Python 遊戲大作炫酷機甲闖關遊戲爆肝數千行代碼實現案例進階

導語

大傢早上好哈!——有沒有想我啊?

木木子來啦,今日上線放一波大招給大傢!

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剛學會瞭錄制視頻,之後的效果動態顯示終於完美錄制出來瞭!今天跟著小編更新一波大傢期待的遊戲系列吧~

是不是好開森、好興奮呀!來來來……小編跟你一起去看看!

正文

本文呢是開源的遊戲項目哈——小編按照自己的想法加工優化一下給大傢展示效果滴!

一、小編有話說

其實這款遊戲是一款機甲對戰的模式——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模式,直女表示:“看這類遊戲都差不多一樣”,但是貌似市面上很多這種類似刷boss闖

關的,還可以自動刷的遊戲來著!BUT 我沒玩過但應該是很多人的童年吧~

​二、遊戲規則

2.1闖關模式

這款遊戲隻有一個關卡:但是一個關卡裡面分為幾個小boss、打完即可通關,顯示血量為0即可通關不成功。一隻紅色的機甲作為玩傢必須打敗出現的所有小機甲+小boss,每次敵方機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

機甲玩傢角色:機甲技能列表—I—O—J—U-作為技能按鍵;機甲移動列表—W—A—S—D—作為上下左右移動按鍵。

三、遊戲素材

這個遊戲寫瞭幾千行代碼——遊戲素材圖片——相應的背景音樂等都特別的多——下面僅展示一小小部分給大傢哈!

3.1像素畫風——

3.2機甲模型——

3.3冒險闖關

四、環境安裝

本文是寫的小遊戲嘛!基於Pygame寫的。環境準備:Python3、Pycharm。

pip install -i https://pypi.douban.com/simple/ pygame

五、由於項目代碼過多,這裡隻給出部分代碼。

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/戰鬥背景音效.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/機甲受傷.wav")
walk_music=pygame.mixer.Sound("music/機器走路.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/激光聲遊戲噴射_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("機甲對戰小遊戲")
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)#遊戲開始音效
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玩傢角色

class Player(object):
    flc_list=()                            #機甲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 = ()                        #機甲 向左走列表
    walk_left = ()                         #機甲 向左走列表
    jn_list = ()                           #機甲i技能列表
    jump_list = ()                         #機甲跳躍技能列表
    hit_list = ()                          #機甲受傷列表
    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=()                           #機甲受傷 列表
    die_list=()                             #機甲 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 並且left=True,
            screen.blit(self.walk_right[self.walk_count], (self.x,self.y))  # 繪制馬裡奧
            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 並且left=True,
            screen.blit(self.walk_left[self.walk_count], (self.x,self.y))  # 繪制馬裡奧
            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
        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 運動 區間
        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 運動 區間
        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)
    #角色的攻擊區間  容錯區間
    temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)
    return temp1 and  temp2

5.11結束類

def game_over():
    global check
    start_btn=pygame.image.load("./load_img/重新開始.png")
    end_btn=pygame.image.load("./load_img/退出遊戲.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()
                                    #鼠標事件
            if event.type==pygame.MOUSEBUTTONDOWN:
                            # 鼠標位置
                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——

遊戲界面

第一小關,其他的幾關我就沒截圖瞭哈

按住U放大這個技能特別可,遠攻,其他的攻擊太近瞭,威力不是很大!get!

敵方機甲死亡掉落物品

視頻展示——

哈哈哈 效果出來就成!第一份有視頻的動態效果滿足滿足!!之後會努力優化滴~謝謝大傢!

Python遊戲實戰:機甲對戰闖關模式大冒險!

總結

好啦!這篇大遊戲就寫到這裡啦,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 歡迎大傢閱讀往期的文章哦~

到此這篇關於Python 爆肝數千行代碼實現炫酷機甲闖關遊戲大制作案例進階的文章就介紹到這瞭,更多相關Python 機甲闖關遊戲內容請搜索WalkonNet以前的文章或繼續瀏覽下面的相關文章希望大傢以後多多支持WalkonNet!

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