大家早上好哈!——有没有想我啊?
木木子来啦,今日上线放一波大招给大家!
刚学会了录制视频,之后的效果动态显示终于完美录制出来了!今天跟着小编更新一波大家期待的游戏系列吧~
是不是好开森、好兴奋呀!来来来……小编跟你一起去看看!
正文本文呢是开源的游戏项目哈——小编按照自己的想法加工优化一下给大家展示效果滴!
一、小编有话说其实这款游戏是一款机甲对战的模式——下面我说的话不要捶我哈,狗头保命.jpg
感觉这种打怪掉金币、掉血包等等这些跟我之前看我朋友打的一款《地下城与勇士》很像!2333,
感觉都是这种一直刷刷刷的闯关模式,直女表示:“看这类游戏都差不多一样”,但是貌似市面上很多这种类似刷boss闯
关的,还可以自动刷的游戏来着!BUT 我没玩过但应该是很多人的童年吧~
二、游戏规则2.1闯关模式这款游戏只有一个关卡:但是一个关卡里面分为几个小boss、打完即可通关,显示血量为0即可通关不成功。一只红色的机甲作为玩家必须打败出现的所有小机甲 小boss,每次敌方机甲死亡会掉落不同属性的物品,比如:血包、装备等等,靠近即可收取为自己可用。
2.2技能提示机甲玩家角色:机甲技能列表—I—O—J—U-作为技能按键;机甲移动列表—W—A—S—D—作为上下左右移动按键。
三、游戏素材这个游戏写了几千行代码——游戏素材图片——相应的背景音乐等都特别的多——下面仅展示一小小部分给大家哈!
3.1像素画风——
3.2机甲模型——
3.3冒险闯关
四、环境安装本文是写的小游戏嘛!基于Pygame写的。环境准备:Python3、Pycharm。
pip install -i https://pypi.douban.com/simple/ pygame
五、由于项目代码过多,这里只给出部分代码。5.1加载动画以及音效
font = pygame.font.SysFont(None,50,True)# 字体 True 打开抗锯齿
load_music=pygame.mixer.Sound("music/11046.wav")
start_music=pygame.mixer.Sound("music/战斗背景音效.wav")
back_music=pygame.mixer.Sound("music/BGM_1 (1)_02.wav")
green_jn=pygame.mixer.Sound("music/敌人技能.wav")
green_attack_music=pygame.mixer.Sound("music/怪叫.wav")
player_hit_music=pygame.mixer.Sound("music/机甲受伤.wav")
walk_music=pygame.mixer.Sound("music/机器走路.wav")
jump_music=pygame.mixer.Sound("music/弹跳.wav")
diren_die_music=pygame.mixer.Sound("music/坦克爆炸.wav")
jn_music=pygame.mixer.Sound("music/激光声游戏喷射_1_3.wav")
attack_music=pygame.mixer.Sound("music/敌人普攻_01_1.wav")
check_music=pygame.mixer.Sound("music/升级或者获得奖励.wav")
feiti_music=pygame.mixer.Sound("music/机器故障.wav")
game_over_music=pygame.mixer.Sound("music/我一定会回来的.wav")
life_add_music=pygame.mixer.Sound("music/加血.wav")
player_hit_music.set_volume(0.5)
check_music.set_volume(0.2)
green_attack_music.set_volume(0.1)
back_music.set_volume(0)
jn_music.set_volume(1)
start_music.set_volume(0.5)
load_music.set_volume(1)
5.2初始化地图
map_img=pygame.image.load("map_img/left.jpg")
start_back=pygame.image.load("load_img/start_back2.png")
set_font = pygame.font.SysFont("KaiTi", 47)
# load_music.play()
screen=pygame.display.set_mode((WIDTH,HEIGHT),pygame.FULLSCREEN)
# screen=pygame.display.set_mode((WIDTH,HEIGHT))
# screen.fill((16,16,16))
screen.blit(start_back,(0,0))
pygame.display.set_caption("机甲对战小游戏")
pygame.display.set_icon(start_back)
#
load_image=() #开始动画列表
load_count=1 #开始动画加载
start_flag=False#是否开始
start_music.play(-1)#游戏开始音效
for pic_num in range(1,30):
if pic_num<10:
load_image =(pygame.image.load("./load_img/jz00" str(pic_num) ".png"),)
elif pic_num>9:
load_image =(pygame.image.load("./load_img/jz0" str(pic_num) ".png"),)
class walk_sound():
def __init__(self,src):
self.sound=pygame.mixer.Sound(src)
self.sound.set_volume(1)
def music_play(self):
self.sound.play()
def music_stop(self):
self.sound.stop()
5.3关卡动画
class check_fun(object):
check_list = []
for pic_num in range(1, 13):
check_list =(pygame.image.load("./right_check/箭头" str(pic_num) ".png"),)
def __init__(self):
self.check_count=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=() #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
5.5敌人死亡删除
def die_enemy_green():
enemylist.pop()
def die_enemy_grey():
enemylist2.pop()
def die_enemy_pink():
enemylist3.pop()
def die_enemy_Boss():
enemylist4.pop()
5.6 敌方大BOSS
class Boss(object):
walk_tuple = () #走路元组
skill_tuple = () #远攻元组
attack_tuple = () #近攻元组
life_remove_tuple = () #受伤元组
die_tuple = () #死亡元组
arm_tuple = () #胳膊元组
for pic_num in range(1,13):
walk_tuple = (pygame.image.load("./yellow/walk1/1 (" str(pic_num) ").png"),)
for pic_num in range(1,34):
skill_tuple = (pygame.image.load("./yellow/skill/skill (" str(pic_num) ").png"),)
for pic_num in range(1,30):
attack_tuple = (pygame.image.load("./yellow/attack/attack (" str(pic_num) ").png"),)
for pic_num in range(1,40):
life_remove_tuple = (pygame.image.load("./yellow/hit/hit (" str(pic_num) ").png"),)
for pic_num in range(1,13):
die_tuple = (pygame.image.load("./yellow/die/die (" str(pic_num) ").png"),)
for pic_num in range(1,13):
die_tuple = (pygame.image.load("./yellow/die/die (" str(pic_num) ").png"),)
for pic_num in range(1,13):
die_tuple = (pygame.image.load("./yellow/die/die (" str(pic_num) ").png"),)
for pic_num in range(1,13):
die_tuple = (pygame.image.load("./yellow/die/die (" str(pic_num) ").png"),)
for pic_num in range(1,13):
die_tuple = (pygame.image.load("./yellow/die/die (" str(pic_num) ").png"),)
for pic_num in range(1,7):
arm_tuple = (pygame.image.load("./yellow/arm/arm (" str(pic_num) ").png"),)
def __init__(self,x,y,start,end):
self.x = 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
5.7敌方BOSS章鱼怪
class Enemy_pink(object):
walk_left=()
walk_right=()
die_list = ()
life_remove_list = ()
falsh_list=()
skill_list=()
attack_list = ()
for pic_num in range(1,83):
attack_list =(pygame.image.load("./pink/attack/attack1 (" str(pic_num) ").png"),)
for pic_num in range(1,17):
walk_left =(pygame.image.load("./pink/walk/" str(pic_num) ".png"),)
for pic_num in range(16,0,-1):
walk_right =(pygame.image.load("./pink/walk/" str(pic_num) ".png"),)
for pic_num in range(1,51):
skill_list =(pygame.image.load("./pink/skill2/" str(pic_num) ".png"),)
#敌人 先起飞 再死亡
for pic_num in range(1,58):
die_list =(pygame.image.load("./pink/die/die (" str(pic_num) ").png"),)
# 减血
for pic_num in range(1,29):
life_remove_list =(pygame.image.load("./pink/hit/hit (" str(pic_num) ").png"),)
def __init__(self,x,y,start,end):
self.x=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
5.8敌方BOSS 绿坦克
class Enemy(object):
walk_left=()
walk_right=()
die_list = ()
life_remove_list = ()
falsh_list=()
skill_list=()
attack_list = ()
for pic_num in range(1,24):
attack_list =(pygame.image.load("./green/attack/attack (" str(pic_num) ").png"),)
for pic_num in range(1,9):
walk_left =(pygame.image.load("./green/walk/walk (" str(pic_num) ").png"),)
for pic_num in range(8,0,-1):
walk_right =(pygame.image.load("./green/walk/walk (" str(pic_num) ").png"),)
for pic_num in range(1,38):
skill_list =(pygame.image.load("./green/skill/skill (" str(pic_num) ").png"),)
#敌人 先起飞 再死亡
for pic_num in range(1,40):
die_list =(pygame.image.load("./green/die/hit (" str(pic_num) ").png"),)
for pic_num in range(1,65):
die_list =(pygame.image.load("./green/die/die (" str(pic_num) ").png"),)
# 减血
for pic_num in range(1,24):
life_remove_list =(pygame.image.load("./green/die/hit (" str(pic_num) ").png"),)
def __init__(self,x,y,start,end):
self.x=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.skill=False
self.walk=True
# 敌方 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)
6.0捡血包
def collision_check_tanke_HP(a,b):
temp1= (b.x b.width>a.x a.width-30>b.x)
#角色的攻击区间 容错区间
temp2= (-40<(b.y b.height)-(a.y a.height)<=45)
return temp1 and temp2
6.1结束类
def game_over():
global check
start_btn=pygame.image.load("./load_img/重新开始.png")
end_btn=pygame.image.load("./load_img/退出游戏.png")
failed=pygame.image.load("./load_img/失败.png")
win_img=pygame.image.load("./load_img/胜利.png")
bg=pygame.image.load("./map_img/right.jpg")
back_music.stop()
while True:
if check==5:
back_music.play(-1)
player.life = 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()
#鼠标事件
if event.type==pygame.MOUSEBUTTONDOWN:
# 鼠标位置
if (495<=event.pos[0]<=495 start_btn.get_width()) and (450<=event.pos[1]<450 start_btn.get_height()):
back_music.play(-1)
player.life = 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 : #失败
screen.blit(failed, (395, 120))
if player.win_bool : #胜利
screen.blit(win_img, (425, 120))
pygame.display.update()
六、效果展示截图展示——6.1游戏界面
6.3按住U放大这个技能特别可,远攻,其他的攻击太近了,威力不是很大!get!
6.4敌方机甲死亡掉落物品
视频展示——哈哈哈 效果出来就成!第一份有视频的动态效果满足满足!!之后会努力优化滴~谢谢大家!
Python游戏实战:机甲对战闯关模式大冒险!
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你们的支持是我最大的动力!!记得三连哦~mua 欢迎大家阅读往期的文章哦~
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