基于Python实现高配版王者小游戏
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前言
咳咳,又是一款新的小游戏,就是大家熟悉的王者~
来看我用python来实现高(di)配版的王者
是一款拿到代码运行后,可直接玩的游戏,是摸鱼必备的小游戏
小声说,我玩了一下午…
好了,先给你们看看效果吧,技术就这么多将就看看吧
效果展示
必备素材
主要代码
导入模块
import pygame
import os.path
import csv
import setting as set
import live
import game_event
import gameui as gi
import startupui as si
程序主函数
def run_game():
#初始化pygame库
pygame.init()
#创建时钟对象(控制帧率)
clock=pygame.time.Clock()
#实例化设置类,用于导入游戏设置
setting=set.Setting()
#设置游戏窗口
screen=pygame.display.set_mode((setting.screen_width,setting.screen_height))
pygame.display.set_caption(setting.screen_caption)
设置不同的组,用于分别处理各种物品间的关系
#玩家组
group_player=pygame.sprite.Group()
#玩家的攻击组
group_attack=pygame.sprite.Group()
#敌人组
group_enemy=pygame.sprite.Group()
#敌人的攻击组
group_enemy_attack=pygame.sprite.Group()
实例化ui对象
#showinfo用于在游戏内显示人物血条等信息
showinfo=gi.Info(setting,screen)
#人物选择按钮
yi_button=si.MonkeyKingButton(screen,setting)
monkey_button=si.YiButton(screen,setting)
fox_button=si.FoxButton(screen,setting)
bin_button=si.BinButton(screen,setting)
游戏开始界面的按钮
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)
游戏背景
select_button=si.SelectButton(screen,setting)
win_button=si.WinButton(screen,setting)
dead_button=si.DeadButton(screen,setting)
玩家当前选择的人物标记
player_button_1=si.PlayerButton1(screen,setting)
player_button_2=si.PlayerButton2(screen,setting)
#空白按钮
none_button=si.NoneButton(screen,setting)
#空白图像
none_info=gi.ExInfo(screen,none_button,setting.introduce_none)
介绍按钮作用的图像
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)
按钮组(绘制时,在前的按钮会被在后的按钮覆盖)
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]
标签按钮组
choose_buttons=[player_button_1,player_button_2]
介绍按钮作用的图像组
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}
#当前显示的图像列表
info_label=[]
#存储模拟刚体运动的列表
rigidbody_list=[]
#玩家实例,初始化为战士
player_1=live.MonkeyKing(setting,screen)
player_2=live.MonkeyKing(setting,screen)
if not os.path.exists(setting.record_path):
#如果游戏记录文件不存在就新创建一个
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)
游戏主循环
while True:
#绘制背景
screen.blit(setting.screen_surface_background,(0,0))
#设置游戏帧率
clock.tick(setting.fps)
#检测键盘鼠标事件
game_event.check_event(setting,screen,group_player,group_attack,group_enemy,
group_enemy_attack,buttons,showinfo,button_info_dict,info_label)
更新当前选择人物的标签
game_event.update_choose(setting,buttons,choose_buttons)
游戏运行,非玩家对抗模式
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
#游戏计时器
setting.timer+=1
#更新玩家
group_player.update()
#生成敌人
game_event.generate_enemies(setting,group_enemy,screen)
更新敌人,玩家的攻击,敌人的攻击,玩家状态等
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)
胜利条件
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
失败条件
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
玩家对抗模式
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
游戏计时器
setting.timer+=1
更新玩家
player_1.update()
player_2.update()
更新玩家的攻击,信息显示和物理模拟
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胜利条件
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胜利条件
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
根据上述更新的结果绘制整个游戏窗口
game_event.update_screen(setting,screen,group_player,group_attack,group_enemy,group_enemy_attack,
showinfo,buttons,info_label,choose_buttons)
#运行游戏
run_game()
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