基于Python實(shí)現(xiàn)高配版王者小游戲
前言
咳咳,又是一款新的小游戲,就是大家熟悉的王者~
來看我用python來實(shí)現(xiàn)高(di)配版的王者
是一款拿到代碼運(yùn)行后,可直接玩的游戲,是摸魚必備的小游戲
小聲說,我玩了一下午…
好了,先給你們看看效果吧,技術(shù)就這么多將就看看吧
效果展示
必備素材
主要代碼
導(dǎo)入模塊
import pygame import os.path import csv import setting as set import live import game_event import gameui as gi import startupui as si
程序主函數(shù)
def run_game(): #初始化pygame庫 pygame.init() #創(chuàng)建時(shí)鐘對象(控制幀率) clock=pygame.time.Clock() #實(shí)例化設(shè)置類,用于導(dǎo)入游戲設(shè)置 setting=set.Setting() #設(shè)置游戲窗口 screen=pygame.display.set_mode((setting.screen_width,setting.screen_height)) pygame.display.set_caption(setting.screen_caption)
設(shè)置不同的組,用于分別處理各種物品間的關(guān)系
#玩家組 group_player=pygame.sprite.Group() #玩家的攻擊組 group_attack=pygame.sprite.Group() #敵人組 group_enemy=pygame.sprite.Group() #敵人的攻擊組 group_enemy_attack=pygame.sprite.Group()
實(shí)例化ui對象
#showinfo用于在游戲內(nèi)顯示人物血條等信息 showinfo=gi.Info(setting,screen) #人物選擇按鈕 yi_button=si.MonkeyKingButton(screen,setting) monkey_button=si.YiButton(screen,setting) fox_button=si.FoxButton(screen,setting) bin_button=si.BinButton(screen,setting)
游戲開始界面的按鈕
pve_button=si.PVEButton(screen,setting) pvp_button=si.PVPButton(screen,setting) endless_button=si.EndlessButton(screen,setting) control_button=si.ControlButton(screen,setting) memory_button=si.RecordButton(screen,setting) cooling_button=si.CoolingButton(screen,setting)
游戲背景
select_button=si.SelectButton(screen,setting) win_button=si.WinButton(screen,setting) dead_button=si.DeadButton(screen,setting)
玩家當(dāng)前選擇的人物標(biāo)記
player_button_1=si.PlayerButton1(screen,setting) player_button_2=si.PlayerButton2(screen,setting) #空白按鈕 none_button=si.NoneButton(screen,setting) #空白圖像 none_info=gi.ExInfo(screen,none_button,setting.introduce_none)
介紹按鈕作用的圖像
pve_info=gi.ExInfo(screen,pve_button,setting.introduce_pve) pvp_info=gi.ExInfo(screen,pvp_button,setting.introduce_pvp) endless_info=gi.ExInfo(screen,endless_button,setting.introduce_endless) control_info=gi.ExInfo(screen,control_button,setting.introduce_control) record_info=gi.ExInfo(screen,memory_button,setting.introduce_record) cooling_info=gi.ExInfo(screen,cooling_button,setting.introduce_cooling)
按鈕組(繪制時(shí),在前的按鈕會被在后的按鈕覆蓋)
buttons=[select_button,yi_button,monkey_button,fox_button,bin_button, pve_button,pvp_button,endless_button, cooling_button,control_button,memory_button, dead_button,win_button]
標(biāo)簽按鈕組
choose_buttons=[player_button_1,player_button_2]
介紹按鈕作用的圖像組
button_info_dict={none_button:none_info,pve_button:pve_info,pvp_button:pvp_info, endless_button:endless_info,control_button:control_info, memory_button:record_info,cooling_button:cooling_info} #當(dāng)前顯示的圖像列表 info_label=[] #存儲模擬剛體運(yùn)動的列表 rigidbody_list=[] #玩家實(shí)例,初始化為戰(zhàn)士 player_1=live.MonkeyKing(setting,screen) player_2=live.MonkeyKing(setting,screen) if not os.path.exists(setting.record_path): #如果游戲記錄文件不存在就新創(chuàng)建一個(gè) with open(setting.record_path,'w',newline="") as f: writer=csv.writer(f) header=["Time","Mode","Winner","1st Score","2st Score","Duration(s)","1st Player","2nd Player","isCooling"] writer.writerow(header)
游戲主循環(huán)
while True: #繪制背景 screen.blit(setting.screen_surface_background,(0,0)) #設(shè)置游戲幀率 clock.tick(setting.fps) #檢測鍵盤鼠標(biāo)事件 game_event.check_event(setting,screen,group_player,group_attack,group_enemy, group_enemy_attack,buttons,showinfo,button_info_dict,info_label)
更新當(dāng)前選擇人物的標(biāo)簽
game_event.update_choose(setting,buttons,choose_buttons)
游戲運(yùn)行,非玩家對抗模式
if (setting.game_active and (setting.game_mode==0 or setting.game_mode==2)):
人物初始化
if(not setting.isinit): if setting.player_1!=None: player_1=setting.player_1 group_player.add(player_1) if setting.player_2!=None: player_2=setting.player_2 group_player.add(player_2) setting.isinit=True #游戲計(jì)時(shí)器 setting.timer+=1 #更新玩家 group_player.update() #生成敵人 game_event.generate_enemies(setting,group_enemy,screen)
更新敵人,玩家的攻擊,敵人的攻擊,玩家狀態(tài)等
game_event.update_enemies(setting,showinfo,screen,group_player,group_enemy,group_attack,group_enemy_attack) game_event.update_attacks(setting,screen,group_attack,group_enemy,rigidbody_list) game_event.update_enemy_attacks(setting,screen,group_player,group_enemy_attack,rigidbody_list) game_event.update_state(setting,showinfo) game_event.update_rigidbody(setting,rigidbody_list)
勝利條件
if setting.timer>=60*setting.fps and not group_enemy.spritedict and setting.game_mode==0: game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack) setting.timer=0
失敗條件
if setting.isinit and ((setting.player_1!=None and setting.health_1<=0) or (setting.player_2!=None and setting.health_2<=0)): game_event.game_dead(setting,showinfo,group_enemy,group_attack,group_enemy_attack) setting.timer=0
玩家對抗模式
elif setting.game_active and setting.game_mode==1:
人物初始化
if(not setting.isinit): if setting.player_1!=None and setting.player_2!=None: player_1=setting.player_1 group_player.add(player_1) player_2=setting.player_2 group_player.add(player_2) setting.isinit=True
游戲計(jì)時(shí)器
setting.timer+=1
更新玩家
player_1.update() player_2.update()
更新玩家的攻擊,信息顯示和物理模擬
game_event.update_attacks_pvp(setting,screen,group_attack,rigidbody_list) game_event.update_state(setting,showinfo) game_event.update_rigidbody(setting,rigidbody_list)
玩家1勝利條件
if setting.isinit and setting.health_2<=0: setting.score_1+=1 game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack) setting.timer=0
玩家2勝利條件
if setting.isinit and setting.health_1<=0: setting.score_2+=1 game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack) setting.timer=0
根據(jù)上述更新的結(jié)果繪制整個(gè)游戲窗口
game_event.update_screen(setting,screen,group_player,group_attack,group_enemy,group_enemy_attack, showinfo,buttons,info_label,choose_buttons) #運(yùn)行游戲 run_game()
以上就是基于Python實(shí)現(xiàn)高配版王者小游戲的詳細(xì)內(nèi)容,更多關(guān)于Python王者小游戲的資料請關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
棧和隊(duì)列數(shù)據(jù)結(jié)構(gòu)的基本概念及其相關(guān)的Python實(shí)現(xiàn)
這篇文章主要介紹了棧和隊(duì)列數(shù)據(jù)結(jié)構(gòu)的基本概念及其相關(guān)的Python實(shí)現(xiàn),先進(jìn)先出和后進(jìn)先出的知識也已經(jīng)成為了計(jì)算機(jī)學(xué)習(xí)中的老生常談了:D需要的朋友可以參考下2015-08-08Python模塊結(jié)構(gòu)與布局操作方法實(shí)例分析
這篇文章主要介紹了Python模塊結(jié)構(gòu)與布局操作方法,結(jié)合實(shí)例形式分析了Python模塊與布局的相關(guān)概念、使用方法與相關(guān)注意事項(xiàng),需要的朋友可以參考下2017-07-07Python數(shù)據(jù)可視化JupyterNotebook繪圖生成高清圖片
這篇文章主要為大家介紹了Python數(shù)據(jù)可視化中如何利用Jupyter Notebook繪圖生成高清圖片,有需要的朋友可以借鑒參考下,希望能夠有所幫助2021-09-09python網(wǎng)絡(luò)編程學(xué)習(xí)筆記(九):數(shù)據(jù)庫客戶端 DB-API
這篇文章主要介紹了python 數(shù)據(jù)庫客戶端 DB-API的相關(guān)資料,需要的朋友可以參考下2014-06-06利用Python中的內(nèi)置open函數(shù)讀取二進(jìn)制文件
這篇文章主要介紹了利用Python實(shí)現(xiàn)讀取二進(jìn)制文件,文章嘗試使用Python中的內(nèi)置open函數(shù)使用默認(rèn)讀取模式讀取zip文件,下文詳細(xì)介紹,需要的小伙伴可以參考一下2022-05-05python 安裝教程之Pycharm安裝及配置字體主題,換行,自動更新
這篇文章主要介紹了python 安裝教程之Pycharm安裝及配置字體主題,換行,自動更新,本文通過圖文并茂的形式給大家介紹的非常詳細(xì),對大家的學(xué)習(xí)或工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下2020-03-03關(guān)于numpy.polyfit()與Stats.linregress()方法最小二乘近似擬合斜率對比
這篇文章主要介紹了關(guān)于numpy.polyfit()與Stats.linregress()方法最小二乘近似擬合斜率對比,具有很好的參考價(jià)值,希望對大家有所幫助,如有錯(cuò)誤或未考慮完全的地方,望不吝賜教2024-04-04使用keras實(shí)現(xiàn)densenet和Xception的模型融合
這篇文章主要介紹了使用keras實(shí)現(xiàn)densenet和Xception的模型融合,具有很好的參考價(jià)值,希望對大家有所幫助。一起跟隨小編過來看看吧2020-05-05Python pandas 計(jì)算每行的增長率與累計(jì)增長率
這篇文章主要介紹了Python pandas 計(jì)算每行的增長率與累計(jì)增長率,文章舉例詳細(xì)說明。需要的小伙伴可以參考一下2022-03-03