Pygame实战:牛,几千行代码实现《机甲闯关冒险游戏》,太牛了(保存起来慢慢学)

Posted 顾木子吖

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Pygame实战:牛,几千行代码实现《机甲闯关冒险游戏》,太牛了(保存起来慢慢学)相关的知识,希望对你有一定的参考价值。

导语

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~完整的资料获取主页流动文字哦!

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

​6.2第一小关,其他的几关我就没截图了哈

​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!

总结

好啦!这篇大游戏就写到这里啦,源码都是免费分享滴。看着这些精致的画面有没有想要自己动手玩一下 ,试试嘛~

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~

以上是关于Pygame实战:牛,几千行代码实现《机甲闯关冒险游戏》,太牛了(保存起来慢慢学)的主要内容,如果未能解决你的问题,请参考以下文章

Python小游戏合集写了一个机甲闯关冒险小游戏

微信小游戏开发实战13:闯关模式的实现

60行Python代码实现闯关升级的贪吃蛇,很少有人能到第十关(附源码和成品)

60行Python代码实现闯关升级的贪吃蛇,很少有人能到第十关(附源码和成品)

用Python写了一个空洞机甲小游戏

用Python写了一个空洞机甲小游戏