开放世界机甲游戏-Phantom Galaxies
Posted 细说Play2Earn
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欢迎各位新老朋友,我们细说P2E(Play to Earn),为广大用户提供一个深入了解链游的平台。不定期的跟大家分享一些精品项目和最新链游方向,也欢迎大家关注我们。我们第三十四期分享的开放世界机甲射击类游戏Phantom Galaxies。
Phantom Galaxies 是一种快节奏的第三人称体验,其外观和玩法与数百万玩家已经熟悉的传统 3D 动作角色扮演游戏 (ARPG) 一样,但重要的区别在于它将允许玩家行使治理权并拥有真正的所有权和通过使用可替代和不可替代的代币(NFT)来控制他们的游戏内资产(例如机甲、设备、头像和游戏货币)。
幻影星系旨在成为领先的多链科幻机甲共享世界在线 ARPG。它将提供最完整的 PC 和主机游戏体验,集成区块链,以实现真正的游戏资产所有权和玩家驱动的治理。Phantom Galaxies 将是一款完整的“3A”游戏,将成为玩家和代币持有者真正游戏内治理的光辉典范。
通过通过多链框架支持多个加密社区,Phantom Galaxies 将在单个元宇宙中迎合数百万玩家和各种项目合作。
Phantom Galaxies 的游戏世界将与多种媒体渠道相结合,提供完整的跨媒体叙事体验。玩家将通过游戏玩法、书籍、漫画、动漫和 NFT 收藏品来探索 Phantom Galaxies 的故事。
官网链接:https://dapponline.io/dapp-detail/4596
我们可以点击直接访问网站,进入Phantom Galaxies官网。
点击【CONNECT WALLE】进行钱包登录注册,我们需要先安装其中钱包。如果您有这钱包,便可以直接登录钱包进行游戏,如果没有,这个时候会需要下载钱包,同时也会需要你 创建 / 导入 钱包,创建好钱包后,然后再进行登录游戏。
进入游戏
Phantom Galaxies 是一个开放世界的在线太空模拟游戏,玩家需要保护太空中的人类营地。选择一名人类和一名机械战甲来对抗神秘而充满敌意的文明沙哈尔。机甲可以在陆地上寻找,变形,也可以在天空中战斗。玩家可以自定义他们的机甲和飞船,看起来所有的机甲、船、头像和设备都将是 NFT。玩家将外出执行任务、解决谜题并收集资源进行制作字所需的物品。
机械战甲是玩家用于探索和战斗的核心物品,每个机甲都作为一个 NFT 存在,它指定了游戏内机甲的属性。在机甲的整个生命周期中。融合过程中会消耗一些 NFT,而其他的不会被消耗,但仍会影响融合的具体结果。
机甲的一些不同特征是:框架、反应堆、护盾、货舱、推进器、过热容量、武器槽、护甲等等。机甲有多个等级,我们称之为世代。星际战士可以使用融合过程升级。
制造与融合
第一阶段:要从头开始制造自己的星际战斗机,玩家必须获得一个基地NFT。Base Frames 可以从玩家组织或 Phantom 获得。一开始在游戏抢先体验期间,玩家将只能购买 Base Frames;将来,可以选择从玩家购买 Base Frames。
第二阶段: Base Frames 还不是可驾驶的机甲:他们需要进入第二阶段,融合。如果玩家购买或租用现有的星际战斗机那么就不需要获取 Base Frame 了。第二阶段:融合发生在融合设施中,需要基础框架 NFT 和各种游戏内资源。使用成分 NFT 项目和 NFT 配置您的机甲后,您可以通过插入一定数量的可替代令牌来激活融合过程。当融合时,将有一个随机化,创造最终的第一代星际战斗机。
这融合过程的持续时间取决于您融合的资源量和代币。融合随机化将对属性产生影响。每一代星际战士都将允许更好地定制视觉方面和属性。可以从市场上购买高级星际战士,但是玩家的头像级别作为星际战士战斗能力的限制因素。高级星际战士将需要高级头像以充分利用它们。
雇佣兵
雇佣兵功能允许拥有许多的玩家获得租用他们机甲,新手玩家和想要专注于游戏和赚取活动的玩家这是个不错的选择。幻影星系的市场将促进星际战斗机的租赁。
拥有许多星际战士的玩家可以将它们出租给其他玩家,但需要支付一定的费用或分享战利品!如果缺少星际战士,玩家需要从其他玩家那里租用星际战士。
你驾驶的机器人要来回在飞船和机甲间变幻状态,躲避对方来袭的火炮攻击以及快速穿梭于星际间,并找准机会,在千钧一发之际将敌方摧毁得片甲不留!
Phantom Galaxies是一个开放世界的在线太空模拟游戏,拥有刺激的机甲射击游戏和引人入胜的故事。游戏的画面细节非常逼真,而且很流畅,游戏的节奏也非常快。曾经梦想开高达的小伙伴们可以关注一下了。毕竟这款游戏拥有刺激的机甲射击游戏和引人入胜的故事,这种类似高达战斗的游戏是非常上瘾的,一定会吸引很多玩家。
同时,我们的项目信息及数据来源来自去中心化应用生态DappOnline,您也可以访问DappOnline自行使用。
以上内容仅为资讯分享,不包含任何投资建议,文章仅为个人观点。
用Python写了一个空洞机甲小游戏
来源:http://nxw.so/4WSng
先来看看效果图:
由于项目代码过多,这里只给出部分代码。
图片素材和源码的下载链接在文章结尾,大家自行下载即可。
import pygame,sys
import time
import random
pygame.init()
pygame.mixer.init()
FRAM_PER_SECONDS=7
clock =pygame.time.Clock()
WIDTH=1290
HEIGHT=715
load_img_x=1290/2-376/2
load_img_y=715/2-224/2
load_animate=False
check=1 #关卡--标志
pause=False
#加载动画及音效
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)
#出始地图
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("空 洞 机 甲 - - - - - ( 河软空洞传奇工作室 版权所有 Copyright @ 2020 ) 感 谢 支 持")
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()
#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
#机甲玩家角色
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
#是否胜利
if self.kill_enemy>=7:
self.win_bool=True
else:
self.win_bool=False
#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()
#BIG 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
#坦克死亡
if self.die_count >= 60:
HP_img_boss = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_boss=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.5
self.speed*=2.5
self.life=0
self.game_start_Bool = True
self.y=500
game_over_music.stop()
die_enemy_Boss()
return
#死亡音效
if self.die_count==20:
game_over_music.play()
if self.life_remove_bool:
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_tuple[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist4[0].height - 10
elif self.skill and not self.life_remove_bool:
if self.skill_count==15:
green_jn.play()
if self.skill_count==1:
green_jn.stop()
screen.blit(self.skill_tuple[self.skill_count], (self.x-150, self.y-50))
self.skill_count+=1
elif self.attack and not self.life_remove_bool:
screen.blit(self.attack_tuple[self.attack_count],(self.x-250,self.y))
self.attack_count+=1
if self.attack_count == 10 and self.attack:
green_attack_music.play()
if self.attack_count == 29 or not self.attack:
green_attack_music.stop()
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_tuple[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk:
screen.blit(self.walk_tuple[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(10)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(10)
screen.fill([255, 0, 0])# 敌人 死亡特效
self.x += 11
screen.blit(self.arm_tuple[self.arm_count],(700,500))
self.arm_count+=1
screen.blit(self.die_tuple[self.die_count],(self.x,self.y))
self.die_count+=1
# 绘制血条
screen.blit(self.enemy_img, (1160, 0))
pygame.draw.rect(screen, (218, 234, 87), (600 + (15 - self.life) * (540 / 15), 40, (540 / 15) * self.life, 30))
if self.game_start_Bool == False and self.life < 15:
pygame.draw.rect(screen, (102, 115, 44), (600, 40, 540 - (540 / 15 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist4[0]) or collision_check_fanxiang( enemylist4[0], player) :
enemylist4[0].speed = enemylist4[0].speed * -1
# 当机甲没有进行攻击时
if player.walk_right or player.stand:
#敌人远程技能
if collision_check_tanke(player, enemylist4[0]) and not self.life_remove_bool and not self.die and not self.attack and ( player.stand or player.left or player.right ) and not player.die :
self.skill=True
self.walk = False
# 敌人近程技能
if collision_check_tanke_yellow(player, enemylist4[0]) and not self.life_remove_bool and not self.die and not self.skill and ( player.stand or player.left or player.right ) and not player.die:
self.attack = True
self.walk = False
if self.die_count >= 60:
return
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#敌人 BOSS 章鱼
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
#坦克死亡
if self.die_count >= 57:
HP_img_pink = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_pink=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.5
self.speed*=2.5
self.life=0
self.game_start_Bool=True
diren_die_music.stop()
die_enemy_pink()
return
#死亡音效
if self.die_count==20:
diren_die_music.play()
if self.life_remove_bool:
# if player.jump or player.i:
# self.y = player.y + player.height - enemylist3[0].height - 10
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_list[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist3[0].height - 10
elif self.skill and not self.life_remove_bool:
if self.skill_count==15:
green_jn.play()
if self.skill_count==1:
green_jn.stop()
screen.blit(self.skill_list[self.skill_count], (self.x-150, self.y-50))
self.skill_count+=1
elif self.attack and not self.life_remove_bool:
screen.blit(self.attack_list[self.attack_count],(self.x-250,self.y-100))
self.attack_count+=1
if self.attack_count == 10 and self.attack:
green_attack_music.play()
if self.attack_count == 55 or not self.attack:
green_attack_music.stop()
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk:
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(20)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(20)
screen.fill([255, 0, 0])# 敌人 死亡特效
# if self.die_count<13:
# self.y = player.y + player.height - self.height - 10
screen.blit(self.die_list[self.die_count],(self.x,self.y))
self.die_count+=1
# 绘制血条
screen.blit(self.enemy_img, (1040, -45))
pygame.draw.rect(screen, (235, 35, 200), (600 + (3 - self.life) * (540 / 3), 40, (540 / 3) * self.life, 30))
if self.game_start_Bool == False and self.life < 3:
pygame.draw.rect(screen, (80, 0, 100), (600, 40, 540 - (540 / 3 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist3[0]) or collision_check_fanxiang( enemylist3[0], player) :
enemylist3[0].speed = enemylist3[0].speed * -1
# 当机甲没有进行攻击时
if player.walk_right or player.stand:
#敌人远程技能
if collision_check_tanke_jincheng(player, enemylist3[0]) and not self.life_remove_bool and not self.die and not self.attack and ( player.stand or player.left or player.right ):
self.skill=True
self.walk = False
# 敌人近程技能
if collision_check_tanke(player, enemylist3[0]) and not self.life_remove_bool and not self.die and not self.skill and ( player.stand or player.left or player.right ):
self.attack = True
self.walk = False
if self.die_count >= 57:
return
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#灰色敌人
class Enemy_grey(object): # 声明灰色敌人类
walk_left=()
walk_right=()
die_list = ()
life_remove_list = ()
falsh_list=()
skill_list=()
# attack_list=()
for pic_num in range(2, 0, -1): # 循环敌人向右行走的图片
walk_right+=(pygame.image.load("./grey/walk/walk (" + str(pic_num) + ").png"),)
# 加载向右行走的图片
for pic_num in range(1, 3): # 循环敌人向左行走的图片
walk_left+=(pygame.image.load("./grey/walk/walk (" + str(pic_num) + ").png"),)
# 加载向左行走的图片
for pic_num in range(1,22):
skill_list+=(pygame.image.load("./grey/skill/skill ("+str(pic_num)+").png"),)
#敌人 先起飞 再死亡
for pic_num in range(1,36):
die_list+=(pygame.image.load("./grey/hit/hit ("+str(pic_num)+").png"),)
for pic_num in range(1,45):
die_list+=(pygame.image.load("./grey/die/die ("+str(pic_num)+").png"),)
# 减血
for pic_num in range(1,24):
life_remove_list+=(pygame.image.load("./grey/hit/hit ("+str(pic_num)+").png"),)
def __init__(self,x,y,start,end):
self.x=x
self.y=y
self.width=124
self.height=100
self.area=[start,end]
self.Yarea = [370, 430] # Y轴 运动 区间
self.walk_count=0
self.speed=-1.9
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.attack=False
self.skill=False
self.Enemy_Y=0 #保留受伤 Y轴 位置
self.enemy_img = pygame.image.load("./HP/enemy_grey.png")
self.HP_img = pygame.image.load("./HP/电池.png")
self.game_start_Bool=True
def draw(self,screen):
global HP_img_grey
global HP_bool_grey
if self.game_start_Bool:
self.life+=0.145
if self.life > 3:
self.life = 3
self.game_start_Bool = False
self.move()
# 敌方受击
#检测生命
if self.life <= 0:
self.life_remove_bool = False
self.die = True
self.walk = False
# if self.life_count==2:
# self.Enemy_Y=self.y
if self.life_count>=23:
# self.y=self.Enemy_Y
self.life_count=1
self.life_remove_bool=False
self.walk=True
# 敌方走路
if self.walk_count==2:
self.walk_count=0
#机甲掉血
if self.skill_count==12 and not self.life_remove_bool and not self.die:
if collision_check_tanke_green(player, enemylist2[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
#敌方技能
if self.skill_count >= 21:
self.skill_count = 1
self.skill=False
self.walk=True
#坦克死亡
if self.die_count >= 78:
HP_img_grey = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_grey=True
player.kill_enemy += 1
self.die_count=1
self.skill_count = 1
self.die=False
self.walk=True
self.speed_Y*=2.4
self.speed*=2.4
self.life=0
self.game_start_Bool=True
diren_die_music.stop()
die_enemy_grey()
return
# 死亡音效
if self.die_count==35:
diren_die_music.play()
if self.life_remove_bool:
self.skill = False
self.walk = False
self.attack = False
if player.jump or player.i:
self.y = player.y + player.height - enemylist2[0].height - 10
screen.blit(self.life_remove_list[self.life_count], (self.x-20, self.y-80))
self.life_count += 1
elif self.skill and not self.life_remove_bool:
screen.blit(self.skill_list[self.skill_count], (self.x-120, self.y))
self.skill_count+=1
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk and not self.die:
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(20)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(20)
screen.fill([255, 0, 0])# 敌人 死亡特效
# if self.die_count<20:
# self.y=player.y+player.height-self.height-10-120
# else:
# self.y = self.Enemy_Y
self.die_count+=1
screen.blit(self.die_list[self.die_count], (self.x, self.y))
# 绘制血条
screen.blit(self.enemy_img, (1150, 63))
pygame.draw.rect(screen, (130, 200, 200), (600 + (3 - self.life) * (540 / 3), 100, (540 / 3) * self.life, 30))
if self.game_start_Bool == False and self.life < 3:
pygame.draw.rect(screen, (50, 75, 75), (600, 100, 540 - (540 / 3 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist2[0]) or collision_check_fanxiang( enemylist2[0], player) :
enemylist2[0].speed = enemylist2[0].speed * -1
# 当机甲没有进行攻击时
if player.walk_right or player.walk_right or player.stand:
#远攻
if collision_check_tanke(player, enemylist2[0]) and not self.life_remove_bool and not self.die:
self.skill=True
self.walk = False
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#敌人 绿色坦克
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
#坦克死亡
if self.die_count >= 103:
HP_img_green = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_green=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.2
self.speed*=2.2
self.life=0
self.game_start_Bool=True
diren_die_music.stop()
die_enemy_green()
return
#死亡音效
if self.die_count==40:
diren_die_music.play()
if self.life_remove_bool:
if player.jump or player.i:
self.y = player.y + player.height - enemylist[0].height - 10
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_list[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist[0].height - 10
if self.skill and not self.life_remove_bool:
if self.skill_count==20:
green_jn.play()
if self.skill_count==1:
green_jn.stop()
screen.blit(self.skill_list[self.skill_count], (self.x-150, self.y-90))
self.skill_count+=1
if self.attack_count == 1 and self.attack :
green_attack_music.play()
if self.attack_count == 15 or not self.attack:
green_attack_music.stop()
if self.attack and not self.life_remove_bool:
screen.blit(self.attack_list[self.attack_count],(self.x-50,self.y))
self.attack_count+=1
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk:
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.skill = False
self.attack = False
self.life = 0
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(20)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(20)
screen.fill([255, 0, 0])# 敌人 死亡特效
screen.blit(self.die_list[self.die_count],(self.x,self.y))
self.die_count+=1
# 绘制血条
screen.blit(self.enemy_img, (1125, 120))
pygame.draw.rect(screen, (0, 200, 115), (600 + (3 - self.life) * (540 / 3), 160, (540 / 3) * self.life, 30))
if self.game_start_Bool == False and self.life < 3:
pygame.draw.rect(screen, (0, 65, 20), (600, 160, 540 - (540 / 3 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist[0]) or collision_check_fanxiang( enemylist[0], player) :
enemylist[0].speed = enemylist[0].speed * -1
#当机甲没有进行攻击时
if player.walk_right or player.walk_right or player.stand:
#敌人远程技能
if collision_check_tanke(player, enemylist[0]) and not self.life_remove_bool and not self.die and not self.attack:
self.skill=True
self.walk = False
# 敌人近程技能
if collision_check_tanke_jincheng(player, enemylist[0]) and not self.life_remove_bool and not self.die and not self.skill:
self.attack = True
self.walk = False
if self.die_count >= 63:
return
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#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)
#主要绘制函数
def draw_img():
global load_count
global FRAM_PER_SECONDS
global set_img
if load_count>=29:
load_count=30
load_music.stop()
screen.blit(map_img, (0, 0))
#打开 游戏 战斗背景 音乐
back_music.set_volume(0.06)
set_img=pygame.image.load("./load_img/setbig.png")
screen.blit(set_img,(10,10))
if HP_bool_green==True:
HP_img_green.draw(screen)
if HP_bool_grey==True:
HP_img_grey.draw(screen)
if HP_bool_pink==True:
HP_img_pink.draw(screen)
if len(enemylist) and len(enemylist2) and len(enemylist3):
if player.y+player.height < enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
player.draw(screen)
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < player.y+player.height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
player.draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height < player.y+player.height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height < player.y+player.height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif player.jump :
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
#敌人受攻击时 先后绘制
elif enemylist[0].life_remove_bool or enemylist[0].die:
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist2[0].life_remove_bool or enemylist2[0].die:
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist3[0].life_remove_bool or enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist2[0].life_remove_bool or enemylist[0].die or enemylist2[0].die:
enemylist3[0].draw(screen)
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist3[0].life_remove_bool or enemylist[0].die or enemylist3[0].die:
enemylist2[0].draw(screen)
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist2[0].life_remove_bool and enemylist3[0].life_remove_bool or enemylist2[0].die or enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
else:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif len(enemylist) and len(enemylist2): #绿色和灰色
if player.y+player.height < enemylist[0].y+enemylist[0].height < enemylist2[0].y+以上是关于开放世界机甲游戏-Phantom Galaxies的主要内容,如果未能解决你的问题,请参考以下文章
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