星外之神 2022-04-04 10:54:10 +08:00
commit 95164d1ced
32 changed files with 462 additions and 89 deletions

11
.gitignore vendored
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@ -1,4 +1,9 @@
# Cache after running the app
__pycache__/
<<<<<<< HEAD
# ignore debug
out/
build/
build/
.vscode/
__pycache__/
*/__pycache__/
# ignore test
test.py

14
main.py
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@ -1,7 +1,15 @@
#!/usr/bin/env python
import pygame as pg
from source.main import main
from source import tool
from source import constants as c
from source.state import mainmenu, screen, level
if __name__=='__main__':
main()
pg.quit()
# 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()}
game.setup_states(state_dict, c.MAIN_MENU)
game.run()

90
resources/about.drawio Normal file
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@ -0,0 +1,90 @@
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@ -1,6 +1,7 @@
{
"background_type":0,
"init_sun_value":500,
"shovel":1,
"zombie_list":[
{"time":1000, "map_y":2, "name":"Zombie"}
]

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@ -0,0 +1,20 @@
{
"background_type": 0,
"init_sun_value": 50,
"shovel": 1,
"zombie_list": [
{ "time": 20000, "map_y": 0, "name": "Zombie" },
{ "time": 40000, "map_y": 2, "name": "FlagZombie" },
{ "time": 50000, "map_y": 4, "name": "Zombie" },
{ "time": 70000, "map_y": 3, "name": "Zombie" },
{ "time": 72000, "map_y": 1, "name": "FlagZombie" },
{ "time": 74000, "map_y": 2, "name": "Zombie" },
{ "time": 90000, "map_y": 0, "name": "Zombie" },
{ "time": 91000, "map_y": 1, "name": "FlagZombie" },
{ "time": 92000, "map_y": 2, "name": "Zombie" },
{ "time": 93000, "map_y": 3, "name": "FlagZombie" },
{ "time": 94000, "map_y": 0, "name": "Zombie" },
{ "time": 95000, "map_y": 4, "name": "FlagZombie" },
{ "time": 96000, "map_y": 1, "name": "Zombie" }
]
}

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@ -1,6 +1,7 @@
{
"background_type":0,
"init_sun_value":50,
"shovel":1,
"zombie_list":[
{"time":20000, "map_y":0, "name":"Zombie"},
{"time":40000, "map_y":2, "name":"FlagZombie"},

View File

@ -1,6 +1,7 @@
{
"background_type":1,
"init_sun_value":50,
"shovel":1,
"zombie_list":[
{"time":20000, "map_y":0, "name":"Zombie"},
{"time":40000, "map_y":2, "name":"ConeheadZombie"},

View File

@ -1,6 +1,7 @@
{
"background_type":0,
"choosebar_type":1,
"shovel":1,
"card_pool":[
{"name":"Peashooter"},
{"name":"SnowPea"},

View File

@ -1,6 +1,7 @@
{
"background_type":4,
"choosebar_type":2,
"shovel":0,
"card_pool":[
{"name":"WallNutBowling"},
{"name":"RedWallNutBowling"}

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resources/huawen.TTF Normal file

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@ -1,5 +1,4 @@
__author__ = 'wszqkzqk'
import random
import pygame as pg
from .. import tool

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@ -1,5 +1,5 @@
__author__ = 'wszqkzqk'
import os
import random
import pygame as pg
from .. import tool
@ -28,7 +28,9 @@ plant_frozen_time_list = [7500, 7500, 7500, 30000, 50000, 7500, 7500, 7500, 7500
all_card_list = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]
def getSunValueImage(sun_value):
font = pg.font.SysFont(None, 22)
# for pack, must use other ttf
fontPath = os.path.join('resources', 'huawen.TTF')
font = pg.font.Font(fontPath, 14)
width = 32
msg_image = font.render(str(sun_value), True, c.NAVYBLUE, c.LIGHTYELLOW)
msg_rect = msg_image.get_rect()
@ -216,6 +218,7 @@ class MenuBar():
for card in self.card_list:
card.draw(surface)
# 关卡模式选植物的界面
class Panel():
def __init__(self, card_list, sun_value):
self.loadImages(sun_value)
@ -379,7 +382,7 @@ class MoveBar():
def __init__(self, card_pool):
self.loadFrame(c.MOVEBAR_BACKGROUND)
self.rect = self.image.get_rect()
self.rect.x = 90
self.rect.x = 20
self.rect.y = 0
self.card_start_x = self.rect.x + 8

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@ -1,5 +1,4 @@
__author__ = 'wszqkzqk'
import random
import pygame as pg
from .. import tool
@ -213,7 +212,7 @@ class Plant(pg.sprite.Sprite):
self.changeFrames(self.sleep_frames)
def setDamage(self, damage, zombie):
if not zombie.losHead:
if not zombie.lostHead:
self.health -= damage
self.hit_timer = self.current_time
if self.health == 0:

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@ -1,5 +1,4 @@
__author__ = 'wszqkzqk'
import pygame as pg
from .. import tool
from .. import constants as c
@ -23,7 +22,7 @@ class Zombie(pg.sprite.Sprite):
self.health = health
self.damage = damage
self.dead = False
self.losHead = False
self.lostHead = False
self.helmet = False
self.head_group = head_group
@ -67,9 +66,9 @@ class Zombie(pg.sprite.Sprite):
self.freezing()
def walking(self):
if (self.losHead and (self.current_time - self.losthead_timer) > self.dead_timer):
if (self.lostHead and (self.current_time - self.losthead_timer) > self.dead_timer):
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
elif self.health <= c.LOSTHEAD_HEALTH and not self.lostHead:
self.changeFrames(self.losthead_walk_frames)
self.setLostHead()
elif self.health <= c.NORMAL_HEALTH and self.helmet:
@ -86,9 +85,9 @@ class Zombie(pg.sprite.Sprite):
self.rect.x -= self.speed
def attacking(self):
if (self.losHead and (self.current_time - self.losthead_timer) > self.dead_timer):
if (self.lostHead and (self.current_time - self.losthead_timer) > self.dead_timer):
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
elif self.health <= c.LOSTHEAD_HEALTH and not self.lostHead:
self.changeFrames(self.losthead_attack_frames)
self.setLostHead()
elif self.health <= c.NORMAL_HEALTH and self.helmet:
@ -110,9 +109,9 @@ class Zombie(pg.sprite.Sprite):
pass
def freezing(self):
if (self.losHead and (self.current_time - self.losthead_timer) > self.dead_timer):
if (self.lostHead and (self.current_time - self.losthead_timer) > self.dead_timer):
self.setDie()
elif self.health <= c.LOSTHEAD_HEALTH and not self.losHead:
elif self.health <= c.LOSTHEAD_HEALTH and not self.lostHead:
if self.old_state == c.WALK:
self.changeFrames(self.losthead_walk_frames)
else:
@ -123,7 +122,7 @@ class Zombie(pg.sprite.Sprite):
def setLostHead(self):
self.losthead_timer = self.current_time
self.losHead = True
self.lostHead = True
if self.head_group is not None:
self.head_group.add(ZombieHead(self.rect.centerx, self.rect.bottom))
@ -187,7 +186,7 @@ class Zombie(pg.sprite.Sprite):
if self.helmet:
self.changeFrames(self.helmet_walk_frames)
elif self.losHead:
elif self.lostHead:
self.changeFrames(self.losthead_walk_frames)
else:
self.changeFrames(self.walk_frames)
@ -201,7 +200,7 @@ class Zombie(pg.sprite.Sprite):
if self.helmet:
self.changeFrames(self.helmet_attack_frames)
elif self.losHead:
elif self.lostHead:
self.changeFrames(self.losthead_attack_frames)
else:
self.changeFrames(self.attack_frames)
@ -278,7 +277,7 @@ class NormalZombie(Zombie):
self.frames = self.walk_frames
# 路障僵尸
class ConeHeadZombie(Zombie):
def __init__(self, x, y, head_group):
Zombie.__init__(self, x, y, c.CONEHEAD_ZOMBIE, c.CONEHEAD_HEALTH, head_group)

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@ -1,5 +1,4 @@
__author__ = 'wszqkzqk'
START_LEVEL_NUM = 1
ORIGINAL_CAPTION = 'pypvz'
@ -26,6 +25,22 @@ GREEN = ( 0, 255, 0)
SIZE_MULTIPLIER = 1.3
# 退出游戏按钮
EXIT = 'exit'
# 当想要一个特殊值时用
NULL = 'null'
# 游戏界面可选的菜单
LITTLE_MENU = 'littleMenu'
BIG_MENU = 'bigMenu'
RETURN_BUTTON = 'returnButton'
RESTART_BUTTON = 'restartButton'
MAINMENU_BUTTON = 'mainMenuButton'
LITTLEGAME_BUTTON = 'littleGameButton'
# 小铲子
SHOVEL = 'shovel'
SHOVEL_BOX = 'shovelBox'
#GAME INFO DICTIONARY KEYS
CURRENT_TIME = 'current time'
LEVEL_NUM = 'level num'

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@ -1,19 +0,0 @@
{
"background_type":0,
"init_sun_value":50,
"zombie_list":[
{"time":20000, "map_y":0, "name":"Zombie"},
{"time":40000, "map_y":2, "name":"FlagZombie"},
{"time":50000, "map_y":4, "name":"Zombie"},
{"time":70000, "map_y":3, "name":"Zombie"},
{"time":72000, "map_y":1, "name":"FlagZombie"},
{"time":74000, "map_y":2, "name":"Zombie"},
{"time":90000, "map_y":0, "name":"Zombie"},
{"time":91000, "map_y":1, "name":"FlagZombie"},
{"time":92000, "map_y":2, "name":"Zombie"},
{"time":93000, "map_y":3, "name":"FlagZombie"},
{"time":94000, "map_y":0, "name":"Zombie"},
{"time":95000, "map_y":4, "name":"FlagZombie"},
{"time":96000, "map_y":1, "name":"Zombie"}
]
}

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@ -1,14 +0,0 @@
__author__ = 'wszqkzqk'
from . import tool
from . import constants as c
from .state import mainmenu, screen, level
def main():
game = tool.Control()
state_dict = {c.MAIN_MENU: mainmenu.Menu(),
c.GAME_VICTORY: screen.GameVictoryScreen(),
c.GAME_LOSE: screen.GameLoseScreen(),
c.LEVEL: level.Level()}
game.setup_states(state_dict, c.MAIN_MENU)
game.main()

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@ -1,5 +1,4 @@
__author__ = 'wszqkzqk'
import os
import json
import sys
@ -18,18 +17,37 @@ class Level(tool.State):
self.game_info[c.CURRENT_TIME] = current_time
self.map_y_len = c.GRID_Y_LEN
self.map = map.Map(c.GRID_X_LEN, self.map_y_len)
# 默认显然不用显示菜单
self.showLittleMenu = False
self.loadMap()
self.setupBackground()
self.initState()
def loadMap(self):
map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
file_path = os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))), 'source', 'data', 'map', map_file)
f = open(file_path)
self.map_data = json.load(f)
f.close()
if c.LITTLEGAME_BUTTON in self.game_info:
map_file = 'littleGame_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
else:
map_file = 'level_' + str(self.game_info[c.LEVEL_NUM]) + '.json'
file_path = os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))),'resources' , 'data', 'map', map_file)
# 最后一关之后应该结束了
try:
f = open(file_path)
self.map_data = json.load(f)
f.close()
except Exception as e:
print("游戏结束")
f = open(file_path)
self.map_data = json.load(f)
self.done = True
self.next = c.MAIN_MENU
return
if self.map_data[c.SHOVEL] == 0:
self.hasShovel = False
else:
self.hasShovel = True
def setupBackground(self):
img_index = self.map_data[c.BACKGROUND_TYPE]
self.background_type = img_index
@ -39,6 +57,7 @@ class Level(tool.State):
self.level = pg.Surface((self.bg_rect.w, self.bg_rect.h)).convert()
self.viewport = tool.SCREEN.get_rect(bottom=self.bg_rect.bottom)
self.viewport.x += c.BACKGROUND_OFFSET_X
def setupGroups(self):
self.sun_group = pg.sprite.Group()
@ -69,7 +88,8 @@ class Level(tool.State):
for i in range(self.map_y_len):
_, y = self.map.getMapGridPos(0, i)
self.cars.append(plant.Car(-25, y+20, i))
# 更新函数每帧被调用,将鼠标事件传入给状态处理函数
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
if self.state == c.CHOOSE:
@ -86,6 +106,7 @@ class Level(tool.State):
self.map.setMapGridType(x, y, c.MAP_EXIST)
def initState(self):
# 小游戏才有CHOOSEBAR_TYPE
if c.CHOOSEBAR_TYPE in self.map_data:
self.bar_type = self.map_data[c.CHOOSEBAR_TYPE]
else:
@ -115,7 +136,11 @@ class Level(tool.State):
self.menubar = menubar.MenuBar(card_list, self.map_data[c.INIT_SUN_NAME])
else:
self.menubar = menubar.MoveBar(card_list)
# 是否拖住植物或者铲子
self.drag_plant = False
self.drag_shovel = False
self.hint_image = None
self.hint_plant = False
if self.background_type == c.BACKGROUND_DAY and self.bar_type == c.CHOOSEBAR_STATIC:
@ -129,7 +154,121 @@ class Level(tool.State):
self.setupZombies()
self.setupCars()
# 地图有铲子才添加铲子
if self.hasShovel:
# 导入小铲子
frame_rect = [0, 0, 71, 67]
self.shovel = tool.get_image_menu(tool.GFX[c.SHOVEL], *frame_rect, c.BLACK, 1.1)
self.shovel_rect = self.shovel.get_rect()
frame_rect = [0, 0, 77, 75]
self.shovel_positon = (550, 2)
self.shovel_box = tool.get_image_menu(tool.GFX[c.SHOVEL_BOX], *frame_rect, c.BLACK, 1.1)
self.shovel_box_rect = self.shovel_box.get_rect()
self.shovel_rect.x = self.shovel_box_rect.x = self.shovel_positon[0]
self.shovel_rect.y = self.shovel_box_rect.y = self.shovel_positon[1]
self.setupLittleMenu()
# 小菜单
def setupLittleMenu(self):
# 具体运行游戏必定有个小菜单, 导入菜单和选项
frame_rect = [0, 0, 108, 31]
self.little_menu = tool.get_image_menu(tool.GFX[c.LITTLE_MENU], *frame_rect, c.BLACK, 1.1)
self.little_menu_rect = self.little_menu.get_rect()
self.little_menu_rect.x = 650
self.little_menu_rect.y = 0
frame_rect = [0, 0, 500, 500]
self.big_menu = tool.get_image_menu(tool.GFX[c.BIG_MENU], *frame_rect, c.BLACK, 1.1)
self.big_menu_rect = self.big_menu.get_rect()
self.big_menu_rect.x = 150
self.big_menu_rect.y = 0
frame_rect = [0, 0, 342, 87]
self.return_button = tool.get_image_menu(tool.GFX[c.RETURN_BUTTON], *frame_rect, c.BLACK, 1.1)
self.return_button_rect = self.return_button.get_rect()
self.return_button_rect.x = 220
self.return_button_rect.y = 440
frame_rect = [0, 0, 207, 45]
self.restart_button = tool.get_image_menu(tool.GFX[c.RESTART_BUTTON], *frame_rect, c.BLACK, 1.1)
self.restart_button_rect = self.restart_button.get_rect()
self.restart_button_rect.x = 295
self.restart_button_rect.y = 325
frame_rect = [0, 0, 206, 43]
self.mainMenu_button = tool.get_image_menu(tool.GFX[c.MAINMENU_BUTTON], *frame_rect, c.BLACK, 1.1)
self.mainMenu_button_rect = self.mainMenu_button.get_rect()
self.mainMenu_button_rect.x = 299
self.mainMenu_button_rect.y = 372
# 检查小菜单有没有被点击
def checkLittleMenuClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.little_menu_rect.x and x <= self.little_menu_rect.right and
y >= self.little_menu_rect.y and y <= self.little_menu_rect.bottom):
return True
return False
# 检查小菜单的返回有没有被点击
def checkReturnClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.return_button_rect.x and x <= self.return_button_rect.right and
y >= self.return_button_rect.y and y <= self.return_button_rect.bottom):
return True
return False
# 检查小菜单的重新开始有没有被点击
def checkRestartClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.restart_button_rect.x and x <= self.restart_button_rect.right and
y >= self.restart_button_rect.y and y <= self.restart_button_rect.bottom):
return True
return False
# 检查小菜单的主菜单有没有被点击
def checkMainMenuClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.mainMenu_button_rect.x and x <= self.mainMenu_button_rect.right and
y >= self.mainMenu_button_rect.y and y <= self.mainMenu_button_rect.bottom):
return True
return False
# 用小铲子移除植物
def shovelRemovePlant(self, mouse_pos):
x, y = mouse_pos
map_x, map_y = self.map.getMapIndex(x, y)
for i in self.plant_groups[map_y]:
if(x >= i.rect.x and x <= i.rect.right and
y >= i.rect.y and y <= i.rect.bottom):
i.kill()
return
# 检查小铲子的位置有没有被点击
# 方便放回去
def checkShovelClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.shovel_box_rect.x and x <= self.shovel_box_rect.right and
y >= self.shovel_box_rect.y and y <= self.shovel_box_rect.bottom):
return True
return False
def play(self, mouse_pos, mouse_click):
# 如果暂停
if self.showLittleMenu:
if mouse_click[0]:
if self.checkReturnClick(mouse_pos):
# 暂停 显示菜单
self.showLittleMenu = False
elif self.checkRestartClick(mouse_pos):
self.done = True
self.next = c.LEVEL
elif self.checkMainMenuClick(mouse_pos):
self.done = True
self.next = c.MAIN_MENU
self.persist = {c.CURRENT_TIME:0.0, c.LEVEL_NUM:c.START_LEVEL_NUM}
return
if self.zombie_start_time == 0:
self.zombie_start_time = self.current_time
elif len(self.zombie_list) > 0:
@ -150,6 +289,24 @@ class Level(tool.State):
self.head_group.update(self.game_info)
self.sun_group.update(self.game_info)
# wcb 添加
# 检查是否点击菜单
if mouse_click[0]:
if self.checkLittleMenuClick(mouse_pos):
# 暂停 显示菜单
self.showLittleMenu = True
elif self.checkShovelClick(mouse_pos):
self.drag_shovel = not self.drag_shovel
if self.drag_shovel:
# 小铲子要隐藏鼠标
pg.mouse.set_visible(False)
else:
self.removeMouseImagePlus()
elif self.drag_shovel:
# 移出这地方的植物
self.shovelRemovePlant(mouse_pos)
# 拖动植物或者铲子
if not self.drag_plant and mouse_pos and mouse_click[0]:
result = self.menubar.checkCardClick(mouse_pos)
if result:
@ -164,14 +321,20 @@ class Level(tool.State):
self.addPlant()
elif mouse_pos is None:
self.setupHintImage()
elif self.drag_shovel:
if mouse_click[1]:
self.removeMouseImagePlus()
if self.produce_sun:
if(self.current_time - self.sun_timer) > c.PRODUCE_SUN_INTERVAL:
self.sun_timer = self.current_time
map_x, map_y = self.map.getRandomMapIndex()
x, y = self.map.getMapGridPos(map_x, map_y)
self.sun_group.add(plant.Sun(x, 0, x, y))
if not self.drag_plant and mouse_pos and mouse_click[0]:
# 检查有没有捡到阳光
if not self.drag_plant and not self.drag_shovel and mouse_pos and mouse_click[0]:
for sun in self.sun_group:
if sun.checkCollision(mouse_pos[0], mouse_pos[1]):
self.menubar.increaseSunValue(sun.sun_value)
@ -181,6 +344,8 @@ class Level(tool.State):
self.menubar.update(self.current_time)
# 检查碰撞啥的
self.checkBulletCollisions()
self.checkZombieCollisions()
self.checkPlants()
@ -204,6 +369,7 @@ class Level(tool.State):
x, y = pg.mouse.get_pos()
return self.map.showPlant(x, y)
# 种植物
def addPlant(self):
pos = self.canSeedPlant()
if pos is None:
@ -317,6 +483,13 @@ class Level(tool.State):
self.hint_image = None
self.hint_plant = False
# 移除小铲子
def removeMouseImagePlus(self):
pg.mouse.set_visible(True)
self.drag_shovel = False
self.shovel_rect.x = self.shovel_positon[0]
self.shovel_rect.y = self.shovel_positon[1]
def checkBulletCollisions(self):
collided_func = pg.sprite.collide_circle_ratio(0.7)
for i in range(self.map_y_len):
@ -523,6 +696,12 @@ class Level(tool.State):
self.mouse_rect.centerx = x
self.mouse_rect.centery = y
surface.blit(self.mouse_image, self.mouse_rect)
def drawMouseShowPlus(self, surface):
x, y = pg.mouse.get_pos()
self.shovel_rect.centerx = x
self.shovel_rect.centery = y
surface.blit(self.shovel, self.shovel_rect)
def drawZombieFreezeTrap(self, i, surface):
for zombie in self.zombie_groups[i]:
@ -534,6 +713,13 @@ class Level(tool.State):
if self.state == c.CHOOSE:
self.panel.draw(surface)
elif self.state == c.PLAY:
if self.hasShovel:
# 画铲子
surface.blit(self.shovel_box, self.shovel_box_rect)
surface.blit(self.shovel, self.shovel_rect)
# 画小菜单
surface.blit(self.little_menu, self.little_menu_rect)
self.menubar.draw(surface)
for i in range(self.map_y_len):
self.plant_groups[i].draw(surface)
@ -547,4 +733,13 @@ class Level(tool.State):
self.sun_group.draw(surface)
if self.drag_plant:
self.drawMouseShow(surface)
self.drawMouseShow(surface)
if self.hasShovel and self.drag_shovel:
self.drawMouseShowPlus(surface)
if self.showLittleMenu:
surface.blit(self.big_menu, self.big_menu_rect)
surface.blit(self.return_button, self.return_button_rect)
surface.blit(self.restart_button, self.restart_button_rect)
surface.blit(self.mainMenu_button, self.mainMenu_button_rect)

View File

@ -1,10 +1,11 @@
__author__ = 'wszqkzqk'
import pygame as pg
from .. import tool
from .. import constants as c
from . import level
class Menu(tool.State):
def __init__(self):
tool.State.__init__(self)
@ -12,12 +13,15 @@ class Menu(tool.State):
self.next = c.LEVEL
self.persist = persist
self.game_info = persist
self.setupBackground()
self.setupOption()
def setupBackground(self):
frame_rect = [80, 0, 800, 600]
# 1、形参中加单星号即f(*x)则表示x为元组所有对x的操作都应将x视为元组类型进行。
# 2、双星号同上区别是x视为字典。
# 3、在变量前加单星号表示将元组列表、集合拆分为单个元素。
# 4、双星号同上区别是目标为字典字典前加单星号的话可以得到“键”。
self.bg_image = tool.get_image(tool.GFX[c.MAIN_MENU_IMAGE], *frame_rect)
self.bg_rect = self.bg_image.get_rect()
self.bg_rect.x = 0
@ -29,14 +33,27 @@ class Menu(tool.State):
frame_rect = [0, 0, 165, 77]
for name in frame_names:
self.option_frames.append(tool.get_image(tool.GFX[name], *frame_rect, c.BLACK, 1.7))
self.option_frames.append(tool.get_image_menu(tool.GFX[name], *frame_rect, c.BLACK, 1.7))
self.option_frame_index = 0
self.option_image = self.option_frames[self.option_frame_index]
self.option_rect = self.option_image.get_rect()
self.option_rect.x = 435
self.option_rect.y = 75
# 退出按钮
frame_rect = [0, 0, 500, 500]
self.option_exit = tool.get_image_menu(tool.GFX[c.EXIT], *frame_rect, c.BLACK, 1.1)
self.exit_rect = self.option_exit.get_rect()
self.exit_rect.x = 690
self.exit_rect.y = 400
# 小游戏
frame_rect = [0, 0, 317, 139]
self.option_littleGame = tool.get_image_menu(tool.GFX[c.LITTLEGAME_BUTTON], *frame_rect, c.BLACK, 0.9)
self.option_littleGame_rect = self.option_littleGame.get_rect()
self.option_littleGame_rect.x = 425
self.option_littleGame_rect.y = 200
self.option_start = 0
self.option_timer = 0
self.option_clicked = False
@ -48,14 +65,35 @@ class Menu(tool.State):
self.option_clicked = True
self.option_timer = self.option_start = self.current_time
return False
# 点击到按钮修改转态的done属性
def checkExitClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.exit_rect.x and x <= self.exit_rect.right and
y >= self.exit_rect.y and y <= self.exit_rect.bottom):
self.done = True
self.next = c.EXIT
# 检查有没有按到小游戏
def checkLittleGameClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.option_littleGame_rect.x and x <= self.option_littleGame_rect.right and
y >= self.option_littleGame_rect.y and y <= self.option_littleGame_rect.bottom):
self.done = True
# 确实小游戏还是用的level
self.persist[c.LITTLEGAME_BUTTON] = True
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
# 没有选到选项时,检查有没有点到选项
if not self.option_clicked:
if mouse_pos:
self.checkOptionClick(mouse_pos)
self.checkExitClick(mouse_pos)
self.checkLittleGameClick(mouse_pos)
else:
# 点到后播放动画
if(self.current_time - self.option_timer) > 200:
self.option_frame_index += 1
if self.option_frame_index >= 2:
@ -64,6 +102,9 @@ class Menu(tool.State):
self.option_image = self.option_frames[self.option_frame_index]
if(self.current_time - self.option_start) > 1300:
self.done = True
surface.blit(self.bg_image, self.bg_rect)
surface.blit(self.option_image, self.option_rect)
surface.blit(self.option_image, self.option_rect)
surface.blit(self.option_exit, self.exit_rect)
surface.blit(self.option_littleGame, self.option_littleGame_rect)

View File

@ -1,5 +1,4 @@
__author__ = 'wszqkzqk'
import pygame as pg
from .. import tool
from .. import constants as c

View File

@ -1,37 +1,40 @@
__author__ = 'wszqkzqk'
import os
import json
import sys
from abc import abstractmethod
import pygame as pg
from pygame.locals import *
from . import constants as c
# an abstract class, one state of automata
class State():
def __init__(self):
self.start_time = 0.0
self.current_time = 0.0
self.done = False
self.next = None
self.persist = {}
self.done = False # false 代表未做完
self.next = None # 表示这个状态退出后要转到的下一个状态
self.persist = {} # 在状态间转换时需要传递的数据
# 当从其他状态进入这个状态时,需要进行的初始化操作
@abstractmethod
def startup(self, current_time, persist):
'''abstract method'''
# 当从这个状态退出时,需要进行的清除操作
def cleanup(self):
self.done = False
return self.persist
# 在这个状态运行时进行的更新操作
@abstractmethod
def update(self, surface, keys, current_time):
'''abstract method'''
# control this game. do event loops
class Control():
def __init__(self):
self.screen = pg.display.get_surface()
self.done = False
self.clock = pg.time.Clock()
self.clock = pg.time.Clock() # 创建一个对象来帮助跟踪时间
self.fps = 60
self.keys = pg.key.get_pressed()
self.mouse_pos = None
@ -50,15 +53,22 @@ class Control():
self.state.startup(self.current_time, self.game_info)
def update(self):
# 返回自 pygame_init() 调用以来的毫秒数
self.current_time = pg.time.get_ticks()
if self.state.done:
self.flip_state()
self.state.update(self.screen, self.current_time, self.mouse_pos, self.mouse_click)
self.mouse_pos = None
self.mouse_click[0] = False
self.mouse_click[1] = False
# 状态转移
def flip_state(self):
if self.state.next == c.EXIT:
pg.quit()
os._exit(0)
previous, self.state_name = self.state_name, self.state.next
persist = self.state.cleanup()
self.state = self.state_dict[self.state_name]
@ -76,8 +86,11 @@ class Control():
self.mouse_pos = pg.mouse.get_pos()
self.mouse_click[0], _, self.mouse_click[1] = pg.mouse.get_pressed()
print('pos:', self.mouse_pos, ' mouse:', self.mouse_click)
#else:
# print(pg.event.event_name(event.type))
def main(self):
def run(self):
while not self.done:
self.event_loop()
self.update()
@ -90,18 +103,31 @@ def get_image(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
rect = image.get_rect()
image.blit(sheet, (0, 0), (x, y, width, height))
image.set_colorkey(colorkey)
if colorkey != c.NULL:
image.set_colorkey(colorkey)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image
def get_image_menu(sheet, x, y, width, height, colorkey=c.BLACK, scale=1):
# 一定要保留阿尔法通道修复主菜单bug游戏中car显示又有bug
image = pg.Surface([width, height], SRCALPHA)
rect = image.get_rect()
image.blit(sheet, (0, 0), (x, y, width, height))
image.set_colorkey(colorkey)
image = pg.transform.scale(image,
(int(rect.width*scale),
int(rect.height*scale)))
return image
def load_image_frames(directory, image_name, colorkey, accept):
frame_list = []
tmp = {}
# image_name is "Peashooter", pic name is 'Peashooter_1', get the index 1
index_start = len(image_name) + 1
frame_num = 0;
frame_num = 0
for pic in os.listdir(directory):
name, ext = os.path.splitext(pic)
if ext.lower() in accept:
@ -119,6 +145,7 @@ def load_image_frames(directory, image_name, colorkey, accept):
frame_list.append(tmp[i])
return frame_list
# colorkeys 是设置图像中的某个颜色值为透明,这里用来消除白边
def load_all_gfx(directory, colorkey=c.WHITE, accept=('.png', '.jpg', '.bmp', '.gif')):
graphics = {}
for name1 in os.listdir(directory):
@ -154,23 +181,24 @@ def load_all_gfx(directory, colorkey=c.WHITE, accept=('.png', '.jpg', '.bmp', '.
graphics[name] = img
return graphics
# 从文件加载矩形碰撞范围
def loadZombieImageRect():
file_path = os.path.join(os.path.dirname(os.path.dirname(__file__)), 'source', 'data', 'entity', 'zombie.json')
file_path = os.path.join(os.path.dirname(os.path.dirname(__file__)), 'resources', 'data', 'entity', 'zombie.json')
f = open(file_path)
data = json.load(f)
f.close()
return data[c.ZOMBIE_IMAGE_RECT]
def loadPlantImageRect():
file_path = os.path.join(os.path.dirname(os.path.dirname(__file__)), 'source', 'data', 'entity', 'plant.json')
file_path = os.path.join(os.path.dirname(os.path.dirname(__file__)), 'resources', 'data', 'entity', 'plant.json')
f = open(file_path)
data = json.load(f)
f.close()
return data[c.PLANT_IMAGE_RECT]
pg.init()
pg.display.set_caption(c.ORIGINAL_CAPTION)
SCREEN = pg.display.set_mode(c.SCREEN_SIZE)
pg.display.set_caption(c.ORIGINAL_CAPTION) # 设置标题
SCREEN = pg.display.set_mode(c.SCREEN_SIZE) # 设置初始屏幕
GFX = load_all_gfx(os.path.join(os.path.dirname(os.path.dirname(__file__)) ,os.path.join("resources","graphics")))
ZOMBIE_RECT = loadZombieImageRect()