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发表于 2022-9-24 08:11:10
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显示全部楼层
# 游戏进行中界面
# 作者: Charles
# 公众号: Charles的皮卡丘
import sys
import json
import math
import random
import pygame
sys.path.append('..')
from sprites import Enemy
from sprites import Turret
from interface import PAUSE
from pygame.locals import *
from collections import namedtuple
# 按钮类: 位置、文本、点击触发的事件
Button = namedtuple('Button', ['rect', 'text', 'onClick'])
# 定义一些颜色
info_color = (120, 20, 50)
red = (255, 0, 0)
green = (0, 255, 0)
black = (0, 0, 0)
white = (255, 255, 255)
grey = (127, 127, 127)
button_color1 = (0, 200, 0)
button_color2 = (0, 100, 0)
# 游戏进行中界面
class GAMING():
def __init__(self, WIDTH=800, HEIGHT=600):
self.WIDTH = WIDTH
self.HEIGHT = HEIGHT
# 游戏地图大小
map_w = WIDTH
map_h = 500
# 按钮大小和位置
button_w = 60
button_h = 60
button_y = 520
# 间隙
gap = 20
# 按钮放在工具栏, 工具栏两端各有一个信息显示框
toolbar_w = gap * 7 + button_w * 6
info_w = (WIDTH - toolbar_w) // 2
info_h = HEIGHT - map_h
toolbar_h = HEIGHT - map_h
# 界面布置
self.map_rect = pygame.Rect(0, 0, map_w, map_h)
self.map_surface = pygame.Surface((map_w, map_h))
self.leftinfo_rect = pygame.Rect(0, map_h, info_w, info_h)
self.rightinfo_rect = pygame.Rect(WIDTH-info_w, map_h, info_w, info_h)
self.toolbar_rect = pygame.Rect(info_w, map_h, toolbar_w, toolbar_h)
# 草
self.grass = pygame.image.load("./resource/imgs/game/grass.png")
# 岩石(铺路用的)
self.rock = pygame.image.load("./resource/imgs/game/rock.png")
# 污垢
self.dirt = pygame.image.load("./resource/imgs/game/dirt.png")
# 水
self.water = pygame.image.load("./resource/imgs/game/water.png")
# 灌木
self.bush = pygame.image.load("./resource/imgs/game/bush.png")
# 纽带
self.nexus = pygame.image.load("./resource/imgs/game/nexus.png")
# 洞穴
self.cave = pygame.image.load("./resource/imgs/game/cave.png")
# 获取地图元素的大小,请保证素材库里组成地图的元素图大小一致
self.elementSize = int(self.grass.get_rect().width)
# 一些字体
self.info_font = pygame.font.Font('./resource/fonts/Calibri.ttf', 14)
self.button_font = pygame.font.Font('./resource/fonts/Calibri.ttf', 20)
# 可以放炮塔的地方
self.placeable = {0: self.grass}
# 地图元素字典(数字对应.map文件中的数字)
self.map_elements = {
0: self.grass,
1: self.rock,
2: self.dirt,
3: self.water,
4: self.bush,
5: self.nexus,
6: self.cave
}
# 用于记录地图中的道路
self.path_list = []
# 当前的地图,将地图导入到这里面
self.currentMap = dict()
# 当前鼠标携带的图标(即选中道具) -> [道具名, 道具]
self.mouseCarried = []
# 在地图上建造好了的炮塔
self.builtTurretGroup = pygame.sprite.Group()
# 所有的敌人
self.EnemiesGroup = pygame.sprite.Group()
# 所有射出的箭
self.arrowsGroup = pygame.sprite.Group()
# 玩家操作用的按钮
self.buttons = [
Button(pygame.Rect((info_w+gap), button_y, button_w, button_h), 'T1', self.takeT1),
Button(pygame.Rect((info_w+gap*2+button_w), button_y, button_w, button_h), 'T2', self.takeT2),
Button(pygame.Rect((info_w+gap*3+button_w*2), button_y, button_w, button_h), 'T3', self.takeT3),
Button(pygame.Rect((info_w+gap*4+button_w*3), button_y, button_w, button_h), 'XXX', self.takeXXX),
Button(pygame.Rect((info_w+gap*5+button_w*4), button_y, button_w, button_h), 'Pause', self.pauseGame),
Button(pygame.Rect((info_w+gap*6+button_w*5), button_y, button_w, button_h), 'Quit', self.quitGame)
]
# 开始游戏
def start(self, screen, map_path=None, difficulty_path=None):
# 读取游戏难度对应的参数
with open(difficulty_path, 'r') as f:
difficulty_dict = json.load(f)
self.money = difficulty_dict.get('money')
self.health = difficulty_dict.get('health')
self.max_health = difficulty_dict.get('health')
difficulty_dict = difficulty_dict.get('enemy')
# 每60s生成一波敌人
GenEnemiesEvent = pygame.constants.USEREVENT + 0
pygame.time.set_timer(GenEnemiesEvent, 60000)
# 生成敌人的flag和当前已生成敌人的总次数
genEnemiesFlag = False
genEnemiesNum = 0
# 每0.5秒出一个敌人
GenEnemyEvent = pygame.constants.USEREVENT + 1
pygame.time.set_timer(GenEnemyEvent, 500)
genEnemyFlag = False
# 防止变量未定义
enemyRange = None
numEnemy = None
# 是否手动操作箭塔射击
Manualshot = False
has_control = False
while True:
if self.health <= 0:
return
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONUP:
# 左键选物品
if event.button == 1:
# 鼠标点击在地图上
if self.map_rect.collidepoint(event.pos):
if self.mouseCarried:
if self.mouseCarried[0] == 'turret':
self.buildTurret(event.pos)
elif self.mouseCarried[0] == 'XXX':
self.sellTurret(event.pos)
# 鼠标点击在工具栏
elif self.toolbar_rect.collidepoint(event.pos):
for button in self.buttons:
if button.rect.collidepoint(event.pos):
if button.text == 'T1':
button.onClick()
elif button.text == 'T2':
button.onClick()
elif button.text == 'T3':
button.onClick()
elif button.text == 'XXX':
button.onClick()
elif button.text == 'Pause':
button.onClick(screen)
elif button.text == 'Quit':
button.onClick()
# 显然只能有一个按钮被点击
break
# 右键释放物品
if event.button == 3:
self.mouseCarried = []
# 按中间键手动控制炮塔射箭方向一次,否则自由射箭
if event.button == 2:
Manualshot = True
if event.type == GenEnemiesEvent:
genEnemiesFlag = True
if event.type == GenEnemyEvent:
genEnemyFlag = True
# 生成敌人
# 生成的敌人随当前已生成敌人的总次数的增加而变强变多
if genEnemiesFlag:
genEnemiesFlag = False
genEnemiesNum += 1
idx = 0
for key, value in difficulty_dict.items():
idx += 1
if idx == len(difficulty_dict.keys()):
enemyRange = value['enemyRange']
numEnemy = value['numEnemy']
break
if genEnemiesNum <= int(key):
enemyRange = value['enemyRange']
numEnemy = value['numEnemy']
break
if genEnemyFlag and numEnemy:
genEnemyFlag = False
numEnemy -= 1
enemy = Enemy.Enemy(random.choice(range(enemyRange)))
self.EnemiesGroup.add(enemy)
# 射箭
for turret in self.builtTurretGroup:
if not Manualshot:
position = turret.position[0] + self.elementSize // 2, turret.position[1]
arrow = turret.shot(position)
else:
position = turret.position[0] + self.elementSize // 2, turret.position[1]
mouse_pos = pygame.mouse.get_pos()
angle = math.atan((mouse_pos[1]-position[1])/(mouse_pos[0]-position[0]+1e-6))
arrow = turret.shot(position, angle)
has_control = True
if arrow:
self.arrowsGroup.add(arrow)
else:
has_control = False
if has_control:
has_control = False
Manualshot = False
# 移动箭和碰撞检测
for arrow in self.arrowsGroup:
arrow.move()
points = [(arrow.rect.left, arrow.rect.top), (arrow.rect.left, arrow.rect.bottom), (arrow.rect.right, arrow.rect.top), (arrow.rect.right, arrow.rect.bottom)]
if (not self.map_rect.collidepoint(points[0])) and (not self.map_rect.collidepoint(points[1])) and \
(not self.map_rect.collidepoint(points[2])) and (not self.map_rect.collidepoint(points[3])):
self.arrowsGroup.remove(arrow)
del arrow
continue
for enemy in self.EnemiesGroup:
if pygame.sprite.collide_rect(arrow, enemy):
enemy.life_value -= arrow.attack_power
self.arrowsGroup.remove(arrow)
del arrow
break
self.draw(screen, map_path)
# 将场景画到游戏界面上
def draw(self, screen, map_path):
self.drawToolbar(screen)
self.loadMap(screen, map_path)
self.drawMouseCarried(screen)
self.drawBuiltTurret(screen)
self.drawEnemies(screen)
self.drawArrows(screen)
pygame.display.flip()
# 画出所有射出的箭
def drawArrows(self, screen):
for arrow in self.arrowsGroup:
screen.blit(arrow.image, arrow.rect)
# 画敌人
def drawEnemies(self, screen):
for enemy in self.EnemiesGroup:
if enemy.life_value <= 0:
self.money += enemy.reward
self.EnemiesGroup.remove(enemy)
del enemy
continue
res = enemy.move(self.elementSize)
if res:
coord = self.find_next_path(enemy)
if coord:
enemy.reached_path.append(enemy.coord)
enemy.coord = coord
enemy.position = self.coord2pos(coord)
enemy.rect.left, enemy.rect.top = enemy.position
else:
self.health -= enemy.damage
self.EnemiesGroup.remove(enemy)
del enemy
continue
# 画血条
greenLen = max(0, enemy.life_value / enemy.max_life_value) * self.elementSize
if greenLen > 0:
pygame.draw.line(screen, green, (enemy.position), (enemy.position[0]+greenLen, enemy.position[1]), 1)
if greenLen < self.elementSize:
pygame.draw.line(screen, red, (enemy.position[0]+greenLen, enemy.position[1]), (enemy.position[0]+self.elementSize, enemy.position[1]), 1)
screen.blit(enemy.image, enemy.rect)
# 画已经建造好的炮塔
def drawBuiltTurret(self, screen):
for turret in self.builtTurretGroup:
screen.blit(turret.image, turret.rect)
# 画鼠标携带物
def drawMouseCarried(self, screen):
if self.mouseCarried:
position = pygame.mouse.get_pos()
coord = self.pos2coord(position)
position = self.coord2pos(coord)
# 在地图里再画
if self.map_rect.collidepoint(position):
if self.mouseCarried[0] == 'turret':
screen.blit(self.mouseCarried[1].image, position)
self.mouseCarried[1].coord = coord
self.mouseCarried[1].position = position
self.mouseCarried[1].rect.left, self.mouseCarried[1].rect.top = position
else:
screen.blit(self.mouseCarried[1], position)
# 画工具栏
def drawToolbar(self, screen):
# 信息显示框
# 左
pygame.draw.rect(screen, info_color, self.leftinfo_rect)
leftTitle = self.info_font.render('Player info:', True, white)
moneyInfo = self.info_font.render('Money: ' + str(self.money), True, white)
healthInfo = self.info_font.render('Health: ' + str(self.health), True, white)
screen.blit(leftTitle, (self.leftinfo_rect.left+5, self.leftinfo_rect.top+5))
screen.blit(moneyInfo, (self.leftinfo_rect.left+5, self.leftinfo_rect.top+35))
screen.blit(healthInfo, (self.leftinfo_rect.left+5, self.leftinfo_rect.top+55))
# 右
pygame.draw.rect(screen, info_color, self.rightinfo_rect)
rightTitle = self.info_font.render('Selected info:', True, white)
screen.blit(rightTitle, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+5))
# 中间部分
pygame.draw.rect(screen, grey, self.toolbar_rect)
for button in self.buttons:
mouse_pos = pygame.mouse.get_pos()
if button.rect.collidepoint(mouse_pos):
self.showSelectedInfo(screen, button)
button_color = button_color1
else:
button_color = button_color2
pygame.draw.rect(screen, button_color, button.rect)
buttonText = self.button_font.render(button.text, True, white)
buttonText_rect = buttonText.get_rect()
buttonText_rect.center = (button.rect.centerx, button.rect.centery)
screen.blit(buttonText, buttonText_rect)
# 显示被鼠标选中按钮的作用信息
def showSelectedInfo(self, screen, button):
if button.text == 'T1':
T1 = Turret.Turret(0)
selectedInfo1 = self.info_font.render('Cost: '+str(T1.price), True, white)
selectedInfo2 = self.info_font.render('Damage: '+str(T1.arrow.attack_power), True, white)
selectedInfo3 = self.info_font.render('Affordable: '+str(self.money>=T1.price), True, white)
screen.blit(selectedInfo1, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+35))
screen.blit(selectedInfo2, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+55))
screen.blit(selectedInfo3, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+75))
elif button.text == 'T2':
T2 = Turret.Turret(1)
selectedInfo1 = self.info_font.render('Cost: '+str(T2.price), True, white)
selectedInfo2 = self.info_font.render('Damage: '+str(T2.arrow.attack_power), True, white)
selectedInfo3 = self.info_font.render('Affordable: '+str(self.money>=T2.price), True, white)
screen.blit(selectedInfo1, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+35))
screen.blit(selectedInfo2, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+55))
screen.blit(selectedInfo3, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+75))
elif button.text == 'T3':
T3 = Turret.Turret(2)
selectedInfo1 = self.info_font.render('Cost: '+str(T3.price), True, white)
selectedInfo2 = self.info_font.render('Damage: '+str(T3.arrow.attack_power), True, white)
selectedInfo3 = self.info_font.render('Affordable: '+str(self.money>=T3.price), True, white)
screen.blit(selectedInfo1, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+35))
screen.blit(selectedInfo2, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+55))
screen.blit(selectedInfo3, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+75))
elif button.text == 'XXX':
selectedInfo = self.info_font.render('Sell a turret', True, white)
screen.blit(selectedInfo, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+35))
elif button.text == 'Pause':
selectedInfo = self.info_font.render('Pause game', True, white)
screen.blit(selectedInfo, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+35))
elif button.text == 'Quit':
selectedInfo = self.info_font.render('Quit game', True, white)
screen.blit(selectedInfo, (self.rightinfo_rect.left+5, self.rightinfo_rect.top+35))
# 出售炮塔(半价)
def sellTurret(self, position):
coord = self.pos2coord(position)
for turret in self.builtTurretGroup:
if coord == turret.coord:
self.builtTurretGroup.remove(turret)
self.money += turret.price * 0.5
del turret
break
# 建造炮塔
def buildTurret(self, position):
turret = self.mouseCarried[1]
coord = self.pos2coord(position)
position = self.coord2pos(coord)
turret.position = position
turret.coord = coord
turret.rect.left, turret.rect.top = position
if self.money - turret.price >= 0:
if self.currentMap.get(turret.coord) in self.placeable.keys():
self.money -= turret.price
self.builtTurretGroup.add(turret)
if self.mouseCarried[1].turret_type == 0:
self.mouseCarried = []
self.takeT1()
elif self.mouseCarried[1].turret_type == 1:
self.mouseCarried = []
self.takeT2()
elif self.mouseCarried[1].turret_type == 2:
self.mouseCarried = []
self.takeT3()
# 拿炮塔1
def takeT1(self):
T1 = Turret.Turret(0)
if self.money >= T1.price:
self.mouseCarried = ['turret', T1]
# 拿炮塔2
def takeT2(self):
T2 = Turret.Turret(1)
if self.money >= T2.price:
self.mouseCarried = ['turret', T2]
# 拿炮塔3
def takeT3(self):
T3 = Turret.Turret(2)
if self.money >= T3.price:
self.mouseCarried = ['turret', T3]
# 出售炮塔
def takeXXX(self):
XXX = pygame.image.load('./resource/imgs/game/x.png')
self.mouseCarried = ['XXX', XXX]
# 找下一个路径单元
def find_next_path(self, enemy):
x, y = enemy.coord
# 优先级: 下右左上
neighbours = [(x, y+1), (x+1, y), (x-1, y), (x, y-1)]
for neighbour in neighbours:
if (neighbour in self.path_list) and (neighbour not in enemy.reached_path):
return neighbour
return None
# 将真实坐标转为地图坐标, 20个单位长度的真实坐标=地图坐标
def pos2coord(self, position):
return (position[0]//self.elementSize, position[1]//self.elementSize)
# 将地图坐标转为真实坐标, 20个单位长度的真实坐标=地图坐标
def coord2pos(self, coord):
return (coord[0]*self.elementSize, coord[1]*self.elementSize)
# 导入地图
def loadMap(self, screen, map_path):
map_file = open(map_path, 'r')
idx_j = -1
for line in map_file.readlines():
line = line.strip()
if not line:
continue
idx_j += 1
idx_i = -1
for col in line:
try:
element_type = int(col)
element_img = self.map_elements.get(element_type)
element_rect = element_img.get_rect()
idx_i += 1
element_rect.left, element_rect.top = self.elementSize * idx_i, self.elementSize * idx_j
self.map_surface.blit(element_img, element_rect)
self.currentMap[idx_i, idx_j] = element_type
# 把道路记下来
if element_type == 1:
self.path_list.append((idx_i, idx_j))
except:
continue
# 放洞穴和大本营
self.map_surface.blit(self.cave, (0, 0))
self.map_surface.blit(self.nexus, (740, 400))
# 大本营的血条
nexus_width = self.nexus.get_rect().width
greenLen = max(0, self.health / self.max_health) * nexus_width
if greenLen > 0:
pygame.draw.line(self.map_surface, green, (740, 400), (740+greenLen, 400), 3)
if greenLen < nexus_width:
pygame.draw.line(self.map_surface, red, (740+greenLen, 400), (740+nexus_width, 400), 3)
screen.blit(self.map_surface, (0, 0))
map_file.close()
# 暂停游戏
def pauseGame(self, screen):
pause_interface = PAUSE.PAUSE(self.WIDTH, self.HEIGHT)
pause_interface.update(screen)
# 退出游戏
def quitGame(self):
sys.exit(0)
pygame.quit()
牛!~~~
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