守卫家园

作者 by 超米 / 2024-11-25 / 暂无评论 / 49 个足迹

import simpleguitk as gui
import math
import random

# 全局变量
WIDTH = 800                 # 画布宽度
HEIGHT = 600                # 画布高度
enemy_killed = 0            # 消灭敌人数量
castle_left = 4             # 画布完好数量
enemy_escaped = 0           # 逃脱敌人数量
escaped_limit = 10          # 运行逃脱敌人的数量上限
success_limit = 100         # 消灭敌人数量
game_over = False           # 守卫是否以失败结束
game_success = False        # 守卫是否以成功结束
soldier = None              # 战士对象
enemy_group = set()       # 所有敌人对象的集合
castle_group = set()      # 所有城堡对象的集合
arrow_group = set()       # 所有箭对象的集合
explosion_group = set()  # 所有爆炸对象的集合

# 图片信息类
class ImageInfo:
    def __init__(self, center, size, radius=0, lifespan=None, animated=False, frame=None):
        self.center = center                # 图片的中心坐标
        self.size = size                    # 图片的大小
        self.radius = radius                # 图片的半径,用来计算是否和其它对象发生碰撞
        if lifespan:
            self.lifespan = lifespan        # 由该图片生成对象的寿命,以帧为单位,通常每秒为60帧
        else:
            self.lifespan = float('inf')    # 表示无穷大
        self.animated = animated            # 由该图片生成对象是否具备动画效果
        self.frame = frame                  # 为实现动画效果所提供的平铺图片数量

    def get_center(self):
        return self.center

    def get_size(self):
        return self.size

    def get_radius(self):
        return self.radius

    def get_lifespan(self):
        return self.lifespan

    def get_animated(self):
        return self.animated

    def get_frame(self):
        return self.frame

# 加载图片资源
grassland_info = ImageInfo([960, 600], [1920, 1200])
grassland_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/grassland.jpg") # 地面背景
arrow_info = ImageInfo([21, 5], [42, 10],5,60)
arrow_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/arrow.png")         # 箭
castle_info = ImageInfo([54, 52], [109, 105],50)
castle_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/castle.png")       # 城堡
enemy_info = ImageInfo([32, 15], [64, 29], 15, 1000, True,4)
enemy_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/enemy.png")         # 敌人,图像文件中包含4副图片用来实现动画
soldier_info = ImageInfo([32, 26], [64, 52])
soldier_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/soldier.png")     # 战士,图像文件中包含2副图片用来实现动画
win_info = ImageInfo([320, 240], [640, 480])
win_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/win.png")             # 游戏成功图片
game_over_info = ImageInfo([320, 240], [640, 480])
game_over_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/gameover.png")  # 游戏结束图片
explosion_info = ImageInfo([64, 64], [128, 128], 17, 24, True,24)
explosion_image = gui.load_image("http://202.201.225.74/video/PythonResoure/ProjectResource/images/project8/explosion.png") # 爆炸,图像文件中包含多副图片用来实现动画

# 加载音效资源
back_sound = gui.load_sound("http://202.201.225.74/video/PythonResoure/ProjectResource/sounds/project8/moonlight.wav")      # 背景音乐
shoot_sound = gui.load_sound("http://202.201.225.74/video/PythonResoure/ProjectResource/sounds/project8/shoot.wav")         # 箭发射声音
explode_sound = gui.load_sound("http://202.201.225.74/video/PythonResoure/ProjectResource/sounds/project8/explode.wav")     # 箭击中敌人的声音
enemy_sound = gui.load_sound("http://202.201.225.74/video/PythonResoure/ProjectResource/sounds/project8/enemy.wav")         # 敌人击中城堡的声音

# 游戏初始化辅助函数
def init():
    global soldier, enemy_group, castle_group, arrow_group, enemy_killed, castle_left, explosion_group, game_over, enemy_escaped, game_success
    game_over = False
    game_success = False
    enemy_killed = 0
    castle_left = 4
    enemy_escaped = 0
    soldier = Soldier([castle_info.get_size()[0], HEIGHT / 2], [0, 0], 0, soldier_image, soldier_info)
    for i in range(4):
        castle = Sprite((castle_info.get_size()[0] / 2, HEIGHT / 8 + i * (HEIGHT / 4)), (0, 0), 0, castle_image,
                        castle_info)
        castle_group.add(castle)
    enemy_group = set()
    arrow_group = set()
    explosion_group = set()
    back_sound.rewind()
    back_sound.set_volume(0.5)
    back_sound.play()

# 计算两点距离的辅助函数
def distance(p, q):
    return math.sqrt((p[0] - q[0]) ** 2 + (p[1] - q[1]) ** 2)

# 处理一组精灵的辅助函数
def process_sprite_group(sprites,canvas):
    set_sprites = set(sprites)
    for sprite in set_sprites:
        sprite.draw(canvas)
        if not game_over and not game_success:
            if not sprite.update():
                sprites.discard(sprite)

# 检查越过左边界敌人的辅助函数
def enemy_escape_check():
    global enemy_escaped, enemy_group
    set_enemy = set(enemy_group)
    for enemy in set_enemy:
        if enemy.get_pos()[0] < 0:
            enemy_escaped += 1
            enemy_group.discard(enemy)

# 检测一组对象和另一个对象是否发生碰撞的辅助函数
def group_collide(group, other_object):
    global explosion_group
    tmp_group = set(group)
    collided = False
    for sprite in tmp_group:
        if sprite.collide(other_object):
            explosion_pos = sprite.get_pos()
            a_explosion = Sprite(explosion_pos, [0, 0], 0, explosion_image, explosion_info, explode_sound)
            explosion_group.add(a_explosion)
            group.discard(sprite)
            collided = True
    return collided

# 检测两组对象是否发生碰撞的辅助函数
def group_group_collide(group1, group2):
    global explosion_group
    tmp_group1 = set(group1)
    i = 0
    for object in tmp_group1:
        if group_collide(group2, object):
            explosion_pos = object.get_pos()
            a_explosion = Sprite(explosion_pos, [0, 0], 0, explosion_image, explosion_info, explode_sound)
            explosion_group.add(a_explosion)
            group1.discard(object)
            i += 1
    return i

# 战士类
class Soldier:
    def __init__(self, pos, vel, angle, image, info):
        self.pos = [pos[0], pos[1]]
        self.vel = [vel[0], vel[1]]
        self.shooting = False
        self.angle = angle
        self.image = image
        self.image_center = info.get_center()
        self.image_size = info.get_size()

    def get_pos(self):
        return self.pos

    def shoot(self):
        global arrow_group
        arrow_pos = [self.pos[0] + self.image_size[0] * math.cos(self.angle),
                     self.pos[1] + self.image_size[0] * math.sin(self.angle)]
        arrow_vel = [0, 0]
        arrow_vel[0] = 10 * math.cos(self.angle)
        arrow_vel[1] = 10 * math.sin(self.angle)
        a_arrow = Sprite(arrow_pos, arrow_vel, self.angle, arrow_image, arrow_info, shoot_sound)
        arrow_group.add(a_arrow)

    def set_angle(self, angle):
        self.angle = angle

    def set_shooting(self, is_shooting):
        self.shooting = is_shooting

    def set_vel(self, new_vel):
        self.vel = new_vel

    def draw(self, canvas):
        if self.shooting:
            source_center = [self.image_center[0] + self.image_size[0], self.image_center[1]]
            self.shooting = False
        else:
            source_center = self.image_center
        canvas.draw_image(self.image, source_center, self.image_size, self.pos, self.image_size, self.angle)

    def update(self):
        self.pos[0] += self.vel[0]
        self.pos[0] = self.pos[0] % WIDTH
        self.pos[1] += self.vel[1]
        self.pos[1] = self.pos[1] % HEIGHT

# 精灵类
class Sprite:
    def __init__(self, pos, vel, ang, image, info, sound=None):
        self.pos = [pos[0], pos[1]]
        self.vel = [vel[0], vel[1]]
        self.angle = ang
        self.image = image
        self.image_center = info.get_center()
        self.image_size = info.get_size()
        self.radius = info.get_radius()
        self.lifespan = info.get_lifespan()
        self.animated = info.get_animated()
        self.frame = info.get_frame()
        self.age = 0
        if sound:
            sound.set_volume(0.05)
            sound.rewind()
            sound.play()

    def get_radius(self):
        return self.radius

    def get_pos(self):
        return self.pos

    def collide(self, other_object):
        if distance(self.pos, other_object.get_pos()) <= self.radius + other_object.get_radius():
            return True
        else:
            return False

    def draw(self, canvas):
        if self.animated and self.frame > 1:
            source_center = [self.image_center[0] + self.age % self.frame * self.image_size[0], self.image_center[1]]
            canvas.draw_image(self.image, source_center, self.image_size, self.pos, self.image_size, self.angle)
        else:
            canvas.draw_image(self.image, self.image_center, self.image_size, self.pos, self.image_size, self.angle)

    def update(self):
        self.pos[0] += self.vel[0]
        self.pos[1] += self.vel[1]
        self.age += 1
        if self.age < self.lifespan:
            return True
        else:
            return False

# 主绘制函数
def draw(canvas):
    global enemy_killed, castle_left, game_over, enemy_escaped, game_success
    # 绘制背景
    canvas.draw_image(grassland_image, grassland_info.get_center(),
                      grassland_info.get_size(), [WIDTH / 2, HEIGHT / 2], [WIDTH, HEIGHT])
    # 绘制战士
    soldier.draw(canvas)
    soldier.update()

    process_sprite_group(castle_group, canvas)  # 绘制城堡
    process_sprite_group(enemy_group, canvas)  # 绘制敌人
    process_sprite_group(arrow_group, canvas)  # 绘制箭
    process_sprite_group(explosion_group, canvas)  # 绘制爆炸

    enemy_escape_check()
    enemy_killed += group_group_collide(enemy_group, arrow_group)
    label_killed.set_text("消灭敌人 = " + str(enemy_killed))
    i = group_group_collide(enemy_group, castle_group)
    castle_left -= i
    enemy_escaped += i
    label_escaped.set_text("逃脱敌人 = " + str(enemy_escaped))
    label_attacked.set_text("完好城堡 = " + str(castle_left))

    if castle_left == 0 or enemy_escaped >= escaped_limit:
        game_over = True
    if enemy_killed >= success_limit:
        game_success = True

    if game_over:
        canvas.draw_image(game_over_image, game_over_info.get_center(), game_over_info.get_size(),
                          [WIDTH / 2, HEIGHT / 2], [320, 240])
        back_sound.pause()
    if game_success:
        canvas.draw_image(win_image, win_info.get_center(), win_info.get_size(),
                          [WIDTH / 2, HEIGHT / 2], [320, 240])
        back_sound.pause()

# 处理鼠标点击事件的函数
def mouse_handler(pos):
    global soldier
    if not game_over and not game_success:
        angle = math.atan2((pos[1] - soldier.get_pos()[1]), (pos[0] - soldier.get_pos()[0]))
        soldier.set_angle(angle)
        soldier.set_shooting(True)
        soldier.shoot()

# 处理键盘按下事件的函数
def key_down(key):
    global soldier
    if key == gui.KEY_MAP["w"]:  # 向上
        soldier.set_vel([0, -5])
    elif key == gui.KEY_MAP["a"]:  # 向左
        soldier.set_vel([-5, 0])
    elif key == gui.KEY_MAP["d"]:  # 向右
        soldier.set_vel([5, 0])
    elif key == gui.KEY_MAP["s"]:  # 向下
        soldier.set_vel([0, 5])

# 处理键盘释放事件
def key_up(key):
    global soldier
    soldier.set_vel([0, 0])

# 用来产生敌人的时间事件处理函数
def enemy_spawner():
    global enemy_group
    if not game_over and not game_success:
        random_pos = [WIDTH, abs(random.randrange(HEIGHT) - 80) + 40]
        random_vel = [-(1.0 + random.random() * 0.6), 0]
        random_ang = 0
        a_enemy = Sprite(random_pos, random_vel, random_ang, enemy_image, enemy_info)
        enemy_group.add(a_enemy)

# 创建窗口
frame = gui.create_frame("守卫家园", WIDTH, HEIGHT)
# 添加按钮
frame.add_button("重新开始", init, 100)

# 添加标签
label_killed = frame.add_label("消灭敌人 = 0")
label_escaped = frame.add_label("逃脱敌人 = 0")
label_attacked = frame.add_label("受到袭击 = 0")

# 注册事件处理函数
frame.set_mouseclick_handler(mouse_handler)
frame.set_keydown_handler(key_down)
frame.set_keyup_handler(key_up)
frame.set_draw_handler(draw)

# 创建定时器
timer = gui.create_timer(1000.0, enemy_spawner)

# 启动游戏
init()
timer.start()
frame.start()

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