Python Pygame实战之塔防游戏的实现


Posted in Python onMarch 17, 2022

一、环境要求

windows系统,python3.6+

安装模块

pip install pyqt5
pip install pygame

二、游戏介绍

1、游戏目标

按照关卡,设计不同的塔防地图(博主只设计了三关,有兴趣的同学,学会之后,可以自己画地图),设置三种炮台,每种炮台发射不同的炮弹,每种炮弹对敌人杀伤力不一样,每种

炮台的价格也不一样。玩家通过钱币购买炮台,并设有剪出炮台的操作(有点类似植物大战僵尸里的铲子)。敌人成功抵达塔楼,游戏结束。

2、先上游戏效果图

Python Pygame实战之塔防游戏的实现

三、完整开发流程

1、项目主结构

首先,先整理一下项目的主结构,其实看一下主结构,基本就清晰了

Python Pygame实战之塔防游戏的实现

2、详细配置

config.py

配置文件中,需要引入os模块,并且配置打开游戏的屏幕大小,并将资源中引用到的图片、音频插入到合适的位置。

因为我们的迷宫游戏,需要划开模块。

'''配置文件'''
import os
 
 
'''屏幕大小'''
SCREENSIZE = (800, 600)
'''图片路径'''
IMAGEPATHS = {
    'choice': {
        'load_game': os.path.join(os.getcwd(), 'resources/images/choice/load_game.png'),
        'map1': os.path.join(os.getcwd(), 'resources/images/choice/map1.png'),
        'map1_black': os.path.join(os.getcwd(), 'resources/images/choice/map1_black.png'),
        'map1_red': os.path.join(os.getcwd(), 'resources/images/choice/map1_red.png'),
        'map2': os.path.join(os.getcwd(), 'resources/images/choice/map2.png'),
        'map2_black': os.path.join(os.getcwd(), 'resources/images/choice/map2_black.png'),
        'map2_red': os.path.join(os.getcwd(), 'resources/images/choice/map2_red.png'),
        'map3': os.path.join(os.getcwd(), 'resources/images/choice/map3.png'),
        'map3_black': os.path.join(os.getcwd(), 'resources/images/choice/map3_black.png'),
        'map3_red': os.path.join(os.getcwd(), 'resources/images/choice/map3_red.png'),
    },
    'end': {
        'gameover': os.path.join(os.getcwd(), 'resources/images/end/gameover.png'),
        'continue_red': os.path.join(os.getcwd(), 'resources/images/end/continue_red.png'),
        'continue_black': os.path.join(os.getcwd(), 'resources/images/end/continue_black.png'),
    },
    'game': {
        'arrow1': os.path.join(os.getcwd(), 'resources/images/game/arrow1.png'), 
        'arrow2': os.path.join(os.getcwd(), 'resources/images/game/arrow2.png'), 
        'arrow3': os.path.join(os.getcwd(), 'resources/images/game/arrow3.png'), 
        'basic_tower': os.path.join(os.getcwd(), 'resources/images/game/basic_tower.png'), 
        'boulder': os.path.join(os.getcwd(), 'resources/images/game/boulder.png'), 
        'bush': os.path.join(os.getcwd(), 'resources/images/game/bush.png'), 
        'cave': os.path.join(os.getcwd(), 'resources/images/game/cave.png'), 
        'dirt': os.path.join(os.getcwd(), 'resources/images/game/dirt.png'), 
        'enemy_blue': os.path.join(os.getcwd(), 'resources/images/game/enemy_blue.png'), 
        'enemy_pink': os.path.join(os.getcwd(), 'resources/images/game/enemy_pink.png'), 
        'enemy_red': os.path.join(os.getcwd(), 'resources/images/game/enemy_red.png'), 
        'enemy_yellow': os.path.join(os.getcwd(), 'resources/images/game/enemy_yellow.png'), 
        'godark': os.path.join(os.getcwd(), 'resources/images/game/godark.png'), 
        'golight': os.path.join(os.getcwd(), 'resources/images/game/golight.png'), 
        'grass': os.path.join(os.getcwd(), 'resources/images/game/grass.png'), 
        'healthfont': os.path.join(os.getcwd(), 'resources/images/game/healthfont.png'), 
        'heavy_tower': os.path.join(os.getcwd(), 'resources/images/game/heavy_tower.png'), 
        'med_tower': os.path.join(os.getcwd(), 'resources/images/game/med_tower.png'), 
        'nexus': os.path.join(os.getcwd(), 'resources/images/game/nexus.png'), 
        'othergrass': os.path.join(os.getcwd(), 'resources/images/game/othergrass.png'), 
        'path': os.path.join(os.getcwd(), 'resources/images/game/path.png'), 
        'rock': os.path.join(os.getcwd(), 'resources/images/game/rock.png'), 
        'tiles': os.path.join(os.getcwd(), 'resources/images/game/tiles.png'), 
        'unitfont': os.path.join(os.getcwd(), 'resources/images/game/unitfont.png'), 
        'water': os.path.join(os.getcwd(), 'resources/images/game/water.png'), 
        'x': os.path.join(os.getcwd(), 'resources/images/game/x.png'), 
    },
    'pause': {
        'gamepaused': os.path.join(os.getcwd(), 'resources/images/pause/gamepaused.png'), 
        'resume_black': os.path.join(os.getcwd(), 'resources/images/pause/resume_black.png'), 
        'resume_red': os.path.join(os.getcwd(), 'resources/images/pause/resume_red.png'), 
    },
    'start': {
        'play_black': os.path.join(os.getcwd(), 'resources/images/start/play_black.png'), 
        'play_red': os.path.join(os.getcwd(), 'resources/images/start/play_red.png'), 
        'quit_black': os.path.join(os.getcwd(), 'resources/images/start/quit_black.png'), 
        'quit_red': os.path.join(os.getcwd(), 'resources/images/start/quit_red.png'), 
        'start_interface': os.path.join(os.getcwd(), 'resources/images/start/start_interface.png'), 
    },
}
'''地图路径'''
MAPPATHS = {
    '1': os.path.join(os.getcwd(), 'resources/maps/1.map'),
    '2': os.path.join(os.getcwd(), 'resources/maps/2.map'),
    '3': os.path.join(os.getcwd(), 'resources/maps/3.map'),
}
'''字体路径'''
FONTPATHS = {
    'Calibri': os.path.join(os.getcwd(), 'resources/fonts/Calibri.ttf'),
    'm04': os.path.join(os.getcwd(), 'resources/fonts/m04.ttf'),
    'Microsoft Sans Serif': os.path.join(os.getcwd(), 'resources/fonts/Microsoft Sans Serif.ttf'),
}
'''不同难度的settings'''
DIFFICULTYPATHS = {
    'easy': os.path.join(os.getcwd(), 'resources/difficulties/easy.json'),
    'hard': os.path.join(os.getcwd(), 'resources/difficulties/hard.json'),
    'medium': os.path.join(os.getcwd(), 'resources/difficulties/medium.json'),
}
'''音频路径'''
AUDIOPATHS = {
    'bgm': os.path.join(os.getcwd(), 'resources/audios/bgm.mp3'),
}

3、定义敌人、塔楼、子弹的类

Python Pygame实战之塔防游戏的实现

turrent.py 以炮塔类为例

炮塔首先需要初始化,即init函数,另外需要有射击属性、以及重置属性(即我们可以将已经建好的炮塔删除,然后重新添加)

import pygame
from .arrow import Arrow
 
 
'''炮塔类'''
class Turret(pygame.sprite.Sprite):
    def __init__(self, turret_type, cfg):
        assert turret_type in range(3)
        pygame.sprite.Sprite.__init__(self)
        self.cfg = cfg
        self.turret_type = turret_type
        self.imagepaths = [cfg.IMAGEPATHS['game']['basic_tower'], cfg.IMAGEPATHS['game']['med_tower'], cfg.IMAGEPATHS['game']['heavy_tower']]
        self.image = pygame.image.load(self.imagepaths[turret_type])
        self.rect = self.image.get_rect()
        # 箭
        self.arrow = Arrow(turret_type, cfg)
        # 当前的位置
        self.coord = 0, 0
        self.position = 0, 0
        self.rect.left, self.rect.top = self.position
        self.reset()
    '''射击'''
    def shot(self, position, angle=None):
        arrow = None
        if not self.is_cooling:
            arrow = Arrow(self.turret_type, self.cfg)
            arrow.reset(position, angle)
            self.is_cooling = True
        if self.is_cooling:
            self.cool_time -= 1
            if self.cool_time == 0:
                self.reset()
        return arrow
    '''重置'''
    def reset(self):
        if self.turret_type == 0:
            # 价格
            self.price = 500
            # 射箭的冷却时间
            self.cool_time = 30
            # 是否在冷却期
            self.is_cooling = False
        elif self.turret_type == 1:
            self.price = 1000
            self.cool_time = 50
            self.is_cooling = False
        elif self.turret_type == 2:
            self.price = 1500
            self.cool_time = 100
            self.is_cooling = False

4、游戏开始:选择难度地图

在这里我们把游戏主界面初始化,并把三个难度的地图列出来,让玩家选择。

import sys
import pygame
 
 
'''游戏选择主界面'''
class MainInterface(pygame.sprite.Sprite):
    def __init__(self, cfg):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(cfg.IMAGEPATHS['choice']['load_game']).convert()
        self.rect = self.image.get_rect()
        self.rect.topleft = (0, 0)
    '''更新函数'''
    def update(self):
        pass
 
 
'''地图1'''
class MapButton1(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(175, 240)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['choice']['map1_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['choice']['map1_red']).convert()
        self.image_3 = pygame.image.load(cfg.IMAGEPATHS['choice']['map1']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''地图2'''
class MapButton2(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(400, 240)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['choice']['map2_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['choice']['map2_red']).convert()
        self.image_3 = pygame.image.load(cfg.IMAGEPATHS['choice']['map2']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''地图3'''
class MapButton3(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(625, 240)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['choice']['map3_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['choice']['map3_red']).convert()
        self.image_3 = pygame.image.load(cfg.IMAGEPATHS['choice']['map3']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''信息显示框'''
class InfoBox(pygame.sprite.Sprite):
    def __init__(self, position=(400, 475)):
        pygame.sprite.Sprite.__init__(self)
        self.ori_image = pygame.Surface((625, 200))
        self.ori_image.fill((255, 255, 255))
        self.ori_image_front = pygame.Surface((621, 196))
        self.ori_image_front.fill((0, 0, 0))
        self.ori_image.blit(self.ori_image_front, (2, 2))
        self.rect = self.ori_image.get_rect()
        self.rect.center = position
    '''更新函数'''
    def update(self, btns):
        self.image = self.ori_image
        mouse_pos = pygame.mouse.get_pos()
        for btn in btns:
            if btn.rect.collidepoint(mouse_pos):
                self.image.blit(btn.image_3, (225, 25))
                break
 
 
'''简单难度按钮'''
class EasyButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(400, 150)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.Surface((285, 100))
        self.image_1_front = pygame.Surface((281, 96))
        self.image_1.fill((255, 255, 255))
        self.image_1_front.fill((0, 0, 0))
        self.image_1.blit(self.image_1_front, (2, 2))
        self.image_2 = pygame.Surface((285, 100))
        self.image_2_front = pygame.Surface((281, 96))
        self.image_2.fill((255, 255, 255))
        self.image_2_front.fill((24, 196, 40))
        self.image_2.blit(self.image_2_front, (2, 2))
        self.text = 'easy'
        self.font = pygame.font.Font(cfg.FONTPATHS['m04'], 42)
        self.text_render = self.font.render(self.text, 1, (255, 255, 255))
        self.image_1.blit(self.text_render, (60, 29))
        self.image_2.blit(self.text_render, (60, 29))
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''中等难度按钮'''
class MediumButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(400, 300)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.Surface((285, 100))
        self.image_1_front = pygame.Surface((281, 96))
        self.image_1.fill((255, 255, 255))
        self.image_1_front.fill((0, 0, 0))
        self.image_1.blit(self.image_1_front, (2, 2))
        self.image_2 = pygame.Surface((285, 100))
        self.image_2_front = pygame.Surface((281, 96))
        self.image_2.fill((255, 255, 255))
        self.image_2_front.fill((24, 30, 196))
        self.image_2.blit(self.image_2_front, (2, 2))
        self.text = 'medium'
        self.font = pygame.font.Font(cfg.FONTPATHS['m04'], 42)
        self.text_render = self.font.render(self.text, 1, (255, 255, 255))
        self.image_1.blit(self.text_render, (15, 29))
        self.image_2.blit(self.text_render, (15, 29))
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''困难难度按钮'''
class HardButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(400, 450)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.Surface((285, 100))
        self.image_1_front = pygame.Surface((281, 96))
        self.image_1.fill((255, 255, 255))
        self.image_1_front.fill((0, 0, 0))
        self.image_1.blit(self.image_1_front, (2, 2))
        self.image_2 = pygame.Surface((285, 100))
        self.image_2_front = pygame.Surface((281, 96))
        self.image_2.fill((255, 255, 255))
        self.image_2_front.fill((196, 24, 24))
        self.image_2.blit(self.image_2_front, (2, 2))
        self.text = 'hard'
        self.font = pygame.font.Font(cfg.FONTPATHS['m04'], 42)
        self.text_render = self.font.render(self.text, 1, (255, 255, 255))
        self.image_1.blit(self.text_render, (60, 29))
        self.image_2.blit(self.text_render, (60, 29))
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''游戏地图和困难选择界面'''
class ChoiceInterface():
    def __init__(self, cfg):
        # part1
        self.main_interface = MainInterface(cfg)
        self.map_btn1 = MapButton1(cfg)
        self.map_btn2 = MapButton2(cfg)
        self.map_btn3 = MapButton3(cfg)
        self.info_box = InfoBox()
        # part2
        self.easy_btn = EasyButton(cfg)
        self.medium_btn = MediumButton(cfg)
        self.hard_btn = HardButton(cfg)
    '''外部调用'''
    def update(self, screen):
        clock = pygame.time.Clock()
        # part1
        self.map_btns = pygame.sprite.Group(self.map_btn1, self.map_btn2, self.map_btn3)
        map_choice, difficulty_choice = None, None
        while True:
            clock.tick(60)
            self.main_interface.update()
            self.map_btns.update()
            self.info_box.update(self.map_btns)
            screen.blit(self.main_interface.image, self.main_interface.rect)
            self.map_btns.draw(screen)
            screen.blit(self.info_box.image, self.info_box.rect)
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(0)
                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        mouse_pos = pygame.mouse.get_pos()
                        idx = 0
                        for btn in self.map_btns:
                            idx += 1
                            if btn.rect.collidepoint(mouse_pos):
                                map_choice = idx
            if map_choice:
                break
        # part2
        self.difficulty_btns = pygame.sprite.Group(self.easy_btn, self.medium_btn, self.hard_btn)
        while True:
            clock.tick(60)
            screen.fill((0, 0, 0))
            self.difficulty_btns.update()
            self.difficulty_btns.draw(screen)
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(0)
                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        mouse_pos = pygame.mouse.get_pos()
                        idx = 0
                        for btn in self.difficulty_btns:
                            idx += 1
                            if btn.rect.collidepoint(mouse_pos):
                                difficulty_choice = btn.text
            if difficulty_choice:
                break
        return map_choice, difficulty_choice

5、游戏开始界面

包括开始按钮,退出游戏等操作

start.py

import sys
import pygame
 
 
'''游戏开始主界面'''
class MainInterface(pygame.sprite.Sprite):
    def __init__(self, cfg):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(cfg.IMAGEPATHS['start']['start_interface']).convert()
        self.rect = self.image.get_rect()
        self.rect.center = cfg.SCREENSIZE[0] / 2, cfg.SCREENSIZE[1] / 2
    '''更新函数'''
    def update(self):
        pass
 
 
'''开始游戏按钮'''
class PlayButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(220, 415)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['start']['play_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['start']['play_red']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''结束游戏按钮'''
class QuitButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(580, 415)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['start']['quit_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['start']['quit_red']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''游戏开始界面'''
class StartInterface():
    def __init__(self, cfg):
        self.main_interface = MainInterface(cfg)
        self.play_btn = PlayButton(cfg)
        self.quit_btn = QuitButton(cfg)
        self.components = pygame.sprite.LayeredUpdates(self.main_interface, self.play_btn, self.quit_btn)
    '''外部调用'''
    def update(self, screen):
        clock = pygame.time.Clock()
        while True:
            clock.tick(60)
            self.components.update()
            self.components.draw(screen)
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(0)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        mouse_pos = pygame.mouse.get_pos()
                        if self.play_btn.rect.collidepoint(mouse_pos):
                            return True
                        elif self.quit_btn.rect.collidepoint(mouse_pos):
                            return False

6、游戏运行

gaming.py

import sys
import json
import math
import random
import pygame
from ..sprites import Enemy
from ..sprites import Turret
from .pause import PauseInterface
from collections import namedtuple
 
 
'''游戏进行中界面'''
class GamingInterface():
    def __init__(self, cfg):
        self.cfg = cfg
        # 游戏地图大小
        map_w = self.cfg.SCREENSIZE[0]
        map_h = 500
        # 按钮大小和位置
        button_w = 60
        button_h = 60
        button_y = 520
        # 间隙
        gap = 20
        # 按钮放在工具栏, 工具栏两端各有一个信息显示框
        toolbar_w = gap * 7 + button_w * 6
        info_w = (self.cfg.SCREENSIZE[0] - toolbar_w) // 2
        info_h = self.cfg.SCREENSIZE[1] - map_h
        toolbar_h = self.cfg.SCREENSIZE[1] - map_h
        # 界面布置
        self.map_rect = pygame.Rect(0, 0, map_w, map_h)
        self.map_surface = pygame.Surface((map_w, map_h))
        self.leftinfo_rect = pygame.Rect(0, map_h, info_w, info_h)
        self.rightinfo_rect = pygame.Rect(self.cfg.SCREENSIZE[0] - info_w, map_h, info_w, info_h)
        self.toolbar_rect = pygame.Rect(info_w, map_h, toolbar_w, toolbar_h)
        # 草
        self.grass = pygame.image.load(cfg.IMAGEPATHS['game']['grass'])
        # 岩石(铺路用的)
        self.rock = pygame.image.load(cfg.IMAGEPATHS['game']['rock'])
        # 污垢
        self.dirt = pygame.image.load(cfg.IMAGEPATHS['game']['dirt'])
        # 水
        self.water = pygame.image.load(cfg.IMAGEPATHS['game']['water'])
        # 灌木
        self.bush = pygame.image.load(cfg.IMAGEPATHS['game']['bush'])
        # 纽带
        self.nexus = pygame.image.load(cfg.IMAGEPATHS['game']['nexus'])
        # 洞穴
        self.cave = pygame.image.load(cfg.IMAGEPATHS['game']['cave'])
        # 获取地图元素的大小,请保证素材库里组成地图的元素图大小一致
        self.element_size = int(self.grass.get_rect().width)
        # 一些字体
        self.info_font = pygame.font.Font(cfg.FONTPATHS['Calibri'], 14)
        self.button_font = pygame.font.Font(cfg.FONTPATHS['Calibri'], 20)
        # 可以放炮塔的地方
        self.placeable = {0: self.grass}
        # 地图元素字典(数字对应.map文件中的数字)
        self.map_elements = {
            0: self.grass,
            1: self.rock,
            2: self.dirt,
            3: self.water,
            4: self.bush,
            5: self.nexus,
            6: self.cave
        }
        # 用于记录地图中的道路
        self.path_list = []
        # 当前的地图,将地图导入到这里面
        self.current_map = dict()
        # 当前鼠标携带的图标(即选中道具) -> [道具名, 道具]
        self.mouse_carried = []
        # 在地图上建造好了的炮塔
        self.built_turret_group = pygame.sprite.Group()
        # 所有的敌人
        self.enemies_group = pygame.sprite.Group()
        # 所有射出的箭
        self.arrows_group = pygame.sprite.Group()
        # 玩家操作用的按钮
        Button = namedtuple('Button', ['rect', 'text', 'onClick'])
        self.buttons = [
            Button(pygame.Rect((info_w + gap), button_y, button_w, button_h), 'T1', self.takeT1),
            Button(pygame.Rect((info_w + gap * 2 + button_w), button_y, button_w, button_h), 'T2', self.takeT2),
            Button(pygame.Rect((info_w + gap * 3 + button_w * 2), button_y, button_w, button_h), 'T3', self.takeT3),
            Button(pygame.Rect((info_w + gap * 4 + button_w * 3), button_y, button_w, button_h), 'XXX', self.takeXXX),
            Button(pygame.Rect((info_w + gap * 5 + button_w * 4), button_y, button_w, button_h), 'Pause', self.pauseGame),
            Button(pygame.Rect((info_w + gap * 6 + button_w * 5), button_y, button_w, button_h), 'Quit', self.quitGame)
        ]
    '''开始游戏'''
    def start(self, screen, map_path=None, difficulty_path=None):
        # 读取游戏难度对应的参数
        with open(difficulty_path, 'r') as f:
            difficulty_dict = json.load(f)
        self.money = difficulty_dict.get('money')
        self.health = difficulty_dict.get('health')
        self.max_health = difficulty_dict.get('health')
        difficulty_dict = difficulty_dict.get('enemy')
        # 每60s生成一波敌人
        generate_enemies_event = pygame.constants.USEREVENT + 0
        pygame.time.set_timer(generate_enemies_event, 60000)
        # 生成敌人的flag和当前已生成敌人的总次数
        generate_enemies_flag = False
        num_generate_enemies = 0
        # 每0.5秒出一个敌人
        generate_enemy_event = pygame.constants.USEREVENT + 1
        pygame.time.set_timer(generate_enemy_event, 500)
        generate_enemy_flag = False
        # 防止变量未定义
        enemy_range = None
        num_enemy = None
        # 是否手动操作箭塔射击
        manual_shot = False
        has_control = False
        # 游戏主循环
        while True:
            if self.health <= 0:
                return
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.quitGame()
                if event.type == pygame.MOUSEBUTTONUP:
                    # --左键选物品
                    if event.button == 1:
                        # ----鼠标点击在地图上
                        if self.map_rect.collidepoint(event.pos):
                            if self.mouse_carried:
                                if self.mouse_carried[0] == 'turret':
                                    self.buildTurret(event.pos)
                                elif self.mouse_carried[0] == 'XXX':
                                    self.sellTurret(event.pos)
                        # ----鼠标点击在工具栏
                        elif self.toolbar_rect.collidepoint(event.pos):
                            for button in self.buttons:
                                if button.rect.collidepoint(event.pos):
                                    if button.text == 'T1':
                                        button.onClick()
                                    elif button.text == 'T2':
                                        button.onClick()
                                    elif button.text == 'T3':
                                        button.onClick()
                                    elif button.text == 'XXX':
                                        button.onClick()
                                    elif button.text == 'Pause':
                                        button.onClick(screen)
                                    elif button.text == 'Quit':
                                        button.onClick()
                                    break
                    # --右键释放物品
                    if event.button == 3:
                        self.mouse_carried = []
                    # --按中间键手动控制炮塔射箭方向一次,否则自由射箭
                    if event.button == 2:
                        manual_shot = True
                if event.type == generate_enemies_event:
                    generate_enemies_flag = True
                if event.type == generate_enemy_event:
                    generate_enemy_flag = True
            # --生成敌人, 生成的敌人随当前已生成敌人的总次数的增加而变强变多
            if generate_enemies_flag:
                generate_enemies_flag = False
                num_generate_enemies += 1
                idx = 0
                for key, value in difficulty_dict.items():
                    idx += 1
                    if idx == len(difficulty_dict.keys()):
                        enemy_range = value['enemy_range']
                        num_enemy = value['num_enemy']
                        break
                    if num_generate_enemies <= int(key):
                        enemy_range = value['enemy_range']
                        num_enemy = value['num_enemy']
                        break
            if generate_enemy_flag and num_enemy:
                generate_enemy_flag = False
                num_enemy -= 1
                enemy = Enemy(random.choice(range(enemy_range)), self.cfg)
                self.enemies_group.add(enemy)
            # --射箭
            for turret in self.built_turret_group:
                if not manual_shot:
                    position = turret.position[0] + self.element_size // 2, turret.position[1]
                    arrow = turret.shot(position)
                else:
                    position = turret.position[0] + self.element_size // 2, turret.position[1]
                    mouse_pos = pygame.mouse.get_pos()
                    angle = math.atan((mouse_pos[1] - position[1]) / (mouse_pos[0] - position[0] + 1e-6))
                    arrow = turret.shot(position, angle)
                    has_control = True
                if arrow:
                    self.arrows_group.add(arrow)
                else:
                    has_control = False
            if has_control:
                has_control = False
                manual_shot = False
            # --移动箭和碰撞检测
            for arrow in self.arrows_group:
                arrow.move()
                points = [(arrow.rect.left, arrow.rect.top), (arrow.rect.left, arrow.rect.bottom), (arrow.rect.right, arrow.rect.top), (arrow.rect.right, arrow.rect.bottom)]
                if (not self.map_rect.collidepoint(points[0])) and (not self.map_rect.collidepoint(points[1])) and \
                   (not self.map_rect.collidepoint(points[2])) and (not self.map_rect.collidepoint(points[3])):
                    self.arrows_group.remove(arrow)
                    del arrow
                    continue
                for enemy in self.enemies_group:
                    if pygame.sprite.collide_rect(arrow, enemy):
                        enemy.life_value -= arrow.attack_power
                        self.arrows_group.remove(arrow)
                        del arrow
                        break
            self.draw(screen, map_path)
    '''将场景画到游戏界面上'''
    def draw(self, screen, map_path):
        self.drawToolbar(screen)
        self.loadMap(screen, map_path)
        self.drawMouseCarried(screen)
        self.drawBuiltTurret(screen)
        self.drawEnemies(screen)
        self.drawArrows(screen)
        pygame.display.flip()
    '''画出所有射出的箭'''
    def drawArrows(self, screen):
        for arrow in self.arrows_group:
            screen.blit(arrow.image, arrow.rect)
    '''画敌人'''
    def drawEnemies(self, screen):
        for enemy in self.enemies_group:
            if enemy.life_value <= 0:
                self.money += enemy.reward
                self.enemies_group.remove(enemy)
                del enemy
                continue
            res = enemy.move(self.element_size)
            if res:
                coord = self.find_next_path(enemy)
                if coord:
                    enemy.reached_path.append(enemy.coord)
                    enemy.coord = coord
                    enemy.position = self.coord2pos(coord)
                    enemy.rect.left, enemy.rect.top = enemy.position
                else:
                    self.health -= enemy.damage
                    self.enemies_group.remove(enemy)
                    del enemy
                    continue
            # 画血条
            green_len = max(0, enemy.life_value / enemy.max_life_value) * self.element_size
            if green_len > 0:
                pygame.draw.line(screen, (0, 255, 0), (enemy.position), (enemy.position[0] + green_len, enemy.position[1]), 1)
            if green_len < self.element_size:
                pygame.draw.line(screen, (255, 0, 0), (enemy.position[0] + green_len, enemy.position[1]), (enemy.position[0] + self.element_size, enemy.position[1]), 1)
            screen.blit(enemy.image, enemy.rect)
    '''画已经建造好的炮塔'''
    def drawBuiltTurret(self, screen):
        for turret in self.built_turret_group:
            screen.blit(turret.image, turret.rect)
    '''画鼠标携带物'''
    def drawMouseCarried(self, screen):
        if self.mouse_carried:
            position = pygame.mouse.get_pos()
            coord = self.pos2coord(position)
            position = self.coord2pos(coord)
            # 在地图里再画
            if self.map_rect.collidepoint(position):
                if self.mouse_carried[0] == 'turret':
                    screen.blit(self.mouse_carried[1].image, position)
                    self.mouse_carried[1].coord = coord
                    self.mouse_carried[1].position = position
                    self.mouse_carried[1].rect.left, self.mouse_carried[1].rect.top = position
                else:
                    screen.blit(self.mouse_carried[1], position)
    '''画工具栏'''
    def drawToolbar(self, screen):
        # 信息显示框
        info_color = (120, 20, 50)
        # --左
        pygame.draw.rect(screen, info_color, self.leftinfo_rect)
        left_title = self.info_font.render('Player info:', True, (255, 255, 255))
        money_info = self.info_font.render('Money: ' + str(self.money), True, (255, 255, 255))
        health_info = self.info_font.render('Health: ' + str(self.health), True, (255, 255, 255))
        screen.blit(left_title, (self.leftinfo_rect.left + 5, self.leftinfo_rect.top + 5))
        screen.blit(money_info, (self.leftinfo_rect.left + 5, self.leftinfo_rect.top + 35))
        screen.blit(health_info, (self.leftinfo_rect.left + 5, self.leftinfo_rect.top + 55))
        # --右
        pygame.draw.rect(screen, info_color, self.rightinfo_rect)
        right_title = self.info_font.render('Selected info:', True, (255, 255, 255))
        screen.blit(right_title, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 5))
        # 中间部分
        pygame.draw.rect(screen, (127, 127, 127), self.toolbar_rect)
        for button in self.buttons:
            mouse_pos = pygame.mouse.get_pos()
            if button.rect.collidepoint(mouse_pos):
                self.showSelectedInfo(screen, button)
                button_color = (0, 200, 0)
            else:
                button_color = (0, 100, 0)
            pygame.draw.rect(screen, button_color, button.rect)
            button_text = self.button_font.render(button.text, True, (255, 255, 255))
            button_text_rect = button_text.get_rect()
            button_text_rect.center = (button.rect.centerx, button.rect.centery)
            screen.blit(button_text, button_text_rect)
    '''显示被鼠标选中按钮的作用信息'''
    def showSelectedInfo(self, screen, button):
        if button.text in ['T1', 'T2', 'T3']:
            turret = Turret({'T1': 0, 'T2': 1, 'T3': 2}[button.text], self.cfg)
            selected_info1 = self.info_font.render('Cost: ' + str(turret.price), True, (255, 255, 255))
            selected_info2 = self.info_font.render('Damage: ' + str(turret.arrow.attack_power), True, (255, 255, 255))
            selected_info3 = self.info_font.render('Affordable: ' + str(self.money >= turret.price), True, (255, 255, 255))
            screen.blit(selected_info1, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
            screen.blit(selected_info2, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 55))
            screen.blit(selected_info3, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 75))
        elif button.text == 'XXX':
            selected_info = self.info_font.render('Sell a turret', True, (255, 255, 255))
            screen.blit(selected_info, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
        elif button.text == 'Pause':
            selected_info = self.info_font.render('Pause game', True, (255, 255, 255))
            screen.blit(selected_info, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
        elif button.text == 'Quit':
            selected_info = self.info_font.render('Quit game', True, (255, 255, 255))
            screen.blit(selected_info, (self.rightinfo_rect.left + 5, self.rightinfo_rect.top + 35))
    '''出售炮塔(半价)'''
    def sellTurret(self, position):
        coord = self.pos2coord(position)
        for turret in self.built_turret_group:
            if coord == turret.coord:
                self.built_turret_group.remove(turret)
                self.money += int(turret.price * 0.5)
                del turret
                break
    '''建造炮塔'''
    def buildTurret(self, position):
        turret = self.mouse_carried[1]
        coord = self.pos2coord(position)
        position = self.coord2pos(coord)
        turret.position = position
        turret.coord = coord
        turret.rect.left, turret.rect.top = position
        if self.money - turret.price >= 0:
            if self.current_map.get(turret.coord) in self.placeable.keys():
                self.money -= turret.price
                self.built_turret_group.add(turret)
                if self.mouse_carried[1].turret_type == 0:
                    self.mouse_carried = []
                    self.takeT1()
                elif self.mouse_carried[1].turret_type == 1:
                    self.mouse_carried = []
                    self.takeT2()
                elif self.mouse_carried[1].turret_type == 2:
                    self.mouse_carried = []
                    self.takeT3()
    '''拿炮塔1'''
    def takeT1(self):
        T1 = Turret(0, self.cfg)
        if self.money >= T1.price:
            self.mouse_carried = ['turret', T1]
    '''拿炮塔2'''
    def takeT2(self):
        T2 = Turret(1, self.cfg)
        if self.money >= T2.price:
            self.mouse_carried = ['turret', T2]
    '''拿炮塔3'''
    def takeT3(self):
        T3 = Turret(2, self.cfg)
        if self.money >= T3.price:
            self.mouse_carried = ['turret', T3]
    '''出售炮塔'''
    def takeXXX(self):
        XXX = pygame.image.load(self.cfg.IMAGEPATHS['game']['x'])
        self.mouse_carried = ['XXX', XXX]
    '''找下一个路径单元'''
    def find_next_path(self, enemy):
        x, y = enemy.coord
        # 优先级: 下右左上
        neighbours = [(x, y+1), (x+1, y), (x-1, y), (x, y-1)]
        for neighbour in neighbours:
            if (neighbour in self.path_list) and (neighbour not in enemy.reached_path):
                return neighbour
        return None
    '''将真实坐标转为地图坐标, 20个单位长度的真实坐标=地图坐标'''
    def pos2coord(self, position):
        return (position[0] // self.element_size, position[1] // self.element_size)
    '''将地图坐标转为真实坐标, 20个单位长度的真实坐标=地图坐标'''
    def coord2pos(self, coord):
        return (coord[0] * self.element_size, coord[1] * self.element_size)
    '''导入地图'''
    def loadMap(self, screen, map_path):
        map_file = open(map_path, 'r')
        idx_j = -1
        for line in map_file.readlines():
            line = line.strip()
            if not line:
                continue
            idx_j += 1
            idx_i = -1
            for col in line:
                try:
                    element_type = int(col)
                    element_img = self.map_elements.get(element_type)
                    element_rect = element_img.get_rect()
                    idx_i += 1
                    element_rect.left, element_rect.top = self.element_size * idx_i, self.element_size * idx_j
                    self.map_surface.blit(element_img, element_rect)
                    self.current_map[idx_i, idx_j] = element_type
                    # 把道路记下来
                    if element_type == 1:
                        self.path_list.append((idx_i, idx_j))
                except:
                    continue
        # 放洞穴和大本营
        self.map_surface.blit(self.cave, (0, 0))
        self.map_surface.blit(self.nexus, (740, 400))
        # 大本营的血条
        nexus_width = self.nexus.get_rect().width
        green_len = max(0, self.health / self.max_health) * nexus_width
        if green_len > 0:
            pygame.draw.line(self.map_surface, (0, 255, 0), (740, 400), (740 + green_len, 400), 3)
        if green_len < nexus_width:
            pygame.draw.line(self.map_surface, (255, 0, 0), (740 + green_len, 400), (740 + nexus_width, 400), 3)
        screen.blit(self.map_surface, (0, 0))
        map_file.close()
    '''暂停游戏'''
    def pauseGame(self, screen):
        pause_interface = PauseInterface(self.cfg)
        pause_interface.update(screen)
    '''退出游戏'''
    def quitGame(self):
        pygame.quit()
        sys.exit(0)

7、游戏暂停

import sys
import pygame
 
 
'''游戏暂停主界面'''
class MainInterface(pygame.sprite.Sprite):
    def __init__(self, cfg):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(cfg.IMAGEPATHS['pause']['gamepaused']).convert()
        self.rect = self.image.get_rect()
        self.rect.center = cfg.SCREENSIZE[0] / 2, cfg.SCREENSIZE[1] / 2
    '''更新函数'''
    def update(self):
        pass
 
 
'''恢复游戏按钮'''
class ResumeButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(391, 380)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['pause']['resume_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['pause']['resume_red']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''游戏暂停界面'''
class PauseInterface():
    def __init__(self, cfg):
        self.main_interface = MainInterface(cfg)
        self.resume_btn = ResumeButton(cfg)
        self.components = pygame.sprite.LayeredUpdates(self.main_interface, self.resume_btn)
    '''外部调用'''
    def update(self, screen):
        clock = pygame.time.Clock()
        background = pygame.Surface(screen.get_size())
        count = 0
        flag = True
        while True:
            count += 1
            clock.tick(60)
            self.components.clear(screen, background)
            self.components.update()
            if count % 10 == 0:
                count = 0
                flag = not flag
            if flag:
                self.components.draw(screen)
            else:
                screen.blit(self.main_interface.image, self.main_interface.rect)
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(0)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        mouse_pos = pygame.mouse.get_pos()
                        if self.resume_btn.rect.collidepoint(mouse_pos):
                            return True

8、游戏结束及分数

import sys
import pygame
 
 
'''游戏结束主界面'''
class MainInterface(pygame.sprite.Sprite):
    def __init__(self, cfg):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load(cfg.IMAGEPATHS['end']['gameover']).convert()
        self.rect = self.image.get_rect()
        self.rect.center = cfg.SCREENSIZE[0] / 2, cfg.SCREENSIZE[1] / 2
    '''更新函数'''
    def update(self):
        pass
 
 
'''继续游戏按钮'''
class ContinueButton(pygame.sprite.Sprite):
    def __init__(self, cfg, position=(400, 409)):
        pygame.sprite.Sprite.__init__(self)
        self.image_1 = pygame.image.load(cfg.IMAGEPATHS['end']['continue_black']).convert()
        self.image_2 = pygame.image.load(cfg.IMAGEPATHS['end']['continue_red']).convert()
        self.image = self.image_1
        self.rect = self.image.get_rect()
        self.rect.center = position
    '''更新函数: 不断地更新检测鼠标是否在按钮上'''
    def update(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            self.image = self.image_2
        else:
            self.image = self.image_1
 
 
'''游戏结束类'''
class EndInterface():
    def __init__(self, cfg):
        self.main_interface = MainInterface(cfg)
        self.continue_btn = ContinueButton(cfg)
        self.components = pygame.sprite.LayeredUpdates(self.main_interface, self.continue_btn)
    '''外部调用'''
    def update(self, screen):
        clock = pygame.time.Clock()
        background = pygame.Surface(screen.get_size())
        count = 0
        flag = True
        while True:
            count += 1
            clock.tick(60)
            self.components.clear(screen, background)
            self.components.update()
            if count % 10 == 0:
                count = 0
                flag = not flag
            if flag:
                self.components.draw(screen)
            else:
                screen.blit(self.main_interface.image, self.main_interface.rect)
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(0)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 1:
                        mouse_pos = pygame.mouse.get_pos()
                        if self.continue_btn.rect.collidepoint(mouse_pos):
                            return True

9、引入音频、图片、地图、难度json

启动游戏主程序

tower.py

import cfg
import pygame
from modules import *
 
 
'''主函数'''
def main():
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.AUDIOPATHS['bgm'])
    pygame.mixer.music.play(-1, 0.0)
    pygame.mixer.music.set_volume(0.25)
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption("塔防游戏 —— hacklex")
    # 调用游戏开始界面
    start_interface = StartInterface(cfg)
    is_play = start_interface.update(screen)
    if not is_play:
        return
    # 调用游戏界面
    while True:
        choice_interface = ChoiceInterface(cfg)
        map_choice, difficulty_choice = choice_interface.update(screen)
        game_interface = GamingInterface(cfg)
        game_interface.start(screen, map_path=cfg.MAPPATHS[str(map_choice)], difficulty_path=cfg.DIFFICULTYPATHS[str(difficulty_choice)])
        end_interface = EndInterface(cfg)
        end_interface.update(screen)
 
 
'''run'''
if __name__ == '__main__':
    main()

四、游戏启动方法

1、开发工具启动

如果你配置了开发工具的环境VScode、sublimeText、notepad+、pycharm什么的,可以直接在工具中,运行游戏。

如果没配置,可以使用命令启动。

2、命令行启动 gif

进入代码根目录,按住shift+鼠标右键,选择 此处运行powershell,然后执行代码:python tower.py

即可 运行。

Python Pygame实战之塔防游戏的实现

以上就是Python Pygame实战之塔防游戏的实现的详细内容,更多关于Python Pygame塔防游戏的资料请关注三水点靠木其它相关文章!

Python 相关文章推荐
初步介绍Python中的pydoc模块和distutils模块
Apr 13 Python
Python实现程序判断季节的代码示例
Jan 28 Python
Django框架实现的普通登录案例【使用POST方法】
May 15 Python
打包python 加icon 去掉cmd黑窗口方法
Jun 24 Python
基于Python的图像数据增强Data Augmentation解析
Aug 13 Python
python调用接口的4种方式代码实例
Nov 19 Python
python使用 cx_Oracle 模块进行查询操作示例
Nov 28 Python
Python Handler处理器和自定义Opener原理详解
Mar 05 Python
Python Pivot table透视表使用方法解析
Sep 11 Python
python IP地址转整数
Nov 20 Python
python模拟点击在ios中实现的实例讲解
Nov 26 Python
python利用proxybroker构建爬虫免费IP代理池的实现
Feb 21 Python
pytorch中的 .view()函数的用法介绍
Mar 17 #Python
Python绘画好看的星空图
opencv深入浅出了解机器学习和深度学习
Python与C++中梯度方向直方图的实现
JAVA SpringMVC实现自定义拦截器
Mar 16 #Python
Python Pandas 删除列操作
Mar 16 #Python
Python实现批量自动整理文件
Mar 16 #Python
You might like
从C/C++迁移到PHP——判断字符类型的函数
2006/10/09 PHP
Ha0k 0.3 PHP 网页木马修改版
2009/10/11 PHP
jQuery+PHP发布的内容进行无刷新分页(Fckeditor)
2015/10/22 PHP
深入解析PHP中SESSION反序列化机制
2017/03/01 PHP
php传值和传引用的区别点总结
2019/11/19 PHP
PHP7 新增常量
2021/03/09 PHP
IE6,IE7下js动态加载图片不显示错误
2010/07/17 Javascript
js内置对象 学习笔记
2011/08/01 Javascript
javascript级联下拉列表实例代码(自写)
2013/05/10 Javascript
jquery二级导航内容均分的原理及实现
2013/08/13 Javascript
使用js画图之画切线
2015/01/12 Javascript
jquery制作 随机弹跳的小球特效
2015/02/01 Javascript
nodejs实现获取当前url地址及url各种参数值
2015/06/25 NodeJs
11种ASP连接数据库的方法
2015/09/18 Javascript
javascript省市区三级联动下拉框菜单实例演示
2015/11/29 Javascript
WEB前端开发框架Bootstrap3 VS Foundation5
2016/05/16 Javascript
Vue.js每天必学之过滤器与自定义过滤器
2016/09/07 Javascript
js通过keyCode值判断单击键盘上某个键,然后触发指定的事件方法
2017/02/19 Javascript
jQuery模拟窗口抖动效果
2017/03/15 Javascript
浅谈JS封闭函数、闭包、内置对象
2017/07/18 Javascript
深入理解基于vue-cli的vuex配置
2017/07/24 Javascript
vue路由跳转时判断用户是否登录功能的实现
2017/10/26 Javascript
javascript实现最长公共子序列实例代码
2018/02/05 Javascript
关于ES6箭头函数中的this问题
2018/02/27 Javascript
vue v-for直接循环数字实例
2019/11/07 Javascript
Angular 多模块项目构建过程
2020/02/13 Javascript
分析Python中设计模式之Decorator装饰器模式的要点
2016/03/02 Python
举例讲解Python中metaclass元类的创建与使用
2016/06/30 Python
python3中利用filter函数输出小于某个数的所有回文数实例
2019/11/24 Python
Python利用matplotlib绘制折线图的新手教程
2020/11/05 Python
Parts Express:音频、视频和扬声器的第一来源
2017/04/25 全球购物
大四学年自我鉴定
2013/11/13 职场文书
导师工作推荐信
2015/03/27 职场文书
机关单位保密工作责任书
2015/05/11 职场文书
朋友聚会开场白
2015/06/01 职场文书
Spring Cloud OpenFeign模版化客户端
2022/06/25 Java/Android