基于python快速开发足球游戏代码记录

2024-03-28 09:10

本文主要是介绍基于python快速开发足球游戏代码记录,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

主要模块:

pygame

安装步骤:python -m pip install --upgrade pip

def myinit():screen = pygame.display.set_mode((769,563))g1 = pygame.image.load("g1.jpg").convert()g2 = pygame.image.load("hh.png").convert()t = 0timer = 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+= 1print(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.buttonmouse_up_x,mouse_up_y = event.posif mouse_up_x > 245 and mouse_up_x < 469 and mouse_up_y> 368 and mouse_up_y < 470:returnscreen.blit(g2,(0,0))pygame.display.update()
# -*- 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 = ReferenceTEMP = [0,0]player.direction = list(player.direction)keys = pygame.key.get_pressed()if keys[K_ESCAPE]: sys.exit()if keys[K_UP]: TEMP[0] = -1if keys[K_RIGHT]: TEMP[1] = 1if keys[K_DOWN]: TEMP[0] = 1if keys[K_LEFT]: TEMP[1] = -1if keys[K_k] and myball.player == player: myball.kick_off()if ([0,0] == TEMP):player_moving = Falseelse:player_moving = Trueif 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.columnsplayer.last_frame = player.first_frame + player.columns - 1if 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] = 0if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:if player.direction[1] == -1:player.direction[1] =0if player.X >=0  and player.X <= 70 and player.Y >=497 and player.Y <=502:if player.direction[0] == -1:player.direction[0] = 0if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:if player.direction[0] == 1:player.direction[0] = 0if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y <  503:if player.direction[1] == 1:player.direction[1] =0if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <=507:if player.direction[0] == -1:player.direction[0] = 0if 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] * 2player.velocity.y = player.direction[0]*   2player.velocity.x *= 1player.velocity.y *= 1if player_moving:X += player.velocity.xY += player.velocity.yif X < 0: X = 0if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48if Y < 0: Y = 0if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88player.X = X + x_biasplayer.Y = Y + y_bias# Reference = x_bias,y_bias,X,YReference[0] = x_biasReference[1]= y_biasReference[2] = XReference[3] = Ydef player1_AI(myball,player,game_over,player_moving,Reference):x_bias,y_bias,X,Y = ReferenceTEMP = [0,0]player.direction = list(player.direction)keys = pygame.key.get_pressed()if keys[K_ESCAPE]: sys.exit()if keys[K_w]: TEMP[0] = -1if keys[K_d]: TEMP[1] = 1if keys[K_s]: TEMP[0] = 1if keys[K_a]: TEMP[1] = -1if keys[K_t] and myball.player == player: myball.kick_off()if ([0,0] == TEMP):player_moving = Falseelse:player_moving = Trueif 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.columnsplayer.last_frame = player.first_frame + player.columns - 1if player.frame < player.first_frame:player.frame = player.first_frameif player.X >=0  and player.X <= 70 and player.Y >=255 and player.Y <=260:if player.direction[0] == 1:player.direction[0] = 0if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:if player.direction[1] == -1:player.direction[1] =0if player.X >=0  and player.X <= 70 and player.Y >=497 and player.Y <=502:if player.direction[0] == -1:player.direction[0] = 0if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:if player.direction[0] == 1:player.direction[0] = 0if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y <503:if player.direction[1] == 1:player.direction[1] =0if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <507:if player.direction[0] == -1:player.direction[0] = 0if 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_frameplayer.moving = False;else:player.moving = True;player.velocity.x = player.direction[1] * 2player.velocity.y = player.direction[0]*  2player.velocity.x *= 1player.velocity.y *= 1if player_moving:X += player.velocity.xY += player.velocity.yif X < 0: X = 0if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48if Y < 0: Y = 0if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88player.X = X + x_biasplayer.Y = Y + y_biasReference[0] = x_biasReference[1]= y_biasReference[2] = XReference[3] = Y
from __future__ import unicode_literals
import sys, time, random, math, pygame
from pygame.locals import *
from math import pow
class ball(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.image_list = []self.image = Noneself.frame = 0self.old_frame = 0self.first_frame = 0self.last_frame = 2self.direction = list([0,0])self.speed = 0;self.fetch = False;self.f = 1.7self.last_time = 0;self.player = Noneself.cal = 0def _getx(self): return self.rect.xdef _setx(self,value):self.rect.x = valueX = property(_getx,_setx)#Y propertydef _gety(self):return self.rect.ydef _sety(self,value):self.rect.y = valueY = property(_gety,_sety)#position propertydef _getpos(self): return self.rect.topleftdef _setpos(self,pos): self.rect.topleft = posposition = property(_getpos,_setpos)def load(self):filename = 'ball1.png','ball2.png','ball3.png'for x in filename:ball = pygame.image.load(x).convert_alpha()self.image_list.append(ball)self.frame = 0;self.old_frame = 2;self.image = self.image_list[0];self.frame_height = self.image_list[0].get_rect().heightself.frame_width = self.image_list[0].get_rect().widthself.rect = Rect(0,0,self.frame_width,self.frame_height);def update(self,current_time,rate =30):if self.fetch and self.player.moving:self.speed = (self.player.velocity.x **2 + self.player.velocity.y **2)**(1/2)if self.speed == 0 or (self.fetch and self.player.moving == False):returnif current_time > self.last_time + (4-self.speed//4)*20:self.frame += 1self.frame %= 3self.last_time = current_timeif self.frame != self.old_frame:self.image = self.image_list[self.frame]self.old_frame = self.framedef run(self):self.speed -= self.f*0.05;self.speed = max(0,self.speed)if(self.direction==[0,0]):return;# print(self.direction)# print(self.speed)self.X += ((self.direction[0]*self.speed)/pow((self.direction[1]**2 + self.direction[0]**2),(1/2)))self.Y += ((self.direction[1]*self.speed)/pow((self.direction[0]**2 + self.direction[1]**2),(1/2)))def fetched(self,player_):self.fetch = True;if player_ != None:self.player = player_player = self.playerif(player.direction[1] >0):self.X = self.player.X + self.player.frame_width*3/4else :self.X = self.player.X - self.player.frame_width/3self.Y = self.player.Y + self.player.frame_height -self.frame_height;def kick_off(self):self.speed = 12self.direction[0] = self.player.direction[1]self.direction[1]  =self.player.direction[0]self.player = Noneself.fetch =Falseself.cal = 0def check_bound(self,width,height):temp = self.X,self.Yif self.X < 0:self.X =0self.direction[0] = abs(self.direction[0])if self.Y < 0:self.Y = 0self.direction[1] = abs(self.direction[1])if self.X >width-34:self.X= width-34self.direction[0] = -1*abs(self.direction[0])if self.Y > height-14:self.Y = height-14;self.direction[1] = -1*abs(self.direction[1])if self.X >=0 and self.X <72 and self.Y >300 - 17 and self.Y <315 - 17:self.Y = 300-17self.direction[1] = -1*abs(self.direction[1])if self.X >1110 and self.X <1200 and self.Y >300 - 17 and self.Y <315 - 17:self.Y = 300-17self.direction[1] = -1*abs(self.direction[1])if self.X >=0 and self.X <72 and self.Y >495 and self.Y <510:self.Y = 510 self.direction[1] = -1*abs(self.direction[1])if self.X >1110 and self.X <1200 and self.Y >495 and self.Y <510:self.Y = 510self.direction[1] = -1*abs(self.direction[1])if((self.X,self.Y) != temp):self.speed *= 0.8
from __future__ import unicode_literals
import sys, time, random, math, pygame
from pygame.locals import *
from math import pow
class ball(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.image_list = []self.image = Noneself.frame = 0self.old_frame = 0self.first_frame = 0self.last_frame = 2self.direction = list([0,0])self.speed = 0;self.fetch = False;self.f = 1.7self.last_time = 0;self.player = Noneself.cal = 0def _getx(self): return self.rect.xdef _setx(self,value):self.rect.x = valueX = property(_getx,_setx)#Y propertydef _gety(self):return self.rect.ydef _sety(self,value):self.rect.y = valueY = property(_gety,_sety)#position propertydef _getpos(self): return self.rect.topleftdef _setpos(self,pos): self.rect.topleft = posposition = property(_getpos,_setpos)def load(self):filename = 'ball1.png','ball2.png','ball3.png'for x in filename:ball = pygame.image.load(x).convert_alpha()self.image_list.append(ball)self.frame = 0;self.old_frame = 2;self.image = self.image_list[0];self.frame_height = self.image_list[0].get_rect().heightself.frame_width = self.image_list[0].get_rect().widthself.rect = Rect(0,0,self.frame_width,self.frame_height);def update(self,current_time,rate =30):if self.fetch and self.player.moving:self.speed = (self.player.velocity.x **2 + self.player.velocity.y **2)**(1/2)if self.speed == 0 or (self.fetch and self.player.moving == False):returnif current_time > self.last_time + (4-self.speed//4)*20:self.frame += 1self.frame %= 3self.last_time = current_timeif self.frame != self.old_frame:self.image = self.image_list[self.frame]self.old_frame = self.framedef run(self):self.speed -= self.f*0.05;self.speed = max(0,self.speed)if(self.direction==[0,0]):return;# print(self.direction)# print(self.speed)self.X += ((self.direction[0]*self.speed)/pow((self.direction[1]**2 + self.direction[0]**2),(1/2)))self.Y += ((self.direction[1]*self.speed)/pow((self.direction[0]**2 + self.direction[1]**2),(1/2)))def fetched(self,player_):self.fetch = True;if player_ != None:self.player = player_player = self.playerif(player.direction[1] >0):self.X = self.player.X + self.player.frame_width*3/4else :self.X = self.player.X - self.player.frame_width/3self.Y = self.player.Y + self.player.frame_height -self.frame_height;def kick_off(self):self.speed = 12self.direction[0] = self.player.direction[1]self.direction[1]  =self.player.direction[0]self.player = Noneself.fetch =Falseself.cal = 0def check_bound(self,width,height):temp = self.X,self.Yif self.X < 0:self.X =0self.direction[0] = abs(self.direction[0])if self.Y < 0:self.Y = 0self.direction[1] = abs(self.direction[1])if self.X >width-34:self.X= width-34self.direction[0] = -1*abs(self.direction[0])if self.Y > height-14:self.Y = height-14;self.direction[1] = -1*abs(self.direction[1])if self.X >=0 and self.X <72 and self.Y >300 - 17 and self.Y <315 - 17:self.Y = 300-17self.direction[1] = -1*abs(self.direction[1])if self.X >1110 and self.X <1200 and self.Y >300 - 17 and self.Y <315 - 17:self.Y = 300-17self.direction[1] = -1*abs(self.direction[1])if self.X >=0 and self.X <72 and self.Y >495 and self.Y <510:self.Y = 510 self.direction[1] = -1*abs(self.direction[1])if self.X >1110 and self.X <1200 and self.Y >495 and self.Y <510:self.Y = 510self.direction[1] = -1*abs(self.direction[1])if((self.X,self.Y) != temp):self.speed *= 0.8
if __name__ == '__main__':pygame.init()screen = pygame.display.set_mode((1200, 800))pygame.display.set_caption("世界杯足球游戏-大数据联盟")font = pygame.font.Font(None, 36)myinit()timer = pygame.time.Clock()n1 = 0n2 =0screen = pygame.display.set_mode((1200, 800))for x in range(10000):t = begin_a_game(n1,n2);if t == 1:n1 +=1else:n2 += 1

 

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