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214 lines (182 loc) · 6.82 KB
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#!/bin/python3.11
import pygame
import random
import time
# 初始化Pygame
pygame.init()
pygame.mixer.init() # 初始化混音器
# 屏幕设置
screen_width = 1250
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("Turn-Based Battle Game")
# 加载图片并调整大小
background_img = pygame.image.load('images/background.gif')
background_img = pygame.transform.scale(background_img, (screen_width, screen_height))
warrior_img = pygame.image.load('images/warrior.png')
warrior_img = pygame.transform.scale(warrior_img, (125, 125)) # 调整比例后的大小
tanker_img = pygame.image.load('images/tanker.png')
tanker_img = pygame.transform.scale(tanker_img, (125, 125)) # 调整比例后的大小
# 设置字体
font = pygame.font.Font(None, 24) # 调整字体大小
# 加载背景音乐
pygame.mixer.music.load('music/background.wav') # 替换为你的音乐文件路径
pygame.mixer.music.play(-1) # 无限循环播放音乐
class Unit:
def __init__(self, name, unit_type, img, x, y):
self.name = name
self.unit_type = unit_type
self.img = img
self.x = x
self.y = y
self.hp = 100
self.exp = 0
self.rank = 1
if unit_type == 'Warrior':
self.atk = random.randint(5, 20)
self.defense = random.randint(1, 10)
elif unit_type == 'Tanker':
self.atk = random.randint(1, 10)
self.defense = random.randint(5, 15)
def attack(self, target):
damage = self.atk - target.defense + random.randint(-5, 10)
damage = max(damage, 0)
target.hp -= damage
self.exp += damage
target.exp += target.defense
if damage > 10:
target.exp += int(0.2 * target.exp)
elif damage <= 0:
target.exp += int(0.5 * target.exp)
if self.exp >= 100:
self.rank_up()
if target.exp >= 100:
target.rank_up()
return damage
def rank_up(self):
self.rank += 1
self.exp -= 100
def is_defeated(self):
return self.hp <= 0
def draw(self, screen):
screen.blit(self.img, (self.x, self.y))
hp_text = font.render(f"HP: {self.hp}", True, (255, 0, 0)) # 红色字体显示血量
screen.blit(hp_text, (self.x + self.img.get_width() - hp_text.get_width(), self.y + self.img.get_height() - hp_text.get_height()))
class Button:
def __init__(self, x, y, width, height, text, callback):
self.rect = pygame.Rect(x, y, width, height)
self.text = text
self.callback = callback
self.color = (0, 128, 0)
self.text_surf = font.render(text, True, (255, 255, 255))
self.text_rect = self.text_surf.get_rect(center=self.rect.center)
def draw(self, screen):
pygame.draw.rect(screen, self.color, self.rect)
screen.blit(self.text_surf, self.text_rect)
def check_click(self, pos):
if self.rect.collidepoint(pos):
self.callback()
class Game:
def __init__(self):
self.player_team = []
self.ai_team = []
self.event_log = []
self.buttons = []
self.selected_attacker = None
def setup_teams(self):
for i in range(3):
name = f"Player{i+1}"
unit_type = random.choice(['Warrior', 'Tanker'])
img = warrior_img if unit_type == 'Warrior' else tanker_img
self.player_team.append(Unit(name, unit_type, img, 50, 50 + i * 175))
for i in range(3):
name = f"AI{i+1}"
unit_type = random.choice(['Warrior', 'Tanker'])
img = warrior_img if unit_type == 'Warrior' else tanker_img
img = pygame.transform.flip(img, True, False) # 镜像敌方图片
self.ai_team.append(Unit(name, unit_type, img, 400, 50 + i * 175))
for i in range(len(self.player_team)):
self.buttons.append(Button(50, 50 + i * 175, 100, 30, f"Attack {i}", lambda i=i: self.select_attacker(i)))
def select_attacker(self, index):
self.selected_attacker = index
print(f"Selected attacker: {self.player_team[index].name}")
self.buttons = []
for i in range(len(self.ai_team)):
self.buttons.append(Button(400, 50 + i * 175, 100, 30, f"Target {i}", lambda i=i: self.player_attack(i)))
def player_attack(self, target_index):
attacker = self.player_team[self.selected_attacker]
target = self.ai_team[target_index]
damage = attacker.attack(target)
print(f"{attacker.name} attacked {target.name} for {damage} damage.")
self.event_log.append(f"{time.ctime()}: {attacker.name} attacked {target.name} for {damage} damage.")
if target.is_defeated():
print(f"{target.name} has been defeated!")
self.ai_team.pop(target_index)
self.event_log.append(f"{time.ctime()}: {target.name} has been defeated!")
self.selected_attacker = None
self.buttons = []
self.ai_turn()
def ai_turn(self):
print("AI's turn:")
attacker = random.choice(self.ai_team)
target = random.choice(self.player_team)
damage = attacker.attack(target)
print(f"{attacker.name} attacked {target.name} for {damage} damage.")
self.event_log.append(f"{time.ctime()}: {attacker.name} attacked {target.name} for {damage} damage.")
if target.is_defeated():
print(f"{target.name} has been defeated!")
self.player_team.remove(target)
self.event_log.append(f"{time.ctime()}: {target.name} has been defeated!")
self.buttons = []
for i in range(len(self.player_team)):
self.buttons.append(Button(50, 50 + i * 175, 100, 30, f"Attack {i}", lambda i=i: self.select_attacker(i)))
def draw_units(self):
for unit in self.player_team:
unit.draw(screen)
for unit in self.ai_team:
unit.draw(screen)
# Draw HP values in the bottom right corner
y_offset = screen_height - 40
for i, unit in enumerate(self.player_team + self.ai_team):
hp_text = font.render(f"{unit.name} HP: {unit.hp}", True, (255, 255, 255))
screen.blit(hp_text, (screen_width - 200, y_offset - i * 20))
def draw_buttons(self):
for button in self.buttons:
button.draw(screen)
def draw_logs(self):
y_offset = 10
for event in self.event_log[-10:]: # Display the last 10 events
log_text = font.render(event, True, (0, 255, 0))
screen.blit(log_text, (550, y_offset))
y_offset += 20
def play_game(self):
self.setup_teams()
running = True
while running:
screen.blit(background_img, (0, 0))
self.draw_units()
self.draw_buttons()
self.draw_logs()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
for button in self.buttons:
button.check_click(event.pos)
if not self.player_team:
print("AI wins!")
self.event_log.append(f"{time.ctime()}: AI wins!")
running = False
elif not self.ai_team:
print("Player wins!")
self.event_log.append(f"{time.ctime()}: Player wins!")
running = False
pygame.display.flip()
pygame.time.wait(100)
with open('game_log.txt', 'w') as f:
for event in self.event_log:
f.write(event + '\n')
pygame.quit()
if __name__ == "__main__":
game = Game()
game.play_game()