植物大战僵尸
import pygame
import random
import sys
初始化pygame
pygame.init()
游戏窗口设置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("植物大战僵尸简化版")
颜色定义
GREEN = (0, 255, 0)
BROWN = (139, 69, 19)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
游戏参数
FPS = 60
clock = pygame.time.Clock()
草坪网格设置
GRID_SIZE = 80
GRID_WIDTH = 9
GRID_HEIGHT = 5
LAWN_LEFT = 100
LAWN_TOP = 100
class Plant:
def init(self, row, col):
self.row = row
self.col = col
self.health = 100
self.attack_cooldown = 0
self.x = LAWN_LEFT + col * GRID_SIZE
self.y = LAWN_TOP + row * GRID_SIZE
def update(self):
if self.attack_cooldown > 0:
self.attack_cooldown -= 1
def draw(self, surface):
pygame.draw.circle(surface, GREEN, (self.x + GRID_SIZE//2, self.y + GRID_SIZE//2), 30)
def can_attack(self):
return self.attack_cooldown == 0
class Peashooter(Plant):
def init(self, row, col):
super().init(row, col)
self.attack_cooldown_max = 60 # 1秒攻击一次
def attack(self):
if self.can_attack():
self.attack_cooldown = self.attack_cooldown_max
return Projectile(self.row, self.col)
return None
def draw(self, surface):
pygame.draw.circle(surface, GREEN, (self.x + GRID_SIZE//2, self.y + GRID_SIZE//2), 30)
# 绘制豌豆射手头部
pygame.draw.circle(surface, (100, 200, 100), (self.x + GRID_SIZE//2 + 15, self.y + GRID_SIZE//2 - 10), 15)
class Zombie:
def init(self, row):
self.row = row
self.col = GRID_WIDTH
self.x = LAWN_LEFT + self.col * GRID_SIZE
self.y = LAWN_TOP + row * GRID_SIZE
self.health = 100
self.speed = 0.5
def update(self):
self.x -= self.speed
self.col = int((self.x - LAWN_LEFT) / GRID_SIZE)
def draw(self, surface):
pygame.draw.rect(surface, BROWN, (self.x, self.y, GRID_SIZE, GRID_SIZE))
# 绘制僵尸头部
pygame.draw.circle(surface, (200, 200, 100), (self.x + GRID_SIZE//2, self.y + 20), 20)
def is_at_house(self):
return self.col < 0
class Projectile:
def init(self, row, col):
self.row = row
self.col = col
self.x = LAWN_LEFT + col * GRID_SIZE + GRID_SIZE
self.y = LAWN_TOP + row * GRID_SIZE + GRID_SIZE//2
self.speed = 5
self.damage = 20
def update(self):
self.x += self.speed
self.col = int((self.x - LAWN_LEFT) / GRID_SIZE)
def draw(self, surface):
pygame.draw.circle(surface, GREEN, (int(self.x), int(self.y)), 10)
def is_off_screen(self):
return self.col >= GRID_WIDTH
class Game:
def init(self):
self.plants = []
self.zombies = []
self.projectiles = []
self.sun = 50
self.zombie_spawn_timer = 0
self.sun_spawn_timer = 0
self.game_over = False
def update(self):
if self.game_over:
return
# 更新植物
for plant in self.plants:
plant.update()
if isinstance(plant, Peashooter) and plant.can_attack():
projectile = plant.attack()
if projectile:
self.projectiles.append(projectile)
# 更新僵尸
for zombie in self.zombies[:]:
zombie.update()
if zombie.is_at_house():
self.game_over = True
break
# 检测僵尸是否碰到植物
for plant in self.plants[:]:
if zombie.row == plant.row and zombie.col == plant.col:
plant.health -= 1
if plant.health <= 0:
self.plants.remove(plant)
break
# 更新投射物
for projectile in self.projectiles[:]:
projectile.update()
if projectile.is_off_screen():
self.projectiles.remove(projectile)
continue
# 检测投射物是否击中僵尸
for zombie in self.zombies[:]:
if projectile.row == zombie.row and projectile.col == zombie.col:
zombie.health -= projectile.damage
if zombie.health <= 0:
self.zombies.remove(zombie)
self.sun += 25 # 击杀僵尸获得阳光
self.projectiles.remove(projectile)
break
# 生成僵尸
self.zombie_spawn_timer += 1
if self.zombie_spawn_timer >= 300: # 每5秒生成一个僵尸
self.zombie_spawn_timer = 0
self.spawn_zombie()
# 生成阳光
self.sun_spawn_timer += 1
if self.sun_spawn_timer >= 200: # 每约3秒生成阳光
self.sun_spawn_timer = 0
self.sun += 25
def spawn_zombie(self):
row = random.randint(0, GRID_HEIGHT-1)
self.zombies.append(Zombie(row))
def add_plant(self, row, col):
# 检查是否已经有植物在这个位置
for plant in self.plants:
if plant.row == row and plant.col == col:
return False
if self.sun >= 100: # 豌豆射手花费100阳光
self.plants.append(Peashooter(row, col))
self.sun -= 100
return True
return False
def draw(self, surface):
# 绘制背景
surface.fill((200, 230, 200))
# 绘制草坪网格
for row in range(GRID_HEIGHT):
for col in range(GRID_WIDTH):
rect = pygame.Rect(LAWN_LEFT + col * GRID_SIZE,
LAWN_TOP + row * GRID_SIZE,
GRID_SIZE, GRID_SIZE)
pygame.draw.rect(surface, (100, 200, 100), rect, 1)
# 绘制植物
for plant in self.plants:
plant.draw(surface)
# 绘制僵尸
for zombie in self.zombies:
zombie.draw(surface)
# 绘制投射物
for projectile in self.projectiles:
projectile.draw(surface)
# 绘制阳光数量
font = pygame.font.SysFont(None, 36)
sun_text = font.render(f"阳光: {self.sun}", True, BLACK)
surface.blit(sun_text, (20, 20))
# 游戏结束提示
if self.game_over:
font = pygame.font.SysFont(None, 72)
game_over_text = font.render("游戏结束!", True, RED)
surface.blit(game_over_text, (SCREEN_WIDTH//2 - 150, SCREEN_HEIGHT//2 - 36))
def main():
game = Game()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN and not game.game_over:
if event.button == 1: # 左键点击
mouse_x, mouse_y = pygame.mouse.get_pos()
# 检查是否点击在草坪上
if (LAWN_LEFT <= mouse_x < LAWN_LEFT + GRID_WIDTH * GRID_SIZE and
LAWN_TOP <= mouse_y < LAWN_TOP + GRID_HEIGHT * GRID_SIZE):
col = (mouse_x - LAWN_LEFT) // GRID_SIZE
row = (mouse_y - LAWN_TOP) // GRID_SIZE
game.add_plant(row, col)
game.update()
game.draw(screen)
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
sys.exit()
if name == "main":
main()