python成功实现“高配版”王者小游戏?赠源码

Posted 魔王不会哭

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前言

嗨喽~大家好呀,这里是魔王呐 ❤ ~!

本游戏完整源码、素材: 点击此处跳转文末名片获取

咳咳,又是一款新的小游戏,就是大家熟悉的王者~

来看我用python来实现高(di)配版的王者

是一款拿到代码运行后,可直接玩的游戏,是摸鱼必备的小游戏
小声说,我玩了一下午…

开发环境:

首先我们先来安装一下运行代码的软件(对没安装的小白说)

  • 版 本: python 3.8

  • 编辑器: pycharm 2022.3.2 专业版

必备素材

主要代码

导入模块

import pygame
import os.path
import csv
import setting as set
import live
import game_event
import gameui as gi
import startupui as si

安装第三方模块方法:win + R 输入cmd 输入安装命令 pip install 模块名

(如果你觉得安装速度比较慢, 你可以切换国内镜像源)

完整代码👉【点击文末名片领取】【或者看代码中数字】

程序主函数

def run_game():
    #初始化pygame库
    pygame.init()
    702813599 ### 源码领取
    #创建时钟对象(控制帧率)
    clock=pygame.time.Clock()
    #实例化设置类,用于导入游戏设置
    setting=set.Setting()
    #设置游戏窗口
    screen=pygame.display.set_mode((setting.screen_width,setting.screen_height))
    pygame.display.set_caption(setting.screen_caption)

设置不同的组,用于分别处理各种物品间的关系

#玩家组
group_player=pygame.sprite.Group()
#玩家的攻击组
group_attack=pygame.sprite.Group()
#敌人组
group_enemy=pygame.sprite.Group()
#敌人的攻击组
group_enemy_attack=pygame.sprite.Group()

实例化ui对象

    #showinfo用于在游戏内显示人物血条等信息
    showinfo=gi.Info(setting,screen)
    #人物选择按钮
    yi_button=si.MonkeyKingButton(screen,setting)
    monkey_button=si.YiButton(screen,setting)
    fox_button=si.FoxButton(screen,setting)
    bin_button=si.BinButton(screen,setting)

游戏开始界面的按钮

    pve_button=si.PVEButton(screen,setting)
    pvp_button=si.PVPButton(screen,setting)
    702813599 ### 源码领取
    endless_button=si.EndlessButton(screen,setting)
    control_button=si.ControlButton(screen,setting)
    memory_button=si.RecordButton(screen,setting)
    cooling_button=si.CoolingButton(screen,setting)

游戏背景

    select_button=si.SelectButton(screen,setting)
    win_button=si.WinButton(screen,setting)
    dead_button=si.DeadButton(screen,setting)

玩家当前选择的人物标记

    player_button_1=si.PlayerButton1(screen,setting)
    player_button_2=si.PlayerButton2(screen,setting)
    #空白按钮
    none_button=si.NoneButton(screen,setting)
    #空白图像
    none_info=gi.ExInfo(screen,none_button,setting.introduce_none)

介绍按钮作用的图像

    pve_info=gi.ExInfo(screen,pve_button,setting.introduce_pve)
    pvp_info=gi.ExInfo(screen,pvp_button,setting.introduce_pvp)
    endless_info=gi.ExInfo(screen,endless_button,setting.introduce_endless)
    control_info=gi.ExInfo(screen,control_button,setting.introduce_control)
    record_info=gi.ExInfo(screen,memory_button,setting.introduce_record)
    cooling_info=gi.ExInfo(screen,cooling_button,setting.introduce_cooling)

按钮组(绘制时,在前的按钮会被在后的按钮覆盖)

    buttons=[select_button,yi_button,monkey_button,fox_button,bin_button,
             pve_button,pvp_button,endless_button,
             cooling_button,control_button,memory_button,
             dead_button,win_button]

标签按钮组

    choose_buttons=[player_button_1,player_button_2]

介绍按钮作用的图像组

    button_info_dict=none_button:none_info,pve_button:pve_info,pvp_button:pvp_info,
                      endless_button:endless_info,control_button:control_info,
                      memory_button:record_info,cooling_button:cooling_info
    #当前显示的图像列表
    info_label=[]
    #存储模拟刚体运动的列表
    rigidbody_list=[]
    #玩家实例,初始化为战士
    player_1=live.MonkeyKing(setting,screen)
    player_2=live.MonkeyKing(setting,screen)
702813599 ### 源码领取
    if not os.path.exists(setting.record_path):
        #如果游戏记录文件不存在就新创建一个
        with open(setting.record_path,'w',newline="") as f:
            writer=csv.writer(f)
            header=["Time","Mode","Winner","1st Score","2st Score","Duration(s)","1st Player","2nd Player","isCooling"]
            writer.writerow(header)  

游戏主循环

    while True: 
        #绘制背景
        screen.blit(setting.screen_surface_background,(0,0))
        #设置游戏帧率
        clock.tick(setting.fps)
        #检测键盘鼠标事件   
        game_event.check_event(setting,screen,group_player,group_attack,group_enemy,
                               group_enemy_attack,buttons,showinfo,button_info_dict,info_label)

更新当前选择人物的标签

        game_event.update_choose(setting,buttons,choose_buttons)

游戏运行,非玩家对抗模式

        if (setting.game_active and (setting.game_mode==0 or setting.game_mode==2)):

人物初始化

            if(not setting.isinit):
                if setting.player_1!=None:
                    player_1=setting.player_1
                    group_player.add(player_1)
                if setting.player_2!=None:
                    player_2=setting.player_2
                    group_player.add(player_2)                
                setting.isinit=True
            #游戏计时器
            setting.timer+=1
            #更新玩家
            group_player.update()
            #生成敌人
            game_event.generate_enemies(setting,group_enemy,screen) 

更新敌人,玩家的攻击,敌人的攻击,玩家状态等

game_event.update_enemies(setting,showinfo,screen,group_player,group_enemy,group_attack,group_enemy_attack)
            game_event.update_attacks(setting,screen,group_attack,group_enemy,rigidbody_list)
702813599 ### 源码领取            game_event.update_enemy_attacks(setting,screen,group_player,group_enemy_attack,rigidbody_list)
            game_event.update_state(setting,showinfo)
            game_event.update_rigidbody(setting,rigidbody_list)

胜利条件

            if setting.timer>=60*setting.fps and not group_enemy.spritedict and setting.game_mode==0:
                game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack)
                setting.timer=0

失败条件

if setting.isinit and ((setting.player_1!=None and setting.health_1<=0) or (setting.player_2!=None and setting.health_2<=0)):              
    game_event.game_dead(setting,showinfo,group_enemy,group_attack,group_enemy_attack)
    setting.timer=0

玩家对抗模式

elif setting.game_active and setting.game_mode==1:

人物初始化

            if(not setting.isinit):
                if setting.player_1!=None and setting.player_2!=None:
                    player_1=setting.player_1
                    group_player.add(player_1)
                    player_2=setting.player_2
                    group_player.add(player_2)                        
                    setting.isinit=True

游戏计时器

setting.timer+=1

更新玩家

player_1.update()
player_2.update()

更新玩家的攻击,信息显示和物理模拟

game_event.update_attacks_pvp(setting,screen,group_attack,rigidbody_list)
            game_event.update_state(setting,showinfo)
            game_event.update_rigidbody(setting,rigidbody_list)

玩家1胜利条件

if setting.isinit and setting.health_2<=0:
    setting.score_1+=1
    game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack)
    setting.timer=0

玩家2胜利条件

if setting.isinit and setting.health_1<=0:
    setting.score_2+=1
    game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack)
    setting.timer=0

根据上述更新的结果绘制整个游戏窗口

    game_event.update_screen(setting,screen,group_player,group_attack,group_enemy,group_enemy_attack,
                                 showinfo,buttons,info_label,choose_buttons)                 

#运行游戏
run_game()

效果展示

好了,这就是我们的效果啦~技术就这么多将就看看吧 😎

尾语 💝

要成功,先发疯,下定决心往前冲!

学习是需要长期坚持的,一步一个脚印地走向未来!

未来的你一定会感谢今天学习的你。

—— 心灵鸡汤

本文章到这里就结束啦~感兴趣的小伙伴可以复制代码去试试哦 😝

👇问题解答 · 源码获取 · 技术交流 · 抱团学习请联系👇

vue项目环境搭建(高配版)

vue项目环境搭建


? Please pick a preset: Manually select features
? Check the features needed for your project:
 (*) Choose Vue version  // 是否选择vue版本
 (*) Babel	// 是否安装bable
 (*) TypeScript  // 是否安装近几年流行的ts
 ( ) Progressive Web App (PWA) Support  // 渐进式web应用
 (*) Router  // 是否自动配置路由
 (*) Vuex  // 是否安装vuex
 (*) CSS Pre-processors  // 是否安装css预编译期,例如sass、less
 (*) Linter / Formatter  // 是否安装eslint代码校验
>( ) Unit Testing  // 测试
 ( ) E2E Testing   // 测试

? Please pick a preset: Manually select features
? Check the features needed for your project: Choose Vue version, Babel, TS, Router, Vuex, CSS Pre-processors, Linter
? Choose a version of Vue.js that you want to start the project with 3.x (Preview)
? Use class-style component syntax? Yes
? Use Babel alongside TypeScript (required for modern mode, auto-detected polyfills, transpiling JSX)? Yes
? Use history mode for router? (Requires proper server setup for index fallback in production) (Y/n) no   

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