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chapter_2_sample.py
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769 lines (665 loc) · 26.1 KB
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# chapter2游戏制作的模板
import pygame
import random
import sys
# Initialize Pygame
pygame.init()
# Set up the game window
window_width = 600
window_height = 800
game_window = pygame.display.set_mode((window_width, window_height))
pygame.display.set_caption("Wings of Dragon Slayer")
pygame.mixer.music.load(
'C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/background_music.mp3')
pygame.mixer.music.set_volume(0.5)
pygame.mixer.music.play(-1)
start_game = False
# Define game colors
white = (255, 255, 255)
black = (0, 0, 0)
red = (255, 0, 0)
blue = (0, 0, 255)
green = (0, 255, 0)
yellow = (0, 255, 255)
# Define player properties
player_width = 70
player_height = 70
player_x = window_width / 2 - player_width / 2
player_y = window_height - player_height - 10
player_speed = 5
player_lives = 5
player_invisible = False
player_invisible_delay_time = 120
player_flash_delay = 20
player_can_shoot = True
player_shoot_delay = 20
player_bullets_speed = 0
bomb_count = 0
spread_bullet = False
# Define bullet properties
bullet_width = 20
bullet_height = 35
bullet_speed = 10
# Define enemy properties
enemy_width = 70
enemy_height = 70
enemy_speed = 3
enemy_spawn_delay = 60
enemy_bullet_speed = 5
enemy_fire_delay = 60
# Define game variables
score = 0
game_over = False
enemies_spawned = 0
enemies_to_spawn = 10
level = 1
# Define boss variables
boss_health = 1000
boss_attack_delay = 60
boss_bullet_speed = 10
boss_laser_delay = 240
laser_speed = 3
# Define item properties
item_width = 30
item_height = 30
item_speed = 3
item_spawn_delay = 60
item_types = ['bullet_speed_up']
# Create player sprite
player_sprite = pygame.Rect(player_x, player_y, player_width, player_height)
# Create boss sprite
boss_sprite = pygame.Rect(200, 100, 300, 120)
# Create lists for bullets and enemies
player_bullets = []
enemies = []
enemy_bullets = []
boss_lasers = []
items = []
# Set up game clock
clock = pygame.time.Clock()
# 道具
def create_item():
# Create a new item sprite
item_type = random.choice(item_types)
item_x = random.randint(0, window_width - item_width)
item_y = 0 - item_height
item_sprite = pygame.Rect(item_x, item_y, item_width, item_height)
if random.random() < 0.1:
items.append((item_sprite, "bullet_speed_up"))
elif random.random() < 0.1:
items.append((item_sprite, "bomb"))
# return item_sprite, item_type
# Define functions for creating and updating game objects
# 创造敌人
def create_enemy():
# Create a new enemy sprite
enemy_x = random.randint(0, window_width - enemy_width)
enemy_y = 0 - enemy_height
enemy_sprite = pygame.Rect(enemy_x, enemy_y, enemy_width, enemy_height)
enemies.append(enemy_sprite)
# print("Enemy spawned, total enemies: ", len(enemies))
# 敌人的子弹
def create_enemy_bullet(enemy):
# Create a new enemy bullet sprite
bullet_x = enemy.centerx - bullet_width / 2
bullet_y = enemy.bottom
bullet_sprite = pygame.Rect(bullet_x, bullet_y, bullet_width, bullet_height)
enemy_bullets.append(bullet_sprite)
# 更新玩家
def update_player():
global player_invisible, player_invisible_delay, player_invisible_delay_time
global player_can_shoot, player_shoot_delay
# Move the player based on user input
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and player_sprite.left > 0:
player_sprite.move_ip(-player_speed, 0)
if keys[pygame.K_RIGHT] and player_sprite.right < window_width:
player_sprite.move_ip(player_speed, 0)
if keys[pygame.K_UP] and player_sprite.top > 0:
player_sprite.move_ip(0, -player_speed)
if keys[pygame.K_DOWN] and player_sprite.bottom < window_height:
player_sprite.move_ip(0, player_speed)
if player_can_shoot:
create_player_bullet()
player_can_shoot = False # disable shooting temporarily
player_shoot_delay = 20 - player_bullets_speed # set delay based on current level
if player_shoot_delay <= 0:
player_shoot_delay = 1
# Decrement the shoot delay timer
if not player_can_shoot:
player_shoot_delay -= 1
if player_shoot_delay == 0:
player_can_shoot = True
# Make the player briefly invisible if they have just lost a life
if player_invisible:
player_invisible_delay -= 1
if player_invisible_delay == 0:
player_invisible = False
# player_sprite.bottom = window_height - 10
# 玩家子弹
def create_player_bullet():
# Create a new player bullet sprite
global spread_bullet
bullet_x = player_sprite.centerx - bullet_width / 2
bullet_y = player_sprite.top - bullet_height
bullet_sprite = pygame.Rect(bullet_x, bullet_y, bullet_width, bullet_height)
player_bullets.append((bullet_sprite, "front"))
if spread_bullet == True:
bullet_sprite_left = pygame.Rect(bullet_x - 10, bullet_y, bullet_width, bullet_height)
bullet_sprite_right = pygame.Rect(bullet_x + 10, bullet_y, bullet_width, bullet_height)
player_bullets.append((bullet_sprite_left, "left"))
player_bullets.append((bullet_sprite_right, "right"))
# 玩家子弹的更新
def update_player_bullets():
# create_player_bullet()
# Move and remove player bullets that have gone offscreen
for bullet in player_bullets:
if bullet[1] == "front":
bullet[0].move_ip(0, -bullet_speed)
if bullet[0].bottom < 0:
player_bullets.remove(bullet)
elif bullet[1] == "left":
bullet[0].move_ip(bullet_speed / 4, -bullet_speed)
if bullet[0].bottom < 0:
player_bullets.remove(bullet)
elif bullet[1] == "right":
bullet[0].move_ip(-bullet_speed / 4, -bullet_speed)
if bullet[0].bottom < 0:
player_bullets.remove(bullet)
# 对很多敌人进行更新
def update_enemies():
# Move and remove enemies that have gone offscreen
global player_invisible, player_invisible_delay, player_lives, game_over, player_invisible_delay_time
for enemy in enemies:
enemy.move_ip(0, enemy_speed)
if enemy.top > window_height:
enemies.remove(enemy)
# global player_lives
# player_lives -= 1
# if player_lives == 0:
# global game_over
# game_over = True
# else:
# # Make the player briefly invisible if they have just lost a life
# global player_invisible, player_invisible_delay
# player_invisible = True
# player_invisible_delay = 120
# player_sprite.bottom = -100
# Randomly fire bullets
global enemy_fire_delay
enemy_fire_delay -= 1
if enemy_fire_delay == 0 and not enemy.colliderect(player_sprite):
create_enemy_bullet(enemy)
enemy_fire_delay = 60
if not player_invisible:
if player_sprite.colliderect(enemy):
player_lives -= 1
enemies.remove(enemy)
if player_lives == 0:
game_over = True
else:
# Make the player briefly invisible if they have just lost a life
player_invisible = True
player_invisible_delay = player_invisible_delay_time
# player_sprite.bottom = -100
# 敌人子弹的更新
def update_enemy_bullets():
# Move and remove enemy bullets that have gone offscreen
for bullet in enemy_bullets:
bullet.move_ip(0, enemy_bullet_speed)
if bullet.top > window_height:
enemy_bullets.remove(bullet)
# 子弹打击的效果
def check_collisions():
# Check for collisions between player bullets and enemies
global score
for bullet in player_bullets:
for enemy in enemies:
if bullet[0].colliderect(enemy):
player_bullets.remove(bullet)
enemies.remove(enemy)
score += 10
if random.random() < 0.1:
item_x = enemy.centerx - item_width / 2
item_y = enemy.bottom
item_sprite = pygame.Rect(item_x, item_y, item_width, item_height)
items.append((item_sprite, "bullet_speed_up"))
# Add chance for enemy to drop bomb item
elif random.random() < 0.1:
item_x = enemy.centerx - item_width / 2
item_y = enemy.bottom
item_sprite = pygame.Rect(item_x, item_y, item_width, item_height)
items.append((item_sprite, "bomb"))
# Check for collisions between player and enemy bullets
global player_lives, game_over
global player_invisible, player_invisible_delay, player_invisible_delay_time
if not player_invisible:
for bullet in enemy_bullets:
if bullet.colliderect(player_sprite):
enemy_bullets.remove(bullet)
player_lives -= 1
if player_lives == 0:
game_over = True
else:
# Make the player briefly invisible if they have just lost a life
player_invisible = True
player_invisible_delay = player_invisible_delay_time
# player_sprite.bottom = -100
# 等级
def create_level():
global level, enemy_speed, enemy_fire_delay, enemy_spawn_delay, enemies_spawned, enemies_to_spawn, enemy_bullet_speed
level += 1
enemy_speed += 2
enemy_fire_delay -= 10
enemy_spawn_delay = 50
enemies_spawned = 0
enemies_to_spawn += 10
enemy_bullet_speed += 2
# boss
def create_boss():
global boss_sprite, boss_health, boss_attack_delay, boss_bullet_speed
boss_sprite = pygame.Rect(200, 100, 300, 120)
boss_health = 1000
boss_attack_delay = 60
boss_bullet_speed = 10
# boss的技能
def create_boss_laser():
# Create a new laser sprite
laser_width = 100
laser_height = 150
laser_x = boss_sprite.centerx - laser_width / 2
laser_y = boss_sprite.bottom
laser_sprite = pygame.Rect(laser_x, laser_y, laser_width, laser_height)
boss_lasers.append(laser_sprite)
# boss的更新
def update_boss():
global boss_sprite, boss_health, boss_attack_delay, boss_bullet_speed, game_over
if boss_health > 0:
# Move the boss around randomly
boss_sprite.move_ip(random.randint(-10, 10), random.randint(-10, 10))
# Prevent the boss from going out of the game window
if boss_sprite.left < 0:
boss_sprite.left = 0
if boss_sprite.right > window_width:
boss_sprite.right = window_width
if boss_sprite.top < 0:
boss_sprite.top = 0
if boss_sprite.bottom > window_height:
boss_sprite.bottom = window_height
# Fire bullets at the player
boss_attack_delay -= 1
if boss_attack_delay == 0:
create_boss_bullet()
boss_attack_delay = 30
global boss_laser_delay, laser_speed
boss_laser_delay -= 1
if boss_laser_delay == 0:
create_boss_laser()
# print (boss_laser_delay)
boss_laser_delay = 240
global player_invisible, player_invisible_delay, player_invisible_delay_time
if not player_invisible:
if player_sprite.colliderect(boss_sprite):
# Move the boss away from the player
if boss_sprite.centerx < player_sprite.centerx:
boss_sprite.move_ip(-10, 0)
else:
boss_sprite.move_ip(10, 0)
if boss_sprite.centery < player_sprite.centery:
boss_sprite.move_ip(0, -10)
else:
boss_sprite.move_ip(0, 10)
global player_lives
player_lives -= 1
if player_lives == 0:
game_over = True
else:
# Make the player briefly invisible if they have just lost a life
player_invisible = True
player_invisible_delay = player_invisible_delay_time
# player_sprite.bottom = -100
for laser in boss_lasers:
laser.move_ip(0, laser_speed)
if not player_invisible:
if laser.colliderect(player_sprite):
boss_laser_delay = 240
player_lives -= 1
if player_lives == 0:
game_over = True
else:
# Make the player briefly invisible if they have just lost a life
player_invisible = True
player_invisible_delay = player_invisible_delay_time
if laser.bottom < 0:
boss_lasers.remove(laser)
# boss发射的普通子弹
def create_boss_bullet():
# Create a new boss bullet sprite
bullet_x = boss_sprite.centerx - bullet_width / 2
bullet_y = boss_sprite.bottom
bullet_sprite = pygame.Rect(bullet_x, bullet_y, bullet_width, bullet_height)
enemy_bullets.append(bullet_sprite)
# boss被打的效果
def check_boss_collisions():
# Check for collisions between player bullets and the boss
global player_invisible, player_invisible_delay, player_invisible_delay_time
global boss_health, score
for bullet in player_bullets:
if bullet[0].colliderect(boss_sprite):
player_bullets.remove(bullet)
boss_health -= 10
score += 10
# Check for collisions between player and boss bullets
global player_lives, game_over
if not player_invisible:
for bullet in enemy_bullets:
if bullet.colliderect(player_sprite):
enemy_bullets.remove(bullet)
player_lives -= 1
if player_lives == 0:
game_over = True
else:
# Make the player briefly invisible if they have just lost a life
player_invisible = True
player_invisible_delay = player_invisible_delay_time
# player_sprite.bottom = -100
def update_items():
global player_bullets_speed, spread_bullet
# Move and remove items that have gone offscreen
for item in items:
item[0].move_ip(0, item_speed)
if item[0].top > window_height:
items.remove(item)
# Check for collisions between player and items
if player_sprite.colliderect(item[0]):
items.remove(item)
if item[1] == 'bullet_speed_up':
player_bullets_speed += 2
# print (player_shoot_delay)
if player_bullets_speed >= 14:
player_bullets_speed = 14
spread_bullet = True
if item[1] == 'bomb':
global bomb_count
bomb_count += 1
def update_game():
global enemies_spawned, enemies_to_spawn, level, enemy_spawn_delay, background_speed
update_player()
update_player_bullets()
# Spawn new enemies at random intervals
# print (enemy_spawn_delay, enemies_spawned, enemies_to_spawn)
enemy_spawn_delay -= 1
if (enemy_spawn_delay == 0):
create_enemy()
if level == 2:
enemy_spawn_delay = 50
else:
enemy_spawn_delay = 60
enemies_spawned += 1
update_items()
update_enemies()
update_enemy_bullets()
check_collisions()
# Check if it's time to create a new level
if (level == 1) and (enemies_spawned > 50):
create_level()
if (level == 2) and (enemies_spawned > 50):
create_boss()
level += 1
if level == 3:
if random.random() < 0.008:
create_item()
update_boss()
check_boss_collisions()
if boss_health <= 0:
global game_over
game_over = True
def draw_game():
global player_flash_delay
# Draw the boss laser
# game_window.fill(white)
if not player_invisible or (player_invisible and player_flash_delay % 10 < 5):
# if (player_invisible and player_flash_delay % 10 < 5):
# print ("Check")
game_window.blit(player_image, player_sprite)
# game_window.blit(player_image, player_sprite)
for bullet in player_bullets:
# pygame.draw.rect(game_window, red, bullet[0])
game_window.blit(player_bullet_image, bullet[0])
for enemy in enemies:
game_window.blit(enemy_image, enemy)
for bullet in enemy_bullets:
# pygame.draw.rect(game_window, red, bullet)
game_window.blit(enemy_bullet_image, bullet)
for item in items:
if item[1] == 'bullet_speed_up':
game_window.blit(power_item_image, item[0])
elif item[1] == "bomb":
game_window.blit(bomb_image, item[0])
for laser in boss_lasers:
game_window.blit(laser_image, laser)
font = pygame.font.Font(None, 36)
score_text = font.render("Score: " + str(score), True, white)
lives_text = font.render("Lives: " + str(player_lives), True, white)
level_text = font.render("Level: " + str(level), True, white)
bomb_text = font.render("Bombs: " + str(bomb_count), True, white)
game_window.blit(bomb_text, (window_width - 120, 50))
game_window.blit(score_text, (10, 10))
game_window.blit(lives_text, (window_width - 100, 10))
game_window.blit(level_text, (window_width / 2 - 50, 10))
if level == 3:
boss_health_text = font.render("Boss Health: " + str(boss_health), True, white)
game_window.blit(boss_health_text, (window_width / 2 - 70, 50))
game_window.blit(boss_image, boss_sprite)
# pygame.draw.rect(game_window, black, boss_sprite)
if player_invisible:
player_flash_delay -= 1
if player_flash_delay == 0:
player_flash_delay = 20
pygame.display.update()
# bullet_image = pygame.image.load("bullet.png")
player_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/player.png")
power_item_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/power_item.png")
enemy_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/enemy.png")
bomb_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/bomb.png")
boss_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/boss.png")
enemy_bullet_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/enemy_bullet.png")
player_bullet_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/player_bullet.png")
laser_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/laser.png")
pygame.display.set_icon(player_image)
# background_image = pygame.image.load("./game_sprite/background.png")
def use_bomb():
global enemies, enemy_bullets, boss_health, bomb_count, level
# Remove all enemies and enemy bullets
enemies.clear()
enemy_bullets.clear()
# Reduce the boss health by 1000
if level == 3:
boss_health -= 1000
if boss_health <= 0:
boss_health = 0
# Decrement the bomb count
bomb_count -= 1
background_image = pygame.image.load(
"C:/Users/zhj20/pycharm_projects/PycharmProjects/alltest1/game_make_project/chapter_2_img/game_sprite/background.png")
background_rect = background_image.get_rect()
background_surface = pygame.Surface((600, 3200))
for x in range(0, 600, background_image.get_width()):
for y in range(0, 3200, background_image.get_height()):
background_surface.blit(background_image, (x, y))
background_position = [0, -window_height]
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
if bomb_count > 0:
use_bomb()
if not game_over and start_game:
background_position[1] += 1
if background_position[1] > 0:
background_position[1] -= 1600
# Draw the background surface onto the game window
game_window.blit(background_surface, background_position)
update_game()
draw_game()
clock.tick(60)
elif start_game == False:
background_position[1] += 3
if background_position[1] > 0:
background_position[1] -= 1600
# Draw the background surface onto the game window
game_window.blit(background_surface, background_position)
font = pygame.font.Font(None, 56)
congrats_text = font.render(f"Wings of the Dragon Slayer", True, white)
game_window.blit(congrats_text, (window_width / 2 - 250, window_height / 2 - 100))
# Show restart instructions
restart_text = font.render("Press Enter to start", True, white)
game_window.blit(restart_text, (window_width / 2 - 175, window_height / 2))
if keys[pygame.K_RETURN]:
# Reset game variables
score = 0
player_lives = 5
enemies_spawned = 0
enemies_to_spawn = 20
level = 1
player_sprite.centerx = window_width / 2
player_sprite.bottom = window_height - 10
player_can_shoot = True
player_shoot_delay = 5
player_invisible = False
player_flash_delay = 20
player_bullets.clear()
enemies.clear()
enemy_bullets.clear()
boss_lasers.clear()
items.clear()
enemy_speed = 3
enemy_spawn_delay = 60
enemy_bullet_speed = 5
enemy_fire_delay = 60
player_bullets_speed = 0
item_spawn_delay = 60
item_speed = 3
boss_health = 1000
spread_bullet = False
start_game = True
game_over = False
bomb_count = 0
clock.tick(60)
pygame.display.update()
elif (boss_health == 0) and game_over:
# Move the background image down
background_position[1] += 3
if background_position[1] > 0:
background_position[1] -= 1600
# Draw the background surface onto the game window
game_window.blit(background_surface, background_position)
# game_window.fill(white)
font = pygame.font.Font(None, 72)
congrats_text = font.render(f"Congrats!", True, white)
game_window.blit(congrats_text, (window_width / 2 - 200, window_height / 2 - 100))
score_text = font.render(f"Your Score {score}", True, white)
game_window.blit(score_text, (window_width / 2 - 200, window_height / 2 - 50))
# Show restart instructions 这段不写
restart_text = font.render("Press R to restart", True, white)
game_window.blit(restart_text, (window_width / 2 - 200, window_height / 2))
# Check if R key is pressed to restart the game
keys = pygame.key.get_pressed()
if keys[pygame.K_r]:
# Reset game variables
score = 0
player_lives = 5
enemies_spawned = 0
enemies_to_spawn = 20
level = 1
player_sprite.centerx = window_width / 2
player_sprite.bottom = window_height - 10
player_can_shoot = True
player_shoot_delay = 5
player_invisible = False
player_flash_delay = 20
player_bullets.clear()
enemies.clear()
enemy_bullets.clear()
boss_lasers.clear()
items.clear()
enemy_speed = 3
enemy_spawn_delay = 60
enemy_bullet_speed = 5
enemy_fire_delay = 60
player_bullets_speed = 0
item_spawn_delay = 60
item_speed = 3
boss_health = 1000
spread_bullet = False
start_game = False
bomb_count = 0
# Create new level
# create_level()
game_over = False
clock.tick(60)
pygame.display.update()
else:
# Move the background image down
background_position[1] += 3
if background_position[1] > 0:
background_position[1] -= 1600
# Draw the background surface onto the game window
game_window.blit(background_surface, background_position)
# game_window.fill(white)
font = pygame.font.Font(None, 72)
game_over_text = font.render("Game Over", True, white)
game_window.blit(game_over_text, (window_width / 2 - 150, window_height / 2 - 100))
score_text = font.render(f"Your Score {score}", True, white)
game_window.blit(score_text, (window_width / 2 - 175, window_height / 2 - 50))
# Show restart instructions
restart_text = font.render("Press R to restart", True, white)
game_window.blit(restart_text, (window_width / 2 - 200, window_height / 2))
# Check if R key is pressed to restart the game
keys = pygame.key.get_pressed()
if keys[pygame.K_r]:
# Reset game variables
score = 0
player_lives = 5
enemies_spawned = 0
enemies_to_spawn = 20
level = 1
player_sprite.centerx = window_width / 2
player_sprite.bottom = window_height - 10
player_can_shoot = True
player_shoot_delay = 5
player_invisible = False
player_flash_delay = 20
player_bullets.clear()
enemies.clear()
enemy_bullets.clear()
boss_lasers.clear()
items.clear()
enemy_speed = 3
enemy_spawn_delay = 60
enemy_bullet_speed = 5
enemy_fire_delay = 60
player_bullets_speed = 0
item_spawn_delay = 60
item_speed = 3
boss_health = 1000
spread_bullet = False
start_game = False
bomb_count = 0
# Create new level
# create_level()
game_over = False
clock.tick(60)
pygame.display.update()
# pygame.quit()