Development of ideas
1. The introduction of necessary modules, image path configuration, width and height of the background color setting interface, create a game main entrance.
# 1 need to introduce modules
import pygame
import random
# 1 configuration picture address
IMAGE_PATH = 'imgs/'
# 1 set the page width and height
scrrr_width=800
scrrr_height =560
# 1 Create a game over state control
GAMEOVER = False
The main program # 1
class MainGame():
# 1 load the game window
def init_window(self):
# 1 calling the display module initialization
pygame.display.init()
# 1 Create a Window
MainGame.window = pygame.display.set_mode([scrrr_width,scrrr_height]) #
# 1 to start the game
def start_game(self):
# 1 Initialization window
self.init_window()
# 1 as long as the game is not over, has been circulating
while not GAMEOVER:
# 1 render a white background
MainGame.window.fill((255, 255, 255))
Live Update # 1
pygame.display.update()
# 1 Start the main program
if __name__ == '__main__':
game = MainGame()
game.start_game()
2. The text drawing, create dynamically change the properties, rendering location
# 2 Create number off, score, remaining fraction, the amount of money
shaoguan = 1
score = 0
remnant_score = 100
money = 200
# 2 text drawing
def draw_text(self, content, size, color):
pygame.font.init()
font = pygame.font.SysFont('kaiti', size)
text = font.render(content, True, color)
return text
Help Tip # 2 is loaded
def load_help_text(self):
text1 = self.draw_text ( '1. Press Create button 2. Create pea shooter sunflower Right', 26, (255, 0, 0))
MainGame.window.blit (text1, (5, 5))
# 2 rendering of text and coordinate positions
MainGame.window.blit (self.draw_text ( '当前 钱 数 $ {}'. Format (MainGame.money), 26, (255, 0, 0)), (500, 40))
MainGame.window.blit (self.draw_text (
'Off current number {} {} score, Shimonoseki distance short of points {}' .format (MainGame.shaoguan, MainGame.score, MainGame.remnant_score), 26,
(255, 0, 0)), (5, 40))
self.load_help_text()
3. Create a map class, and initialize the map coordinates
# 3 Create a class map
class Map():
# 3 store two different colors of the image name
map_names_list = [IMAGE_PATH + 'map1.png', IMAGE_PATH + 'map2.png']
# 3 initialize the map
def __init__(self, x, y, img_index):
self.image = pygame.image.load(Map.map_names_list[img_index])
self.position = (x, y)
# Is able to grow
self.can_grow = True
Load Map # 3
def load_map(self):
MainGame.window.blit(self.image,self.position)
# 3 store all the map coordinates of the points
map_points_list = []
# 3 stores all map tiles
map_list = []
# 3 initialization coordinate points
def init_plant_points(self):
for y in range(1, 7):
points = []
for x in range(10):
point = (x, y)
points.append(point)
MainGame.map_points_list.append(points)
print("MainGame.map_points_list", MainGame.map_points_list)
# 3 initialize the map
def init_map(self):
for points in MainGame.map_points_list:
temp_map_list = list()
for point in points:
# map = None
if (point[0] + point[1]) % 2 == 0:
map = Map(point[0] * 80, point[1] * 80, 0)
else:
map = Map(point[0] * 80, point[1] * 80, 1)
# Will be added to the block window
temp_map_list.append(map)
print("temp_map_list", temp_map_list)
MainGame.map_list.append(temp_map_list)
print("MainGame.map_list", MainGame.map_list)
Map # 3 will be loaded into the window
def load_map(self):
for temp_map_list in MainGame.map_list:
for map in temp_map_list:
map.load_map()
# 3 initialization coordinates and maps
self.init_plant_points()
self.init_map()
# 3 need to repeatedly load the map
self.load_map()
4. Create a plant-based, image loading error handling, loading plant method
# 4 image loading error process
LOG = 'file: {} in the method: {error}' .format (__ file __, __ name__)
Plant # 4
class Plant(pygame.sprite.Sprite):
def __init__(self):
super(Plant, self).__init__()
self.live=True
# Load picture
def load_image(self):
if hasattr(self, 'image') and hasattr(self, 'rect'):
MainGame.window.blit(self.image, self.rect)
else:
print(LOG)
A list of all the # 4 storage plants
plants_list = []
5. Create sunflowers class
Sunflower Class # 5
class Sunflower(Plant):
def __init__(self,x,y):
super(Sunflower, self).__init__()
self.image = pygame.image.load('imgs/sunflower.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.price = 50
self.hp = 100
# 5 time counter
self.time_count = 0
Function # 5: Generate Sunshine (production money)
def produce_money(self):
self.time_count += 1
if self.time_count == 25:
MainGame.money += 5
self.time_count = 0
# 5 added to the window Sunflower
def display_sunflower(self):
MainGame.window.blit(self.image,self.rect)
6. Create a pea shooter category
Pea shooter type # 6
class PeaShooter(Plant):
def __init__(self,x,y):
super(PeaShooter, self).__init__()
# Self.image to a surface
self.image = pygame.image.load('imgs/peashooter.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.price = 50
self.hp = 200
# 6 launch counter
self.shot_count = 0
# 6 increase shooting method
def shot(self):
Whether the records should be shot # 6
should_fire = False
for zombie in MainGame.zombie_list:
if zombie.rect.y == self.rect.y and zombie.rect.x < 800 and zombie.rect.x > self.rect.x:
should_fire = True
# 6 If alive
if self.live and should_fire:
self.shot_count += 1
To launch a counter # 25
if self.shot_count == 25:
# 6 based on the location of the current pea shooter to create bullet
peabullet = PeaBullet(self)
# 6 bullets stored in the bullet list
MainGame.peabullet_list.append(peabullet)
self.shot_count = 0
# 6 The method was added to the pea shooter window
def display_peashooter(self):
MainGame.window.blit(self.image,self.rect)
# 6 increased transmission processing pea shooter
def load_plants(self):
for plant in MainGame.plants_list:
# 6 loading logic optimization processing plants
if plant.live:
if isinstance(plant, Sunflower):
plant.display_sunflower()
plant.produce_money()
elif isinstance(plant, PeaShooter):
plant.display_peashooter()
plant.shot()
else:
MainGame.plants_list.remove(plant)
# 6 calling the method to load plants
self.load_plants()
7. Create bullet class
Bullet pea class # 7
class PeaBullet(pygame.sprite.Sprite):
def __init__(self,peashooter):
self.live = True
self.image = pygame.image.load('imgs/peabullet.png')
self.damage = 50
self.speed = 10
self.rect = self.image.get_rect()
self.rect.x = peashooter.rect.x + 60
self.rect.y = peashooter.rect.y + 15
def move_bullet(self):
# 7 within the screen, moved to the right to achieve
if self.rect.x < scrrr_width:
self.rect.x += self.speed
else:
self.live = False
# 7 collision add bullets and zombies
def hit_zombie(self):
for zombie in MainGame.zombie_list:
if pygame.sprite.collide_rect(self,zombie):
# After the hit zombie, modify the state of the bullet,
self.live = False
# Zombie DOT
zombie.hp -= self.damage
if zombie.hp <= 0:
zombie.live = False
self.nextLevel()
# 7 checkpoints method
def nextLevel(self):
MainGame.score += 20
MainGame.remnant_score -=20
for i in range(1,100):
if MainGame.score==100*i and MainGame.remnant_score==0:
MainGame.remnant_score=100*i
MainGame.shaoguan + 1 =
MainGame.produce_zombie+=50
def display_peabullet(self):
MainGame.window.blit(self.image,self.rect)
List # 7 stores all the bullets peas
peabullet_list = []
# 7 load all the bullets methods
def load_peabullets(self):
for b in MainGame.peabullet_list:
if b.live:
b.display_peabullet()
b.move_bullet()
# 7 call whether the bullet hit the zombies approach
b.hit_zombie()
else:
MainGame.peabullet_list.remove(b)
# 7 call load all the bullets methods
self.load_peabullets()
8. Event Processing
# 8 Event Processing
def deal_events(self):
# 8 Get all events
eventList = pygame.event.get()
# 8 traversing the list of events, judge
for e in eventList:
if e.type == pygame.QUIT:
self.gameOver()
elif e.type == pygame.MOUSEBUTTONDOWN:
# Print ( 'presses the mouse button')
print (e.pos)
# Print (e.button) # 1 button is pressed on the transfer roller 2 under the turn roller 4 to the roller 3 to 5 Right
x = e.pos[0] // 80
y = e.pos[1] // 80
print (x, y)
map = MainGame.map_list[y - 1][x]
print(map.position)
# 8 increase map loading money judgment and judgment to create time
if e.button == 1:
if map.can_grow and MainGame.money >= 50:
sunflower = Sunflower(map.position[0], map.position[1])
MainGame.plants_list.append(sunflower)
print ( 'Plant current length of the list: {}'. format (len (MainGame.plants_list)))
map.can_grow = False
MainGame.money -= 50
elif e.button == 3:
if map.can_grow and MainGame.money >= 50:
peashooter = PeaShooter(map.position[0], map.position[1])
MainGame.plants_list.append(peashooter)
print ( 'Plant current length of the list: {}'. format (len (MainGame.plants_list)))
map.can_grow = False
MainGame.money -= 50
Method # 8 call event handling
self.deal_events()
9. Create a zombie
# 9 zombie
class Zombie(pygame.sprite.Sprite):
def __init__(self,x,y):
super(Zombie, self).__init__()
self.image = pygame.image.load('imgs/zombie.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.hp = 1000
self.damage = 2
self.speed = 1
self.live = True
self.stop = False
# 9 zombie moves
def move_zombie(self):
if self.live and not self.stop:
self.rect.x -= self.speed
if self.rect.x < -80:
# 8 calls the end of the game method
MainGame().gameOver()
# 9 to determine whether the zombie hits the plant, if the collision, calling the attack a plant method
def hit_plant(self):
for plant in MainGame.plants_list:
if pygame.sprite.collide_rect(self,plant):
Modification # 8 zombie movement state
self.stop = True
self.eat_plant(plant)
# 9 zombie attack plants
def eat_plant(self,plant):
# 9 reduce the value of plant life
plant.hp -= self.damage
Modify the status of # 9 modified plants die, as well as a map of the state
if plant.hp <= 0:
a = plant.rect.y // 80 - 1
b = plant.rect.x // 80
map = MainGame.map_list[a][b]
map.can_grow = True
plant.live = False
# 8 modified zombie movement state
self.stop = False
# 9 is loaded into the zombie map
def display_zombie(self):
MainGame.window.blit(self.image,self.rect)
# 9 New store a list of all zombies
zombie_list = []
count_zombie = 0
produce_zombie = 100
# 9 New method to initialize the zombies
def init_zombies(self):
for i in range(1, 7):
random.randint dis = (1, 5) * 200
zombie = Zombie(800 + dis, i * 80)
MainGame.zombie_list.append(zombie)
# 9 will be loaded into all zombies map
def load_zombies(self):
for zombie in MainGame.zombie_list:
if zombie.live:
zombie.display_zombie()
zombie.move_zombie()
# V2.0 whether to call the collision of a plant
zombie.hit_plant()
else:
MainGame.zombie_list.remove(zombie)
# 9 calls the initialize method of zombies
self.init_zombies()
# 9 calls the method zombie show
self.load_zombies()
# 9 counter grows every count to 100, calls the initialization method zombie
MainGame.count_zombie += 1
if MainGame.count_zombie == MainGame.produce_zombie:
self.init_zombies()
MainGame.count_zombie = 0
# 9 pygame their sleep
pygame.time.wait(10)
10. The game is over method
# 10 End of program methods
def gameOver(self):
MainGame.window.blit (self.draw_text ( 'Game Over', 50, (255, 0, 0)), (300, 200))
pygame.time.wait(400)
global GAMEOVER
GAMEOVER = True