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_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 = 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_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 =
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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转载:https://blog.csdn.net/xiaoweite1/article/details/128179715
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