Python|Python 游戏大作炫酷机甲闯关游戏爆肝数千行代码实现案例进阶
目录
- 导语
- 正文
- 一、小编有话说
- ?二、游戏规则
- 2.1闯关模式
- 2.2技能提示
- 三、游戏素材
- 3.1像素画风——
- 3.2机甲模型——
- 3.3冒险闯关
- 四、环境安装
- 五、项目代码
- 5.1加载动画以及音效
- 5.2初始化地图
- 5.3关卡动画
- 5.4玩家角色
- 5.5敌人死亡删除
- 5.6 敌方大BOSS
- 5.7敌方BOSS章鱼怪
- 5.8敌方BOSS 绿坦克
- 5.9掉落的血瓶
- 5.10捡血包
- 5.11结束类
- 六、效果展示
- 总结
导语 大家早上好哈!——有没有想我啊?
木木子来啦,今日上线放一波大招给大家!
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刚学会了录制视频,之后的效果动态显示终于完美录制出来了!今天跟着小编更新一波大家期待的游戏系列吧~
是不是好开森、好兴奋呀!来来来……小编跟你一起去看看!
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正文 本文呢是开源的游戏项目哈——小编按照自己的想法加工优化一下给大家展示效果滴!
一、小编有话说
其实这款游戏是一款机甲对战的模式——下面我说的话不要捶我哈,狗头保命.jpg
感觉这种打怪掉金币、掉血包等等这些跟我之前看我朋友打的一款《地下城与勇士》很像!2333,
感觉都是这种一直刷刷刷的闯关模式,直女表示:“看这类游戏都差不多一样”,但是貌似市面上很多这种类似刷boss闯
关的,还可以自动刷的游戏来着!BUT 我没玩过但应该是很多人的童年吧~
?二、游戏规则
2.1闯关模式 【Python|Python 游戏大作炫酷机甲闯关游戏爆肝数千行代码实现案例进阶】这款游戏只有一个关卡:但是一个关卡里面分为几个小boss、打完即可通关,显示血量为0即可通关不成功。一只红色的机甲作为玩家必须打败出现的所有小机甲+小boss,每次敌方机甲死亡会掉落不同属性的物品,比如:血包、装备等等,靠近即可收取为自己可用。
2.2技能提示 机甲玩家角色:机甲技能列表—I—O—J—U-作为技能按键;机甲移动列表—W—A—S—D—作为上下左右移动按键。
三、游戏素材
这个游戏写了几千行代码——游戏素材图片——相应的背景音乐等都特别的多——下面仅展示一小小部分给大家哈!
3.1像素画风——
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3.2机甲模型——
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3.3冒险闯关
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四、环境安装
本文是写的小游戏嘛!基于Pygame写的。环境准备:Python3、Pycharm。
pip install -i https://pypi.douban.com/simple/ pygame
五、项目代码
由于项目代码过多,这里只给出部分代码。
5.1加载动画以及音效
font = pygame.font.SysFont(None,50,True)# 字体True 打开抗锯齿load_music=pygame.mixer.Sound("music/11046.wav")start_music=pygame.mixer.Sound("music/战斗背景音效.wav")back_music=pygame.mixer.Sound("music/BGM_1 (1)_02.wav")green_jn=pygame.mixer.Sound("music/敌人技能.wav")green_attack_music=pygame.mixer.Sound("music/怪叫.wav")player_hit_music=pygame.mixer.Sound("music/机甲受伤.wav")walk_music=pygame.mixer.Sound("music/机器走路.wav")jump_music=pygame.mixer.Sound("music/弹跳.wav")diren_die_music=pygame.mixer.Sound("music/坦克爆炸.wav")jn_music=pygame.mixer.Sound("music/激光声游戏喷射_1_3.wav")attack_music=pygame.mixer.Sound("music/敌人普攻_01_1.wav")check_music=pygame.mixer.Sound("music/升级或者获得奖励.wav")feiti_music=pygame.mixer.Sound("music/机器故障.wav")game_over_music=pygame.mixer.Sound("music/我一定会回来的.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)
5.2初始化地图
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("机甲对战小游戏")pygame.display.set_icon(start_back)#load_image=() #开始动画列表load_count=1 #开始动画加载start_flag=False#是否开始start_music.play(-1)#游戏开始音效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()
5.3关卡动画
class check_fun(object):check_list = []for pic_num in range(1, 13):check_list+=(pygame.image.load("./right_check/箭头" + str(pic_num) + ".png"),)def __init__(self):self.check_count=1def draw(self,screen):if self.check_count>=12:self.check_count=1if self.check_count:screen.blit(self.check_list[self.check_count],(1100,290))self.check_count+=1
5.4玩家角色
class Player(object):flc_list=()#机甲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 = ()#机甲 向左走列表walk_left = ()#机甲 向左走列表jn_list = ()#机甲i技能列表jump_list = ()#机甲跳跃技能列表hit_list = ()#机甲受伤列表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=()#机甲受伤 列表die_list=()#机甲 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=xself.y=yself.width=widthself.height=heightself.speed=1self.left=Falseself.right=Trueself.stand=Trueself.jump=Falseself.i=Falseself.hit=Falseself.attack=0self.stand_count=1#站立的图片索引self.walk_count=1#步行的图片索引self.jump_count=1#跳跃的图片索引self.jn_count=1#技能i的图片索引self.hit_count=1#受伤的图片索引self.attack_Bool=Falseself.attack_one_count = 1#一段普攻的图片索引self.attack_two_count = 1# 二段普攻的图片索引self.attack_three_count = 1# 三段普攻的图片索引self.life=100self.t=10self.hit_box = (self.x, self.y, self.width, self.height)# 碰撞框的位置 大小变量self.kill_enemy=0self.life_remove_bool=Falseself.life_count=0self.lizi_count=1self.lizi2_count = 1self.flc_count=0self.lizi3_count=1self.HP_count=0self.cd_count=0self.all_count=0self.cd=Falseself.levelAdd=Falseself.level=1self.flc=Falseself.die=Falseself.all=Falseself.die_count=0self.level_count=0self.HP_img=pygame.image.load("./HP/电池.png")self.skill_img = pygame.image.load("./HP/skill_num.png")self.player_img = pygame.image.load("./HP/head.png")self.win_bool=Falseself.lifeAdd=Falseself.all_lenth=50def draw(self,screen):if self.all_count>=16:self.all_count=0self.all=Falseself.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=0self.cd=Falseif self.HP_count == 2:life_add_music.play()if self.HP_count>=16:life_add_music.stop()self.HP_count=0self.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=0self.levelAdd = False if self.lizi_count>=48:self.lizi_count=1if self.lizi2_count>=33:self.lizi2_count=1if self.lizi3_count>=80:self.lizi3_count=1if 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+=1if self.die_count >=64:self.die_count=0self.life=100self.kill_enemy=0self.die = Falseself.stand = Truereturn if self.stand_count>=24:self.stand_count=1 if self.flc_count>=32:self.flc_count=0self.flc=False if self.life_count>=8:self.life_count=0self.life_remove_bool=False if self.attack_one_count>=13:self.attack_one_count=1self.stand=Trueself.attack_Bool = False if self.attack_two_count>=6:self.attack_two_count=1self.stand = Trueself.attack_Bool = False if self.attack_three_count>=11:self.attack_three_count=1self.stand = Trueself.attack_Bool = False if self.walk_count>=12:self.walk_count=1 if self.jump_count>=38:self.jump_count=1if self.jn_count>=40:self.jn_count=1if 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=Falseself.i = Falseself.j = Falseself.left=Falseself.right=Falseself.jump = Falseself.flc = Falseself.life_count+=1 elif self.stand and not self.jump and not self.i and not self.flcand 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.flcand not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die:# 如果没有站立中 并且left=True,screen.blit(self.walk_right[self.walk_count], (self.x,self.y))# 绘制马里奥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:# 如果没有站立中 并且left=True,screen.blit(self.walk_left[self.walk_count], (self.x,self.y))# 绘制马里奥self.walk_count += 1 if self.walk_count==2:walk_music.play()elif self.walk_count==1:walk_music.stop() elif self.flcand 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.iand not self.die: screen.blit(self.jn_list[self.jn_count],(self.x,self.y-75))self.jn_count+=1if 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+=1if 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 += 1if 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 += 1if 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 += 1if 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 = 0self.skill = Falseself.attack = Falsescreen.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+=50screen.blit(self.all_tuple[self.all_count],(self.x+self.all_lenth,self.y+(self.height/2)-210))self.all_count+=1
5.5敌人死亡删除
def die_enemy_green():enemylist.pop()def die_enemy_grey():enemylist2.pop()def die_enemy_pink():enemylist3.pop()def die_enemy_Boss():enemylist4.pop()
5.6 敌方大BOSS
class Boss(object):walk_tuple = ()#走路元组skill_tuple = ()#远攻元组attack_tuple = ()#近攻元组life_remove_tuple = ()#受伤元组die_tuple = ()#死亡元组arm_tuple = ()#胳膊元组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 = xself.y = yself.width = 149self.height = 122self.area = [start,end]self.Yarea = [390-self.height,640-self.height]self.walk_count = 0#走路图片索引self.skill_count = 0#远攻图片索引self.attack_count = 0#近攻图片索引self.life_count = 0#倒地图片索引self.die_count = 0#逃跑图片索引self.arm_count = 0#胳膊图片索引self.life = 0#boss生命值self.speed = 1.5#x轴移动速度self.speed_Y = 1.9#y轴移动速度self.hit_box = (self.x,self.y,self.width,self.height)#碰撞检测self.die = Falseself.walk = Trueself.skill=Falseself.attack=Falseself.life_remove_bool=Falseself.Enemy_Y = 0#保留受伤 Y轴 位置self.enemy_img = pygame.image.load("./HP/enemy_yellow.png")#生命值图标self.game_start_Bool = True#加载血条长度def draw(self,screen):global HP_img_bossglobal HP_bool_bossif self.game_start_Bool:self.life+=0.5if self.life>15:self.life=15self.game_start_Bool=Falseself.move() if self.life <= 0:self.life_remove_bool = Falseself.die = Trueself.walk = False if self.arm_count>=6:self.arm_count=0 if self.life_count>=39:# self.y=self.Enemy_Yself.life_count=0self.life_remove_bool=Falseself.walk=True# 敌方走路if self.walk_count>=12:self.walk_count=0 #敌方远程攻击if self.skill_count==20 and not self.life_remove_bool and not self.die:if collision_check_tanke(player, enemylist4[0]):player.life -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True# 敌方近程攻击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 -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True #敌方 远程 技能if self.skill_count >= 33:self.skill_count = 0self.skill=Falseself.walk=True # 敌方 近程 技能if self.attack_count >= 29:self.attack_count = 0self.attack = Falseself.walk = True
5.7敌方BOSS章鱼怪
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"),)#敌人 先起飞 再死亡for pic_num in range(1,58):die_list+=(pygame.image.load("./pink/die/die ("+str(pic_num)+").png"),)# 减血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=xself.y=yself.width=361self.height=179self.area=[start,end]self.Yarea = [440, 500] # Y轴 运动 区间self.walk_count=1self.speed=-2self.speed_Y=1.9self.life=0self.hit_box = (self.x, self.y, self.width, self.height)self.die=Falseself.walk=Trueself.die_count=1self.life_count=1self.skill_count=1self.attack_count=0self.life_remove_bool=Falseself.skill=Falseself.attack = Falseself.Enemy_Y=0#保留受伤 Y轴 位置self.enemy_img = pygame.image.load("./HP/enemy_pink.png")self.HP_img = pygame.image.load("./HP/电池.png")self.game_start_Bool=Truedef draw(self,screen):global HP_img_pinkglobal HP_bool_pinkif self.game_start_Bool:self.life+=0.17if self.life>3:self.life=3self.game_start_Bool=False self.move() if self.life <= 0:self.life_remove_bool = Falseself.die = Trueself.walk = False if self.life_count>=28:# self.y=self.Enemy_Yself.life_count=0self.life_remove_bool=Falseself.walk=True# 敌方走路if self.walk_count>=16:self.walk_count=0 #敌方远程攻击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 -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True# 敌方近程攻击if self.attack_count == 50 and not self.life_remove_bool and not self.die:if collision_check_tanke(player, enemylist3[0]):player.life -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True #敌方 远程 技能if self.skill_count >= 50:self.skill_count = 0self.skill=Falseself.walk=True # 敌方 近程 技能if self.attack_count >= 82:self.attack_count = 0self.attack = Falseself.walk = True
5.8敌方BOSS 绿坦克
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"),) #敌人 先起飞 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"),)# 减血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=xself.y=yself.width=133self.height=95self.area=[start,end]self.Yarea = [300, 360] # Y轴 运动 区间self.walk_count=1self.speed=-1.5self.speed_Y=1.9self.life=0self.hit_box = (self.x, self.y, self.width, self.height)self.die=Falseself.walk=Trueself.die_count=1self.life_count=1self.skill_count=1self.attack_count=0self.life_remove_bool=Falseself.skill=Falseself.attack = Falseself.Enemy_Y=0#保留受伤 Y轴 位置self.enemy_img=pygame.image.load("./HP/enemy_green.png")self.game_start_Bool=Truedef draw(self,screen):global HP_img_greenglobal HP_bool_greenif self.game_start_Bool:self.life+=0.12if self.life > 3:self.life = 3self.game_start_Bool = False self.move() if self.life <= 0:self.life_remove_bool = Falseself.die = Trueself.walk = False # 敌方受击# if self.life_count==2:#self.Enemy_Y=self.y if self.life_count>=23:# self.y=self.Enemy_Yself.life_count=0self.life_remove_bool=Falseself.walk=True # 敌方走路if self.walk_count>=8:self.walk_count=0 #敌方远程攻击if self.skill_count==25 and not self.life_remove_bool and not self.die:if collision_check_tanke(player, enemylist[0]):player.life -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True# 敌方近程攻击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 -= 8player.life_remove_bool = Trueif player.life<=0:player.die=True #敌方 远程 技能if self.skill_count >= 37:self.skill_count = 0self.skill=Falseself.walk=True # 敌方 近程 技能if self.attack_count >= 23:self.attack_count = 0self.attack = Falseself.walk = True
5.9掉落的血瓶
class Prop_Hp(object):def __init__(self,x,y):self.x=xself.y=yself.width=64self.height=64self.HP=2self.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_greenglobal HP_bool_greyglobal HP_bool_pinkscreen.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 = Trueplayer.level += 1player.life += 5 if player.life > 100:player.life = 100HP_bool_grey = Falseelse:if collision_check_tanke_HP(player, HP_img_grey):player.lifeAdd=Trueplayer.life += 5if player.life >= 100:player.life=100HP_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 = Trueplayer.level += 1player.life += 5 if player.life > 100:player.life = 100HP_bool_green = Falseelse:if collision_check_tanke_HP(player, HP_img_green):player.lifeAdd = Trueplayer.life += 5if player.life >= 100:player.life=100HP_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 = Trueplayer.level += 1player.life += 5 if player.life>100:player.life=100HP_bool_pink = Falseelse:if collision_check_tanke_HP(player, HP_img_pink):player.lifeAdd = Trueplayer.life += 5if player.life >= 100:player.life=100HP_bool_pink=False back_music.play(-1)
5.10捡血包
def collision_check_tanke_HP(a,b):temp1= (b.x+b.width>a.x+a.width-30>b.x)#角色的攻击区间容错区间temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)return temp1 andtemp2
5.11结束类
def game_over():global checkstart_btn=pygame.image.load("./load_img/重新开始.png")end_btn=pygame.image.load("./load_img/退出游戏.png")failed=pygame.image.load("./load_img/失败.png")win_img=pygame.image.load("./load_img/胜利.png")bg=pygame.image.load("./map_img/right.jpg")back_music.stop()while True:if check==5:back_music.play(-1)player.life = 100player.x = 0player.kill_enemy = 0check = 1return Truefor event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()#鼠标事件if event.type==pygame.MOUSEBUTTONDOWN:# 鼠标位置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 = 100player.x = 0player.kill_enemy = 0check = 1return Trueif (495<=event.pos[0]<=495+start_btn.get_width()) and (320<=event.pos[1]<320+start_btn.get_height()):sys.exit()player.kill_enemy=0screen.blit(bg,(0,0))screen.blit(start_btn,(495,450))screen.blit(end_btn,(495,320))if player.win_bool==False :#失败screen.blit(failed, (395, 120))if player.win_bool :#胜利screen.blit(win_img, (425, 120))pygame.display.update()
六、效果展示
截图展示——
游戏界面
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第一小关,其他的几关我就没截图了哈
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按住U放大这个技能特别可,远攻,其他的攻击太近了,威力不是很大!get!
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敌方机甲死亡掉落物品
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视频展示——
哈哈哈 效果出来就成!第一份有视频的动态效果满足满足!!之后会努力优化滴~谢谢大家!
Python游戏实战:机甲对战闯关模式大冒险!
总结 好啦!这篇大游戏就写到这里啦,看着这些精致的画面有没有想要自己动手玩一下 ,试试嘛~
你们的支持是我最大的动力!!记得三连哦~mua 欢迎大家阅读往期的文章哦~
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到此这篇关于Python 爆肝数千行代码实现炫酷机甲闯关游戏大制作案例进阶的文章就介绍到这了,更多相关Python 机甲闯关游戏内容请搜索脚本之家以前的文章或继续浏览下面的相关文章希望大家以后多多支持脚本之家!
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