专栏名称: Python入门与进阶
Python网络爬虫与数据挖掘、分析,尽在 datanami
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51好读  ›  专栏  ›  Python入门与进阶

用Python写了一个空洞机甲小游戏

Python入门与进阶  · 公众号  ·  · 2021-04-19 19:41

正文

来源:http://nxw.so/4WSng



先来看看效果图:



由于项目代码过多,这里只给出部分代码。


图片素材和源码的下载链接在文章结尾,大家自行下载即可。


import pygame,sys




    
import time
import randompygame.init()pygame.mixer.init()FRAM_PER_SECONDS=7clock =pygame.time.Clock()WIDTH=1290HEIGHT=715load_img_x=1290/2-376/2load_img_y=715/2-224/2load_animate=Falsecheck=1 #关卡--标志pause=False#加载动画及音效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)

#出始地图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("空 洞 机 甲 - - - - - ( 河软空洞传奇工作室 版权所有 Copyright @ 2020 ) 感 谢 支 持")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()
#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=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
#机甲玩家角色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=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=False self.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=100 self.t=10 self.hit_box = (self.x, self.y, self.width, self.height) # 碰撞框的位置 大小变量 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/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=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.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
#是否胜利 if self.kill_enemy>=7: self.win_bool=True else: self.win_bool=False


#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()


#BIG BOSSclass 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 = 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 = False self.walk = True self.skill=False self.attack=False self.life_remove_bool=False self.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_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 # 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 -= 8 player.life_remove_bool = True if 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 -= 8 player.life_remove_bool = True if player.life<=0: player.die=True
#敌方 远程 技能 if self.skill_count >= 33: self.skill_count = 0 self.skill=False self.walk=True
# 敌方 近程 技能 if self.attack_count >= 29: self.attack_count = 0 self.attack = False self.walk = True
#坦克死亡 if self.die_count >= 60: HP_img_boss = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height))) HP_bool_boss=True player.kill_enemy+=1 self.die_count=0 self.skill_count=0 self.die=False self.walk=True self.speed_Y*=2.5 self.speed*=2.5 self.life=0 self.game_start_Bool = True self.y=500 game_over_music.stop() die_enemy_Boss() return #死亡音效 if self.die_count==20: game_over_music.play()
if self.life_remove_bool: self.walk=False self.skill = False self.attack = False screen.blit(self.life_remove_tuple[self.life_count], (self.x, self.y)) self.life_count += 1 # self.y = player.y + player.height - enemylist4[0].height - 10
elif self.skill and not self.life_remove_bool: if self.skill_count==15: green_jn.play() if self.skill_count==1: green_jn.stop()
screen.blit(self.skill_tuple[self.skill_count], (self.x-150, self.y-50)) self.skill_count+=1 elif self.attack and not self.life_remove_bool: screen.blit(self.attack_tuple[self.attack_count],(self.x-250,self.y)) self.attack_count+=1 if self.attack_count == 10 and self.attack: green_attack_music.play() if self.attack_count == 29 or not self.attack: green_attack_music.stop()
if self.speed>0 and self.walk and not self.die: self.skill = False screen.blit(self.walk_tuple[self.walk_count],(self.x,self.y)) self.walk_count+=1 elif self.speed<0 and self.walk: screen.blit(self.walk_tuple[self.walk_count],(self.x,self.y)) self.walk_count+=1 elif self.die: self.life = 0 self.skill = False self.attack = False if self.die_count%2==0 and self.die_count<20: pygame.time.delay(10) screen.fill([0, 0, 0])# 敌人 死亡特效 elif self.die_count%2==1 and self.die_count<20: pygame.time.delay(10) screen.fill([255, 0, 0])# 敌人 死亡特效
self.x += 11 screen.blit(self.arm_tuple[self.arm_count],(700,500)) self.arm_count+=1 screen.blit(self.die_tuple[self.die_count],(self.x,self.y)) self.die_count+=1 # 绘制血条 screen.blit(self.enemy_img, (1160, 0)) pygame.draw.rect(screen, (218, 234, 87), (600 + (15 - self.life) * (540 / 15), 40, (540 / 15) * self.life, 30)) if self.game_start_Bool == False and self.life < 15: pygame.draw.rect(screen, (102, 115, 44), (600, 40, 540 - (540 / 15 * self.life), 30))
# 敌人移动类 def move(self):
#遇敌人反向 if collision_check_fanxiang(player, enemylist4[0]) or collision_check_fanxiang( enemylist4[0], player) : enemylist4[0].speed = enemylist4[0].speed * -1 # 当机甲没有进行攻击时 if player.walk_right or player.stand: #敌人远程技能 if collision_check_tanke(player, enemylist4[0]) and not self.life_remove_bool and not self.die and not self.attack and ( player.stand or player.left or player.right ) and not player.die : self.skill=True self.walk = False # 敌人近程技能 if collision_check_tanke_yellow(player, enemylist4[0]) and not self.life_remove_bool and not self.die and not self.skill and ( player.stand or player.left or player.right ) and not player.die: self.attack = True self.walk = False
if self.die_count >= 60: return
if self.walk: # y移动 if self.speed_Y>0 and not self.die: if self.y<self.Yarea[1]+self.speed_Y: self.y += self.speed_Y else: self.speed_Y=self.speed_Y*(-1) self.y+=self.speed_Y self.walk_count=0 elif self.speed_Y<0 and not self.die: if self.y>self.Yarea[0]-self.speed_Y: self.y+=self.speed_Y else: self.speed_Y = self.speed_Y * (-1) self.y += self.speed_Y self.walk_count = 0
if self.speed>0 and not self.die: # X移动 if self.x<self.area[1]+self.speed: self.x+=self.speed else: self.speed=self.speed*(-1) self.x+=self.speed self.walk_count=0 elif self.speed<0 and not self.die: # X移动 if self.x>self.area[0]-self.speed: self.x+=self.speed else: self.speed=self.speed*(-1) self.x+=self.speed self.walk_count=0
#敌人 BOSS 章鱼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=x self.y=y self.width=361 self.height=179 self.area=[start,end] self.Yarea = [440, 500] # Y轴 运动 区间 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=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 # 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 -= 8 player.life_remove_bool = True if 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 -= 8 player.life_remove_bool = True if player.life<=0: player.die=True
#敌方 远程 技能 if self.skill_count >= 50: self.skill_count = 0 self.skill=False self.walk=True
# 敌方 近程 技能 if self.attack_count >= 82: self.attack_count = 0 self.attack = False self.walk = True
#坦克死亡 if self.die_count >= 57: HP_img_pink = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height))) HP_bool_pink=True player.kill_enemy+=1 self.die_count=0 self.skill_count=0 self.die=False self.walk=True self.speed_Y*=2.5 self.speed*=2.5 self.life=0 self.game_start_Bool=True diren_die_music.stop() die_enemy_pink() return #死亡音效 if self.die_count==20: diren_die_music.play()
if self.life_remove_bool: # if player.jump or player.i: # self.y = player.y + player.height - enemylist3[0].height - 10 self.walk=False self.skill = False self.attack = False screen.blit(self.life_remove_list[self.life_count], (self.x, self.y)) self.life_count += 1 # self.y = player.y + player.height - enemylist3[0].height - 10
elif self.skill and not self.life_remove_bool: if self.skill_count==15: green_jn.play() if self.skill_count==1: green_jn.stop() screen.blit(self.skill_list[self.skill_count], (self.x-150, self.y-50)) self.skill_count+=1 elif self.attack and not self.life_remove_bool: screen.blit(self.attack_list[self.attack_count],(self.x-250,self.y-100)) self.attack_count+=1 if self.attack_count == 10 and self.attack: green_attack_music.play() if self.attack_count == 55 or not self.attack: green_attack_music.stop()
if self.speed>0 and self.walk and not self.die: self.skill = False screen.blit(self.walk_left[self.walk_count],(self.x,self.y)) self.walk_count+=1 elif self.speed<0 and self.walk: screen.blit(self.walk_left[self.walk_count],(self.x,self.y)) self.walk_count+=1 elif self.die: self.life = 0 self.skill = False self.attack = False if self.die_count%2==0 and self.die_count<20: pygame.time.delay(20) screen.fill([0, 0, 0])# 敌人 死亡特效 elif self.die_count%2==1 and self.die_count<20: pygame.time.delay(20) screen.fill([255, 0, 0])# 敌人 死亡特效
# if self.die_count<13: # self.y = player.y + player.height - self.height - 10 screen.blit(self.die_list[self.die_count],(self.x,self.y)) self.die_count+=1 # 绘制血条 screen.blit(self.enemy_img, (1040, -45)) pygame.draw.rect(screen, (235, 35, 200), (600 + (3 - self.life) * (540 / 3), 40, (540 / 3) * self.life, 30)) if self.game_start_Bool == False and self.life < 3: pygame.draw.rect(screen, (80, 0, 100), (600, 40, 540 - (540 / 3 * self.life), 30))

# 敌人移动类 def move(self):
#遇敌人反向 if collision_check_fanxiang(player, enemylist3[0]) or collision_check_fanxiang( enemylist3[0], player) : enemylist3[0].speed = enemylist3[0].speed * -1 # 当机甲没有进行攻击时 if player.walk_right or player.stand: #敌人远程技能 if collision_check_tanke_jincheng(player, enemylist3[0]) and not self.life_remove_bool and not self.die and not self.attack and ( player.stand or player.left or player.right ): self.skill=True self.walk = False # 敌人近程技能 if collision_check_tanke(player, enemylist3[0]) and not self.life_remove_bool and not self.die and not self.skill and ( player.stand or player.left or player.right ): self.attack = True self.walk = False
if self.die_count >= 57: return
if self.walk: # y移动 if self.speed_Y>0 and not self.die: if self.y<self.Yarea[1]+self.speed_Y: self.y += self.speed_Y else: self.speed_Y=self.speed_Y*(-1) self.y+=self.speed_Y self.walk_count=0 elif self.speed_Y<0 and not self.die: if self.y>self.Yarea[0]-self.speed_Y: self.y+=self.speed_Y else: self.speed_Y = self.speed_Y * (-1) self.y += self.speed_Y self.walk_count = 0
if self.speed>0 and not self.die: # X移动 if self.x<self.area[1]+self.speed: self.x+=self.speed else: self.speed=self.speed*(-1) self.x+=self.speed self.walk_count=0 elif self.speed<0 and not self.die: # X移动 if self.x>self.area[0]-self.speed: self.x+=self.speed else: self.speed=self.speed*(-1) self.x+=self.speed self.walk_count=0
#灰色敌人class Enemy_grey(object): # 声明灰色敌人类 walk_left=() walk_right=() die_list = () life_remove_list = () falsh_list=() skill_list=() # attack_list=()
for pic_num in range(2, 0, -1): # 循环敌人向右行走的图片 walk_right+=(pygame.image.load("./grey/walk/walk (" + str(pic_num) + ").png"),) # 加载向右行走的图片 for pic_num in range(1, 3): # 循环敌人向左行走的图片 walk_left+=(pygame.image.load("./grey/walk/walk (" + str(pic_num) + ").png"),) # 加载向左行走的图片 for pic_num in range(1,22): skill_list+=(pygame.image.load("./grey/skill/skill ("+str(pic_num)+").png"),)
#敌人 先起飞 再死亡 for pic_num in range(1,36): die_list+=(pygame.image.load("./grey/hit/hit ("+str(pic_num)+").png"),) for pic_num in range(1,45): die_list+=(pygame.image.load("./grey/die/die ("+str(pic_num)+").png"),) # 减血 for pic_num in range(1,24): life_remove_list+=(pygame.image.load("./grey/hit/hit ("+str(pic_num)+").png"),)
def __init__(self,x,y,start,end): self.x=x self.y=y self.width=124 self.height=100 self.area=[start,end] self.Yarea = [370, 430] # Y轴 运动 区间 self.walk_count=0 self.speed=-1.9 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.attack=False self.skill=False self.Enemy_Y=0 #保留受伤 Y轴 位置 self.enemy_img = pygame.image.load("./HP/enemy_grey.png") self.HP_img = pygame.image.load("./HP/电池.png") self.game_start_Bool=True def draw(self,screen): global HP_img_grey global HP_bool_grey if self.game_start_Bool: self.life+=0.145 if self.life > 3: self.life = 3 self.game_start_Bool = False
self.move() # 敌方受击 #检测生命 if self.life <= 0: self.life_remove_bool = False self.die = True self.walk = False
# if self.life_count==2: # self.Enemy_Y=self.y
if self.life_count>=23: # self.y=self.Enemy_Y self.life_count=1 self.life_remove_bool=False self.walk=True
# 敌方走路 if self.walk_count==2: self.walk_count=0
#机甲掉血 if self.skill_count==12 and not self.life_remove_bool and not self.die: if collision_check_tanke_green(player, enemylist2[0]): player.life -= 8 player.life_remove_bool = True if player.life<=0: player.die=True
#敌方技能 if self.skill_count >= 21: self.skill_count = 1 self.skill=False self.walk=True
#坦克死亡 if self.die_count >= 78: HP_img_grey = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height))) HP_bool_grey=True player.kill_enemy += 1 self.die_count=1 self.skill_count = 1 self.die=False self.walk=True self.speed_Y*=2.4 self.speed*=2.4 self.life=0 self.game_start_Bool=True diren_die_music.stop() die_enemy_grey() return # 死亡音效 if self.die_count==35: diren_die_music.play()
if self.life_remove_bool: self.skill = False self.walk = False self.attack = False if player.jump or player.i: self.y = player.y + player.height - enemylist2[0].height - 10 screen.blit(self.life_remove_list[self.life_count], (self.x-20, self.y-80)) self.life_count += 1
elif self.skill and not self.life_remove_bool: screen.blit(self.skill_list[self.skill_count], (self.x-120, self.y)) self.skill_count+=1
if self.speed>0 and self.walk and not self.die: self.skill = False screen.blit(self.walk_left[self.walk_count],(self.x,self.y)) self.walk_count+=1 elif self.speed<0 and self.walk and not self.die: screen.blit(self.walk_left[self.walk_count],(self.x,self.y)) self.walk_count+=1 elif self.die: self.life = 0 self.skill = False self.attack = False if self.die_count%2==0 and self.die_count<20: pygame.time.delay(20) screen.fill([0, 0, 0])# 敌人 死亡特效 elif self.die_count%2==1 and self.die_count<20: pygame.time.delay(20) screen.fill([255, 0, 0])# 敌人 死亡特效
# if self.die_count<20: # self.y=player.y+player.height-self.height-10-120 # else: # self.y = self.Enemy_Y self.die_count+=1
screen.blit(self.die_list[self.die_count], (self.x, self.y)) # 绘制血条 screen.blit(self.enemy_img, (1150, 63)) pygame.draw.rect(screen, (130, 200, 200), (600 + (3 - self.life) * (540 / 3), 100, (540 / 3) * self.life, 30)) if self.game_start_Bool == False and self.life < 3: pygame.draw.rect(screen, (50, 75, 75), (600, 100, 540 - (540 / 3 * self.life), 30))
# 敌人移动类 def move(self): #遇敌人反向 if collision_check_fanxiang(player, enemylist2[0]) or collision_check_fanxiang( enemylist2[0], player) : enemylist2[0].speed = enemylist2[0].speed * -1 # 当机甲没有进行攻击时 if player.walk_right or player.walk_right or player.stand: #远攻 if collision_check_tanke(player, enemylist2[0]) and not self.life_remove_bool and not self.die: self.skill=True self.walk = False
if self.walk: # y移动 if self.speed_Y>0 and not self.die: if self.y<self.Yarea[1]+self.speed_Y: self.y += self.speed_Y else: self.speed_Y=self.speed_Y*(-1) self.y+=self.speed_Y self.walk_count=0 elif self.speed_Y<0 and not self.die: if self.y>self.Yarea[0]-self.speed_Y: self.y+=self.speed_Y else: self.speed_Y = self.speed_Y * (-1) self.y += self.speed_Y self.walk_count = 0
if self.speed>0 and not self.die: # X移动 if self.x<self.area[1]+self.speed: self.x+=self.speed else: self.speed=self.speed*(-1) self.x+=self.speed self.walk_count=0 elif self.speed<0 and not self.die: # X移动 if self.x>self.area[0]-self.speed: self.x+=self.speed else: self.speed=self.speed*(-1) self.x+=self.speed self.walk_count=0
#敌人 绿色坦克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=x self.y=y self.width=133 self.height=95 self.area=[start,end] self.Yarea = [300, 360] # Y轴 运动 区间 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 #保留受伤 Y轴 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
# 敌方受击 # 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
# 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 -= 8 player.life_remove_bool = True if 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 -= 8 player.life_remove_bool = True if player.life<=0: player.die=True
#敌方 远程 技能 if self.skill_count >= 37: self.skill_count = 0 self






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