文章目录
Python零基础快速制作足球游戏(附源代码)
前言
卡塔尔世界杯正是进行得火热,十六强队伍已经诞生,后面就是越来越紧张的争夺八强的淘汰赛。目前爆冷的赛果让球迷一度情绪失落,比如:日本2-1战胜西班牙,韩国2-1战胜葡萄牙。
这正是足球的魅力所在,结果只会给更努力的一方,过去的成绩在比赛不在起决定性的作用,亚洲强队越战越强,期望国足能在下届世界杯有出场的机会。
没能看到国足在这届世界杯的球场奔驰,只能用Python制作世界杯足球游戏,让国足可以在游戏里的世界杯上场。国足能否在足球游戏里拿到大力神杯,请看到文末,结果让人惊喜,接下是对源代码简单讲述。
一、Python环境说明
详细的Python安装教程:Python基础(二):不同系统安装Python3_Lansonli的博客-CSDN博客
Python版本:3.9.13
主要模块:
pygame
安装步骤:
python -m pip install --upgrade pip
pip install pygame
二、游戏程序说明
1、游戏开始界面
首先游戏需要一个开始界面,为了方便大家操作,设置成了按任意键就可以开始游戏。
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()
游戏开始界面效果如下:
2、人物移动规则说明,可支持两位玩家
人物移动规则:
- 守门员:就在球门边上来回走;
- 负责上半场的球员:在上半场出现球的时候就往球的位置移动,如果捕获到了球,则往对方球门移动并随机射门,否则随机移动;
- 负责下半场的球员:在下半场出现球的时候就往球的位置移动,如果捕获到了球,则往对方球门移动并随机射门,否则随机移动;
- 负责全场的球员:往球的位置移动,如果捕获到了球,则往对方球门移动并随机射门。
操作说明:
- 一号玩家,WASD + T 射门
- 二号玩家,方向键 + K 射门
核心代码如下:
# -*- coding: utf-8 -*-from __future__ import unicode_literalsfrom pygame.locals import *from MyLibrary import *filename = 'p2.png'filename2 = 'p1.png'size_of_player = (32,47.5)size_of_action = 4size_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: # 根据角色的不同方向,使用不同的动画帧 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 <= 70 and player.Y >=255 and player.Y <=260: if player.direction[0] == 1: player.direction[0] = 0 if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497: if player.direction[1] == -1: player.direction[1] =0 if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502: if player.direction[0] == -1: player.direction[0] = 0 if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260: if player.direction[0] == 1: player.direction[0] = 0 if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y < 503: if player.direction[1] == 1: player.direction[1] =0 if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <=507: if player.direction[0] == -1: player.direction[0] = 0 if 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] * 2 player.velocity.y = player.direction[0]* 2 player.velocity.x *= 1 player.velocity.y *= 1 if player_moving: X += player.velocity.x Y += player.velocity.y if X < 0: X = 0 if X > 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: # 根据角色的不同方向,使用不同的动画帧 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 <= 70 and player.Y >=255 and player.Y <=260: if player.direction[0] == 1: player.direction[0] = 0 if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497: if player.direction[1] == -1: player.direction[1] =0 if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502: if player.direction[0] == -1: player.direction[0] = 0 if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260: if player.direction[0] == 1: player.direction[0] = 0 if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y <503: if player.direction[1] == 1: player.direction[1] =0 if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <507: if player.direction[0] == -1: player.direction[0] = 0 if 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_frame player.moving = False; else: player.moving = True; player.velocity.x = player.direction[1] * 2 player.velocity.y = player.direction[0]* 2 player.velocity.x *= 1 player.velocity.y *= 1 if player_moving: X += player.velocity.x Y += player.velocity.y if X < 0: X = 0 if X > 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、足球规则
状态说明:
- 被球员捕获,跟着球员走;
- 被球员踢出去之后根据球员踢的方向和设定的初速度进行减速运动,如果碰到边界则反方向弹出。
核心代码:
from __future__ import unicode_literalsimport sys, time, random, math, pygamefrom pygame.locals import *from math import powclass 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.rect.topleft def _setpos(self,pos): self.rect.topleft = 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 <72 and self.Y >300 - 17 and self.Y <315 - 17: self.Y = 300-17 self.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 = 300-17 self.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 = 510 self.direction[1] = -1*abs(self.direction[1]) if((self.X,self.Y) != temp): self.speed *= 0.8
4、主方法调取
整合调取上面三大核心代码,游戏运行只需操作该方法文件即可。
注意:全部的源代码会文末链接上,拿来就可以直接运行无需修改。
核心代码:
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 = 0 n2 =0 screen = pygame.display.set_mode((1200, 800)) for x in range(10000): t = begin_a_game(n1,n2); if t == 1: n1 +=1 else: n2 += 1
三、游戏运行效果与比赛结果
1、游戏开始界面
2、下届世界杯预测比赛结果
世界杯足球游戏娱乐为主,切勿用它模拟真实比赛结果,以免造成不必要的误判。
文末惊喜:
通过模拟比赛,希望国足下一届世界杯能以3:1的比分战胜日本队。
游戏源代码下载:
https://download.csdn.net/download/xiaoweite1/87242585
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来源地址:https://blog.csdn.net/xiaoweite1/article/details/128179715