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Python零基础快速制作足球游戏

时间:2018-08-30 02:26:34

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Python零基础快速制作足球游戏

Python零基础快速制作足球游戏

前言

卡塔尔世界杯正是进行得火热,十六强队伍已经诞生,后面就是越来越紧张的争夺八强的淘汰赛。目前爆冷的赛果让球迷一度情绪失落,比如:日本2-1战胜西班牙,韩国2-1战胜葡萄牙。

这正是足球的魅力所在,结果只会给更努力的一方,过去的成绩在比赛不在起决定性的作用,亚洲强队越战越强,期望国足能在下届世界杯有出场的机会。

没能看到国足在这届世界杯的球场奔驰,只能用Python制作世界杯足球游戏,让国足可以在游戏里的世界杯上场。国足能否在足球游戏里拿到大力神杯,请看到文末,结果让人惊喜,接下是对源代码简单讲述。

一、Python环境说明

详细的Python安装教程:Python基础(二):不同系统安装Python3_Lansonli的博客-CSDN博客

Python版本:3.9.13

主要模块:

pygame

安装步骤:

python -m pip install --upgrade pip

pip install pygame

二、游戏程序说明

1、游戏开始界面

首先游戏需要一个开始界面,为了方便大家操作,设置成了按任意键就可以开始游戏。

def myinit():

screen = pygame.display.set_mode((769,563))

g1 = pygame.image.load("g1.jpg").convert()

g2 = pygame.image.load("hh.png").convert()

t = 0

timer = pygame.time.Clock()

while(1):

timer.tick(30)

ticks = pygame.time.get_ticks();

for event in pygame.event.get():

if event.type == QUIT:

pygame.quit()

sys.exit()

screen.blit(g1,(0,0))

t+= 1

print(t)

if t > 66:

break;

pygame.display.update()

while(1):

timer.tick(30)

ticks = pygame.time.get_ticks();

for event in pygame.event.get():

if event.type == QUIT:

pygame.quit()

sys.exit()

if event.type == MOUSEBUTTONUP:

mouse_up = event.button

mouse_up_x,mouse_up_y = event.pos

if mouse_up_x > 245 and mouse_up_x < 469 and mouse_up_y> 368 and mouse_up_y < 470:

return

screen.blit(g2,(0,0))

pygame.display.update()

游戏开始界面效果如下:

2、人物移动规则说明,可支持两位玩家

人物移动规则:

守门员:就在球门边上来回走;

负责上半场的球员:在上半场出现球的时候就往球的位置移动,如果捕获到了球,则往对方球门移动并随机射门,否则随机移动;

负责下半场的球员:在下半场出现球的时候就往球的位置移动,如果捕获到了球,则往对方球门移动并随机射门,否则随机移动;

负责全场的球员:往球的位置移动,如果捕获到了球,则往对方球门移动并随机射门。

操作说明:

一号玩家,WASD + T 射门

二号玩家,方向键 + K 射门

核心代码如下:

# -*- coding: utf-8 -*-

from __future__ import unicode_literals

from pygame.locals import *

from MyLibrary import *

filename = 'p2.png'

filename2 = 'p1.png'

size_of_player = (32,47.5)

size_of_action = 4

size_of_playground = (1200,850)

dict_ = {(0,0):0,(-1, 0): 3, (1, 0): 0, (0, 1): 2, (0, -1): 1, (-1, 1): 2, (-1, -1): 1, (1, -1): 1, (1, 1): 2};

def player2_AI(myball,player,game_over,player_moving,Reference):

x_bias,y_bias,X,Y = Reference

TEMP = [0,0]

player.direction = list(player.direction)

keys = pygame.key.get_pressed()

if keys[K_ESCAPE]: sys.exit()

if keys[K_UP]: TEMP[0] = -1

if keys[K_RIGHT]: TEMP[1] = 1

if keys[K_DOWN]: TEMP[0] = 1

if keys[K_LEFT]: TEMP[1] = -1

if keys[K_k] and myball.player == player: myball.kick_off()

if ([0,0] == TEMP):

player_moving = False

else:

player_moving = True

if player_moving:

player.direction = TEMP

which_column = dict_[tuple(player.direction)]

if not game_over:

# 根据角色的不同方向,使用不同的动画帧

player.first_frame = which_column * player.columns

player.last_frame = player.first_frame + player.columns - 1

if player.frame < player.first_frame:

player.frame = player.first_frame

# print(player.direction)

if player.X >=0 and player.X <= 70 and player.Y >=255 and player.Y <=260:

if player.direction[0] == 1:

player.direction[0] = 0

if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:

if player.direction[1] == -1:

player.direction[1] =0

if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502:

if player.direction[0] == -1:

player.direction[0] = 0

if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:

if player.direction[0] == 1:

player.direction[0] = 0

if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y < 503:

if player.direction[1] == 1:

player.direction[1] =0

if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <=507:

if player.direction[0] == -1:

player.direction[0] = 0

if not player_moving:

# 当停止按键(即人物停止移动的时候),停止更新动画帧

player.frame = player.last_frame= player.first_frame

player.moving = False;

else:

player.moving = True;

player.velocity.x = player.direction[1] * 2

player.velocity.y = player.direction[0]* 2

player.velocity.x *= 1

player.velocity.y *= 1

if player_moving:

X += player.velocity.x

Y += player.velocity.y

if X < 0: X = 0

if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48

if Y < 0: Y = 0

if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88

player.X = X + x_bias

player.Y = Y + y_bias

# Reference = x_bias,y_bias,X,Y

Reference[0] = x_bias

Reference[1]= y_bias

Reference[2] = X

Reference[3] = Y

def player1_AI(myball,player,game_over,player_moving,Reference):

x_bias,y_bias,X,Y = Reference

TEMP = [0,0]

player.direction = list(player.direction)

keys = pygame.key.get_pressed()

if keys[K_ESCAPE]: sys.exit()

if keys[K_w]: TEMP[0] = -1

if keys[K_d]: TEMP[1] = 1

if keys[K_s]: TEMP[0] = 1

if keys[K_a]: TEMP[1] = -1

if keys[K_t] and myball.player == player: myball.kick_off()

if ([0,0] == TEMP):

player_moving = False

else:

player_moving = True

if player_moving:

player.direction = TEMP

which_column = dict_[tuple(player.direction)]

# print(player.direction)

# print(which_column)

if not game_over:

# 根据角色的不同方向,使用不同的动画帧

player.first_frame = which_column * player.columns

player.last_frame = player.first_frame + player.columns - 1

if player.frame < player.first_frame:

player.frame = player.first_frame

if player.X >=0 and player.X <= 70 and player.Y >=255 and player.Y <=260:

if player.direction[0] == 1:

player.direction[0] = 0

if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:

if player.direction[1] == -1:

player.direction[1] =0

if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502:

if player.direction[0] == -1:

player.direction[0] = 0

if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:

if player.direction[0] == 1:

player.direction[0] = 0

if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y <503:

if player.direction[1] == 1:

player.direction[1] =0

if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <507:

if player.direction[0] == -1:

player.direction[0] = 0

if not player_moving:

# 当停止按键(即人物停止移动的时候),停止更新动画帧

player.frame = player.first_frame = player.last_frame

player.moving = False;

else:

player.moving = True;

player.velocity.x = player.direction[1] * 2

player.velocity.y = player.direction[0]* 2

player.velocity.x *= 1

player.velocity.y *= 1

if player_moving:

X += player.velocity.x

Y += player.velocity.y

if X < 0: X = 0

if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48

if Y < 0: Y = 0

if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88

player.X = X + x_bias

player.Y = Y + y_bias

Reference[0] = x_bias

Reference[1]= y_bias

Reference[2] = X

Reference[3] = Y

3、足球规则

状态说明:

被球员捕获,跟着球员走;

被球员踢出去之后根据球员踢的方向和设定的初速度进行减速运动,如果碰到边界则反方向弹出。

————————————————

版权声明:本文为CSDN博主「Lansonli」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。

原文链接:/xiaoweite1/article/details/128179715

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