游戏可以运行

This commit is contained in:
2026-05-20 21:23:46 +08:00
parent e5aa78e8be
commit 804f9d87aa
7 changed files with 256 additions and 49 deletions

View File

@@ -4,7 +4,7 @@ from game.config import (
WINDOW_WIDTH, WINDOW_HEIGHT, FPS,
COLOR_BG, COLOR_WHITE, INITIAL_GOLD, INITIAL_LIVES,
UI_TOP_HEIGHT, UI_BOTTOM_HEIGHT, GAME_HEIGHT, TOWER_DATA,
TOTAL_WAVES,
LEVELS,
)
from game.map import GameMap
from game.enemy import Enemy
@@ -23,19 +23,25 @@ class Game:
self.font = pygame.font.SysFont("microsoftyahei", 20)
self.small_font = pygame.font.SysFont("microsoftyahei", 16)
self.big_font = pygame.font.SysFont("microsoftyahei", 48)
self.reset()
self.title_font = pygame.font.SysFont("microsoftyahei", 36)
self.state = "select"
self.current_level_idx = 0
self.ui = UI()
def reset(self):
self.game_map = GameMap()
def _start_level(self, level_idx):
level = LEVELS[level_idx]
self.current_level_idx = level_idx
self.game_map = GameMap(level["waypoints"], level["color"])
self.enemies = []
self.towers = []
self.projectiles = []
self.wave_mgr = WaveManager()
self.wave_mgr = WaveManager(level["waves"], level["waypoints"])
self.ui = UI()
self.gold = INITIAL_GOLD
self.lives = INITIAL_LIVES
self.gold = level["start_gold"]
self.lives = level["start_lives"]
self.game_over = False
self.won = False
self.state = "playing"
def run(self):
while True:
@@ -48,17 +54,35 @@ class Game:
sys.exit()
self._handle_event(event)
if not self.game_over:
if self.state == "playing" and not self.game_over:
self._update(dt)
self._draw()
def _handle_event(self, event):
if self.state == "select":
self._handle_select_event(event)
return
if self.state == "playing":
self._handle_playing_event(event)
return
if self.state == "game_over":
self._handle_game_over_event(event)
def _handle_select_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
pos = event.pos
for i in range(len(LEVELS)):
btn_rect = self._level_button_rect(i)
if btn_rect.collidepoint(pos):
self._start_level(i)
return
if self.game_over:
return
def _handle_playing_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
pos = event.pos
action = self.ui.handle_click(pos, self.gold)
if action == "wave":
@@ -82,11 +106,43 @@ class Game:
self.ui.selected_tower = None
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_r and self.game_over:
self.reset()
if event.key == pygame.K_ESCAPE:
self.ui.selected_tower = None
def _handle_game_over_event(self, event):
if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
self._start_level(self.current_level_idx)
return
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
pos = event.pos
# Restart button
restart_rect = pygame.Rect(WINDOW_WIDTH // 2 - 80, WINDOW_HEIGHT // 2 + 50, 160, 45)
if restart_rect.collidepoint(pos):
self._start_level(self.current_level_idx)
return
# Next level button (win only, not last level)
if self.won and self.current_level_idx < len(LEVELS) - 1:
next_rect = pygame.Rect(WINDOW_WIDTH // 2 - 80, WINDOW_HEIGHT // 2 + 105, 160, 45)
if next_rect.collidepoint(pos):
self._start_level(self.current_level_idx + 1)
return
# Back to select button
select_rect = pygame.Rect(WINDOW_WIDTH // 2 - 80, WINDOW_HEIGHT // 2 + 160, 160, 45)
if select_rect.collidepoint(pos):
self.state = "select"
return
def _level_button_rect(self, idx):
bw, bh = 300, 100
col = idx % 3
total_w = 3 * bw + 2 * 30
start_x = (WINDOW_WIDTH - total_w) // 2
start_y = 250
return pygame.Rect(start_x + col * (bw + 30), start_y, bw, bh)
def _update(self, dt):
if self.ui.selected_tower is not None:
dt *= 0.3
@@ -101,6 +157,7 @@ class Game:
self.lives = 0
self.game_over = True
self.won = False
self.state = "game_over"
for t in self.towers:
t.update(dt, self.enemies, self.projectiles)
@@ -116,12 +173,19 @@ class Game:
self.enemies = [e for e in self.enemies if e.alive]
self.projectiles = [p for p in self.projectiles if p.alive]
if self.wave_mgr.all_waves_done or (self.wave_mgr.current_wave >= TOTAL_WAVES and not self.wave_mgr.wave_active and not self.enemies):
total_waves = self.wave_mgr.total_waves
if self.wave_mgr.all_waves_done or (self.wave_mgr.current_wave >= total_waves and not self.wave_mgr.wave_active and not self.enemies):
if not self.game_over:
self.game_over = True
self.won = True
self.state = "game_over"
def _draw(self):
if self.state == "select":
self._draw_select()
return
# Playing / game_over
self.screen.fill(COLOR_BG)
self.game_map.draw(self.screen)
@@ -142,15 +206,83 @@ class Game:
self.wave_mgr.current_wave, self.wave_mgr.wave_active,
self.wave_mgr.has_more_waves(),
self.font, self.small_font,
self.wave_mgr.total_waves,
)
self.ui.draw_slow_overlay(self.screen)
if self.game_over:
self.ui.draw_game_over(self.screen, self.won, self.big_font)
if self.state == "game_over":
self._draw_game_over()
pygame.display.flip()
def _draw_select(self):
self.screen.fill(COLOR_BG)
title = self.title_font.render("塔防游戏 - 选择关卡", True, COLOR_WHITE)
self.screen.blit(title, title.get_rect(center=(WINDOW_WIDTH // 2, 80)))
subtitle = self.small_font.render("点击关卡开始游戏", True, (180, 180, 180))
self.screen.blit(subtitle, subtitle.get_rect(center=(WINDOW_WIDTH // 2, 130)))
level_colors = [(60, 100, 60), (120, 100, 50), (60, 50, 80)]
for i, level in enumerate(LEVELS):
btn_rect = self._level_button_rect(i)
color = level_colors[i % len(level_colors)]
pygame.draw.rect(self.screen, color, btn_rect, border_radius=10)
pygame.draw.rect(self.screen, COLOR_WHITE, btn_rect, 2, border_radius=10)
name_text = self.font.render(level["name"], True, COLOR_WHITE)
self.screen.blit(name_text, name_text.get_rect(center=(btn_rect.centerx, btn_rect.y + 25)))
info = f"{len(level['waves'])}波 | {level['start_gold']}金 | {level['start_lives']}"
info_text = self.small_font.render(info, True, (200, 200, 200))
self.screen.blit(info_text, info_text.get_rect(center=(btn_rect.centerx, btn_rect.y + 55)))
diff = ["简单", "中等", "困难"][i]
diff_colors = [COLOR_WHITE, (255, 200, 50), (255, 80, 80)][i]
diff_text = self.small_font.render(diff, True, diff_colors)
self.screen.blit(diff_text, diff_text.get_rect(center=(btn_rect.centerx, btn_rect.y + 80)))
pygame.display.flip()
def _draw_game_over(self):
overlay = pygame.Surface((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.SRCALPHA)
overlay.fill((0, 0, 0, 150))
self.screen.blit(overlay, (0, 0))
text = "胜利!" if self.won else "失败!"
color = (255, 215, 0) if self.won else (220, 50, 50)
rendered = self.big_font.render(text, True, color)
self.screen.blit(rendered, rendered.get_rect(center=(WINDOW_WIDTH // 2, WINDOW_HEIGHT // 2 - 40)))
cx = WINDOW_WIDTH // 2
# Restart button
restart_rect = pygame.Rect(cx - 80, WINDOW_HEIGHT // 2 + 50, 160, 45)
pygame.draw.rect(self.screen, (80, 120, 80), restart_rect, border_radius=8)
pygame.draw.rect(self.screen, COLOR_WHITE, restart_rect, 2, border_radius=8)
r_text = self.font.render("重新开始", True, COLOR_WHITE)
self.screen.blit(r_text, r_text.get_rect(center=restart_rect.center))
# Next level button (only on win, not last level)
if self.won and self.current_level_idx < len(LEVELS) - 1:
next_rect = pygame.Rect(cx - 80, WINDOW_HEIGHT // 2 + 105, 160, 45)
pygame.draw.rect(self.screen, (50, 80, 150), next_rect, border_radius=8)
pygame.draw.rect(self.screen, COLOR_WHITE, next_rect, 2, border_radius=8)
n_text = self.font.render("下一关", True, COLOR_WHITE)
self.screen.blit(n_text, n_text.get_rect(center=next_rect.center))
# Back to select
select_rect = pygame.Rect(cx - 80, WINDOW_HEIGHT // 2 + 160, 160, 45)
pygame.draw.rect(self.screen, (100, 100, 100), select_rect, border_radius=8)
pygame.draw.rect(self.screen, COLOR_WHITE, select_rect, 2, border_radius=8)
s_text = self.font.render("选择关卡", True, COLOR_WHITE)
self.screen.blit(s_text, s_text.get_rect(center=select_rect.center))
hint = self.small_font.render("或按 R 重新开始", True, (180, 180, 180))
self.screen.blit(hint, hint.get_rect(center=(cx, WINDOW_HEIGHT // 2 + 225)))
if __name__ == "__main__":
Game().run()