Python版警察抓小偷游戏源代码,有多个难度级别,直接运行game.py,输入难度级别(1-13)。不同的难度等级对应不同的图形。
game.py
""" Header files to initialize the game """
import pygame
import gameGraph
import os
from tkinter import messagebox
from tkinter import *
import platform
import BFS
import random
import cop_robber_algorithm
currentOS = platform.system()
""" GAME DRIVER CODE """
print(f"Welcome to Cops and Robbers!")
level = input("Please enter the level (1 - 13): ")
while int(level) > 13 or int(level) < 1:
print(f"Invalid Input!")
level = input("Please enter the level (1 - 13): ")
graphFile = open("data/level" + level + ".txt", "r")
fileData = graphFile.readlines()
totalVertices, totalEdges = map(int, fileData[0].split())
graph = gameGraph.Graph(totalVertices, totalEdges)
graph.acceptGraph(fileData)
gameMatrix = graph.returnDirectedAdjacencyMatrix()
algoMatrix = graph.returnUndirectedAdjacencyMatrix()
def checkLink(nodeA, nodeB):
if algoMatrix[nodeA][nodeB] == 1:
return True
Tk().wm_withdraw() # to hide the main window
messagebox.showinfo('Node', 'Node: ' + str(nodeA) + ' is not connected to the current Robber Node')
return False
pygame.init() # Initialize pygame module
""" Optimizing screen resolution factor on the basis of operating system """
if currentOS == "Windows":
factor = 0.8
elif currentOS == "Linux":
factor = 1
elif currentOS == "Darwin":
factor = 0.8
def nodeClicked(node):
Tk().wm_withdraw() # to hide the main window
messagebox.showinfo('Next Node', 'You have selected Node: ' + str(node))
""" Game Window Attributes """
screenSize = (int(1500 * factor), int(1000 * factor))
screen = pygame.display.set_mode(screenSize)
pygame.display.set_caption("Cops and Robbers")
screen.fill([255, 255, 255])
""" Sprite Attributes """
# GRAPH ATTRIBUTES #
nodeVector = [pygame.sprite.Sprite() for i in range(totalVertices)]
counter = 0
# ACCEPT GRAPH FROM FILE #
locationVector = []
file = open("data/nodePos" + level + ".txt", "r")
lines = file.readlines()
for line in lines:
x, y = map(int, line.split())
x = int(x * factor)
y = int(y * factor)
locationVector.append((x, y))
for node in nodeVector:
node.image = pygame.transform.scale(pygame.image.load("sprites/node.png").convert_alpha(),
(int(75 * factor), int(75 * factor)))
node.rect = node.image.get_rect(center=locationVector[counter])
screen.blit(node.image, node.rect)
counter = counter + 1
# COP ATTRIBUTES #
copNode = 0
cop = pygame.sprite.Sprite()
cop.image = pygame.transform.scale(pygame.image.load("sprites/cop.png").convert_alpha(),
(int(45 * factor), int(45 * factor)))
################
game_folder = os.path.dirname(__file__)
img_folder = os.path.join(game_folder, "img")
# ROBBER ATTRIBUTES #
robberNode = 1
robber = pygame.sprite.Sprite()
robber.image = pygame.transform.scale(pygame.image.load("sprites/robber.png").convert_alpha(),
(int(45 * factor), int(45 * factor)))
# DRAW EDGES #
for i in range(totalVertices):
for j in range(totalVertices):
if gameMatrix[i][j] == 1 and i != j:
pygame.draw.line(screen, (0, 0, 0), nodeVector[i].rect.center, nodeVector[j].rect.center, int(5 * factor))
valCorrect = int(22 * factor)
turn = 0
def gameplay(gameRunning):
""" Function that controls the essential initial components of the game """
global robberNode, copNode, turn
while gameRunning:
""" UPDATE POSITIONS OF COP AND ROBBER SPRITE AT EVERY STEP """
screen.blit(robber.image,
(locationVector[robberNode][0] - valCorrect, locationVector[robberNode][1] - valCorrect))
screen.blit(cop.image, (locationVector[copNode][0] - valCorrect, locationVector[copNode][1] - valCorrect))
pygame.display.flip()
""" HANDLE USER ACTION """
for userAction in pygame.event.get():
""" QUIT IF THE EXIT CROSS IS CLICKED """
if userAction.type == pygame.QUIT:
gameRunning = False
""" HANDLING MOUSE BUTTON CLICKS """
if pygame.mouse.get_pressed()[0]:
for i in range(totalVertices):
if nodeVector[i].rect.collidepoint(pygame.mouse.get_pos()):
nodeClicked(i)
if checkLink(i, robberNode):
""" MOVING THE ROBBER TO A NEW NODE """
pygame.draw.rect(screen, (255, 0, 0), (
(
locationVector[robberNode][0] - valCorrect, locationVector[robberNode][1] - valCorrect),
(int(45 * factor), int(45 * factor))))
robberNode = i
screen.blit(robber.image, (
locationVector[robberNode][0] - valCorrect, locationVector[robberNode][1] - valCorrect))
pygame.display.flip()
""" CHECK IF THE TWO SPRITES HAVE HIT THE SAME NODE """
if robberNode == copNode:
Tk().wm_withdraw() # to hide the main window
messagebox.showinfo('Uh-Oh!', 'Looks like you were caught')
gameRunning = False
break
""" MOVING THE COP TO A NEW NODE """
pygame.draw.rect(screen, (0, 255, 0), (
(locationVector[copNode][0] - valCorrect, locationVector[copNode][1] - valCorrect),
(int(45 * factor), int(45 * factor))))
copNode = BFS.BFS(graph, copNode, robberNode)
screen.blit(cop.image, (
locationVector[copNode][0] - valCorrect, locationVector[copNode][1] - valCorrect))
pygame.display.flip()
turn = turn + 1
""" CHECK IF THE TWO SPRITES HAVE HIT THE SAME NODE """
if robberNode == copNode:
Tk().wm_withdraw() # to hide the main window
messagebox.showinfo('Uh-Oh!', 'Looks like you were caught')
return "Lost"
elif turn > totalEdges + 1:
Tk().wm_withdraw() # to hide the main window
messagebox.showinfo('Woooohooooo!', 'Looks like you evaded the cops for long enough!')
return "Won"
runStatus = True
robberNode = 1
gameResult = gameplay(runStatus)
cop_robber_algorithm.cop_robber_preliminary(algoMatrix, totalVertices)
if cop_robber_algorithm.cop_robber_final(algoMatrix, totalVertices):
graphType = "Robber Win"
else:
graphType = "Cop Win"
Tk().wm_withdraw()
messagebox.showinfo(gameResult,
"Level: " + level + "\\n" + "Turns Survived: " + str(turn) + "\\n" + "Graph Type:" + graphType)
https://download.csdn.net/download/weixin_42756970/86813741
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