植物大战僵尸
import pygame
import random
import sys
初始化pygame
3019
pygame.init()
屏幕设置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("简易植物大战僵尸")
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()
草坪格子
GRID_SIZE = 80
GRID_COLS = 9
GRID_ROWS = 5
GRID_OFFSET_X = 50
GRID_OFFSET_Y = 100
植物类
class Plant:
def init(self, x, y):
self.x = x
self.y = y
self.health = 100
self.attack_cooldown = 0
def draw(self):
pygame.draw.circle(screen, GREEN, (self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2), 30)
def update(self):
if self.attack_cooldown > 0:
self.attack_cooldown -= 1
def can_attack(self):
return self.attack_cooldown == 0
def attack(self):
self.attack_cooldown = 30
return Projectile(self.x + GRID_SIZE, self.y + GRID_SIZE // 2)
豌豆射手类
class Peashooter(Plant):
def init(self, x, y):
super().init(x, y)
self.cost = 100
def draw(self):
pygame.draw.circle(screen, GREEN, (self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2), 30)
pygame.draw.circle(screen, BLACK, (self.x + GRID_SIZE // 2 + 15, self.y + GRID_SIZE // 2), 5)
向日葵类
class Sunflower(Plant):
def init(self, x, y):
super().init(x, y)
self.cost = 50
self.sun_cooldown = 0
def draw(self):
pygame.draw.circle(screen, (255, 255, 0), (self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2), 30)
for i in range(8):
angle = i * (360 / 8)
end_x = self.x + GRID_SIZE // 2 + 40 * pygame.math.Vector2(1, 0).rotate(angle).x
end_y = self.y + GRID_SIZE // 2 + 40 * pygame.math.Vector2(1, 0).rotate(angle).y
pygame.draw.line(screen, (255, 165, 0),
(self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2),
(end_x, end_y), 3)
def update(self):
super().update()
if self.sun_cooldown > 0:
self.sun_cooldown -= 1
else:
self.sun_cooldown = 300 # 5秒(60帧/秒)
return Sun(self.x, self.y)
return None
坚果墙类
class WallNut(Plant):
def init(self, x, y):
super().init(x, y)
self.health = 300
self.cost = 50
def draw(self):
pygame.draw.circle(screen, BROWN, (self.x + GRID_SIZE // 2, self.y + GRID_SIZE // 2), 30)
僵尸类
class Zombie:
def init(self, row):
self.x = SCREEN_WIDTH
self.y = GRID_OFFSET_Y + row * GRID_SIZE + GRID_SIZE // 2
self.row = row
self.speed = 1
self.health = 100
self.damage = 0.5
self.attack_cooldown = 0
def draw(self):
pygame.draw.rect(screen, (100, 100, 100), (self.x - 30, self.y - 50, 60, 100))
# 血条
pygame.draw.rect(screen, RED, (self.x - 30, self.y - 70, 60, 10))
pygame.draw.rect(screen, GREEN, (self.x - 30, self.y - 70, 60 * (self.health / 100), 10))
def update(self, plants):
# 检查是否在攻击植物
attacking = False
for plant in plants:
if plant.y // GRID_SIZE == self.row and abs(plant.x - self.x) < GRID_SIZE:
if self.attack_cooldown <= 0:
plant.health -= self.damage
self.attack_cooldown = 30
attacking = True
break
if not attacking:
self.x -= self.speed
self.attack_cooldown = 0
def is_dead(self):
return self.health <= 0
def reached_house(self):
return self.x < 0
子弹类
class Projectile:
def init(self, x, y):
self.x = x
self.y = y
self.speed = 5
self.damage = 20
def draw(self):
pygame.draw.circle(screen, GREEN, (self.x, self.y), 5)
def update(self):
self.x += self.speed
def off_screen(self):
return self.x > SCREEN_WIDTH
def hits(self, zombie):
return (abs(self.x - zombie.x) < 30 and
abs(self.y - zombie.y) < 50)
阳光类
class Sun:
def init(self, x, y):
self.x = x
self.y = y
self.target_y = y + random.randint(50, 200)
self.speed = 1
self.lifetime = 300 # 5秒
self.collected = False
def draw(self):
pygame.draw.circle(screen, (255, 255, 0), (self.x, self.y), 20)
def update(self):
if self.y < self.target_y:
self.y += self.speed
self.lifetime -= 1
def is_dead(self):
return self.lifetime <= 0 or self.collected
def is_clicked(self, pos):
return ((pos[0] - self.x) ** 2 + (pos[1] - self.y) ** 2) <= 400 # 20^2
游戏主类
class Game:
def init(self):
self.plants = []
self.zombies = []
self.projectiles = []
self.suns = []
self.sun_count = 100
self.selected_plant = None
self.zombie_spawn_timer = 0
self.game_over = False
self.font = pygame.font.SysFont(None, 36)
def draw_grid(self):
for row in range(GRID_ROWS):
for col in range(GRID_COLS):
rect = pygame.Rect(
GRID_OFFSET_X + col * GRID_SIZE,
GRID_OFFSET_Y + row * GRID_SIZE,
GRID_SIZE,
GRID_SIZE
)
pygame.draw.rect(screen, (200, 200, 200), rect, 1)
def draw_ui(self):
# 阳光计数
sun_text = self.font.render(f"阳光: {self.sun_count}", True, BLACK)
screen.blit(sun_text, (20, 20))
# 植物选择菜单
plants = [Peashooter(0, 0), Sunflower(0, 0), WallNut(0, 0)]
for i, plant in enumerate(plants):
rect = pygame.Rect(GRID_OFFSET_X + i * 100, 20, 80, 80)
# 修改为调用 draw 方法
plant.draw()
cost_text = self.font.render(str(plant.cost), True, BLACK)
screen.blit(cost_text, (rect.x + 40 - cost_text.get_width() // 2, rect.y + 70))
if self.sun_count < plant.cost:
pygame.draw.rect(screen, (100, 100, 100, 150), rect)
def handle_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
# 收集阳光
for sun in self.suns:
if sun.is_clicked(pos):
self.sun_count += 25
sun.collected = True
# 选择植物
plants = [Peashooter(0, 0), Sunflower(0, 0), WallNut(0, 0)]
for i, plant in enumerate(plants):
rect = pygame.Rect(GRID_OFFSET_X + i * 100, 20, 80, 80)
if rect.collidepoint(pos) and self.sun_count >= plant.cost:
self.selected_plant = (i, plant)
# 放置植物
if self.selected_plant:
grid_col = (pos[0] - GRID_OFFSET_X) // GRID_SIZE
grid_row = (pos[1] - GRID_OFFSET_Y) // GRID_SIZE
if (0 <= grid_col < GRID_COLS and
0 <= grid_row < GRID_ROWS and
not any(p.x == GRID_OFFSET_X + grid_col * GRID_SIZE and
p.y == GRID_OFFSET_Y + grid_row * GRID_SIZE
for p in self.plants)):
plant_type = self.selected_plant[0]
if plant_type == 0:
new_plant = Peashooter(
GRID_OFFSET_X + grid_col * GRID_SIZE,
GRID_OFFSET_Y + grid_row * GRID_SIZE
)
elif plant_type == 1:
new_plant = Sunflower(
GRID_OFFSET_X + grid_col * GRID_SIZE,
GRID_OFFSET_Y + grid_row * GRID_SIZE
)
else:
new_plant = WallNut(
GRID_OFFSET_X + grid_col * GRID_SIZE,
GRID_OFFSET_Y + grid_row * GRID_SIZE
)
if self.sun_count >= new_plant.cost:
self.plants.append(new_plant)
self.sun_count -= new_plant.cost
self.selected_plant = None
return True
def update(self):
if self.game_over:
return
# 生成僵尸
self.zombie_spawn_timer -= 1
if self.zombie_spawn_timer <= 0:
row = random.randint(0, GRID_ROWS - 1)
self.zombies.append(Zombie(row))
self.zombie_spawn_timer = random.randint(120, 360) # 2-6秒
# 更新植物
for plant in self.plants[:]:
plant.update()
if isinstance(plant, Sunflower):
sun = plant.update()
if sun:
self.suns.append(sun)
if plant.health <= 0:
self.plants.remove(plant)
if isinstance(plant, Peashooter) and plant.can_attack():
# 检查这一行是否有僵尸
row = plant.y // GRID_SIZE
if any(zombie.row == row and zombie.x > plant.x for zombie in self.zombies):
self.projectiles.append(plant.attack())
# 更新子弹
for projectile in self.projectiles[:]:
projectile.update()
if projectile.off_screen():
self.projectiles.remove(projectile)
continue
for zombie in self.zombies:
if projectile.hits(zombie):
zombie.health -= projectile.damage
if projectile in self.projectiles:
self.projectiles.remove(projectile)
break
# 更新僵尸
for zombie in self.zombies[:]:
zombie.update(self.plants)
if zombie.is_dead():
self.zombies.remove(zombie)
if zombie.reached_house():
self.game_over = True
# 更新阳光
for sun in self.suns[:]:
sun.update()
if sun.is_dead():
self.suns.remove(sun)
# 随机生成阳光
if random.random() < 0.001: # 每帧0.1%几率
self.suns.append(Sun(
random.randint(GRID_OFFSET_X, GRID_OFFSET_X + GRID_COLS * GRID_SIZE),
GRID_OFFSET_Y - 50
))
def draw(self):
screen.fill(WHITE)
self.draw_grid()
# 绘制植物
for plant in self.plants:
plant.draw()
# 绘制僵尸
for zombie in self.zombies:
zombie.draw()
# 绘制子弹
for projectile in self.projectiles:
projectile.draw()
# 绘制阳光
for sun in self.suns:
sun.draw()
# 绘制UI
self.draw_ui()
# 绘制选中的植物预览
if self.selected_plant:
pos = pygame.mouse.get_pos()
plant_type = self.selected_plant[0]
if plant_type == 0:
plant = Peashooter(pos[0] - GRID_SIZE // 2, pos[1] - GRID_SIZE // 2)
elif plant_type == 1:
plant = Sunflower(pos[0] - GRID_SIZE // 2, pos[1] - GRID_SIZE // 2)
else:
plant = WallNut(pos[0] - GRID_SIZE // 2, pos[1] - GRID_SIZE // 2)
plant.draw()
# 游戏结束画面
if self.game_over:
overlay = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
screen.blit(overlay, (0, 0))
game_over_text = self.font.render("游戏结束! 按R键重新开始", True, WHITE)
screen.blit(game_over_text,
(SCREEN_WIDTH // 2 - game_over_text.get_width() // 2,
SCREEN_HEIGHT // 2 - game_over_text.get_height() // 2))
pygame.display.flip()
def reset(self):
self.plants = []
self.zombies = []
self.projectiles = []
self.suns = []
self.sun_count = 100
self.selected_plant = None
self.zombie_spawn_timer = 0
self.game_over = False
主游戏循环
def main():
game = Game()
running = True
while running:
running = game.handle_events()
keys = pygame.key.get_pressed()
if keys[pygame.K_r] and game.game_over:
game.reset()
game.update()
game.draw()
clock.tick(FPS)
pygame.quit()
sys.exit()
if name == "main":
main()