pygame制作游戏第一天
创始人
2024-11-15 12:37:19
0

pygame制作第一天

 截个图

首先还是黑屏哈。后面找时间慢慢做地图跟其他角色,还有攻击方式等。

这里先做了一个“炫酷”的雨云召唤技能。

人物可以移动,g键召唤持续10秒的跟随目标的雨云。角色会被雨滴攻击。

思路很重要,不然数据传递就乱了。

雨滴是单个的,与其他元素无关(除了要传入攻击目标)。

云里面生成雨滴对象的集合,雨滴的x范围在与的[x,x+cloud.width]内

云需要跟随目标(这里暂定是玩家自己)需要定义其x,y的速度,以及方向。

人物我做了个基类charactor,玩家player继承基类。未雨绸缪哈

charactor.py

class Charactor(object):     def __init__(self, x=0, y=0):         self.x = x         self.y = y      def attack(self):         pass      def update(self, keys):         pass      def draw_damage(self, damage, window):         pass      def draw(self, delta, window):         pass 

player.py

import pygame  from cloud import Cloud  from settings import * from charactor import Charactor   class Player(Charactor):     def __init__(self):         super().__init__()         self.hp = 100         self.x_speed = person_x_speed         self.y_speed = person_y_speed         self.facing = {             'right': True,             "left": False,             'up': False,             'down': False         }         self.pre_facing = 'right'         self.peron_down_walk_images = peron_down_walk_images         self.peron_up_walk_images = peron_up_walk_images         self.peron_right_walk_images = peron_right_walk_images         self.peron_left_walk_images = peron_left_walk_images         self.image_index = 0         self.image = peron_down_walk_images[self.image_index]         self.width = peron_down_walk_images[self.image_index].get_width()         self.height = peron_down_walk_images[self.image_index].get_height()          self.hit_by_raindrop = 0          self.font = pygame.font.Font(None, 36)         self.get_damage = 0  # 受到伤害         self.get_damage_text = None  # 受到伤害文本         self.time_counter = 0  # 计时器         self.skills = {             'g': {'status': False,                   'cloud': Cloud(self.x, self.y - 200),                   'exist_time': 10,                   }          }      def update(self, keys):         if keys[pygame.K_a]:             self.x -= self.x_speed             self.facing['right'], self.facing['left'], self.facing['up'], self.facing[                 'down'] = False, True, False, False         if keys[pygame.K_d]:             self.x += self.x_speed             self.facing['right'], self.facing['left'], self.facing['up'], self.facing[                 'down'] = True, False, False, False         if keys[pygame.K_w]:             self.y -= self.y_speed             self.facing['right'], self.facing['left'], self.facing['up'], self.facing[                 'down'] = False, False, True, False         if keys[pygame.K_s]:             self.y += self.y_speed             self.facing['right'], self.facing['left'], self.facing['up'], self.facing[                 'down'] = False, False, False, True         if keys[pygame.K_g]:             if not self.skills['g']['status']:                 self.skills['g']['status'] = True      def skill_cloud(self, delta, window):         if self.time_counter >= self.skills['g']['exist_time']:             self.skills['g']['status'] = False             self.time_counter = 0         if self.skills['g']['status']:             self.skills['g']['cloud'].rained_objects = [self]             self.skills['g']['cloud'].update(delta, self)             self.skills['g']['cloud'].draw(window)         else:             self.skills['g']['cloud'] = Cloud(self.x, self.y - 200)      def damaged(self, damage):         font = pygame.font.Font(None, 24)         text1 = font.render(f"-{damage}", True, (255, 0, 0))         self.get_damage = damage         self.get_damage_text = text1      def draw(self, delta, window):         self.time_counter += delta         self.skill_cloud(delta, window)         for k, v in self.facing.items():             if v and self.pre_facing != k:                 self.pre_facing = k                 self.image_index = 0             if v and self.pre_facing == k:                 self.image_index = self.image_index + int(delta * FPS) if self.image_index < 6 else 0             self.image = peron_down_walk_images[self.image_index]             self.width = peron_down_walk_images[self.image_index].get_width()             self.height = peron_down_walk_images[self.image_index].get_height()         if self.facing['right']:             images = self.peron_right_walk_images         elif self.facing['left']:             images = self.peron_left_walk_images         elif self.facing['up']:             images = self.peron_up_walk_images         else:             images = self.peron_down_walk_images         window.blit(images[self.image_index], (self.x, self.y))         pygame.draw.rect(window, (0, 0, 255), (0, 0, 40, 30))         text1 = self.font.render(str(self.hp), True, (255, 0, 0))         window.blit(text1, (screen_width - 100, 5))         if self.get_damage:             window.blit(self.get_damage_text, (self.x, self.y - 30))             self.get_damage = 0 

rain.py

import random import pygame  from settings import *   class Rain(pygame.sprite.Sprite):     def __init__(self, x, y, rained_objects):         super().__init__()         self.width = random.randint(0, 3)         self.length = random.randint(8, 15)         self.image = pygame.Surface([self.width, self.length])         self.image.fill((244, 244, 255))         self.rect = self.image.get_rect()         self.rect.x = x         self.rect.y = y         self.rained_objects = rained_objects         self.drop_speed = random.randint(rain_drop_speed[0], rain_drop_speed[1]) # 下落速度随机范围         self.gravity = drop_gravity  # 加速度      def check_collision(self, item):         return True if (item.x < self.rect.x < item.x + item.width                         and item.y < self.rect.y < item.y + item.height) else False      def update(self):         self.drop_speed = self.drop_speed * (1 + self.gravity)         self.rect.y += int(self.drop_speed)         if self.rect.y > screen_height:             self.kill()         damage = int(10 * ((self.width * self.length) / 10))         for item in self.rained_objects:             if self.check_collision(item):                 item.hit_by_raindrop += 1                 item.hp -= damage                 item.damaged(damage)                 self.kill() 

cloud.py

import random  import pygame  from settings import * from rain import Rain   class Cloud:     def __init__(self, x, y):         self.x = x         self.y = y         self.image = pygame.image.load(cloud_image_path).convert_alpha()         self.width = self.image.get_width()         self.height = self.image.get_height()         self.x_speed = cloud_x_speed         self.y_speed = cloud_y_speed         self.move_right = True         self.move_down = True         self.delta = 0         self.raining = True         self.raindrops = pygame.sprite.Group()         self.rain_counts = rain_counts         self.rained_objects = []         self.raining_time = 0         self.total_raining_time = 10         self.target_distance = 100      def update(self, delta, target):         self.raining_time += delta         self.x = self.x + self.x_speed if self.move_right else self.x - self.x_speed         self.y = self.y + self.y_speed if self.move_down else self.y - self.y_speed         if self.x + self.width <= target.x: self.move_right = True         if self.x >= target.x + target.width: self.move_right = False         if self.y + self.height < target.y - self.target_distance:             self.move_down, self.y_speed = True, cloud_y_speed         elif self.y + self.height > target.y - self.target_distance:             self.move_down, self.y_speed = False, cloud_y_speed         else:             self.y_speed = 0      def rain(self, window):         rain_range = [i for i in range(self.x, self.x + self.width)]         if len(self.raindrops) <= self.rain_counts and self.raining:             x = random.choice(rain_range)             y = self.y + self.height             new_raindrop = Rain(x, y, self.rained_objects)             self.raindrops.add(new_raindrop)         self.raindrops.update()         self.raindrops.draw(window)      def draw(self, window):         window.blit(self.image, (self.x, self.y))         self.rain(window)         if self.raining_time >= self.total_raining_time:             self.raining = False 

settings.py

import random import pygame  screen_width = 1280 screen_height = 720 FPS = 60 cloud_image_path = "data/cloud.png" cloud_x_speed = 2 cloud_y_speed = 1 person_x_speed = 5 person_y_speed = 3 rain_counts = 5 rain_drop_speed = [3, 8] rain_drop_interval = 0.1 drop_gravity = 0.005  peron_down_walk_images = [] for i in range(0, 7):     img = pygame.image.load("data/catgame/walk/down_walk_%d.png" % i)     peron_down_walk_images.append(img) peron_up_walk_images = [] for i in range(0, 7):     img = pygame.image.load("data/catgame/walk/up_walk_%d.png" % i)     peron_up_walk_images.append(img) peron_left_walk_images = [] for i in range(0, 7):     img = pygame.image.load("data/catgame/walk/left_walk_%d.png" % i)     peron_left_walk_images.append(img) peron_right_walk_images = [] for i in range(0, 7):     img = pygame.image.load("data/catgame/walk/right_walk_%d.png" % i)     peron_right_walk_images.append(img)   ground_path = "data/ground1.png" ground_rows = 4 ground_columns = 8 

相关内容

热门资讯

算法工程师第二十七天(56. ... 参考文献 代码随想录一、合并区间        以数组 intervals 表示若干个区间的集合&#...
第十九天培训笔记 上午 1、构建vue发行版本 [root@server eleme_web]# nohup ...
opencv对视频图片进行修改... d代码如下: import cv2 def detect(frame):#对视频进行处...
【重磅推出】★全部CFA FR... 【重磅推出】★全部CFA FRM原創資料整理[2024版+2025版更新中]申明࿱...
docker安装过程中出现的问... root@localhost ~]# sudo yum-config-manager \ ...
curl &amp; ... 0 Preface/Foreword1 curl介绍curl:transfer a U...
浅谈简单的数据结构1(树状数组... *_*课间休息后的知识点轰炸树状数组引入给定长为 n 的序列 a,q 次操作ÿ...
vtk2three之用thre... Calculator公式vtk里面可以用这个过滤器filter,来绘制一个公式的点阵&...
什么是SpringMVC? 前面几篇介绍了Spring的学习流程,暂不对Spring进行源码分析,这...
【数学建模】——【A题 信用风... 目录1.题目2.解答分析问题1:指标筛选1.1 问题背景1.2 数据预处理1.3 特征...