Python 游戲大作炫酷機(jī)甲闖關(guān)游戲爆肝數(shù)千行代碼實(shí)現(xiàn)案例進(jìn)階
導(dǎo)語(yǔ)
大家早上好哈!——有沒(méi)有想我?。?/p>
木木子來(lái)啦,今日上線放一波大招給大家!

剛學(xué)會(huì)了錄制視頻,之后的效果動(dòng)態(tài)顯示終于完美錄制出來(lái)了!今天跟著小編更新一波大家期待的游戲系列吧~
是不是好開(kāi)森、好興奮呀!來(lái)來(lái)來(lái)……小編跟你一起去看看!

正文
本文呢是開(kāi)源的游戲項(xiàng)目哈——小編按照自己的想法加工優(yōu)化一下給大家展示效果滴!
一、小編有話說(shuō)
其實(shí)這款游戲是一款機(jī)甲對(duì)戰(zhàn)的模式——下面我說(shuō)的話不要捶我哈,狗頭保命.jpg
感覺(jué)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(jué)都是這種一直刷刷刷的闖關(guān)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(guān)的,還可以自動(dòng)刷的游戲來(lái)著!BUT 我沒(méi)玩過(guò)但應(yīng)該是很多人的童年吧~
二、游戲規(guī)則
2.1闖關(guān)模式
這款游戲只有一個(gè)關(guān)卡:但是一個(gè)關(guān)卡里面分為幾個(gè)小boss、打完即可通關(guān),顯示血量為0即可通關(guān)不成功。一只紅色的機(jī)甲作為玩家必須打敗出現(xiàn)的所有小機(jī)甲+小boss,每次敵方機(jī)甲死亡會(huì)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。
2.2技能提示
機(jī)甲玩家角色:機(jī)甲技能列表—I—O—J—U-作為技能按鍵;機(jī)甲移動(dòng)列表—W—A—S—D—作為上下左右移動(dòng)按鍵。
三、游戲素材
這個(gè)游戲?qū)懥藥浊写a——游戲素材圖片——相應(yīng)的背景音樂(lè)等都特別的多——下面僅展示一小小部分給大家哈!
3.1像素畫風(fēng)——

3.2機(jī)甲模型——

3.3冒險(xiǎn)闖關(guān)

四、環(huán)境安裝
本文是寫的小游戲嘛!基于Pygame寫的。環(huán)境準(zhǔn)備:Python3、Pycharm。
pip install -i https://pypi.douban.com/simple/ pygame
五、項(xiàng)目代碼
由于項(xiàng)目代碼過(guò)多,這里只給出部分代碼。
5.1加載動(dòng)畫以及音效
font = pygame.font.SysFont(None,50,True)# 字體 True 打開(kāi)抗鋸齒
load_music=pygame.mixer.Sound("music/11046.wav")
start_music=pygame.mixer.Sound("music/戰(zhàn)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(jī)甲受傷.wav")
walk_music=pygame.mixer.Sound("music/機(jī)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(jí)或者獲得獎(jiǎng)勵(lì).wav")
feiti_music=pygame.mixer.Sound("music/機(jī)器故障.wav")
game_over_music=pygame.mixer.Sound("music/我一定會(huì)回來(lái)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初始化地圖
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(jī)甲對(duì)戰(zhàn)小游戲")
pygame.display.set_icon(start_back)
#
load_image=() #開(kāi)始動(dòng)畫列表
load_count=1 #開(kāi)始動(dòng)畫加載
start_flag=False#是否開(kāi)始
start_music.play(-1)#游戲開(kāi)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關(guān)卡動(dòng)畫
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
5.4玩家角色
class Player(object):
flc_list=()#機(jī)甲o(hù)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(jī)甲 向左走列表
walk_left = () #機(jī)甲 向左走列表
jn_list = ()#機(jī)甲i技能列表
jump_list = () #機(jī)甲跳躍技能列表
hit_list = () #機(jī)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(jī)甲受傷 列表
die_list=() #機(jī)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(méi)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(méi)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
5.5敵人死亡刪除
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 敵方大BOSS
class Boss(object):
walk_tuple = ()#走路元組
skill_tuple = () #遠(yuǎn)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(yuǎn)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(dòng)速度
self.speed_Y = 1.9 #y軸移動(dòng)速度
self.hit_box = (self.x,self.y,self.width,self.height) #碰撞檢測(cè)
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(biāo)
self.game_start_Bool = True #加載血條長(zhǎng)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(yuǎn)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(yuǎn)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
5.7敵方BOSS章魚(yú)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"),)
#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(yùn)動(dòng) 區(qū)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(yuǎn)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(yuǎn)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
5.8敵方BOSS 綠坦克
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"),)
#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(yùn)動(dòng) 區(qū)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(yuǎn)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(yuǎn)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
5.9掉落的血瓶
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)
5.10撿血包
def collision_check_tanke_HP(a,b): temp1= (b.x+b.width>a.x+a.width-30>b.x) #角色的攻擊區(qū)間 容錯(cuò)區(qū)間 temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45) return temp1 and temp2
5.11結(jié)束類
def game_over():
global check
start_btn=pygame.image.load("./load_img/重新開(kāi)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(biāo)事件
if event.type==pygame.MOUSEBUTTONDOWN:
# 鼠標(biāo)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()
六、效果展示
截圖展示——
游戲界面

第一小關(guān),其他的幾關(guān)我就沒(méi)截圖了哈

按住U放大這個(gè)技能特別可,遠(yuǎn)攻,其他的攻擊太近了,威力不是很大!get!

敵方機(jī)甲死亡掉落物品

視頻展示——
哈哈哈 效果出來(lái)就成!第一份有視頻的動(dòng)態(tài)效果滿足滿足??!之后會(huì)努力優(yōu)化滴~謝謝大家!
Python游戲?qū)崙?zhàn):機(jī)甲對(duì)戰(zhàn)闖關(guān)模式大冒險(xiǎn)!
總結(jié)
好啦!這篇大游戲就寫到這里啦,看著這些精致的畫面有沒(méi)有想要自己動(dòng)手玩一下 ,試試嘛~

你們的支持是我最大的動(dòng)力??!記得三連哦~mua 歡迎大家閱讀往期的文章哦~

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