文章目录
写在前面:
今天给大家推荐一个Gtihub开源项目:PythonPlantsVsZombies,翻译成中就是植物大战僵尸。
《植物大战僵尸》是一款极富策略性的小游戏。可怕的僵尸即将入侵,每种僵尸都有不同的特点,例如铁桶僵尸拥有极强的抗击打能力,矿工僵尸可以挖地道绕过种植在土壤表面的植物等。玩家防御僵尸的方式就是栽种植物。49种植物每种都有不同的功能,例如樱桃炸弹可以和周围一定范围内的所有僵尸同归于尽,而食人花可以吃掉最靠近自己的一只僵尸。玩家可以针对不同僵尸的弱点来合理地种植植物,这也是胜利的诀窍。游戏根据玩法不同分为五种游戏模式:冒险模式、迷你模式、解谜模式、生存模式、禅境花园。加之黑夜、屋顶、浓雾以及泳池之类的障碍增加了其挑战性。该游戏近乎永无止境。
功能实现
-
支持的植物:向日葵、豌豆射手、胡桃、雪豌豆射手、樱桃炸弹、三豌豆射手、大嘴花、puffshroom、马铃薯胺、穗状杂草、南瓜、胆小菇、墨西哥胡椒、阳光菇、冰川菇、催眠蘑菇。
-
支持僵尸:普通僵尸,旗帜僵尸,路障僵尸,铁桶僵尸,报纸僵尸。
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支持在关卡开始时选择植物卡片。
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支持白天级别、夜间级别、移动卡选择级别和胡桃保龄球级别。
环境要求
-
1、python3.7
注意: Python3.7是最佳运行环境,但是不是强制性要求。对于Linux: 如果你的 Linux 有预装的 Python3+ 就可以运行了。LINUX Mint 操作系统直接升级到 Python 3.7 有可能导致系统自带的 python 版本无法执行。 -
2、Python-Pygame 1.9
怎么玩
使用鼠标收集阳光,选择植物卡片并播种植物
您可以通过更改 source/constants.py 中的START_LEVEL_NUM值来设置起始级别
级别 1 和 2:天级别
第 3 级:夜间级别
第 4 级:移动卡片选择级别
5级:墙果保龄球级别
个性化定义
游戏的关卡数据,存储在json文件里的。具体目录:PythonPlantsVsZombies-master\source\data。我们可以进行自定义配置,例如僵尸的位置和时间,背景信息。
项目演示:
源码分享
Map地图:
python
__author__ = 'marble_xu'
import random
import pygame as pg
from .. import tool
from .. import constants as c
class Map():
def __init__(self, width, height):
self.width = width
self.height = height
self.map = [[0 for x in range(self.width)] for y in range(self.height)]
def isValid(self, map_x, map_y):
if (map_x < 0 or map_x >= self.width or
map_y < 0 or map_y >= self.height):
return False
return True
def isMovable(self, map_x, map_y):
return (self.map[map_y][map_x] == c.MAP_EMPTY)
def getMapIndex(self, x, y):
x -= c.MAP_OFFSET_X
y -= c.MAP_OFFSET_Y
return (x // c.GRID_X_SIZE, y // c.GRID_Y_SIZE)
def getMapGridPos(self, map_x, map_y):
return (map_x * c.GRID_X_SIZE + c.GRID_X_SIZE//2 + c.MAP_OFFSET_X,
map_y * c.GRID_Y_SIZE + c.GRID_Y_SIZE//5 * 3 + c.MAP_OFFSET_Y)
def setMapGridType(self, map_x, map_y, type):
self.map[map_y][map_x] = type
def getRandomMapIndex(self):
map_x = random.randint(0, self.width-1)
map_y = random.randint(0, self.height-1)
return (map_x, map_y)
def showPlant(self, x, y):
pos = None
map_x, map_y = self.getMapIndex(x, y)
if self.isValid(map_x, map_y) and self.isMovable(map_x, map_y):
pos = self.getMapGridPos(map_x, map_y)
return pos
Menubar.py
python
__author__ = 'marble_xu'
import random
import pygame as pg
from .. import tool
from .. import constants as c
PANEL_Y_START = 87
PANEL_X_START = 22
PANEL_Y_INTERNAL = 74
PANEL_X_INTERNAL = 53
CARD_LIST_NUM = 8
card_name_list = [c.CARD_SUNFLOWER, c.CARD_PEASHOOTER, c.CARD_SNOWPEASHOOTER, c.CARD_WALLNUT,
c.CARD_CHERRYBOMB, c.CARD_THREEPEASHOOTER, c.CARD_REPEATERPEA, c.CARD_CHOMPER,
c.CARD_PUFFSHROOM, c.CARD_POTATOMINE, c.CARD_SQUASH, c.CARD_SPIKEWEED,
c.CARD_JALAPENO, c.CARD_SCAREDYSHROOM, c.CARD_SUNSHROOM, c.CARD_ICESHROOM,
c.CARD_HYPNOSHROOM, c.CARD_WALLNUT, c.CARD_REDWALLNUT]
plant_name_list = [c.SUNFLOWER, c.PEASHOOTER, c.SNOWPEASHOOTER, c.WALLNUT,
c.CHERRYBOMB, c.THREEPEASHOOTER, c.REPEATERPEA, c.CHOMPER,
c.PUFFSHROOM, c.POTATOMINE, c.SQUASH, c.SPIKEWEED,
c.JALAPENO, c.SCAREDYSHROOM, c.SUNSHROOM, c.ICESHROOM,
c.HYPNOSHROOM, c.WALLNUTBOWLING, c.REDWALLNUTBOWLING]
plant_sun_list = [50, 100, 175, 50, 150, 325, 200, 150, 0, 25, 50, 100, 125, 25, 25, 75, 75, 0, 0]
plant_frozen_time_list = [7500, 7500, 7500, 30000, 50000, 7500, 7500, 7500, 7500, 30000,
30000, 7500, 50000, 7500, 7500, 50000, 30000, 0, 0]
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)
width = 32
msg_image = font.render(str(sun_value), True, c.NAVYBLUE, c.LIGHTYELLOW)
msg_rect = msg_image.get_rect()
msg_w = msg_rect.width
image = pg.Surface([width, 17])
x = width - msg_w
image.fill(c.LIGHTYELLOW)
image.blit(msg_image, (x, 0), (0, 0, msg_rect.w, msg_rect.h))
image.set_colorkey(c.BLACK)
return image
def getCardPool(data):
card_pool = []
for card in data:
tmp = card['name']
for i,name in enumerate(plant_name_list):
if name == tmp:
card_pool.append(i)
break
return card_pool
class Card():
def __init__(self, x, y, name_index, scale=0.78):
self.loadFrame(card_name_list[name_index], scale)
self.rect = self.orig_image.get_rect()
self.rect.x = x
self.rect.y = y
self.name_index = name_index
self.sun_cost = plant_sun_list[name_index]
self.frozen_time = plant_frozen_time_list[name_index]
self.frozen_timer = -self.frozen_time
self.refresh_timer = 0
self.select = True
def loadFrame(self, name, scale):
frame = tool.GFX[name]
rect = frame.get_rect()
width, height = rect.w, rect.h
self.orig_image = tool.get_image(frame, 0, 0, width, height, c.BLACK, scale)
self.image = self.orig_image
def checkMouseClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.rect.x and x <= self.rect.right and
y >= self.rect.y and y <= self.rect.bottom):
return True
return False
def canClick(self, sun_value, current_time):
if self.sun_cost <= sun_value and (current_time - self.frozen_timer) > self.frozen_time:
return True
return False
def canSelect(self):
return self.select
def setSelect(self, can_select):
self.select = can_select
if can_select:
self.image.set_alpha(255)
else:
self.image.set_alpha(128)
def setFrozenTime(self, current_time):
self.frozen_timer = current_time
def createShowImage(self, sun_value, current_time):
'''create a card image to show cool down status
or disable status when have not enough sun value'''
time = current_time - self.frozen_timer
if time < self.frozen_time: #cool down status
image = pg.Surface([self.rect.w, self.rect.h])
frozen_image = self.orig_image.copy()
frozen_image.set_alpha(128)
frozen_height = (self.frozen_time - time)/self.frozen_time * self.rect.h
image.blit(frozen_image, (0,0), (0, 0, self.rect.w, frozen_height))
image.blit(self.orig_image, (0,frozen_height),
(0, frozen_height, self.rect.w, self.rect.h - frozen_height))
elif self.sun_cost > sun_value: #disable status
image = self.orig_image.copy()
image.set_alpha(192)
else:
image = self.orig_image
return image
def update(self, sun_value, current_time):
if (current_time - self.refresh_timer) >= 250:
self.image = self.createShowImage(sun_value, current_time)
self.refresh_timer = current_time
def draw(self, surface):
surface.blit(self.image, self.rect)
class MenuBar():
def __init__(self, card_list, sun_value):
self.loadFrame(c.MENUBAR_BACKGROUND)
self.rect = self.image.get_rect()
self.rect.x = 10
self.rect.y = 0
self.sun_value = sun_value
self.card_offset_x = 32
self.setupCards(card_list)
def loadFrame(self, name):
frame = tool.GFX[name]
rect = frame.get_rect()
frame_rect = (rect.x, rect.y, rect.w, rect.h)
self.image = tool.get_image(tool.GFX[name], *frame_rect, c.WHITE, 1)
def update(self, current_time):
self.current_time = current_time
for card in self.card_list:
card.update(self.sun_value, self.current_time)
def createImage(self, x, y, num):
if num == 1:
return
img = self.image
rect = self.image.get_rect()
width = rect.w
height = rect.h
self.image = pg.Surface((width * num, height)).convert()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
for i in range(num):
x = i * width
self.image.blit(img, (x,0))
self.image.set_colorkey(c.BLACK)
def setupCards(self, card_list):
self.card_list = []
x = self.card_offset_x
y = 8
for index in card_list:
x += 55
self.card_list.append(Card(x, y, index))
def checkCardClick(self, mouse_pos):
result = None
for card in self.card_list:
if card.checkMouseClick(mouse_pos):
if card.canClick(self.sun_value, self.current_time):
result = (plant_name_list[card.name_index], card)
break
return result
def checkMenuBarClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.rect.x and x <= self.rect.right and
y >= self.rect.y and y <= self.rect.bottom):
return True
return False
def decreaseSunValue(self, value):
self.sun_value -= value
def increaseSunValue(self, value):
self.sun_value += value
def setCardFrozenTime(self, plant_name):
for card in self.card_list:
if plant_name_list[card.name_index] == plant_name:
card.setFrozenTime(self.current_time)
break
def drawSunValue(self):
self.value_image = getSunValueImage(self.sun_value)
self.value_rect = self.value_image.get_rect()
self.value_rect.x = 21
self.value_rect.y = self.rect.bottom - 21
self.image.blit(self.value_image, self.value_rect)
def draw(self, surface):
self.drawSunValue()
surface.blit(self.image, self.rect)
for card in self.card_list:
card.draw(surface)
class Panel():
def __init__(self, card_list, sun_value):
self.loadImages(sun_value)
self.selected_cards = []
self.selected_num = 0
self.setupCards(card_list)
def loadFrame(self, name):
frame = tool.GFX[name]
rect = frame.get_rect()
frame_rect = (rect.x, rect.y, rect.w, rect.h)
return tool.get_image(tool.GFX[name], *frame_rect, c.WHITE, 1)
def loadImages(self, sun_value):
self.menu_image = self.loadFrame(c.MENUBAR_BACKGROUND)
self.menu_rect = self.menu_image.get_rect()
self.menu_rect.x = 0
self.menu_rect.y = 0
self.panel_image = self.loadFrame(c.PANEL_BACKGROUND)
self.panel_rect = self.panel_image.get_rect()
self.panel_rect.x = 0
self.panel_rect.y = PANEL_Y_START
self.value_image = getSunValueImage(sun_value)
self.value_rect = self.value_image.get_rect()
self.value_rect.x = 21
self.value_rect.y = self.menu_rect.bottom - 21
self.button_image = self.loadFrame(c.START_BUTTON)
self.button_rect = self.button_image.get_rect()
self.button_rect.x = 155
self.button_rect.y = 547
def setupCards(self, card_list):
self.card_list = []
x = PANEL_X_START - PANEL_X_INTERNAL
y = PANEL_Y_START + 43 - PANEL_Y_INTERNAL
for i, index in enumerate(card_list):
if i % 8 == 0:
x = PANEL_X_START - PANEL_X_INTERNAL
y += PANEL_Y_INTERNAL
x += PANEL_X_INTERNAL
self.card_list.append(Card(x, y, index, 0.75))
def checkCardClick(self, mouse_pos):
delete_card = None
for card in self.selected_cards:
if delete_card: # when delete a card, move right cards to left
card.rect.x -= 55
elif card.checkMouseClick(mouse_pos):
self.deleteCard(card.name_index)
delete_card = card
if delete_card:
self.selected_cards.remove(delete_card)
self.selected_num -= 1
if self.selected_num == CARD_LIST_NUM:
return
for card in self.card_list:
if card.checkMouseClick(mouse_pos):
if card.canSelect():
self.addCard(card)
break
def addCard(self, card):
card.setSelect(False)
y = 8
x = 78 + self.selected_num * 55
self.selected_cards.append(Card(x, y, card.name_index))
self.selected_num += 1
def deleteCard(self, index):
self.card_list[index].setSelect(True)
def checkStartButtonClick(self, mouse_pos):
if self.selected_num < CARD_LIST_NUM:
return False
x, y = mouse_pos
if (x >= self.button_rect.x and x <= self.button_rect.right and
y >= self.button_rect.y and y <= self.button_rect.bottom):
return True
return False
def getSelectedCards(self):
card_index_list = []
for card in self.selected_cards:
card_index_list.append(card.name_index)
return card_index_list
def draw(self, surface):
self.menu_image.blit(self.value_image, self.value_rect)
surface.blit(self.menu_image, self.menu_rect)
surface.blit(self.panel_image, self.panel_rect)
for card in self.card_list:
card.draw(surface)
for card in self.selected_cards:
card.draw(surface)
if self.selected_num == CARD_LIST_NUM:
surface.blit(self.button_image, self.button_rect)
class MoveCard():
def __init__(self, x, y, card_name, plant_name, scale=0.78):
self.loadFrame(card_name, scale)
self.rect = self.orig_image.get_rect()
self.rect.x = x
self.rect.y = y
self.rect.w = 1
self.image = self.createShowImage()
self.card_name = card_name
self.plant_name = plant_name
self.move_timer = 0
self.select = True
def loadFrame(self, name, scale):
frame = tool.GFX[name]
rect = frame.get_rect()
width, height = rect.w, rect.h
self.orig_image = tool.get_image(frame, 0, 0, width, height, c.BLACK, scale)
self.orig_rect = self.orig_image.get_rect()
self.image = self.orig_image
def checkMouseClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.rect.x and x <= self.rect.right and
y >= self.rect.y and y <= self.rect.bottom):
return True
return False
def createShowImage(self):
'''create a part card image when card appears from left'''
if self.rect.w < self.orig_rect.w: #create a part card image
image = pg.Surface([self.rect.w, self.rect.h])
image.blit(self.orig_image, (0, 0), (0, 0, self.rect.w, self.rect.h))
self.rect.w += 1
else:
image = self.orig_image
return image
def update(self, left_x, current_time):
if self.move_timer == 0:
self.move_timer = current_time
elif (current_time - self.move_timer) >= c.CARD_MOVE_TIME:
if self.rect.x > left_x:
self.rect.x -= 1
self.image = self.createShowImage()
self.move_timer += c.CARD_MOVE_TIME
def draw(self, surface):
surface.blit(self.image, self.rect)
class MoveBar():
def __init__(self, card_pool):
self.loadFrame(c.MOVEBAR_BACKGROUND)
self.rect = self.image.get_rect()
self.rect.x = 90
self.rect.y = 0
self.card_start_x = self.rect.x + 8
self.card_end_x = self.rect.right - 5
self.card_pool = card_pool
self.card_list = []
self.create_timer = -c.MOVEBAR_CARD_FRESH_TIME
def loadFrame(self, name):
frame = tool.GFX[name]
rect = frame.get_rect()
frame_rect = (rect.x, rect.y, rect.w, rect.h)
self.image = tool.get_image(tool.GFX[name], *frame_rect, c.WHITE, 1)
def createCard(self):
if len(self.card_list) > 0 and self.card_list[-1].rect.right > self.card_end_x:
return False
x = self.card_end_x
y = 6
index = random.randint(0, len(self.card_pool) - 1)
card_index = self.card_pool[index]
card_name = card_name_list[card_index] + '_move'
plant_name = plant_name_list[card_index]
self.card_list.append(MoveCard(x, y, card_name, plant_name))
return True
def update(self, current_time):
self.current_time = current_time
left_x = self.card_start_x
for card in self.card_list:
card.update(left_x, self.current_time)
left_x = card.rect.right + 1
if(self.current_time - self.create_timer) > c.MOVEBAR_CARD_FRESH_TIME:
if self.createCard():
self.create_timer = self.current_time
def checkCardClick(self, mouse_pos):
result = None
for index, card in enumerate(self.card_list):
if card.checkMouseClick(mouse_pos):
result = (card.plant_name, card)
break
return result
def checkMenuBarClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.rect.x and x <= self.rect.right and
y >= self.rect.y and y <= self.rect.bottom):
return True
return False
def deleateCard(self, card):
self.card_list.remove(card)
def draw(self, surface):
surface.blit(self.image, self.rect)
for card in self.card_list:
card.draw(surface)
主菜单
python
__author__ = 'marble_xu'
import pygame as pg
from .. import tool
from .. import constants as c
class Menu(tool.State):
def __init__(self):
tool.State.__init__(self)
def startup(self, current_time, persist):
self.next = c.LEVEL
self.persist = persist
self.game_info = persist
self.setupBackground()
self.setupOption()
def setupBackground(self):
frame_rect = [80, 0, 800, 600]
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
self.bg_rect.y = 0
def setupOption(self):
self.option_frames = []
frame_names = [c.OPTION_ADVENTURE + '_0', c.OPTION_ADVENTURE + '_1']
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_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
self.option_start = 0
self.option_timer = 0
self.option_clicked = False
def checkOptionClick(self, mouse_pos):
x, y = mouse_pos
if(x >= self.option_rect.x and x <= self.option_rect.right and
y >= self.option_rect.y and y <= self.option_rect.bottom):
self.option_clicked = True
self.option_timer = self.option_start = self.current_time
return False
def update(self, surface, current_time, mouse_pos, mouse_click):
self.current_time = self.game_info[c.CURRENT_TIME] = current_time
if not self.option_clicked:
if mouse_pos:
self.checkOptionClick(mouse_pos)
else:
if(self.current_time - self.option_timer) > 200:
self.option_frame_index += 1
if self.option_frame_index >= 2:
self.option_frame_index = 0
self.option_timer = self.current_time
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)
主函数:
python
__author__ = 'marble_xu'
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()