• 世界杯太精彩了,带大家用Python做个足球游戏,边玩游戏边看比赛


    文章目录

    Python零基础快速制作足球游戏(附源代码)

    前言

    一、Python环境说明

    二、游戏程序说明

    1、游戏开始界面

    2、人物移动规则说明,可支持两位玩家

    3、足球规则

    4、主方法调取

    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


    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。

    1. def myinit():
    2. screen = pygame.display.set_mode((769,563))
    3. g1 = pygame.image.load("g1.jpg").convert()
    4. g2 = pygame.image.load("hh.png").convert()
    5. t = 0
    6. timer = pygame.time.Clock()
    7. while(1):
    8. timer.tick(30)
    9. ticks = pygame.time.get_ticks();
    10. for event in pygame.event.get():
    11. if event.type == QUIT:
    12. pygame.quit()
    13. sys.exit()
    14. screen.blit(g1,(0,0))
    15. t+= 1
    16. print(t)
    17. if t > 66:
    18. break;
    19. pygame.display.update()
    20. while(1):
    21. timer.tick(30)
    22. ticks = pygame.time.get_ticks();
    23. for event in pygame.event.get():
    24. if event.type == QUIT:
    25. pygame.quit()
    26. sys.exit()
    27. if event.type == MOUSEBUTTONUP:
    28. mouse_up = event.button
    29. mouse_up_x,mouse_up_y = event.pos
    30. if mouse_up_x > 245 and mouse_up_x < 469 and mouse_up_y> 368 and mouse_up_y < 470:
    31. return
    32. screen.blit(g2,(0,0))
    33. 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: 

    1. # -*- coding: utf-8 -*-
    2. from __future__ import unicode_literals
    3. from pygame.locals import *
    4. from MyLibrary import *
    5. filename = 'p2.png'
    6. filename2 = 'p1.png'
    7. size_of_player = (32,47.5)
    8. size_of_action = 4
    9. size_of_playground = (1200,850)
    10. 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};
    11. def player2_AI(myball,player,game_over,player_moving,Reference):
    12. x_bias,y_bias,X,Y = Reference
    13. TEMP = [0,0]
    14. player.direction = list(player.direction)
    15. keys = pygame.key.get_pressed()
    16. if keys[K_ESCAPE]: sys.exit()
    17. if keys[K_UP]: TEMP[0] = -1
    18. if keys[K_RIGHT]: TEMP[1] = 1
    19. if keys[K_DOWN]: TEMP[0] = 1
    20. if keys[K_LEFT]: TEMP[1] = -1
    21. if keys[K_k] and myball.player == player: myball.kick_off()
    22. if ([0,0] == TEMP):
    23. player_moving = False
    24. else:
    25. player_moving = True
    26. if player_moving:
    27. player.direction = TEMP
    28. which_column = dict_[tuple(player.direction)]
    29. if not game_over:
    30. # 根据角色的不同方向,使用不同的动画帧
    31. player.first_frame = which_column * player.columns
    32. player.last_frame = player.first_frame + player.columns - 1
    33. if player.frame < player.first_frame:
    34. player.frame = player.first_frame
    35. # print(player.direction)
    36. if player.X >=0 and player.X <= 70 and player.Y >=255 and player.Y <=260:
    37. if player.direction[0] == 1:
    38. player.direction[0] = 0
    39. if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:
    40. if player.direction[1] == -1:
    41. player.direction[1] =0
    42. if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502:
    43. if player.direction[0] == -1:
    44. player.direction[0] = 0
    45. if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:
    46. if player.direction[0] == 1:
    47. player.direction[0] = 0
    48. if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y < 503:
    49. if player.direction[1] == 1:
    50. player.direction[1] =0
    51. if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <=507:
    52. if player.direction[0] == -1:
    53. player.direction[0] = 0
    54. if not player_moving:
    55. # 当停止按键(即人物停止移动的时候),停止更新动画帧
    56. player.frame = player.last_frame= player.first_frame
    57. player.moving = False;
    58. else:
    59. player.moving = True;
    60. player.velocity.x = player.direction[1] * 2
    61. player.velocity.y = player.direction[0]* 2
    62. player.velocity.x *= 1
    63. player.velocity.y *= 1
    64. if player_moving:
    65. X += player.velocity.x
    66. Y += player.velocity.y
    67. if X < 0: X = 0
    68. if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48
    69. if Y < 0: Y = 0
    70. if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88
    71. player.X = X + x_bias
    72. player.Y = Y + y_bias
    73. # Reference = x_bias,y_bias,X,Y
    74. Reference[0] = x_bias
    75. Reference[1]= y_bias
    76. Reference[2] = X
    77. Reference[3] = Y
    78. def player1_AI(myball,player,game_over,player_moving,Reference):
    79. x_bias,y_bias,X,Y = Reference
    80. TEMP = [0,0]
    81. player.direction = list(player.direction)
    82. keys = pygame.key.get_pressed()
    83. if keys[K_ESCAPE]: sys.exit()
    84. if keys[K_w]: TEMP[0] = -1
    85. if keys[K_d]: TEMP[1] = 1
    86. if keys[K_s]: TEMP[0] = 1
    87. if keys[K_a]: TEMP[1] = -1
    88. if keys[K_t] and myball.player == player: myball.kick_off()
    89. if ([0,0] == TEMP):
    90. player_moving = False
    91. else:
    92. player_moving = True
    93. if player_moving:
    94. player.direction = TEMP
    95. which_column = dict_[tuple(player.direction)]
    96. # print(player.direction)
    97. # print(which_column)
    98. if not game_over:
    99. # 根据角色的不同方向,使用不同的动画帧
    100. player.first_frame = which_column * player.columns
    101. player.last_frame = player.first_frame + player.columns - 1
    102. if player.frame < player.first_frame:
    103. player.frame = player.first_frame
    104. if player.X >=0 and player.X <= 70 and player.Y >=255 and player.Y <=260:
    105. if player.direction[0] == 1:
    106. player.direction[0] = 0
    107. if player.X >=70 and player.X <=75 and player.Y >=260 and player.Y <=497:
    108. if player.direction[1] == -1:
    109. player.direction[1] =0
    110. if player.X >=0 and player.X <= 70 and player.Y >=497 and player.Y <=502:
    111. if player.direction[0] == -1:
    112. player.direction[0] = 0
    113. if player.X >=1080 and player.X <= 1200 and player.Y >=255 and player.Y <260:
    114. if player.direction[0] == 1:
    115. player.direction[0] = 0
    116. if player.X > 1075 and player.X <= 1080 and player.Y >=260 and player.Y <503:
    117. if player.direction[1] == 1:
    118. player.direction[1] =0
    119. if player.X >=1080 and player.X <= 1200 and player.Y >=503 and player.Y <507:
    120. if player.direction[0] == -1:
    121. player.direction[0] = 0
    122. if not player_moving:
    123. # 当停止按键(即人物停止移动的时候),停止更新动画帧
    124. player.frame = player.first_frame = player.last_frame
    125. player.moving = False;
    126. else:
    127. player.moving = True;
    128. player.velocity.x = player.direction[1] * 2
    129. player.velocity.y = player.direction[0]* 2
    130. player.velocity.x *= 1
    131. player.velocity.y *= 1
    132. if player_moving:
    133. X += player.velocity.x
    134. Y += player.velocity.y
    135. if X < 0: X = 0
    136. if X > size_of_playground[0] - 48: X = size_of_playground[0] - 48
    137. if Y < 0: Y = 0
    138. if Y > size_of_playground[1] - 88: Y = size_of_playground[1] - 88
    139. player.X = X + x_bias
    140. player.Y = Y + y_bias
    141. Reference[0] = x_bias
    142. Reference[1]= y_bias
    143. Reference[2] = X
    144. 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:

    1. from __future__ import unicode_literals
    2. import sys, time, random, math, pygame
    3. from pygame.locals import *
    4. from math import pow
    5. class ball(pygame.sprite.Sprite):
    6. def __init__(self):
    7. pygame.sprite.Sprite.__init__(self)
    8. self.image_list = []
    9. self.image = None
    10. self.frame = 0
    11. self.old_frame = 0
    12. self.first_frame = 0
    13. self.last_frame = 2
    14. self.direction = list([0,0])
    15. self.speed = 0;
    16. self.fetch = False;
    17. self.f = 1.7
    18. self.last_time = 0;
    19. self.player = None
    20. self.cal = 0
    21. def _getx(self): return self.rect.x
    22. def _setx(self,value):self.rect.x = value
    23. X = property(_getx,_setx)
    24. #Y property
    25. def _gety(self):return self.rect.y
    26. def _sety(self,value):self.rect.y = value
    27. Y = property(_gety,_sety)
    28. #position property
    29. def _getpos(self): return self.rect.topleft
    30. def _setpos(self,pos): self.rect.topleft = pos
    31. position = property(_getpos,_setpos)
    32. def load(self):
    33. filename = 'ball1.png','ball2.png','ball3.png'
    34. for x in filename:
    35. ball = pygame.image.load(x).convert_alpha()
    36. self.image_list.append(ball)
    37. self.frame = 0;
    38. self.old_frame = 2;
    39. self.image = self.image_list[0];
    40. self.frame_height = self.image_list[0].get_rect().height
    41. self.frame_width = self.image_list[0].get_rect().width
    42. self.rect = Rect(0,0,self.frame_width,self.frame_height);
    43. def update(self,current_time,rate =30):
    44. if self.fetch and self.player.moving:
    45. self.speed = (self.player.velocity.x **2 + self.player.velocity.y **2)**(1/2)
    46. if self.speed == 0 or (self.fetch and self.player.moving == False):
    47. return
    48. if current_time > self.last_time + (4-self.speed//4)*20:
    49. self.frame += 1
    50. self.frame %= 3
    51. self.last_time = current_time
    52. if self.frame != self.old_frame:
    53. self.image = self.image_list[self.frame]
    54. self.old_frame = self.frame
    55. def run(self):
    56. self.speed -= self.f*0.05;
    57. self.speed = max(0,self.speed)
    58. if(self.direction==[0,0]):return;
    59. # print(self.direction)
    60. # print(self.speed)
    61. self.X += ((self.direction[0]*self.speed)/pow((self.direction[1]**2 + self.direction[0]**2),(1/2)))
    62. self.Y += ((self.direction[1]*self.speed)/pow((self.direction[0]**2 + self.direction[1]**2),(1/2)))
    63. def fetched(self,player_):
    64. self.fetch = True;
    65. if player_ != None:
    66. self.player = player_
    67. player = self.player
    68. if(player.direction[1] >0):
    69. self.X = self.player.X + self.player.frame_width*3/4
    70. else :
    71. self.X = self.player.X - self.player.frame_width/3
    72. self.Y = self.player.Y + self.player.frame_height -self.frame_height;
    73. def kick_off(self):
    74. self.speed = 12
    75. self.direction[0] = self.player.direction[1]
    76. self.direction[1] =self.player.direction[0]
    77. self.player = None
    78. self.fetch =False
    79. self.cal = 0
    80. def check_bound(self,width,height):
    81. temp = self.X,self.Y
    82. if self.X < 0:
    83. self.X =0
    84. self.direction[0] = abs(self.direction[0])
    85. if self.Y < 0:
    86. self.Y = 0
    87. self.direction[1] = abs(self.direction[1])
    88. if self.X >width-34:
    89. self.X= width-34
    90. self.direction[0] = -1*abs(self.direction[0])
    91. if self.Y > height-14:
    92. self.Y = height-14;
    93. self.direction[1] = -1*abs(self.direction[1])
    94. if self.X >=0 and self.X <72 and self.Y >300 - 17 and self.Y <315 - 17:
    95. self.Y = 300-17
    96. self.direction[1] = -1*abs(self.direction[1])
    97. if self.X >1110 and self.X <1200 and self.Y >300 - 17 and self.Y <315 - 17:
    98. self.Y = 300-17
    99. self.direction[1] = -1*abs(self.direction[1])
    100. if self.X >=0 and self.X <72 and self.Y >495 and self.Y <510:
    101. self.Y = 510
    102. self.direction[1] = -1*abs(self.direction[1])
    103. if self.X >1110 and self.X <1200 and self.Y >495 and self.Y <510:
    104. self.Y = 510
    105. self.direction[1] = -1*abs(self.direction[1])
    106. if((self.X,self.Y) != temp):
    107. 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:

    1. if __name__ == '__main__':
    2. pygame.init()
    3. screen = pygame.display.set_mode((1200, 800))
    4. pygame.display.set_caption("世界杯足球游戏-大数据联盟")
    5. font = pygame.font.Font(None, 36)
    6. myinit()
    7. timer = pygame.time.Clock()
    8. n1 = 0
    9. n2 =0
    10. screen = pygame.display.set_mode((1200, 800))
    11. for x in range(10000):
    12. t = begin_a_game(n1,n2);
    13. if t == 1:
    14. n1 +=1
    15. else:
    16. 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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  • 原文地址:https://blog.csdn.net/xiaoweite1/article/details/128179715