157 lines
4.9 KiB
Python
157 lines
4.9 KiB
Python
import sys
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import pygame
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from game.config import (
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WINDOW_WIDTH, WINDOW_HEIGHT, FPS,
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COLOR_BG, COLOR_WHITE, INITIAL_GOLD, INITIAL_LIVES,
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UI_TOP_HEIGHT, UI_BOTTOM_HEIGHT, GAME_HEIGHT, TOWER_DATA,
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TOTAL_WAVES,
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)
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from game.map import GameMap
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from game.enemy import Enemy
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from game.tower import Tower
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from game.projectile import Projectile
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from game.wave import WaveManager
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from game.ui import UI
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class Game:
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def __init__(self):
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pygame.init()
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self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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pygame.display.set_caption("塔防游戏")
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self.clock = pygame.time.Clock()
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self.font = pygame.font.SysFont("microsoftyahei", 20)
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self.small_font = pygame.font.SysFont("microsoftyahei", 16)
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self.big_font = pygame.font.SysFont("microsoftyahei", 48)
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self.reset()
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def reset(self):
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self.game_map = GameMap()
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self.enemies = []
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self.towers = []
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self.projectiles = []
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self.wave_mgr = WaveManager()
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self.ui = UI()
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self.gold = INITIAL_GOLD
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self.lives = INITIAL_LIVES
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self.game_over = False
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self.won = False
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def run(self):
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while True:
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dt = self.clock.tick(FPS) / 1000.0
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dt = min(dt, 0.05)
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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self._handle_event(event)
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if not self.game_over:
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self._update(dt)
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self._draw()
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def _handle_event(self, event):
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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pos = event.pos
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if self.game_over:
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return
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action = self.ui.handle_click(pos, self.gold)
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if action == "wave":
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if self.wave_mgr.has_more_waves() and not self.wave_mgr.wave_active:
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self.wave_mgr.start_next_wave()
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return
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tower_type = self.ui.handle_grid_click(pos)
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if tower_type:
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col, row = self.game_map.pixel_to_grid(*pos)
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if self.game_map.is_buildable(col, row):
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occupied = any(t.col == col and t.row == row for t in self.towers)
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price = TOWER_DATA[tower_type]["price"]
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if not occupied and self.gold >= price:
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px, py = self.game_map.grid_to_pixel(col, row)
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self.towers.append(Tower(tower_type, col, row, px, py))
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self.gold -= price
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self.ui.selected_tower = None
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return
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self.ui.selected_tower = None
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_r and self.game_over:
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self.reset()
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if event.key == pygame.K_ESCAPE:
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self.ui.selected_tower = None
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def _update(self, dt):
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if self.ui.selected_tower is not None:
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dt *= 0.3
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self.wave_mgr.update(dt, self.enemies)
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for e in self.enemies:
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e.update(dt, self.enemies)
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if e.reached_end:
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self.lives -= 2 if e.type == "boss" else 1
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if self.lives <= 0:
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self.lives = 0
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self.game_over = True
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self.won = False
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for t in self.towers:
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t.update(dt, self.enemies, self.projectiles)
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for p in self.projectiles:
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p.update(dt, self.enemies)
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for e in self.enemies:
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if not e.alive and not e.reached_end:
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self.gold += e.reward
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e.reward = 0
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self.enemies = [e for e in self.enemies if e.alive]
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self.projectiles = [p for p in self.projectiles if p.alive]
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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):
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if not self.game_over:
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self.game_over = True
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self.won = True
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def _draw(self):
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self.screen.fill(COLOR_BG)
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self.game_map.draw(self.screen)
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for t in self.towers:
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t.draw(self.screen)
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for e in self.enemies:
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e.draw(self.screen)
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for p in self.projectiles:
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p.draw(self.screen)
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mx, my = pygame.mouse.get_pos()
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self.ui.draw_placement_preview(self.screen, mx, my, self.game_map)
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self.ui.draw(
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self.screen, self.gold, self.lives,
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self.wave_mgr.current_wave, self.wave_mgr.wave_active,
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self.wave_mgr.has_more_waves(),
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self.font, self.small_font,
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)
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self.ui.draw_slow_overlay(self.screen)
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if self.game_over:
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self.ui.draw_game_over(self.screen, self.won, self.big_font)
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pygame.display.flip()
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if __name__ == "__main__":
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Game().run()
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