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文章目录
- Python版植物大战僵尸
- 环境要求
- 方法
- 源码分享
- 初始化页面(部分)
- 地图搭建(部分)
- 定义植物类 (部分)
- 定义僵尸类(部分)
- 游戏运行入口
- 游戏源码获取
Python版植物大战僵尸
- 已有的植物:向日葵,豌豆射手,坚果墙,寒冰射手,樱桃炸弹,双发射手,三线射手,大嘴花,小喷菇,土豆雷,地刺,胆小菇,倭瓜,火爆辣椒,阳光菇,寒冰菇,魅惑菇,火炬树桩,睡莲,杨桃,咖啡豆,海蘑菇,高坚果,缠绕水草,毁灭菇,墓碑吞噬者,大喷菇,大蒜,南瓜头
- 已有的僵尸:普通僵尸,旗帜僵尸,路障僵尸,铁桶僵尸,读报僵尸,橄榄球僵尸,鸭子救生圈僵尸,铁门僵尸,撑杆跳僵尸,冰车僵尸,潜水僵尸
- 支持选择植物卡片
- 支持白昼模式,夜晚模式,泳池模式,浓雾模式(暂时没有加入雾),传送带模式和坚果保龄球模式
- 支持背景音乐播放
- 支持调节音量
- 支持音效
- 支持与背景音乐一起调节音量
- 支持全屏模式
- 按
F
键进入全屏模式,按U
键恢复至窗口模式
- 按
- 支持用小铲子移除植物
- 支持分波生成僵尸
- 支持“关卡进程”进度条显示
- 夜晚模式支持墓碑以及从墓碑生成僵尸
- 含有泳池的模式支持在最后一波时从泳池中自动冒出僵尸
环境要求
Python3
(建议 >= 3.10,最好使用最新版)Python-Pygame
(建议 >= 2.0,最好使用最新版)
方法
- 使用鼠标收集阳光,种植植物
源码分享
初始化页面(部分)
import os import pygame as pg # 用户数据及日志存储路径 if os.name == "nt": # Windows系统存储路径 USERDATA_PATH = os.path.expandvars(os.path.join("%APPDATA%", "pypvz", "userdata.json")) USERLOG_PATH = os.path.expandvars(os.path.join("%APPDATA%", "pypvz", "run.log")) else: # 非Windows系统存储路径 USERDATA_PATH = os.path.expanduser(os.path.join("~", ".config", "pypvz", "userdata.json")) USERLOG_PATH = os.path.expanduser(os.path.join("~", ".config", "pypvz", "run.log")) # 游戏图片资源路径 PATH_IMG_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "graphics") # 游戏音乐文件夹路径 PATH_MUSIC_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources","music") # 窗口图标 ORIGINAL_LOGO = os.path.join(os.path.dirname(os.path.dirname(__file__)), "pypvz-exec-logo.png") # 字体路径 FONT_PATH = os.path.join(os.path.dirname(os.path.dirname(__file__)), "resources", "DroidSansFallback.ttf") # 窗口标题 ORIGINAL_CAPTION = "pypvz" # 游戏模式 GAME_MODE = "mode" MODE_ADVENTURE = "adventure" MODE_LITTLEGAME = "littleGame" # 窗口大小 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT) # 选卡数量 # 最大数量 CARD_MAX_NUM = 10 # 这里以后可以增加解锁功能,从最初的6格逐渐解锁到10格 # 最小数量 CARD_LIST_NUM = CARD_MAX_NUM # 方格数据 # 一般 GRID_X_LEN = 9 GRID_Y_LEN = 5 GRID_X_SIZE = 80 GRID_Y_SIZE = 100 # 带有泳池 GRID_POOL_X_LEN = GRID_X_LEN GRID_POOL_Y_LEN = 6 GRID_POOL_X_SIZE = GRID_X_SIZE GRID_POOL_Y_SIZE = 85 # 屋顶 GRID_ROOF_X_LEN = GRID_X_LEN GRID_ROOF_Y_LEN = GRID_Y_LEN GRID_ROOF_X_SIZE = GRID_X_SIZE GRID_ROOF_Y_SIZE = 85 # 颜色 WHITE = (255, 255, 255) NAVYBLUE = ( 60, 60, 100) SKY_BLUE = ( 39, 145, 251) BLACK = ( 0, 0, 0) LIGHTYELLOW = (234, 233, 171) RED = (255, 0, 0) PURPLE = (255, 0, 255) GOLD = (255, 215, 0) GREEN = ( 0, 255, 0) YELLOWGREEN = ( 55, 200, 0) LIGHTGRAY = (107, 108, 145) PARCHMENT_YELLOW = (207, 146, 83) # 退出游戏按钮 EXIT = "exit" HELP = "help" # 游戏界面可选的菜单 LITTLE_MENU = "littleMenu" BIG_MENU = "bigMenu" RESTART_BUTTON = "restartButton" MAINMENU_BUTTON = "mainMenuButton" LITTLEGAME_BUTTON = "littleGameButton" OPTION_BUTTON = "optionButton" SOUND_VOLUME_BUTTON = "volumeButton" UNIVERSAL_BUTTON = "universalButton" # 金银向日葵奖杯 TROPHY_SUNFLOWER = "sunflowerTrophy" # 小铲子 SHOVEL = "shovel" SHOVEL_BOX = "shovelBox" # 一大波僵尸来袭图片 HUGE_WAVE_APPROCHING = "Approching" # 关卡进程图片 LEVEL_PROGRESS_BAR = "LevelProgressBar" LEVEL_PROGRESS_ZOMBIE_HEAD = "LevelProgressZombieHead" LEVEL_PROGRESS_FLAG = "LevelProgressFlag"
地图搭建(部分)
class Map(): def __init__(self, background_type:int): self.background_type = background_type # 注意:从0开始编号 if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS: self.width = c.GRID_POOL_X_LEN self.height = c.GRID_POOL_Y_LEN self.grid_height_size = c.GRID_POOL_Y_SIZE self.map = [ [self.initMapGrid(c.MAP_WATER) if 2 <= y <= 3 else self.initMapGrid(c.MAP_GRASS) for x in range(self.width) ] for y in range(self.height) ] elif self.background_type in c.ON_ROOF_BACKGROUNDS: self.width = c.GRID_ROOF_X_LEN self.height = c.GRID_ROOF_Y_LEN self.grid_height_size = c.GRID_ROOF_Y_SIZE self.map = [ [self.initMapGrid(c.MAP_TILE) for x in range(self.width) ] for y in range(self.height) ] elif self.background_type == c.BACKGROUND_SINGLE: self.width = c.GRID_X_LEN self.height = c.GRID_Y_LEN self.grid_height_size = c.GRID_Y_SIZE self.map = [ [self.initMapGrid(c.MAP_GRASS) if y ==2 else self.initMapGrid(c.MAP_UNAVAILABLE) for x in range(self.width) ] for y in range(self.height) ] elif self.background_type == c.BACKGROUND_TRIPLE: self.width = c.GRID_X_LEN self.height = c.GRID_Y_LEN self.grid_height_size = c.GRID_Y_SIZE self.map = [ [self.initMapGrid(c.MAP_GRASS) if 1 <= y <= 3 else self.initMapGrid(c.MAP_UNAVAILABLE) for x in range(self.width) ] for y in range(self.height) ] else: self.width = c.GRID_X_LEN self.height = c.GRID_Y_LEN self.grid_height_size = c.GRID_Y_SIZE self.map = [ [self.initMapGrid(c.MAP_GRASS) for x in range(self.width) ] for y in range(self.height) ] def isValid(self, map_x:int, map_y:int) -> bool: if ((0 <= map_x < self.width) and (0 <= map_y < self.height)): return True return False # 地图单元格状态 # 注意是可变对象,不能直接引用 # 由于同一格显然不可能种两个相同的植物,所以用集合 def initMapGrid(self, plot_type:str) -> set: return {c.MAP_PLANT:set(), c.MAP_SLEEP:False, c.MAP_PLOT_TYPE:plot_type} # 判断位置是否可用 # 暂时没有写紫卡植物的判断方法 # 由于紫卡植物需要移除以前的植物,所以可用另外定义一个函数 def isAvailable(self, map_x:int, map_y:int, plant_name:str) -> bool: # 咖啡豆和墓碑吞噬者的判别最为特殊 if plant_name == c.COFFEEBEAN: if (self.map[map_y][map_x][c.MAP_SLEEP] and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): return True else: return False if plant_name == c.GRAVEBUSTER: if (c.GRAVE in self.map[map_y][map_x][c.MAP_PLANT] and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): return True else: return False # 被非植物障碍占据的格子对于一般植物不可种植 if any((i in c.NON_PLANT_OBJECTS) for i in self.map[map_y][map_x][c.MAP_PLANT]): return False if self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_GRASS: # 草地 # 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上 if plant_name not in c.WATER_PLANTS: if not self.map[map_y][map_x][c.MAP_PLANT]: # 没有植物肯定可以种植 return True elif (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT]) and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植 return True elif ((plant_name == c.PUMPKINHEAD) and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 没有南瓜头就能种南瓜头 return True else: return False else: return False elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_TILE: # 屋顶 # 首先需要判断植物是否是水生植物,水生植物不能种植在陆地上 if plant_name not in c.WATER_PLANTS: if "花盆(未实现)" in self.map[map_y][map_x][c.MAP_PLANT]: if (all((i in {"花盆(未实现)", c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT]) and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): # 例外植物:集合中填花盆和南瓜头,只要这里没有这种植物就能种植 if plant_name in {c.SPIKEWEED}: # 不能在花盆上种植的植物 return False else: return True elif ((plant_name == c.PUMPKINHEAD) and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 有花盆且没有南瓜头就能种南瓜头 return True else: return False elif plant_name == "花盆(未实现)": # 这一格本来没有花盆而且新来的植物是花盆,可以种 return True else: return False else: return False elif self.map[map_y][map_x][c.MAP_PLOT_TYPE] == c.MAP_WATER: # 水里 if plant_name in c.WATER_PLANTS: # 是水生植物 if not self.map[map_y][map_x][c.MAP_PLANT]: # 只有无植物时才能在水里种植水生植物 return True else: return False else: # 非水生植物,依赖睡莲 if c.LILYPAD in self.map[map_y][map_x][c.MAP_PLANT]: if (all((i in {c.LILYPAD, c.PUMPKINHEAD}) for i in self.map[map_y][map_x][c.MAP_PLANT]) and (plant_name not in self.map[map_y][map_x][c.MAP_PLANT])): if plant_name in {c.SPIKEWEED, c.POTATOMINE, "花盆(未实现)"}: # 不能在睡莲上种植的植物 return False else: return True elif ((plant_name == c.PUMPKINHEAD) and (c.PUMPKINHEAD not in self.map[map_y][map_x][c.MAP_PLANT])): # 在睡莲上且没有南瓜头就能种南瓜头 return True else: return False else: return False else: # 不可种植区域 return False def getMapIndex(self, x:int, y:int) -> tuple[int, int]: if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS: x -= c.MAP_POOL_OFFSET_X y -= c.MAP_POOL_OFFSET_Y return (x // c.GRID_POOL_X_SIZE, y // c.GRID_POOL_Y_SIZE) elif self.background_type in c.ON_ROOF_BACKGROUNDS: x -= c.MAP_ROOF_OFFSET_X y -= c.MAP_ROOF_OFFSET_X grid_x = x // c.GRID_ROOF_X_SIZE if grid_x >= 5: grid_y = y // c.GRID_ROOF_Y_SIZE else: grid_y = (y - 20*(6 - grid_x)) // 85 return (grid_x, grid_y) else: x -= c.MAP_OFFSET_X y -= c.MAP_OFFSET_Y return (x // c.GRID_X_SIZE, y // c.GRID_Y_SIZE) def getMapGridPos(self, map_x:int, map_y:int) -> tuple[int, int]: if self.background_type in c.POOL_EQUIPPED_BACKGROUNDS: return (map_x * c.GRID_POOL_X_SIZE + c.GRID_POOL_X_SIZE//2 + c.MAP_POOL_OFFSET_X, map_y * c.GRID_POOL_Y_SIZE + c.GRID_POOL_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y) elif self.background_type in c.ON_ROOF_BACKGROUNDS: return (map_x * c.GRID_ROOF_X_SIZE + c.GRID_ROOF_X_SIZE//2 + c.MAP_ROOF_OFFSET_X, map_y * c.GRID_ROOF_Y_SIZE + 20 * max(0, (6 - map_y)) + c.GRID_ROOF_Y_SIZE//5 * 3 + c.MAP_POOL_OFFSET_Y) else: return (map_x * c.GRID_X_SIZE + c.GRID_X_SIZE//2 + c.MAP_OFFSET_X, map_y * c.GRID_Y_SIZE + c.GRID_Y_SIZE//5 * 3 + c.MAP_OFFSET_Y) def setMapGridType(self, map_x:int, map_y:int, plot_type:str): self.map[map_y][map_x][c.MAP_PLOT_TYPE] = plot_type def addMapPlant(self, map_x:int, map_y:int, plant_name:int, sleep:bool=False): self.map[map_y][map_x][c.MAP_PLANT].add(plant_name) self.map[map_y][map_x][c.MAP_SLEEP] = sleep def removeMapPlant(self, map_x:int, map_y:int, plant_name:str): self.map[map_y][map_x][c.MAP_PLANT].discard(plant_name) def getRandomMapIndex(self) -> tuple[int, int]: map_x = random.randint(0, self.width-1) map_y = random.randint(0, self.height-1) return (map_x, map_y) def checkPlantToSeed(self, x:int, y:int, plant_name:str) -> tuple[int, int]: pos = None map_x, map_y = self.getMapIndex(x, y) if self.isValid(map_x, map_y) and self.isAvailable(map_x, map_y, plant_name): pos = self.getMapGridPos(map_x, map_y) return pos
定义植物类 (部分)
# 豌豆及孢子类普通子弹 class Bullet(pg.sprite.Sprite): def __init__( self, x:int, start_y:int, dest_y:int, name:str, damage:int, effect:str=None, passed_torchwood_x:int=None, damage_type:str=c.ZOMBIE_DEAFULT_DAMAGE): pg.sprite.Sprite.__init__(self) self.name = name self.frames = [] self.frame_index = 0 self.load_images() self.frame_num = len(self.frames) self.image = self.frames[self.frame_index] self.mask = pg.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = start_y self.dest_y = dest_y self.y_vel = 15 if (dest_y > start_y) else -15 self.x_vel = 10 self.damage = damage self.damage_type = damage_type self.effect = effect self.state = c.FLY self.current_time = 0 self.animate_timer = 0 self.animate_interval = 70 self.passed_torchwood_x = passed_torchwood_x # 记录最近通过的火炬树横坐标,如果没有缺省为None def loadFrames(self, frames, name): frame_list = tool.GFX[name] if name in c.PLANT_RECT: data = c.PLANT_RECT[name] x, y, width, height = data["x"], data["y"], data["width"], data["height"] else: x, y = 0, 0 rect = frame_list[0].get_rect() width, height = rect.w, rect.h for frame in frame_list: frames.append(tool.get_image(frame, x, y, width, height)) def load_images(self): self.fly_frames = [] self.explode_frames = [] fly_name = self.name if self.name in c.BULLET_INDEPENDENT_BOOM_IMG: explode_name = f"{self.name}Explode" else: explode_name = "PeaNormalExplode" self.loadFrames(self.fly_frames, fly_name) self.loadFrames(self.explode_frames, explode_name) self.frames = self.fly_frames def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] if self.state == c.FLY: if self.rect.y != self.dest_y: self.rect.y += self.y_vel if self.y_vel * (self.dest_y - self.rect.y) < 0: self.rect.y = self.dest_y self.rect.x += self.x_vel if self.rect.x >= c.SCREEN_WIDTH + 20: self.kill() elif self.state == c.EXPLODE: if (self.current_time - self.explode_timer) > 250: self.kill() if self.current_time - self.animate_timer >= self.animate_interval: self.frame_index += 1 self.animate_timer = self.current_time if self.frame_index >= self.frame_num: self.frame_index = 0 self.image = self.frames[self.frame_index] def setExplode(self): self.state = c.EXPLODE self.explode_timer = self.current_time self.frames = self.explode_frames self.frame_num = len(self.frames) self.image = self.frames[0] self.mask = pg.mask.from_surface(self.image) # 播放子弹爆炸音效 if self.name == c.BULLET_FIREBALL: c.SOUND_FIREPEA_EXPLODE.play() else: c.SOUND_BULLET_EXPLODE.play() def draw(self, surface): surface.blit(self.image, self.rect) # 大喷菇的烟雾 # 仅有动画效果,不参与攻击运算 class Fume(pg.sprite.Sprite): def __init__(self, x, y): pg.sprite.Sprite.__init__(self) self.name = c.FUME self.timer = 0 self.frame_index = 0 self.load_images() self.frame_num = len(self.frames) self.image = self.frames[self.frame_index] self.mask = pg.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y def load_images(self): self.fly_frames = [] fly_name = self.name self.loadFrames(self.fly_frames, fly_name) self.frames = self.fly_frames def draw(self, surface): surface.blit(self.image, self.rect) def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] if self.current_time - self.timer >= 100: self.frame_index += 1 if self.frame_index >= self.frame_num: self.frame_index = self.frame_num - 1 self.kill() self.timer = self.current_time self.image = self.frames[self.frame_index] def loadFrames(self, frames, name): frame_list = tool.GFX[name] x, y = 0, 0 rect = frame_list[0].get_rect() width, height = rect.w, rect.h for frame in frame_list: frames.append(tool.get_image(frame, x, y, width, height))
定义僵尸类(部分)
class Zombie(pg.sprite.Sprite): def __init__( self, x, y, name, head_group=None, helmet_health=0, helmet_type2_health=0, body_health=c.NORMAL_HEALTH, losthead_health=c.LOSTHEAD_HEALTH, damage=c.ZOMBIE_ATTACK_DAMAGE, can_swim=False): pg.sprite.Sprite.__init__(self) self.name = name self.frames = [] self.frame_index = 0 self.loadImages() self.frame_num = len(self.frames) self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.mask = pg.mask.from_surface(self.image) self.rect.x = x self.rect.bottom = y # 大蒜换行移动像素值,< 0时向上,= 0时不变,> 0时向上 self.target_y_change = 0 self.original_y = y self.to_change_group = False self.helmet_health = helmet_health self.helmet_type2_health = helmet_type2_health self.health = body_health + losthead_health self.losthead_health = losthead_health self.damage = damage self.dead = False self.losthead = False self.can_swim = can_swim self.swimming = False self.helmet = (self.helmet_health > 0) self.helmet_type2 = (self.helmet_type2_health > 0) self.head_group = head_group self.walk_timer = 0 self.animate_timer = 0 self.attack_timer = 0 self.state = c.WALK self.animate_interval = 150 self.walk_animate_interval = 180 self.attack_animate_interval = 100 self.losthead_animate_interval = 180 self.die_animate_interval = 50 self.boomDie_animate_interval = 100 self.ice_slow_ratio = 1 self.ice_slow_timer = 0 self.hit_timer = 0 self.speed = 1 self.freeze_timer = 0 self.losthead_timer = 0 self.is_hypno = False # the zombie is hypo and attack other zombies when it ate a HypnoShroom def loadFrames(self, frames, name, colorkey=c.BLACK): frame_list = tool.GFX[name] rect = frame_list[0].get_rect() width, height = rect.w, rect.h if name in c.ZOMBIE_RECT: data = c.ZOMBIE_RECT[name] x, width = data["x"], data["width"] else: x = 0 for frame in frame_list: frames.append(tool.get_image(frame, x, 0, width, height, colorkey)) def update(self, game_info): self.current_time = game_info[c.CURRENT_TIME] self.handleState() self.updateIceSlow() self.animation() def handleState(self): if self.state == c.WALK: self.walking() elif self.state == c.ATTACK: self.attacking() elif self.state == c.DIE: self.dying() elif self.state == c.FREEZE: self.freezing() # 濒死状态用函数 def checkToDie(self, framesKind): if self.health <= 0: self.setDie() return True elif self.health <= self.losthead_health: if not self.losthead: self.changeFrames(framesKind) self.setLostHead() return True else: self.health -= (self.current_time - self.losthead_timer) / 40 self.losthead_timer = self.current_time return False else: return False def walking(self): if self.checkToDie(self.losthead_walk_frames): return # 能游泳的僵尸 if self.can_swim: # 在水池范围内 # 在右侧岸左 if self.rect.right <= c.MAP_POOL_FRONT_X: # 在左侧岸右,左侧岸位置为预估 if self.rect.right - 25 >= c.MAP_POOL_OFFSET_X: # 还未进入游泳状态 if not self.swimming: self.swimming = True self.changeFrames(self.swim_frames) # 播放入水音效 c.SOUND_ZOMBIE_ENTERING_WATER.play() # 同样没有兼容双防具 if self.helmet: if self.helmet_health <= 0: self.helmet = False else: self.changeFrames(self.helmet_swim_frames) if self.helmet_type2: if self.helmet_type2_health <= 0: self.helmet_type2 = False else: self.changeFrames(self.helmet_swim_frames) # 已经进入游泳状态 else: if self.helmet: if self.helmet_health <= 0: self.changeFrames(self.swim_frames) self.helmet = False if self.helmet_type2: if self.helmet_type2_health <= 0: self.changeFrames(self.swim_frames) self.helmet_type2 = False # 水生僵尸已经接近家门口并且上岸 else: if self.swimming: self.changeFrames(self.walk_frames) self.swimming = False # 同样没有兼容双防具 if self.helmet: if self.helmet_health <= 0: self.helmet = False else: self.changeFrames(self.helmet_walk_frames) if self.helmet_type2: if self.helmet_type2_health <= 0: self.helmet_type2 = False else: self.changeFrames(self.helmet_walk_frames) if self.helmet: if self.helmet_health <= 0: self.helmet = False self.changeFrames(self.walk_frames) if self.helmet_type2: if self.helmet_type2_health <= 0: self.helmet_type2 = False self.changeFrames(self.walk_frames) elif self.is_hypno and self.rect.right > c.MAP_POOL_FRONT_X + 55: # 常数拟合暂时缺乏检验 if self.swimming: self.changeFrames(self.walk_frames) if self.helmet: if self.helmet_health <= 0: self.changeFrames(self.walk_frames) self.helmet = False elif self.swimming: # 游泳状态需要改为步行 self.changeFrames(self.helmet_walk_frames) if self.helmet_type2: if self.helmet_type2_health <= 0: self.changeFrames(self.walk_frames) self.helmet_type2 = False elif self.swimming: # 游泳状态需要改为步行 self.changeFrames(self.helmet_walk_frames) self.swimming = False # 尚未进入水池 else: if self.helmet_health <= 0 and self.helmet: self.changeFrames(self.walk_frames) self.helmet = False if self.helmet_type2_health <= 0 and self.helmet_type2: self.changeFrames(self.walk_frames) self.helmet_type2 = False # 不能游泳的一般僵尸 else: if self.helmet_health <= 0 and self.helmet: self.changeFrames(self.walk_frames) self.helmet = False if self.helmet_type2_health <= 0 and self.helmet_type2: self.changeFrames(self.walk_frames) self.helmet_type2 = False if (self.current_time - self.walk_timer) > (c.ZOMBIE_WALK_INTERVAL * self.getTimeRatio()): self.handleGarlicYChange() self.walk_timer = self.current_time if self.is_hypno: self.rect.x += 1 else: self.rect.x -= 1
游戏运行入口
#!/usr/bin/env python import logging import traceback import os import pygame as pg from logging.handlers import RotatingFileHandler # 由于在后续本地模块中存在对pygame的调用,在此处必须完成pygame的初始化 os.environ["SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR"]="0" # 设置临时环境变量以避免Linux下禁用x11合成器 pg.init() from source import tool from source import constants as c from source.state import mainmenu, screen, level if __name__ == "__main__": # 日志设置 if not os.path.exists(os.path.dirname(c.USERLOG_PATH)): os.makedirs(os.path.dirname(c.USERLOG_PATH)) logger = logging.getLogger("main") formatter = logging.Formatter("%(asctime)s - %(levelname)s: %(message)s") fileHandler = RotatingFileHandler(c.USERLOG_PATH, "a", 1_000_000, 0, "utf-8") # 设置日志文件权限,Unix为644,Windows为可读写;Python的os.chmod与Unix chmod相同,但要显式说明8进制 os.chmod(c.USERLOG_PATH, 0o644) fileHandler.setFormatter(formatter) streamHandler = logging.StreamHandler() streamHandler.setFormatter(formatter) logger.addHandler(fileHandler) logger.addHandler(streamHandler) try: # 控制状态机运行 game = tool.Control() state_dict = { c.MAIN_MENU: mainmenu.Menu(), c.GAME_VICTORY: screen.GameVictoryScreen(), c.GAME_LOSE: screen.GameLoseScreen(), c.LEVEL: level.Level(), c.AWARD_SCREEN: screen.AwardScreen(), c.HELP_SCREEN: screen.HelpScreen(), } game.setup_states(state_dict, c.MAIN_MENU) game.run() except: print() # 将日志输出与上文内容分隔开,增加可读性 logger.error(f"\n{traceback.format_exc()}")
游戏源码获取
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