python编程入门基础(世界杯太精彩了,Python零基础快速制作足球游戏(附源代码))

wufei123 发布于 2024-08-18 阅读(6)

#头条创作挑战赛#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:https://lansonli.blog.csdn.net/article/details/128021296。

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 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 =0 and player.X =255 and player.Y =70 and player.X =260 and player.Y =0 and player.X =497 and player.Y =1080 and player.X =255 and player.Y 1075 and player.X =260 and player.Y =1080 and player.X =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 size_of_playground[0] - 48: X = size_of_playground[0] - 48 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 =0 and player.X =255 and player.Y =70 and player.X =260 and player.Y =0 and player.X =497 and player.Y =1080 and player.X =255 and player.Y 1075 and player.X =260 and player.Y =1080 and player.X =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 size_of_playground[0] - 48: X = size_of_playground[0] - 48 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 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 300 - 17 and self.Y 1110 and self.X 300 - 17 and self.Y =0 and self.X 495 and self.Y 1110 and self.X 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。

亲爱的读者们,感谢您花时间阅读本文。如果您对本文有任何疑问或建议,请随时联系我。我非常乐意与您交流。

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