2))
# print angle
# playerrot = pygame.transform.rotate(player, 360-angle*57.29)
playerrot = pygame.transform.rotate(player, 360-180*angle/math.pi) #180*angle/math.pi为偏转角度
playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
screen.blit(playerrot, playerpos1)
# 6.2 - Draw arrows
for bullet in arrows: #arrow中的bullet列表是在按鼠标发射时追加的,bullet[0]是atan(y,x)
# print bullet
index=0
velx=math.cos(bullet[0])*10 #乘数调整子弹横向速度
# print math.cos(bullet[0])
vely=math.sin(bullet[0])*10 #乘数调整子弹竖向速度
# print math.sin(bullet[0])
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]))
# 6.3 - Draw badgers
if badtimer==0:
badguys.append([640, random.randint(50,430)])
badtimer=100-(badtimer1*2)
if badtimer1>=35:
badtimer1=35
else:
badtimer1+=5
index=0
for badguy in badguys:
if badguy[0]<-64:
badguys.pop(index)
badguy[0]-=1 #调整獾的移动速度
# 6.3.1 - Attack castle
badrect=pygame.Rect(badguyimg1.get_rect())
badrect.top=badguy[1]
badrect.left=badguy[0]
if badrect.left<64:
# hit.play()
hit_castle.play()
healthvalue -= random.randint(5,20) #敌人碰撞城堡掉血
badguys.pop(index)
#hit player
playerrect = pygame.Rect(player.get_rect())
playerrect.left = playerpos[0] - 32 #增减一些值使触碰画面看上去更贴合
playerrect.top = playerpos[1] - 10 #增减一些值使触碰画面看上去更贴合
# print playerrect
if badrect.colliderect(playerrect):
hit.play()
healthvalue -= random.randint(3,12) #玩家碰撞敌人掉血
badguys.pop(index)
#6.3.2 - Check for collisions
index1=0
for bullet in arrows:
bullrect=pygame.Rect(arrow.get_rect())
bullrect.left=bullet[1]
bullrect.top=bullet[2]
if badrect.colliderect(bullrect):
enemy.play()
acc[0]+=1
badguys.pop(index)
arrows.pop(index1)
index1+=1
# 6.3.3 - Next bad guy
index+=1
for badguy in badguys:
# screen.blit(badguyimg, badguy)
n = n + 1
if n > (len(badguyimgs)) * 10-1:
n = 0
screen.blit(badguyimgs[int(n/10)], badguy)
# 6.4 - Draw clock
font = pygame.font.Font(None, 24)
#此处为漏洞,当点击窗口标题时,时间依然在流逝,但是游戏却暂停了,导致点击标题即可获胜
survivedtext = font.render(str((90000-pygame.time.get_ticks())/60000)+":"+str((90000-pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0))
textRect = survivedtext.get_rect()
textRect.topright=[635,5]
screen.blit(survivedtext, textRect)
# 6.5 - Draw health bar
screen.blit(healthbar, (5,5))
for health1 in range(healthvalue):
screen.blit(health, (health1+8,8))
#在健康值上方显示文字
hfont = pygame.font.Font(None, 20)
htext = hfont.render("Health", True, (255,0,0))
screen.blit(htext, (50,8)) #调整显示文字位置,覆盖在健康值上方
# 7 - update the screen
pygame.display.flip()
# 8 - loop through the events
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key==K_w:
keys[0]=True
elif event.key==K_a:
keys[1]=True
elif event.key==K_s:
keys[2]=True
elif event.key==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
# check if the event is the X button
if event.type==pygame.QUIT:
# if it is quit the game
pygame.quit()
exit(0)
if event.type==pygame.MOUSEBUTTONDOWN:
shoot.play()
player = player2
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.MOUSEBUTTONUP:
player = player1
# 9 - Move player
if keys[0]:
if not playerpos[1] < 0:
playerpos[1]-=3
elif keys[2]:
if not playerpos[1] > height:
playerpos[1]+=3
if keys[1]:
if not playerpos[0] < 100:
playerpos[0]-=3
elif keys[3]:
if not playerpos[0] > width:
playerpos[0]+=3
#10 - Win/Lose check
if pygame.time.get_ticks()>=90000:
running=0
exitcode=1
if healthvalue<=0:
running=0
exitcode=0
if acc[1]!=0:
accuracy=acc[0]*1.0/acc[1]*100
else:
accuracy=0
# 11 - Win/lose display
if exitcode==0:
pygame.font.init()
font = pygame.font.Font(None, 24)
text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0))
textRect = text.get_rect()
textRect.centerx = screen.get_rect().centerx
textRect.centery = screen.get_rect().centery+24
pygame.mixer.music.set_volume(0)
lost.play()
screen.blit(gameover, (0,0))
screen.blit(text, textRect)
else:
pygame.font.init()
font = pygame.font.Font(None, 24)
text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0))
textRect = text.get_rect()
textRect.centerx = screen.get_rect().centerx
textRect.centery = screen.get_rect().centery+24
screen.blit(youwin, (0,0))
pygame.mixer.music.set_volume(0)
win.play()
screen.blit(text, textRect)
ticksstart = pygame.time.get_ticks()# 作为延时开启背景音乐
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit(0)
ticksend = pygame.time.get_ticks()
ticksdiff = ticksend - ticksstart #计算延时
if ticksdiff == 3500: #开启背景音乐
pygame.mixer.music.set_volume(0.25)
pygame.display.flip()