Files
mygame/game/main.py
2026-05-20 21:23:46 +08:00

289 lines
11 KiB
Python

import sys
import pygame
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,
LEVELS,
)
from game.map import GameMap
from game.enemy import Enemy
from game.tower import Tower
from game.projectile import Projectile
from game.wave import WaveManager
from game.ui import UI
class Game:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("塔防游戏")
self.clock = pygame.time.Clock()
self.font = pygame.font.SysFont("microsoftyahei", 20)
self.small_font = pygame.font.SysFont("microsoftyahei", 16)
self.big_font = pygame.font.SysFont("microsoftyahei", 48)
self.title_font = pygame.font.SysFont("microsoftyahei", 36)
self.state = "select"
self.current_level_idx = 0
self.ui = UI()
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(level["waves"], level["waypoints"])
self.ui = UI()
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:
dt = self.clock.tick(FPS) / 1000.0
dt = min(dt, 0.05)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
self._handle_event(event)
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
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":
if self.wave_mgr.has_more_waves() and not self.wave_mgr.wave_active:
self.wave_mgr.start_next_wave()
return
tower_type = self.ui.handle_grid_click(pos)
if tower_type:
col, row = self.game_map.pixel_to_grid(*pos)
if self.game_map.is_buildable(col, row):
occupied = any(t.col == col and t.row == row for t in self.towers)
price = TOWER_DATA[tower_type]["price"]
if not occupied and self.gold >= price:
px, py = self.game_map.grid_to_pixel(col, row)
self.towers.append(Tower(tower_type, col, row, px, py))
self.gold -= price
self.ui.selected_tower = None
return
self.ui.selected_tower = None
if event.type == pygame.KEYDOWN:
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
self.wave_mgr.update(dt, self.enemies)
for e in self.enemies:
e.update(dt, self.enemies)
if e.reached_end:
self.lives -= 2 if e.type == "boss" else 1
if self.lives <= 0:
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)
for p in self.projectiles:
p.update(dt, self.enemies)
for e in self.enemies:
if not e.alive and not e.reached_end:
self.gold += e.reward
e.reward = 0
self.enemies = [e for e in self.enemies if e.alive]
self.projectiles = [p for p in self.projectiles if p.alive]
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)
for t in self.towers:
t.draw(self.screen)
for e in self.enemies:
e.draw(self.screen)
for p in self.projectiles:
p.draw(self.screen)
mx, my = pygame.mouse.get_pos()
self.ui.draw_placement_preview(self.screen, mx, my, self.game_map)
self.ui.draw(
self.screen, self.gold, self.lives,
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.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()