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這篇文章主要講解了“Python游戲大作炫酷機甲闖關游戲爆肝數千行代碼的實現方法”,文中的講解內容簡單清晰,易于學習與理解,下面請大家跟著小編的思路慢慢深入,一起來研究和學習“Python游戲大作炫酷機甲闖關游戲爆肝數千行代碼的實現方法”吧!
其實這款游戲是一款機甲對戰的模式——下面我說的話不要捶我哈,狗頭保命.jpg
感覺這種打怪掉金幣、掉血包等等這些跟我之前看我朋友打的一款《地下城與勇士》很像!2333,
感覺都是這種一直刷刷刷的闖關模式,直女表示:“看這類游戲都差不多一樣”,但是貌似市面上很多這種類似刷boss闖
關的,還可以自動刷的游戲來著!BUT 我沒玩過但應該是很多人的童年吧~
這款游戲只有一個關卡:但是一個關卡里面分為幾個小boss、打完即可通關,顯示血量為0即可通關不成功。一只紅色的機甲作為玩家必須打敗出現的所有小機甲+小boss,每次敵方機甲死亡會掉落不同屬性的物品,比如:血包、裝備等等,靠近即可收取為自己可用。
機甲玩家角色:機甲技能列表—I—O—J—U-作為技能按鍵;機甲移動列表—W—A—S—D—作為上下左右移動按鍵。
這個游戲寫了幾千行代碼——游戲素材圖片——相應的背景音樂等都特別的多——下面僅展示一小小部分給大家哈!
本文是寫的小游戲嘛!基于Pygame寫的。環境準備:Python3、Pycharm。
pip install -i https://pypi.douban.com/simple/ pygame
由于項目代碼過多,這里只給出部分代碼。
font = pygame.font.SysFont(None,50,True)# 字體 True 打開抗鋸齒 load_music=pygame.mixer.Sound("music/11046.wav") start_music=pygame.mixer.Sound("music/戰斗背景音效.wav") back_music=pygame.mixer.Sound("music/BGM_1 (1)_02.wav") green_jn=pygame.mixer.Sound("music/敵人技能.wav") green_attack_music=pygame.mixer.Sound("music/怪叫.wav") player_hit_music=pygame.mixer.Sound("music/機甲受傷.wav") walk_music=pygame.mixer.Sound("music/機器走路.wav") jump_music=pygame.mixer.Sound("music/彈跳.wav") diren_die_music=pygame.mixer.Sound("music/坦克爆炸.wav") jn_music=pygame.mixer.Sound("music/激光聲游戲噴射_1_3.wav") attack_music=pygame.mixer.Sound("music/敵人普攻_01_1.wav") check_music=pygame.mixer.Sound("music/升級或者獲得獎勵.wav") feiti_music=pygame.mixer.Sound("music/機器故障.wav") game_over_music=pygame.mixer.Sound("music/我一定會回來的.wav") life_add_music=pygame.mixer.Sound("music/加血.wav") player_hit_music.set_volume(0.5) check_music.set_volume(0.2) green_attack_music.set_volume(0.1) back_music.set_volume(0) jn_music.set_volume(1) start_music.set_volume(0.5) load_music.set_volume(1)
map_img=pygame.image.load("map_img/left.jpg") start_back=pygame.image.load("load_img/start_back2.png") set_font = pygame.font.SysFont("KaiTi", 47) # load_music.play() screen=pygame.display.set_mode((WIDTH,HEIGHT),pygame.FULLSCREEN) # screen=pygame.display.set_mode((WIDTH,HEIGHT)) # screen.fill((16,16,16)) screen.blit(start_back,(0,0)) pygame.display.set_caption("機甲對戰小游戲") pygame.display.set_icon(start_back) # load_image=() #開始動畫列表 load_count=1 #開始動畫加載 start_flag=False#是否開始 start_music.play(-1)#游戲開始音效 for pic_num in range(1,30): if pic_num<10: load_image+=(pygame.image.load("./load_img/jz00"+str(pic_num)+".png"),) elif pic_num>9: load_image+=(pygame.image.load("./load_img/jz0"+str(pic_num)+".png"),) class walk_sound(): def __init__(self,src): self.sound=pygame.mixer.Sound(src) self.sound.set_volume(1) def music_play(self): self.sound.play() def music_stop(self): self.sound.stop()
class check_fun(object): check_list = [] for pic_num in range(1, 13): check_list+=(pygame.image.load("./right_check/箭頭" + str(pic_num) + ".png"),) def __init__(self): self.check_count=1 def draw(self,screen): if self.check_count>=12: self.check_count=1 if self.check_count: screen.blit(self.check_list[self.check_count],(1100,290)) self.check_count+=1
class Player(object): flc_list=() #機甲o技能列表 lizi_list = () #粒子特效1 列表 lizi2_list = () #粒子特效2 列表 lizi3_list =() #粒子特效3 列表 walk_right = () #機甲 向左走列表 walk_left = () #機甲 向左走列表 jn_list = () #機甲i技能列表 jump_list = () #機甲跳躍技能列表 hit_list = () #機甲受傷列表 attack_list_one=() #近攻 第一段 列表 attack_list_two = () #近攻 第二段列表 attack_list_three = () #近攻 第三段列表 life_list=() #機甲受傷 列表 die_list=() #機甲 血量 列表 all_tuple=() stand_list = () HP_tuple=() cd_tuple=() level_tuple=() for pic_num in range(1,13): level_tuple+=(pygame.image.load("./Update/"+str(pic_num)+".png"),) for pic_num in range(1,17): all_tuple+=(pygame.image.load("./jn/BIG/1 ("+str(pic_num)+").png"),) for pic_num in range(1,12): cd_tuple+=(pygame.image.load("./cd/cd"+str(pic_num)+".png"),) for pic_num in range(1,17): HP_tuple+=(pygame.image.load("./HP/"+str(pic_num)+".png"),) for pic_num in range(1,65): die_list+=(pygame.image.load("./die/die ("+str(pic_num)+").png"),) for pic_num in range(1,33): flc_list+=(pygame.image.load("./jn/flc ("+str(pic_num)+").png"),) for pic_num in range(1,49): lizi_list+=(pygame.image.load("./fire/"+str(pic_num)+".png"),) for pic_num in range(1,34): lizi2_list+=(pygame.image.load("./huohua/"+str(pic_num)+".png"),) for pic_num in range(1,81): lizi3_list+=(pygame.image.load("./huohua2/"+str(pic_num)+".png"),) for pic_num in range(1,5): life_list+=(pygame.image.load("./hit/ss (1).png"),) life_list+=(pygame.image.load("./hit/ss (2).png"),) for pic_num in range(1,13): walk_right+=(pygame.image.load("./walk/walk ("+str(pic_num)+").png"),) for pic_num in range(12,0,-1): walk_left+=(pygame.image.load("./walk/walk ("+str(pic_num)+").png"),) for pic_num in range(1, 25): stand_list+=(pygame.image.load("./stand/stand (" + str(pic_num) + ").png"),) for pic_num in range(1,41): jn_list+=(pygame.image.load("./jn/jn ("+str(pic_num)+").png"),) for pic_num in range(1,39): jump_list+=(pygame.image.load("./jump/jump ("+str(pic_num)+").png"),) for pic_num in range(1,48): hit_list+=(pygame.image.load("./hit/jd ("+str(pic_num)+").png"),) for pic_num in range(1,14): attack_list_one+=(pygame.image.load("./attack/1attack ("+str(pic_num)+").png"),) for pic_num in range(1,7): attack_list_two+=(pygame.image.load("./attack/2attack ("+str(pic_num)+").png"),) for pic_num in range(1,12): attack_list_three+=(pygame.image.load("./attack/3attack ("+str(pic_num)+").png"),) def __init__(self,x,y,width,height): self.x=x self.y=y self.width=width self.height=height self.speed=1 self.left=False self.right=True self.stand=True self.jump=False self.i=False self.hit=False self.attack=0 self.stand_count=1#站立的圖片索引 self.walk_count=1#步行的圖片索引 self.jump_count=1#跳躍的圖片索引 self.jn_count=1#技能i的圖片索引 self.hit_count=1#受傷的圖片索引 self.attack_Bool=False self.attack_one_count = 1#一段普攻的圖片索引 self.attack_two_count = 1 # 二段普攻的圖片索引 self.attack_three_count = 1 # 三段普攻的圖片索引 self.life=100 self.t=10 self.hit_box = (self.x, self.y, self.width, self.height) # 碰撞框的位置 大小變量 self.kill_enemy=0 self.life_remove_bool=False self.life_count=0 self.lizi_count=1 self.lizi2_count = 1 self.flc_count=0 self.lizi3_count=1 self.HP_count=0 self.cd_count=0 self.all_count=0 self.cd=False self.levelAdd=False self.level=1 self.flc=False self.die=False self.all=False self.die_count=0 self.level_count=0 self.HP_img=pygame.image.load("./HP/電池.png") self.skill_img = pygame.image.load("./HP/skill_num.png") self.player_img = pygame.image.load("./HP/head.png") self.win_bool=False self.lifeAdd=False self.all_lenth=50 def draw(self,screen): if self.all_count>=16: self.all_count=0 self.all=False self.all_lenth=50 if player.all_count>14: U_Testing(enemylist) U_Testing(enemylist2) U_Testing(enemylist3) U_Testing(enemylist4) if self.cd_count>=11: self.cd_count=0 self.cd=False if self.HP_count == 2: life_add_music.play() if self.HP_count>=16: life_add_music.stop() self.HP_count=0 self.lifeAdd = False if self.level_count==2: life_add_music.play() if self.level_count>=12: life_add_music.stop() if self.level_count>=12: self.level_count=0 self.levelAdd = False if self.lizi_count>=48: self.lizi_count=1 if self.lizi2_count>=33: self.lizi2_count=1 if self.lizi3_count>=80: self.lizi3_count=1 if self.lizi2_count: screen.blit(self.lizi2_list[self.lizi2_count], (-100, 500)) screen.blit(self.lizi2_list[self.lizi2_count], (200, 500)) screen.blit(self.lizi2_list[self.lizi2_count], (500, 500)) screen.blit(self.lizi2_list[self.lizi2_count], (800, 500)) screen.blit(self.lizi2_list[self.lizi2_count], (1100, 500)) self.lizi2_count += 1 # if self.lizi3_count: # screen.blit(self.lizi3_list[self.lizi3_count], (-100, -120)) # screen.blit(self.lizi3_list[self.lizi3_count], (200, -200)) # screen.blit(self.lizi3_list[self.lizi3_count], (500, -120)) # screen.blit(self.lizi3_list[self.lizi3_count], (800, -200)) # screen.blit(self.lizi3_list[self.lizi3_count], (1100, -120)) # self.lizi3_count += 1 if self.lizi_count: screen.blit(self.lizi_list[self.lizi_count], (-100, 600)) screen.blit(self.lizi_list[self.lizi_count], (200, 550)) screen.blit(self.lizi_list[self.lizi_count], (500, 600)) screen.blit(self.lizi_list[self.lizi_count], (800, 550)) screen.blit(self.lizi_list[self.lizi_count], (1100, 600)) self.lizi_count+=1 if self.die_count >=64: self.die_count=0 self.life=100 self.kill_enemy=0 self.die = False self.stand = True return if self.stand_count>=24: self.stand_count=1 if self.flc_count>=32: self.flc_count=0 self.flc=False if self.life_count>=8: self.life_count=0 self.life_remove_bool=False if self.attack_one_count>=13: self.attack_one_count=1 self.stand=True self.attack_Bool = False if self.attack_two_count>=6: self.attack_two_count=1 self.stand = True self.attack_Bool = False if self.attack_three_count>=11: self.attack_three_count=1 self.stand = True self.attack_Bool = False if self.walk_count>=12: self.walk_count=1 if self.jump_count>=38: self.jump_count=1 if self.jn_count>=40: self.jn_count=1 if self.hit_count>=47: self.hit_count=1 if self.die_count==20: diren_die_music.play() if self.life_remove_bool and not self.die: screen.blit(self.life_list[self.life_count],(self.x,self.y)) if self.life_count==0: player_hit_music.play() elif self.life_count==5: player_hit_music.stop() self.stand=False self.i = False self.j = False self.left=False self.right=False self.jump = False self.flc = False self.life_count+=1 elif self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: screen.blit(self.stand_list[self.stand_count],(self.x,self.y)) self.stand_count+=1 elif self.right and not self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: # 如果沒有站立中 并且left=True, screen.blit(self.walk_right[self.walk_count], (self.x,self.y)) # 繪制馬里奧 self.walk_count += 1 if self.walk_count==2: walk_music.play() elif self.walk_count==1: walk_music.stop() elif self.left and not self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: # 如果沒有站立中 并且left=True, screen.blit(self.walk_left[self.walk_count], (self.x,self.y)) # 繪制馬里奧 self.walk_count += 1 if self.walk_count==2: walk_music.play() elif self.walk_count==1: walk_music.stop() elif self.flc and not self.die: if self.flc_count==1: feiti_music.play() if self.flc_count==20: feiti_music.stop() screen.blit(self.flc_list[self.flc_count], (self.x, self.y-120)) self.flc_count += 1 elif self.i and not self.die: screen.blit(self.jn_list[self.jn_count],(self.x,self.y-75)) self.jn_count+=1 if self.jn_count == 2: jn_music.play() elif self.jn_count == 1: jn_music.stop() elif self.jump and not self.attack_Bool and not self.die: screen.blit(self.jump_list[self.jump_count],(self.x,self.y-75)) self.jump_count+=1 if self.jump_count == 2: jump_music.play() elif self.jump_count == 1: jump_music.stop() elif self.attack==1 and self.attack_Bool and not self.die: screen.blit(self.attack_list_one[self.attack_one_count],(self.x,self.y)) self.attack_one_count += 1 if self.attack_one_count==2: attack_music.play() elif self.attack_one_count==1: attack_music.stop() elif self.attack==2 and self.attack_Bool and not self.die: screen.blit(self.attack_list_two[self.attack_two_count],(self.x,self.y)) self.attack_two_count += 1 if self.attack_two_count == 2: attack_music.play() elif self.attack_two_count == 1: attack_music.stop() elif self.attack==3 and self.attack_Bool and not self.die: screen.blit(self.attack_list_three[self.attack_three_count],(self.x,self.y)) self.attack_three_count += 1 if self.attack_three_count == 2: attack_music.play() elif self.attack_three_count == 1: attack_music.stop() elif self.hit and not self.die: screen.blit(self.hit_list[self.hit_count],(self.x,self.y)) self.hit_count+=1 elif self.die: self.life = 0 self.skill = False self.attack = False screen.blit(self.die_list[self.die_count],(self.x-100,self.y-20)) self.die_count+=1 self.hit_box = (self.x, self.y, self.width, self.height) if self.levelAdd: LEVAdd = font.render("LEVEL UP ", True, (255, 0, 0)) screen.blit(LEVAdd, (player.x - 50, player.y - 50)) screen.blit(self.level_tuple[self.level_count],(self.x-40,self.y-90)) self.level_count+=1 if self.lifeAdd: screen.blit(self.HP_tuple[self.HP_count],(self.x,self.y-40)) self.HP_count+=1 if self.all: self.all_lenth+=50 screen.blit(self.all_tuple[self.all_count],(self.x+self.all_lenth,self.y+(self.height/2)-210)) self.all_count+=1
def die_enemy_green(): enemylist.pop() def die_enemy_grey(): enemylist2.pop() def die_enemy_pink(): enemylist3.pop() def die_enemy_Boss(): enemylist4.pop()
class Boss(object): walk_tuple = () #走路元組 skill_tuple = () #遠攻元組 attack_tuple = () #近攻元組 life_remove_tuple = () #受傷元組 die_tuple = () #死亡元組 arm_tuple = () #胳膊元組 for pic_num in range(1,13): walk_tuple += (pygame.image.load("./yellow/walk1/1 ("+str(pic_num)+").png"),) for pic_num in range(1,34): skill_tuple += (pygame.image.load("./yellow/skill/skill ("+str(pic_num)+").png"),) for pic_num in range(1,30): attack_tuple += (pygame.image.load("./yellow/attack/attack ("+str(pic_num)+").png"),) for pic_num in range(1,40): life_remove_tuple += (pygame.image.load("./yellow/hit/hit ("+str(pic_num)+").png"),) for pic_num in range(1,13): die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),) for pic_num in range(1,13): die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),) for pic_num in range(1,13): die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),) for pic_num in range(1,13): die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),) for pic_num in range(1,13): die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),) for pic_num in range(1,7): arm_tuple += (pygame.image.load("./yellow/arm/arm ("+str(pic_num)+").png"),) def __init__(self,x,y,start,end): self.x = x self.y = y self.width = 149 self.height = 122 self.area = [start,end] self.Yarea = [390-self.height,640-self.height] self.walk_count = 0 #走路圖片索引 self.skill_count = 0 #遠攻圖片索引 self.attack_count = 0 #近攻圖片索引 self.life_count = 0 #倒地圖片索引 self.die_count = 0 #逃跑圖片索引 self.arm_count = 0 #胳膊圖片索引 self.life = 0 #boss生命值 self.speed = 1.5 #x軸移動速度 self.speed_Y = 1.9 #y軸移動速度 self.hit_box = (self.x,self.y,self.width,self.height) #碰撞檢測 self.die = False self.walk = True self.skill=False self.attack=False self.life_remove_bool=False self.Enemy_Y = 0 #保留受傷 Y軸 位置 self.enemy_img = pygame.image.load("./HP/enemy_yellow.png") #生命值圖標 self.game_start_Bool = True #加載血條長度 def draw(self,screen): global HP_img_boss global HP_bool_boss if self.game_start_Bool: self.life+=0.5 if self.life>15: self.life=15 self.game_start_Bool=False self.move() if self.life <= 0: self.life_remove_bool = False self.die = True self.walk = False if self.arm_count>=6: self.arm_count=0 if self.life_count>=39: # self.y=self.Enemy_Y self.life_count=0 self.life_remove_bool=False self.walk=True # 敵方走路 if self.walk_count>=12: self.walk_count=0 #敵方遠程攻擊 if self.skill_count==20 and not self.life_remove_bool and not self.die: if collision_check_tanke(player, enemylist4[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True # 敵方近程攻擊 if self.attack_count == 17 and not self.life_remove_bool and not self.die: if collision_check_tanke_yellow(player, enemylist4[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True #敵方 遠程 技能 if self.skill_count >= 33: self.skill_count = 0 self.skill=False self.walk=True # 敵方 近程 技能 if self.attack_count >= 29: self.attack_count = 0 self.attack = False self.walk = True
class Enemy_pink(object): walk_left=() walk_right=() die_list = () life_remove_list = () falsh_list=() skill_list=() attack_list = () for pic_num in range(1,83): attack_list+=(pygame.image.load("./pink/attack/attack1 ("+str(pic_num)+").png"),) for pic_num in range(1,17): walk_left+=(pygame.image.load("./pink/walk/"+str(pic_num)+".png"),) for pic_num in range(16,0,-1): walk_right+=(pygame.image.load("./pink/walk/"+str(pic_num)+".png"),) for pic_num in range(1,51): skill_list+=(pygame.image.load("./pink/skill2/"+str(pic_num)+".png"),) #敵人 先起飛 再死亡 for pic_num in range(1,58): die_list+=(pygame.image.load("./pink/die/die ("+str(pic_num)+").png"),) # 減血 for pic_num in range(1,29): life_remove_list+=(pygame.image.load("./pink/hit/hit ("+str(pic_num)+").png"),) def __init__(self,x,y,start,end): self.x=x self.y=y self.width=361 self.height=179 self.area=[start,end] self.Yarea = [440, 500] # Y軸 運動 區間 self.walk_count=1 self.speed=-2 self.speed_Y=1.9 self.life=0 self.hit_box = (self.x, self.y, self.width, self.height) self.die=False self.walk=True self.die_count=1 self.life_count=1 self.skill_count=1 self.attack_count=0 self.life_remove_bool=False self.skill=False self.attack = False self.Enemy_Y=0 #保留受傷 Y軸 位置 self.enemy_img = pygame.image.load("./HP/enemy_pink.png") self.HP_img = pygame.image.load("./HP/電池.png") self.game_start_Bool=True def draw(self,screen): global HP_img_pink global HP_bool_pink if self.game_start_Bool: self.life+=0.17 if self.life>3: self.life=3 self.game_start_Bool=False self.move() if self.life <= 0: self.life_remove_bool = False self.die = True self.walk = False if self.life_count>=28: # self.y=self.Enemy_Y self.life_count=0 self.life_remove_bool=False self.walk=True # 敵方走路 if self.walk_count>=16: self.walk_count=0 #敵方遠程攻擊 if self.skill_count==30 and not self.life_remove_bool and not self.die: if collision_check_tanke_jincheng(player, enemylist3[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True # 敵方近程攻擊 if self.attack_count == 50 and not self.life_remove_bool and not self.die: if collision_check_tanke(player, enemylist3[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True #敵方 遠程 技能 if self.skill_count >= 50: self.skill_count = 0 self.skill=False self.walk=True # 敵方 近程 技能 if self.attack_count >= 82: self.attack_count = 0 self.attack = False self.walk = True
class Enemy(object): walk_left=() walk_right=() die_list = () life_remove_list = () falsh_list=() skill_list=() attack_list = () for pic_num in range(1,24): attack_list+=(pygame.image.load("./green/attack/attack ("+str(pic_num)+").png"),) for pic_num in range(1,9): walk_left+=(pygame.image.load("./green/walk/walk ("+str(pic_num)+").png"),) for pic_num in range(8,0,-1): walk_right+=(pygame.image.load("./green/walk/walk ("+str(pic_num)+").png"),) for pic_num in range(1,38): skill_list+=(pygame.image.load("./green/skill/skill ("+str(pic_num)+").png"),) #敵人 先起飛 再死亡 for pic_num in range(1,40): die_list+=(pygame.image.load("./green/die/hit ("+str(pic_num)+").png"),) for pic_num in range(1,65): die_list+=(pygame.image.load("./green/die/die ("+str(pic_num)+").png"),) # 減血 for pic_num in range(1,24): life_remove_list+=(pygame.image.load("./green/die/hit ("+str(pic_num)+").png"),) def __init__(self,x,y,start,end): self.x=x self.y=y self.width=133 self.height=95 self.area=[start,end] self.Yarea = [300, 360] # Y軸 運動 區間 self.walk_count=1 self.speed=-1.5 self.speed_Y=1.9 self.life=0 self.hit_box = (self.x, self.y, self.width, self.height) self.die=False self.walk=True self.die_count=1 self.life_count=1 self.skill_count=1 self.attack_count=0 self.life_remove_bool=False self.skill=False self.attack = False self.Enemy_Y=0 #保留受傷 Y軸 位置 self.enemy_img=pygame.image.load("./HP/enemy_green.png") self.game_start_Bool=True def draw(self,screen): global HP_img_green global HP_bool_green if self.game_start_Bool: self.life+=0.12 if self.life > 3: self.life = 3 self.game_start_Bool = False self.move() if self.life <= 0: self.life_remove_bool = False self.die = True self.walk = False # 敵方受擊 # if self.life_count==2: # self.Enemy_Y=self.y if self.life_count>=23: # self.y=self.Enemy_Y self.life_count=0 self.life_remove_bool=False self.walk=True # 敵方走路 if self.walk_count>=8: self.walk_count=0 #敵方遠程攻擊 if self.skill_count==25 and not self.life_remove_bool and not self.die: if collision_check_tanke(player, enemylist[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True # 敵方近程攻擊 if self.attack_count == 14 and not self.life_remove_bool and not self.die: if collision_check_tanke_jincheng(player, enemylist[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True #敵方 遠程 技能 if self.skill_count >= 37: self.skill_count = 0 self.skill=False self.walk=True # 敵方 近程 技能 if self.attack_count >= 23: self.attack_count = 0 self.attack = False self.walk = True
class Prop_Hp(object): def __init__(self,x,y): self.x=x self.y=y self.width=64 self.height=64 self.HP=2 self.imglist=[pygame.image.load("./HP/HP.png"),pygame.image.load("./HP/HP2.png"),pygame.image.load("./HP/HP3.png"),pygame.image.load("./HP/gun.png"),pygame.image.load("./HP/gun2.png"),pygame.image.load("./HP/gun3.png"),pygame.image.load("./HP/gun4.png")] self.ran=random.randint(0,6) self.img=self.imglist[self.ran] def draw(self,screen): global HP_bool_green global HP_bool_grey global HP_bool_pink screen.blit(self.img,(self.x,self.y)) if HP_bool_grey: if HP_img_grey.imglist.index(HP_img_grey.img)>2: if collision_check_tanke_HP(player, HP_img_grey): player.levelAdd = True player.level += 1 player.life += 5 if player.life > 100: player.life = 100 HP_bool_grey = False else: if collision_check_tanke_HP(player, HP_img_grey): player.lifeAdd=True player.life += 5 if player.life >= 100: player.life=100 HP_bool_grey=False if HP_bool_green: if HP_img_green.imglist.index(HP_img_green.img) > 2: if collision_check_tanke_HP(player, HP_img_green): player.levelAdd = True player.level += 1 player.life += 5 if player.life > 100: player.life = 100 HP_bool_green = False else: if collision_check_tanke_HP(player, HP_img_green): player.lifeAdd = True player.life += 5 if player.life >= 100: player.life=100 HP_bool_green=False if HP_bool_pink: if HP_img_pink.imglist.index(HP_img_pink.img) > 2: if collision_check_tanke_HP(player, HP_img_pink): player.levelAdd = True player.level += 1 player.life += 5 if player.life>100: player.life=100 HP_bool_pink = False else: if collision_check_tanke_HP(player, HP_img_pink): player.lifeAdd = True player.life += 5 if player.life >= 100: player.life=100 HP_bool_pink=False back_music.play(-1)
def collision_check_tanke_HP(a,b): temp1= (b.x+b.width>a.x+a.width-30>b.x) #角色的攻擊區間 容錯區間 temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45) return temp1 and temp2
def game_over(): global check start_btn=pygame.image.load("./load_img/重新開始.png") end_btn=pygame.image.load("./load_img/退出游戲.png") failed=pygame.image.load("./load_img/失敗.png") win_img=pygame.image.load("./load_img/勝利.png") bg=pygame.image.load("./map_img/right.jpg") back_music.stop() while True: if check==5: back_music.play(-1) player.life = 100 player.x = 0 player.kill_enemy = 0 check = 1 return True for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() #鼠標事件 if event.type==pygame.MOUSEBUTTONDOWN: # 鼠標位置 if (495<=event.pos[0]<=495+start_btn.get_width()) and (450<=event.pos[1]<450+start_btn.get_height()): back_music.play(-1) player.life = 100 player.x = 0 player.kill_enemy = 0 check = 1 return True if (495<=event.pos[0]<=495+start_btn.get_width()) and (320<=event.pos[1]<320+start_btn.get_height()): sys.exit() player.kill_enemy=0 screen.blit(bg,(0,0)) screen.blit(start_btn,(495,450)) screen.blit(end_btn,(495,320)) if player.win_bool==False : #失敗 screen.blit(failed, (395, 120)) if player.win_bool : #勝利 screen.blit(win_img, (425, 120)) pygame.display.update()
截圖展示——
游戲界面
第一小關,其他的幾關我就沒截圖了哈
按住U放大這個技能特別可,遠攻,其他的攻擊太近了,威力不是很大!get!
敵方機甲死亡掉落物品
視頻展示——
哈哈哈 效果出來就成!第一份有視頻的動態效果滿足滿足!!之后會努力優化滴~謝謝大家!
Python游戲實戰:機甲對戰闖關模式大冒險!
感謝各位的閱讀,以上就是“Python游戲大作炫酷機甲闖關游戲爆肝數千行代碼的實現方法”的內容了,經過本文的學習后,相信大家對Python游戲大作炫酷機甲闖關游戲爆肝數千行代碼的實現方法這一問題有了更深刻的體會,具體使用情況還需要大家實踐驗證。這里是億速云,小編將為大家推送更多相關知識點的文章,歡迎關注!
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