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文章目錄 Python零基礎快速制作足球游戲(附源代碼) 前言 一、Python環(huán)境說明 二、游戲程序說明 1、游戲開始界面 2、人物移動規(guī)則說明,可支持兩位玩家 3、足球規(guī)則 4、主方法調取 三、游戲運行效果與比賽結果 1、游戲開始界面 2、下屆世界杯預測比賽結果 Python零基礎快速制作足球游戲(附源代碼) 前言卡塔爾世界杯正是進行得火熱,十六強隊伍已經誕生,后面就是越來越緊張的爭奪八強的淘汰賽。目前爆冷的賽果讓球迷一度情緒失落,比如:日本2-1戰(zhàn)勝西班牙,韓國2-1戰(zhàn)勝葡萄牙。 這正是足球的魅力所在,結果只會給更努力的一方,過去的成績在比賽不在起決定性的作用,亞洲強隊越戰(zhàn)越強,期望國足能在下屆世界杯有出場的機會。 沒能看到國足在這屆世界杯的球場奔馳,只能用Python制作世界杯足球游戲,讓國足可以在游戲里的世界杯上場。國足能否在足球游戲里拿到大力神杯,請看到文末,結果讓人驚喜,接下是對源代碼簡單講述。 一、Python環(huán)境說明詳細的Python安裝教程:Python基礎(二):不同系統(tǒng)安裝Python3_Lansonli的博客-CSDN博客 Python版本:3.9.13 主要模塊: pygame 安裝步驟: python -m pip install --upgrade pip首先游戲需要一個開始界面,為了方便大家作,設置成了按任意鍵就可以開始游戲。 def myinit(): screen = pygame.display.set_mode((769,563)) g1 = pygame.image.load("g1.jpg").convert() g2 = pygame.image.load("hh.png").convert() t = 0 timer = 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+= 1 print(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.button mouse_up_x,mouse_up_y = event.pos if mouse_up_x > 245 and mouse_up_x < 469 and mouse_up_y> 368 and mouse_up_y < 470: return screen.blit(g2,(0,0)) pygame.display.update()游戲開始界面效果如下: 人物移動規(guī)則: 守門員:就在球門邊上來回走;負責上半場的球員:在上半場出現(xiàn)球的時候就往球的位置移動,如果捕獲到了球,則往對方球門移動并隨機射門,否則隨機移動;負責下半場的球員:在下半場出現(xiàn)球的時候就往球的位置移動,如果捕獲到了球,則往對方球門移動并隨機射門,否則隨機移動;負責全場的球員:往球的位置移動,如果捕獲到了球,則往對方球門移動并隨機射門。作說明: 一號玩家,WASD + T 射門二號玩家,方向鍵 + K 射門核心代碼如下:? # -*- 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 = Reference TEMP = [0,0] player.direction = list(player.direction) keys = pygame.key.get_pressed() if keys[K_ESCAPE]: sys.exit() if keys[K_UP]: TEMP[0] = -1 if keys[K_RIGHT]: TEMP[1] = 1 if keys[K_DOWN]: TEMP[0] = 1 if keys[K_LEFT]: TEMP[1] = -1 if keys[K_k] and myball.player == player: myball.kick_off() if ([0,0] == TEMP): player_moving = False else: player_moving = True if player_moving: player.direction = TEMP which_column = dict_[tuple(player.direction)] if not game_over: # 根據角色的不同方向,使用不同的動畫幀 player.first_frame = which_column * player.columns player.last_frame = player.first_frame + player.columns - 1 if player.frame < player.first_frame: player.frame = player.first_frame # print(player.direction) if player.X >=0 and player.X =255 and player.Y =70 and player.X =260 and player.Y =0 and player.X =497 and player.Y =1080 and player.X =255 and player.Y 1075 and player.X =260 and player.Y < 503: if player.direction[1] == 1: player.direction[1] =0 if player.X >=1080 and player.X =503 and player.Y size_of_playground[0] - 48: X = size_of_playground[0] - 48 if Y < 0: Y = 0 if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88 player.X = X + x_bias player.Y = Y + y_bias # Reference = x_bias,y_bias,X,Y Reference[0] = x_bias Reference[1]= y_bias Reference[2] = X Reference[3] = Y def player1_AI(myball,player,game_over,player_moving,Reference): x_bias,y_bias,X,Y = Reference TEMP = [0,0] player.direction = list(player.direction) keys = pygame.key.get_pressed() if keys[K_ESCAPE]: sys.exit() if keys[K_w]: TEMP[0] = -1 if keys[K_d]: TEMP[1] = 1 if keys[K_s]: TEMP[0] = 1 if keys[K_a]: TEMP[1] = -1 if keys[K_t] and myball.player == player: myball.kick_off() if ([0,0] == TEMP): player_moving = False else: player_moving = True if player_moving: player.direction = TEMP which_column = dict_[tuple(player.direction)] # print(player.direction) # print(which_column) if not game_over: # 根據角色的不同方向,使用不同的動畫幀 player.first_frame = which_column * player.columns player.last_frame = player.first_frame + player.columns - 1 if player.frame < player.first_frame: player.frame = player.first_frame if player.X >=0 and player.X =255 and player.Y =70 and player.X =260 and player.Y =0 and player.X =497 and player.Y =1080 and player.X =255 and player.Y 1075 and player.X =260 and player.Y =1080 and player.X =503 and player.Y size_of_playground[0] - 48: X = size_of_playground[0] - 48 if Y < 0: Y = 0 if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88 player.X = X + x_bias player.Y = Y + y_bias Reference[0] = x_bias Reference[1]= y_bias Reference[2] = X Reference[3] = Y 3、足球規(guī)則狀態(tài)說明: 被球員捕獲,跟著球員走;被球員踢出去之后根據球員踢的方向和設定的初速度進行減速運動,如果碰到邊界則反方向彈出。核心代碼: 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 = None self.frame = 0 self.old_frame = 0 self.first_frame = 0 self.last_frame = 2 self.direction = list([0,0]) self.speed = 0; self.fetch = False; self.f = 1.7 self.last_time = 0; self.player = None self.cal = 0 def _getx(self): return self.rect.x def _setx(self,value):self.rect.x = value X = property(_getx,_setx) #Y property def _gety(self):return self.rect.y def _sety(self,value):self.rect.y = value Y = property(_gety,_sety) #position property def _getpos(self): return self.rectleft def _setpos(self,pos): self.rectleft = pos position = 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().height self.frame_width = self.image_list[0].get_rect().width self.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): return if current_time > self.last_time + (4-self.speed//4)*20: self.frame += 1 self.frame %= 3 self.last_time = current_time if self.frame != self.old_frame: self.image = self.image_list[self.frame] self.old_frame = self.frame def 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.player if(player.direction[1] >0): self.X = self.player.X + self.player.frame_width*3/4 else : self.X = self.player.X - self.player.frame_width/3 self.Y = self.player.Y + self.player.frame_height -self.frame_height; def kick_off(self): self.speed = 12 self.direction[0] = self.player.direction[1] self.direction[1] =self.player.direction[0] self.player = None self.fetch =False self.cal = 0 def check_bound(self,width,height): temp = self.X,self.Y if self.X < 0: self.X =0 self.direction[0] = abs(self.direction[0]) if self.Y < 0: self.Y = 0 self.direction[1] = abs(self.direction[1]) if self.X >width-34: self.X= width-34 self.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 300 - 17 and self.Y 1110 and self.X 300 - 17 and self.Y =0 and self.X 495 and self.Y 1110 and self.X 495 and self.Y |
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