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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

 更新時(shí)間:2021年10月15日 14:24:15   作者:顧木子吖  
本篇文章給大家?guī)鞵ython的一個(gè)游戲大制作—機(jī)甲闖關(guān)冒險(xiǎn),數(shù)千行代碼實(shí)現(xiàn)的游戲,過程很詳細(xì),對大家的學(xué)習(xí)或工作具有一定的借鑒價(jià)值,需要的朋友可以參考下

導(dǎo)語

大家早上好哈!——有沒有想我啊?

木木子來啦,今日上線放一波大招給大家!

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剛學(xué)會了錄制視頻,之后的效果動態(tài)顯示終于完美錄制出來了!今天跟著小編更新一波大家期待的游戲系列吧~

是不是好開森、好興奮呀!來來來……小編跟你一起去看看!

正文

本文呢是開源的游戲項(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

其實(shí)這款游戲是一款機(jī)甲對戰(zhàn)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(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,還可以自動刷的游戲來著!BUT 我沒玩過但應(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)甲移動列表—W—A—S—D—作為上下左右移動按鍵。

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)目代碼過多,這里只給出部分代碼。

5.1加載動畫以及音效

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(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/升級或者獲得獎勵.wav")
feiti_music=pygame.mixer.Sound("music/機(jī)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)

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)甲對戰(zhàn)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()

5.3關(guān)卡動畫

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

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(biāo)
        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(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 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 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 效果出來就成!第一份有視頻的動態(tài)效果滿足滿足??!之后會努力優(yōu)化滴~謝謝大家!

Python游戲?qū)崙?zhàn):機(jī)甲對戰(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有想要自己動手玩一下 ,試試嘛~

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

到此這篇關(guān)于Python 爆肝數(shù)千行代碼實(shí)現(xiàn)炫酷機(jī)甲闖關(guān)游戲大制作案例進(jìn)階的文章就介紹到這了,更多相關(guān)Python 機(jī)甲闖關(guān)游戲內(nèi)容請搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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