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

 

这篇关于基于python快速开发足球游戏代码记录的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/855160

相关文章

51单片机学习记录———定时器

文章目录 前言一、定时器介绍二、STC89C52定时器资源三、定时器框图四、定时器模式五、定时器相关寄存器六、定时器练习 前言 一个学习嵌入式的小白~ 有问题评论区或私信指出~ 提示:以下是本篇文章正文内容,下面案例可供参考 一、定时器介绍 定时器介绍:51单片机的定时器属于单片机的内部资源,其电路的连接和运转均在单片机内部完成。 定时器作用: 1.用于计数系统,可

乐鑫 Matter 技术体验日|快速落地 Matter 产品,引领智能家居生态新发展

随着 Matter 协议的推广和普及,智能家居行业正迎来新的发展机遇,众多厂商纷纷投身于 Matter 产品的研发与验证。然而,开发者普遍面临技术门槛高、认证流程繁琐、生产管理复杂等诸多挑战。  乐鑫信息科技 (688018.SH) 凭借深厚的研发实力与行业洞察力,推出了全面的 Matter 解决方案,包含基于乐鑫 SoC 的 Matter 硬件平台、基于开源 ESP-Matter SDK 的一

Javascript高级程序设计(第四版)--学习记录之变量、内存

原始值与引用值 原始值:简单的数据即基础数据类型,按值访问。 引用值:由多个值构成的对象即复杂数据类型,按引用访问。 动态属性 对于引用值而言,可以随时添加、修改和删除其属性和方法。 let person = new Object();person.name = 'Jason';person.age = 42;console.log(person.name,person.age);//'J

uniapp接入微信小程序原生代码配置方案(优化版)

uniapp项目需要把微信小程序原生语法的功能代码嵌套过来,无需把原生代码转换为uniapp,可以配置拷贝的方式集成过来 1、拷贝代码包到src目录 2、vue.config.js中配置原生代码包直接拷贝到编译目录中 3、pages.json中配置分包目录,原生入口组件的路径 4、manifest.json中配置分包,使用原生组件 5、需要把原生代码包里的页面修改成组件的方

公共筛选组件(二次封装antd)支持代码提示

如果项目是基于antd组件库为基础搭建,可使用此公共筛选组件 使用到的库 npm i antdnpm i lodash-esnpm i @types/lodash-es -D /components/CommonSearch index.tsx import React from 'react';import { Button, Card, Form } from 'antd'

vcpkg安装opencv中的特殊问题记录(无法找到opencv_corexd.dll)

我是按照网上的vcpkg安装opencv方法进行的(比如这篇:从0开始在visual studio上安装opencv(超详细,针对小白)),但是中间出现了一些别人没有遇到的问题,虽然原因没有找到,但是本人给出一些暂时的解决办法: 问题1: 我在安装库命令行使用的是 .\vcpkg.exe install opencv 我的电脑是x64,vcpkg在这条命令后默认下载的也是opencv2:x6

17.用300行代码手写初体验Spring V1.0版本

1.1.课程目标 1、了解看源码最有效的方式,先猜测后验证,不要一开始就去调试代码。 2、浓缩就是精华,用 300行最简洁的代码 提炼Spring的基本设计思想。 3、掌握Spring框架的基本脉络。 1.2.内容定位 1、 具有1年以上的SpringMVC使用经验。 2、 希望深入了解Spring源码的人群,对 Spring有一个整体的宏观感受。 3、 全程手写实现SpringM

Python 字符串占位

在Python中,可以使用字符串的格式化方法来实现字符串的占位。常见的方法有百分号操作符 % 以及 str.format() 方法 百分号操作符 % name = "张三"age = 20message = "我叫%s,今年%d岁。" % (name, age)print(message) # 我叫张三,今年20岁。 str.format() 方法 name = "张三"age

代码随想录算法训练营:12/60

非科班学习算法day12 | LeetCode150:逆波兰表达式 ,Leetcode239: 滑动窗口最大值  目录 介绍 一、基础概念补充: 1.c++字符串转为数字 1. std::stoi, std::stol, std::stoll, std::stoul, std::stoull(最常用) 2. std::stringstream 3. std::atoi, std

Eclipse+ADT与Android Studio开发的区别

下文的EA指Eclipse+ADT,AS就是指Android Studio。 就编写界面布局来说AS可以边开发边预览(所见即所得,以及多个屏幕预览),这个优势比较大。AS运行时占的内存比EA的要小。AS创建项目时要创建gradle项目框架,so,创建项目时AS比较慢。android studio基于gradle构建项目,你无法同时集中管理和维护多个项目的源码,而eclipse ADT可以同时打开