UnityRPG游戏战斗怪物检测
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参考技术A在做一款简单的rpg游戏时,肯定会遇到检测敌人是否被击中,检测的方法可以用下面两种。
当然还有别的方法去检测战斗,例如: 在主角前方放置一个隐藏的碰撞盒改成触发器,当进行攻击动作的时候,让触发器显示。触发器与敌人身上的碰撞盒接触时,消灭敌人,1551;
还有另外一个老哥写的, https://www.jianshu.com/p/068705534e07 。
你是否还记得有一款游戏叫做“魔塔”?
目录
2.2 函数输出为【0】表示打不过,胜利输出受损生命值,设置 cancel 可以撤销本次战斗即回到之前状态
3.8 加载属性框,包括矩形的四个参数 left,top,width,height
3.13 铺地板:范围从(200,50)到(700,550)
3.22 设置一个简单外挂,鼠标点击左键钥匙 + 1 ,右键钥匙 - 1,中键归 0
14天学习训练营导师课程:
李宁《Python Pygame游戏开发入门与实战》
李宁《计算机视觉OpenCV Python项目实战》1
李宁《计算机视觉OpenCV Python项目实战》2
李宁《计算机视觉OpenCV Python项目实战》3
前言
近期看到好几篇DOS系统的技术分享博客,我也顺路去搜集了一些相关资料。突发奇想地,我也去搜集了一些DOS游戏。在收集游戏的过程中,当我在 RetroGame 网上看到题图的那一瞬间,我仿佛回到了小学,那段手握学习机,痴迷的计算自己数值路线,思索自己到第能不能打赢面前这只可恶的红蝙蝠的快乐时光。
我终于回想起了它的名字——《魔塔》。
大多数人最初接触的魔塔游戏都是胖老鼠——基于Flash技术将原作改编为21/24层的汉化魔塔——上传到在线游戏网站的那一版,没错,就是那款被各路厂商盗用后广为流传的经典魔塔。我第一次接触到的也是这个版本。
作为第一部(仅)有中文的魔塔,胖老鼠魔塔可以说创造了一代的经典——固定的数值设计,简单明了的道具系统,可操作性极佳的成长方法,都令玩家轻易的沉迷其中。是的,这就是这个游戏与其后续衍生作品中最独特的地方:固定数据的RPG游戏。
而最近又恰巧没有什么好的pygame练手的项目,索性这一次就把这一款童年经典尝试做一个Demo出来吧!
正文
游戏介绍:
一开始名为cxk的玩家角色有 100 的生命值,10 的攻击力,10 的防御力。玩家可以通过获得相应颜色钥匙来打开相应颜色的门,随后攻击鬼怪来获取生命值和金币。药水可以提升生命值,蓝色宝石可以提升防御力,红色宝石可以提升攻击力,直至通过第一层。
游戏开发制作流程
本着“自顶向下”的设计思路,我将其大致分为了三个流程:
1. 收集素材(背景,玩家,敌人,宝石)
2. 创建攻击函数
3. 创建魔塔函数
1.收集素材
百度搜索所需的素材,并通过 ps 来进行简单的处理,此处略。
2.创建攻击函数
作为一款RPG游戏,最直观且重要的肯定是游戏的逻辑对象。
虽然魔塔的界面让我们感觉它是一款简单的地牢游戏,貌似随便打打杀杀就可以过关,但事实上玩这个游戏需要动很多脑筋,任何一个轻率的选择都可能导致游戏的失败,该游戏有属性攻击、防御、生命、金币、经验。对怪物的伤害次数计算公式,是敌人的生命/(自己的攻击-敌人的防御);而伤害的数目计算是怪物伤害次数(敌人的攻击-自己的防御)。
我们先来实现它!
2.1 定义两个对象(主角和怪物)
def fight(A,B,cancel=0):
a=A.attack-B.defend
b=B.attack-A.defend
2.2 函数输出为【0】表示打不过,胜利输出受损生命值,设置 cancel 可以撤销本次战斗即回到之前状态
if a<=0:
return [0]
if a>0 and b<=0:
if(cancel==0):
A.gold+=B.gold
if(cancel!=0):
A.life=alife
B.life=blife
return 0
2.3 进行战斗结果
for i in range(1,100):
B.life=B.life-a
if B.life<0:
if(cancel==0):
B.life=blife
A.gold+=B.gold
if(cancel!=0):
A.life=alife
B.life=blife
return alife-A.life
A.life=A.life-b
if A.life<0:
A.life=alife
B.life=blife
return [0]
2.4 设置主函数,使一些人物属性,怪物等提示信息显示
if __name__=="__main__":
class character:
def __init__(self,tuple):
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=0
def __str__(self):
return u"攻击力:%d ,防御力:%d, 生命值:%d,金币: %d"%(self.attack,self.defend,self.life,self.gold)
class monster:
def __init__(self,tuple):
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=tuple[3]
def __str__(self):
return u"攻击力:%d ,防御力:%d, 生命值:%d,"%(self.attack,self.defend,self.life)
2.5 显示人物与怪物得初始位置
CAIXUKUN=character((10,10,100)) //不是小黑子doge
gSlime_=monster((11,5,10,1))
rSlime_=monster((12,5,10,2))
sBat_=monster((13,5,10,3))
bWizard_=monster((15,5,10,5))
Skeleton_=monster((18,5,10,8))
scSkeleton_=monster((25,5,10,10))
BOSS=monster((100,5,10,10))
3.创建魔塔函数
此外,我们辛苦白嫖(剽窃doge)来的魔塔素材也得派上用场啊!接下来完成魔塔函数。
3.1 初始化设置
pygame.init()
pygame.mixer.init()
3.2 加载素材
#环境
wall=pygame.transform.scale(pygame.image.load('w1.png').convert_alpha(),(50,50))
ground=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
yellow_door=pygame.transform.scale(pygame.image.load('d1.png').convert_alpha(),(50,50))
blue_door=pygame.transform.scale(pygame.image.load('d2.png').convert_alpha(),(50,50))
red_door=pygame.transform.scale(pygame.image.load('d3.png').convert_alpha(),(50,50))
special_door=pygame.transform.scale(pygame.image.load('d4.png').convert_alpha(),(50,50))
ykey=pygame.transform.scale(pygame.image.load('ykey.png').convert_alpha(),(50,50))
bkey=pygame.transform.scale(pygame.image.load('bkey.png').convert_alpha(),(50,50))
rkey=pygame.transform.scale(pygame.image.load('rkey.png').convert_alpha(),(50,50))
rbottle=pygame.transform.scale(pygame.image.load('rbottle.png').convert_alpha(),(50,50))
bbottle=pygame.transform.scale(pygame.image.load('bbottle.png').convert_alpha(),(50,50))
rgem=pygame.transform.scale(pygame.image.load('rgem.png').convert_alpha(),(50,50))
bgem=pygame.transform.scale(pygame.image.load('bgem.png').convert_alpha(),(50,50))
upstair=pygame.transform.scale(pygame.image.load('upstair.png').convert_alpha(),(50,50))
downstair=pygame.transform.scale(pygame.image.load('downstair.png').convert_alpha(),(50,50))
#怪物
rSlime=pygame.transform.scale(pygame.image.load('rSlime.png').convert_alpha(),(50,50))
gSlime=pygame.transform.scale(pygame.image.load('gSlime.png').convert_alpha(),(50,50))
bSlime=pygame.transform.scale(pygame.image.load('bSlime.png').convert_alpha(),(50,50))
kSlime=pygame.transform.scale(pygame.image.load('kSlime.png').convert_alpha(),(50,50))
sBat=pygame.transform.scale(pygame.image.load('sBat.png').convert_alpha(),(50,50))
bBat=pygame.transform.scale(pygame.image.load('bBat.png').convert_alpha(),(50,50))
rBat=pygame.transform.scale(pygame.image.load('rBat.png').convert_alpha(),(50,50))
bWizard=pygame.transform.scale(pygame.image.load('bWizard.png').convert_alpha(),(50,50))
rWizard=pygame.transform.scale(pygame.image.load('rWizard.png').convert_alpha(),(50,50))
Skeleton=pygame.transform.scale(pygame.image.load('Skeleton.png').convert_alpha(),(50,50))
scSkeleton=pygame.transform.scale(pygame.image.load('scSkeleton.png').convert_alpha(),(50,50))
bcSkeleton=pygame.transform.scale(pygame.image.load('bcSkeleton.png').convert_alpha(),(50,50))
ghost=pygame.transform.scale(pygame.image.load('ghost.png').convert_alpha(),(50,50))
lGuard=pygame.transform.scale(pygame.image.load('lGuard.png').convert_alpha(),(50,50))
mGuard=pygame.transform.scale(pygame.image.load('mGuard.png').convert_alpha(),(50,50))
hGuard=pygame.transform.scale(pygame.image.load('hGuard.png').convert_alpha(),(50,50))
lWitch=pygame.transform.scale(pygame.image.load('lWitch.png').convert_alpha(),(50,50))
hWitch=pygame.transform.scale(pygame.image.load('hWitch.png').convert_alpha(),(50,50))
Orc=pygame.transform.scale(pygame.image.load('Orc.png').convert_alpha(),(50,50))
wOrc=pygame.transform.scale(pygame.image.load('wOrc.png').convert_alpha(),(50,50))
Stone=pygame.transform.scale(pygame.image.load('Stone.png').convert_alpha(),(50,50))
Swordsman=pygame.transform.scale(pygame.image.load('Swordsman.png').convert_alpha(),(50,50))
wGhost=pygame.transform.scale(pygame.image.load('wGhost.png').convert_alpha(),(50,50))
Vampier=pygame.transform.scale(pygame.image.load('Vampier.png').convert_alpha(),(50,50))
#神秘人和宝物
guide=pygame.transform.scale(pygame.image.load('guide.png').convert_alpha(),(50,50))
merchant=pygame.transform.scale(pygame.image.load('merchant.png').convert_alpha(),(50,50))
princess=pygame.transform.scale(pygame.image.load('princess.png').convert_alpha(),(50,50))
lift=pygame.transform.scale(pygame.image.load('lift.png').convert_alpha(),(50,50))
#商店
shop=pygame.transform.scale(pygame.image.load('shop.png').convert_alpha(),(150,50))
3.3 背景音乐
pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play()
musicPlaying=False
3.4 一些音效:打怪,开门,通过等
sound0=pygame.mixer.Sound('0.wav')
sound1=pygame.mixer.Sound('1.wav')
sound2=pygame.mixer.Sound('2.wav')
sound3=pygame.mixer.Sound('3.wav')
sound4=pygame.mixer.Sound('4.wav')
sound5=pygame.mixer.Sound('5.wav')
sound6=pygame.mixer.Sound('6.wav')
3.5 等待 1 秒让 mixer 完成初始化
pygame.time.delay(1000)
3.6 加载字体
这些个都可以自己选哈。
my_FontCH=pygame.font.Font('【春田】小火锅安卓.ttf',30)
my_FontCHs=pygame.font.Font('方正正中黑简体.TTF',30)
my_FontEN=pygame.font.Font('KeeponTruckin.ttf',30)
3.7 最上面一格
text_surface0=my_FontCH.render('小游戏',True,(0,0,0),(191,191,191))
3.8 加载属性框,包括矩形的四个参数 left,top,width,height
att_rect1=pygame.Rect(0,50,200,600)
att_rect2=pygame.Rect(750,50,200,600)
att_rect3=pygame.Rect(200,600,550,50)
att_rect4=pygame.Rect(0,0,950,50)
3.9 获得钥匙图片所在得位置得矩形对象
ykey_rect=ykey.get_rect()
ykey_rect.left,ykey_rect.top=0,400
bkey_rect=bkey.get_rect()
bkey_rect.left,bkey_rect.top=0,450
rkey_rect=rkey.get_rect()
rkey_rect.left,rkey_rect.top=0,500
3.10 人物类
class character:
def __init__(self,tuple):
self.floor=1
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=0
#物品栏
self.property='Yellow_key':0,'Blue_key':0,'Red_key':0
#图像
self.image=pygame.transform.scale(pygame.image.load('character.png').convert_alpha(),(50,50))
self.bg=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
self.image_rect=self.image.get_rect()
self.image_rect.left=450
self.image_rect.top=550
3.11 一些其它判断机制
3.11-1 门在没有对应钥匙时不可通过
if str=="UP":
FORBID=0
rect_new=self.image_rect.copy()
rect_new.move_ip(0,-50)
3.11-2 判断是否撞墙
for wall_ in wallL[:]:
if rect_new.colliderect(wall_):
FORBID=1
3.11-3 检测是否在没有钥匙时通过门
for y_door in ydoorL[:]:
if rect_new.colliderect(y_door) and self.property["Yellow_key"]==0:
FORBID=1
for b_door in bdoorL[:]:
if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
FORBID=1
for r_door in rdoorL[:]:
if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
FORBID=1
3.11-4 打不过怪时不可通过
for monster_ in list_morect[:]:
if rect_new.colliderect(monster_):
x=list_morect.index(monster_)
if(fight(CAIXUKUN,eval(list_moname[x]+"_"),1))==[0]:
sound5.play()
FORBID=1
if FORBID==1:
pass
3.11-5 判断是否出界
else:
if self.image_rect.top<100:
pass
else:
self.image_rect.move_ip(0,-50)
3.12 怪物类
class monster:
def __init__(self,tuple):
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=tuple[3]
3.13 铺地板:范围从(200,50)到(700,550)
ground_L=[]
for i in range(4,14+1):
for j in range(1,11+1):
ground_L.append((50*i,50*j))
3.14 墙壁的位置(矩形左上角(left,top))
wall_L=[(200,100),(250,100),(300,100),(350,100),(400,100),(450,100),(500,100),(550,100),(600,100),(650,100),(450,150),(450,200),(450,250),(450,350),
(500,250),(550,250),(650,250),(650,150),(650,200),(600,350),(550,350),(500,350),(650,350),(650,300),(350,200),(350,250),(350,300),(350,350),
(350,400),(350,450),(350,500),(350,550),(300,250),(200,250),(300,400),(200,400),(400,450),(550,450),(600,450),
(500,450),(550,500),(550,550),(700,450)]
3.15 门的位置
dict_door=(350,150):'yellow',(250,250):'blue',(600,250):'yellow',(450,300):'yellow',(250,400):'yellow',(450,450):'yellow',(450,450):'yellow',
(650,450):'red',(600,250):'red'
3.16 宝物的位置
dict_trea=(550,150):'ykey',(200,350):'ykey',(300,500):'ykey',(400,500):'ykey',(400,550):'bkey',(400,250):'rkey',(600,150):'rkey',(400,200):'ykey',(200,150):'ykey',(300,550):'ykey',(200,150):'rbottle',(100,350):'rbottle',(500,150):'rgem',(500,200):'bgem',(550,200):'rbottle',(200,550):'rbottle',(200,500):'bbottle',(650,550):'bbottle',(650,500):'bgem',
#楼梯
3.17 怪物的位置
dict_monster=(300,50):'gSlime',(400,50):'gSlime',(600,550):'sBat',(700,550):'sBat',(350,50):'gSlime',(500,300):'rSlime',(500,300):'rSlime',
(250,300):'hWitch',(250,450):'ghost',(550,300):'ghost',(600,300):'rSlime'
3.18 门,楼梯,宝物
List_temp1=[k for k,v in dict_door.items() if v=='yellow']
List_temp2=[k for k,v in dict_stair.items() if v=='up']
List_temp3=[k for k,v in dict_trea.items() if v=='rbottle']
List_temp4=[k for k,v in dict_trea.items() if v=='bbottle']
List_temp5=[k for k,v in dict_trea.items() if v=='rgem']
List_temp6=[k for k,v in dict_trea.items() if v=='bgem']
List_temp7=[k for k,v in dict_trea.items() if v=='ykey']
List_temp8=[k for k,v in dict_door.items() if v=='blue']
List_temp9=[k for k,v in dict_trea.items() if v=='bkey']
List_temp10=[k for k,v in dict_door.items() if v=='red']
List_temp11=[k for k,v in dict_trea.items() if v=='rk']
3.19 创建矩形对象的列表——用于判断所遇到的事件
def build_List(LIST1,LIST2):
for i in range(1,len(LIST2)+1):
LIST1.append(pygame.Rect(LIST2[i-1][0],LIST2[i-1][1],50,50))
wallL=[]
build_List(wallL,wall_L)
ydoorL=[]
build_List(ydoorL,List_temp1)
bdoorL=[]
build_List(bdoorL,List_temp8)
rdoorL=[]
build_List(rdoorL,List_temp10)
stairupL=[]
build_List(stairupL,List_temp2)
rbottleL=[]
build_List(rbottleL,List_temp3)
bbottleL=[]
build_List(bbottleL,List_temp4)
rgemL=[]
build_List(rgemL,List_temp5)
bgemL=[]
build_List(bgemL,List_temp6)
ykeyL=[]
build_List(ykeyL,List_temp7)
bkeyL=[]
build_List(bkeyL,List_temp9)
rkeyL=[]
build_List(rkeyL,List_temp11)
3.20 将怪物放入列表
guideL=[]
guideL.append(pygame.Rect(Guide[0][0],Guide[0][1],50,50))
liftL=[]
liftL.append(pygame.Rect(Lift[0][0],Lift[0][1],50,50))
3.21 键盘控制
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_w:
CAIXUKUN.move("UP")
if event.key == pygame.K_s:
CAIXUKUN.move("DOWN")
if event.key==pygame.K_a:
CAIXUKUN.move("LEFT")
if event.key==pygame.K_d:
CAIXUKUN.move("RIGHT")
3.22 设置一个简单外挂,鼠标点击左键钥匙 + 1 ,右键钥匙 - 1,中键归 0
elif event.type==pygame.MOUSEBUTTONDOWN:
if ykey_rect.collidepoint(event.pos):
if event.button==1:
CAIXUKUN.property["Yellow_key"]+=1
sound4.play()
elif event.button==2:
CAIXUKUN.property["Yellow_key"]=0
elif event.button==3:
CAIXUKUN.property["Yellow_key"]-=1
elif bkey_rect.collidepoint(event.pos):
if event.button==1:
CAIXUKUN.property["Blue_key"]+=1
sound4.play()
elif event.button==2:
CAIXUKUN.property["Blue_key"]=0
elif event.button==3:
CAIXUKUN.property["Blue_key"]-=1
elif rkey_rect.collidepoint(event.pos):
if event.button==1:
CAIXUKUN.property["Red_key"]+=1
sound4.play()
elif event.button==2:
CAIXUKUN.property["Red_key"]=0
elif event.button==3:
CAIXUKUN.property["Red_key"]-=1
3.23 电梯功能
elif up_lift_rect.collidepoint(event.pos):
if event.button==1 and get_lift and CAIXUKUN.floor<66 and CAIXUKUN.floor!=42:
CAIXUKUN.floor+=1
elif down_lift_rect.collidepoint(event.pos):
if event.button==1 and get_lift and CAIXUKUN.floor>1 and CAIXUKUN.floor!=44:
CAIXUKUN.floor-=1
3.24 开始画地图
for i in ground_L:
screen.blit(ground,i)
for j in wall_L:
screen.blit(wall,j)
for k in List_temp1:
screen.blit(yellow_door,k)
for k in List_temp2:
screen.blit(upstair,k)
for k in List_temp3:
screen.blit(rbottle,k)
for k in List_temp4:
screen.blit(bbottle,k)
for k in List_temp5:
screen.blit(rgem,k)
for k in List_temp6:
screen.blit(bgem,k)
for k in List_temp7:
screen.blit(ykey,k)
for k in List_temp8:
screen.blit(blue_door,k)
for k in List_temp9:
screen.blit(bkey,k)
for k in List_temp10:
screen.blit(red_door,k)
for k in List_temp11:
screen.blit(rkey,k)
for k in list_molocation:
n=list_molocation.index(k)
k_name=list_moname[n]
screen.blit(eval(k_name),k)
screen.blit(lift,Lift[0])
screen.blit(guide,Guide[0])
3.25 对于列表中碰撞以后的元素
for y_door in ydoorL[:]:
if CAIXUKUN.image_rect.colliderect(y_door):
if CAIXUKUN.property["Yellow_key"]>0:
i=ydoorL.index(y_door)
ydoorL.remove(y_door)
CAIXUKUN.property["Yellow_key"]-=1
del List_temp1[i]
else:
pass
for b_door in bdoorL[:]:
if CAIXUKUN.image_rect.colliderect(b_door):
if CAIXUKUN.property["Blue_key"]>0:
i=bdoorL.index(b_door)
bdoorL.remove(b_door)
CAIXUKUN.property["Blue_key"]-=1
del List_temp8[i]
else:
pass
for r_door in rdoorL[:]:
if CAIXUKUN.image_rect.colliderect(r_door):
if CAIXUKUN.property["Red_key"]>0:
i=rdoorL.index(r_door)
rdoorL.remove(r_door)
CAIXUKUN.property["Red_key"]-=1
del List_temp10[i]
else:
pass
3.26 红血瓶
for r_bottle in rbottleL[:]:
if CAIXUKUN.image_rect.colliderect(r_bottle):
sound1.play()
i=rbottleL.index(r_bottle)
rbottleL.remove(r_bottle)
CAIXUKUN.life+=20
del List_temp3[i]
3.27 蓝血瓶
for b_bottle in bbottleL[:]:
if CAIXUKUN.image_rect.colliderect(b_bottle):
sound1.play()
i=bbottleL.index(b_bottle)
bbottleL.remove(b_bottle)
CAIXUKUN.life+=10
del List_temp4[i]
3.28 战斗事件
for monster_ in list_morect[:]:
if CAIXUKUN.image_rect.colliderect(monster_):
x=list_morect.index(monster_)
oops=eval(list_moname[x]+'_')
if(fight(CAIXUKUN,oops)!=[0]):
sound2.play()
list_morect[x]=pygame.Rect(-100,-100,50,50)
list_molocation[x]=(-100,-100)
else:
pass
3.29 侧边栏背景
screen.fill((191,191,191),rect=att_rect1,special_flags=0)
screen.fill((191,191,191),rect=att_rect2,special_flags=0)
screen.fill((191,191,191),rect=att_rect3,special_flags=0)
screen.fill((191,191,191),rect=att_rect4,special_flags=0)
3.30 任务栏
screen.blit(ykey,(0,400))
screen.blit(bkey,(0,450))
screen.blit(rkey,(0,500))
3.31 属性栏
text_surface1=my_FontCHs.render("第%s层"%str(CAIXUKUN.floor),True,(0,0,0),(191,191,191))
text_surface2=my_FontCHs.render("攻击力:%s"%str(CAIXUKUN.attack),True,(0,0,0),(191,191,191))
text_surface3=my_FontCHs.render("防御力:%s"%str(CAIXUKUN.defend),True,(0,0,0),(191,191,191))
text_surface4=my_FontCHs.render("生命值:%s"%str(CAIXUKUN.life),True,(0,0,0),(191,191,191))
text_surface5=my_FontCHs.render("金币:%s"%str(CAIXUKUN.gold),True,(0,0,0),(191,191,191))
3.32 钥匙数量
Yellow_key=CAIXUKUN.property['Yellow_key']
Blue_key=CAIXUKUN.property['Blue_key']
Red_key=CAIXUKUN.property['Red_key']
3.33 物品栏
text_surface6=my_FontCHs.render("%s把"%str(Yellow_key),True,(0,0,0),(191,191,191))
text_surface7=my_FontCHs.render("%s把"%str(Blue_key),True,(0,0,0),(191,191,191))
text_surface8=my_FontCHs.render("%s把"%str(Red_key),True,(0,0,0),(191,191,191))
text_surface9=my_FontCHs.render("永久使用宝物",True,(0,0,0),(191,191,191))
text_surface10=my_FontCHs.render("一次使用宝物",True,(0,0,0),(191,191,191))
text_surface11=my_FontCHs.render("自动使用宝物",True,(0,0,0),(191,191,191))
3.34 如果获得则在右侧边栏加上该宝物
if get_lift:
screen.blit(pygame.transform.scale(pygame.image.load('life.png').convert_alpha(),(40,40)),(770,100))
3.35 属性栏
screen.blit(text_surface0,(280,0))
screen.blit(text_surface1,(0,100))
screen.blit(text_surface2,(0,150))
screen.blit(text_surface3,(0,200))
screen.blit(text_surface4,(0,250))
screen.blit(text_surface5,(0,300))
screen.blit(text_surface6,(100,400))
screen.blit(text_surface7,(100,450))
screen.blit(text_surface8,(100,500))
screen.blit(text_surface9,(758,50))
screen.blit(text_surface10,(758,280))
screen.blit(text_surface11,(758,510))
代码参考
fight.py
def fight(A,B,cancel=0):
a=A.attack-B.defend
b=B.attack-A.defend
alife=A.life
blife=B.life
if a<=0:
return [0]
if a>0 and b<=0:
if(cancel==0):
A.gold+=B.gold
if(cancel!=0):
A.life=alife
B.life=blife
return 0
else:
for i in range(1,100):
B.life=B.life-a
if B.life<0:
if(cancel==0):
B.life=blife
A.gold+=B.gold
if(cancel!=0):
A.life=alife
B.life=blife
return alife-A.life
A.life=A.life-b
if A.life<0:
A.life=alife
B.life=blife
return [0]
if __name__=="__main__":
class character:
def __init__(self,tuple):
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=0
def __str__(self):
return u"攻击力:%d ,防御力:%d, 生命值:%d,金币: %d"%(self.attack,self.defend,self.life,self.gold)
class monster:
def __init__(self,tuple):
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=tuple[3]
def __str__(self):
return u"攻击力:%d ,防御力:%d, 生命值:%d,"%(self.attack,self.defend,self.life)
CAIXUKUN=character((10,10,100))
gSlime_=monster((11,5,10,1))
rSlime_=monster((12,5,10,2))
sBat_=monster((13,5,10,3))
bWizard_=monster((15,5,10,5))
Skeleton_=monster((18,5,10,8))
scSkeleton_=monster((25,5,10,10))
BOSS=monster((100,5,10,10))
fight(CAIXUKUN,gSlime_)
print(CAIXUKUN)
fight(CAIXUKUN,gSlime_,cancel=1)
print(CAIXUKUN,rSlime_)
print(CAIXUKUN)
if (fight(CAIXUKUN,BOSS)==0):
print(CAIXUKUN)
print(BOSS)
TowerTest.py
import pygame,sys
from Fight import fight
pygame.init()
pygame.mixer.init()
size=width,height=950,650
screen=pygame.display.set_mode(size)
pygame.display.set_caption('Tower')
#环境
wall=pygame.transform.scale(pygame.image.load('w1.png').convert_alpha(),(50,50))
ground=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
yellow_door=pygame.transform.scale(pygame.image.load('d1.png').convert_alpha(),(50,50))
blue_door=pygame.transform.scale(pygame.image.load('d2.png').convert_alpha(),(50,50))
red_door=pygame.transform.scale(pygame.image.load('d3.png').convert_alpha(),(50,50))
special_door=pygame.transform.scale(pygame.image.load('d4.png').convert_alpha(),(50,50))
ykey=pygame.transform.scale(pygame.image.load('ykey.png').convert_alpha(),(50,50))
bkey=pygame.transform.scale(pygame.image.load('bkey.png').convert_alpha(),(50,50))
rkey=pygame.transform.scale(pygame.image.load('rkey.png').convert_alpha(),(50,50))
rbottle=pygame.transform.scale(pygame.image.load('rbottle.png').convert_alpha(),(50,50))
bbottle=pygame.transform.scale(pygame.image.load('bbottle.png').convert_alpha(),(50,50))
rgem=pygame.transform.scale(pygame.image.load('rgem.png').convert_alpha(),(50,50))
bgem=pygame.transform.scale(pygame.image.load('bgem.png').convert_alpha(),(50,50))
upstair=pygame.transform.scale(pygame.image.load('upstair.png').convert_alpha(),(50,50))
downstair=pygame.transform.scale(pygame.image.load('downstair.png').convert_alpha(),(50,50))
#怪物
rSlime=pygame.transform.scale(pygame.image.load('rSlime.png').convert_alpha(),(50,50))
gSlime=pygame.transform.scale(pygame.image.load('gSlime.png').convert_alpha(),(50,50))
bSlime=pygame.transform.scale(pygame.image.load('bSlime.png').convert_alpha(),(50,50))
kSlime=pygame.transform.scale(pygame.image.load('kSlime.png').convert_alpha(),(50,50))
sBat=pygame.transform.scale(pygame.image.load('sBat.png').convert_alpha(),(50,50))
bBat=pygame.transform.scale(pygame.image.load('bBat.png').convert_alpha(),(50,50))
rBat=pygame.transform.scale(pygame.image.load('rBat.png').convert_alpha(),(50,50))
bWizard=pygame.transform.scale(pygame.image.load('bWizard.png').convert_alpha(),(50,50))
rWizard=pygame.transform.scale(pygame.image.load('rWizard.png').convert_alpha(),(50,50))
Skeleton=pygame.transform.scale(pygame.image.load('Skeleton.png').convert_alpha(),(50,50))
scSkeleton=pygame.transform.scale(pygame.image.load('scSkeleton.png').convert_alpha(),(50,50))
bcSkeleton=pygame.transform.scale(pygame.image.load('bcSkeleton.png').convert_alpha(),(50,50))
ghost=pygame.transform.scale(pygame.image.load('ghost.png').convert_alpha(),(50,50))
lGuard=pygame.transform.scale(pygame.image.load('lGuard.png').convert_alpha(),(50,50))
mGuard=pygame.transform.scale(pygame.image.load('mGuard.png').convert_alpha(),(50,50))
hGuard=pygame.transform.scale(pygame.image.load('hGuard.png').convert_alpha(),(50,50))
lWitch=pygame.transform.scale(pygame.image.load('lWitch.png').convert_alpha(),(50,50))
hWitch=pygame.transform.scale(pygame.image.load('hWitch.png').convert_alpha(),(50,50))
Orc=pygame.transform.scale(pygame.image.load('Orc.png').convert_alpha(),(50,50))
wOrc=pygame.transform.scale(pygame.image.load('wOrc.png').convert_alpha(),(50,50))
Stone=pygame.transform.scale(pygame.image.load('Stone.png').convert_alpha(),(50,50))
Swordsman=pygame.transform.scale(pygame.image.load('Swordsman.png').convert_alpha(),(50,50))
wGhost=pygame.transform.scale(pygame.image.load('wGhost.png').convert_alpha(),(50,50))
Vampier=pygame.transform.scale(pygame.image.load('Vampier.png').convert_alpha(),(50,50))
#神秘人和宝物
guide=pygame.transform.scale(pygame.image.load('guide.png').convert_alpha(),(50,50))
merchant=pygame.transform.scale(pygame.image.load('merchant.png').convert_alpha(),(50,50))
princess=pygame.transform.scale(pygame.image.load('princess.png').convert_alpha(),(50,50))
lift=pygame.transform.scale(pygame.image.load('lift.png').convert_alpha(),(50,50))
#商店
shop=pygame.transform.scale(pygame.image.load('shop.png').convert_alpha(),(150,50))
#背景音乐
pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play()
musicPlaying=False
sound0=pygame.mixer.Sound('0.wav')
sound1=pygame.mixer.Sound('1.wav')
sound2=pygame.mixer.Sound('2.wav')
#sound3=pygame.mixer.Sound('3.wav')
sound4=pygame.mixer.Sound('4.wav')
sound5=pygame.mixer.Sound('5.wav')
sound6=pygame.mixer.Sound('6.wav')
pygame.time.delay(1000)
sound0.play()
#加载字体
my_FontCH=pygame.font.Font('【春田】小火锅安卓.ttf',30)
my_FontCHs=pygame.font.Font('方正正中黑简体.TTF',30)
my_FontEN=pygame.font.Font('KeeponTruckin.ttf',30)
#最上面一格
text_surface0=my_FontCH.render('小游戏',True,(0,0,0),(191,191,191))
#矩形的四个值
att_rect1=pygame.Rect(0,50,200,600)
att_rect2=pygame.Rect(750,50,200,600)
att_rect3=pygame.Rect(200,600,550,50)
att_rect4=pygame.Rect(0,0,950,50)
#获取钥匙图片所在的位置
ykey_rect=ykey.get_rect()
ykey_rect.left,ykey_rect.top=0,400
bkey_rect=bkey.get_rect()
bkey_rect.left,bkey_rect.top=0,450
rkey_rect=rkey.get_rect()
rkey_rect.left,rkey_rect.top=0,500
#电梯位置
up_lift_rect=pygame.Rect(770,100,40,20)
down_lift_rect=pygame.Rect(770,120,40,20)
#人物类
class character:
def __init__(self,tuple):
self.floor=1
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=0
#物品栏
self.property='Yellow_key':0,'Blue_key':0,'Red_key':0
#图像
self.image=pygame.transform.scale(pygame.image.load('character.png').convert_alpha(),(50,50))
self.bg=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
self.image_rect=self.image.get_rect()
self.image_rect.left=450
self.image_rect.top=550
def move(self,str):
if str=="UP":
FORBID=0
rect_new=self.image_rect.copy()
rect_new.move_ip(0,-50)
for wall_ in wallL[:]:
if rect_new.colliderect(wall_):
FORBID=1
for y_door in ydoorL[:]:
if rect_new.colliderect(y_door) and self.property["Yellow_key"]==0:
FORBID=1
for b_door in bdoorL[:]:
if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
FORBID=1
for r_door in rdoorL[:]:
if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
FORBID=1
for monster_ in list_morect[:]:
if rect_new.colliderect(monster_):
x=list_morect.index(monster_)
if(fight(CAIXUKUN,eval(list_moname[x]+"_"),1))==[0]:
sound5.play()
FORBID=1
if FORBID==1:
pass
else:
if self.image_rect.top<100:
pass
else:
self.image_rect.move_ip(0,-50)
if str=="DOWN":
FORBID=0
rect_new=self.image_rect.copy()
rect_new.move_ip(0,50)
for wall_ in wallL[:]:
if rect_new.colliderect(wall_):
FORBID=1
for y_door in ydoorL[:]:
if rect_new.colliderect(y_door)and self.property["Yellow_key"]==0:
FORBID=1
for b_door in bdoorL[:]:
if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
FORBID=1
for r_door in rdoorL[:]:
if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
FORBID=1
for monster_ in list_morect[:]:
if rect_new.colliderect(monster_):
x = list_morect.index(monster_)
if (fight(CAIXUKUN, eval(list_moname[x] + "_"), 1)) == [0]:
sound5.play()
FORBID = 1
if FORBID == 1:
pass
else:
if self.image_rect.bottom>550:
pass
else:
self.image_rect.move_ip(0, 50)
if str == "LEFT":
FORBID = 0
rect_new = self.image_rect.copy()
rect_new.move_ip(-50, 0)
for wall_ in wallL[:]:
if rect_new.colliderect(wall_):
FORBID = 1
for y_door in ydoorL[:]:
if rect_new.colliderect(y_door) and self.property["Yellow_key"] == 0:
FORBID = 1
for b_door in bdoorL[:]:
if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
FORBID=1
for r_door in rdoorL[:]:
if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
FORBID=1
for monster_ in list_morect[:]:
if rect_new.colliderect(monster_):
x = list_morect.index(monster_)
if (fight(CAIXUKUN, eval(list_moname[x] + "_"), 1)) == [0]:
sound5.play()
FORBID = 1
if FORBID == 1:
pass
else:
if self.image_rect.left< 250:
pass
else:
self.image_rect.move_ip(-50,0)
if str == "RIGHT":
FORBID = 0
rect_new = self.image_rect.copy()
rect_new.move_ip(50, 0)
for wall_ in wallL[:]:
if rect_new.colliderect(wall_):
FORBID = 1
for y_door in ydoorL[:]:
if rect_new.colliderect(y_door) and self.property["Yellow_key"] == 0:
FORBID = 1
for b_door in bdoorL[:]:
if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
FORBID=1
for r_door in rdoorL[:]:
if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
FORBID=1
for monster_ in list_morect[:]:
if rect_new.colliderect(monster_):
x = list_morect.index(monster_)
if (fight(CAIXUKUN, eval(list_moname[x] + "_"), 1)) == [0]:
sound5.play()
FORBID = 1
if FORBID == 1:
pass
else:
if self.image_rect.right > 700:
pass
else:
self.image_rect.move_ip(50, 0)
class monster:
def __init__(self,tuple):
self.attack=tuple[0]
self.defend=tuple[1]
self.life=tuple[2]
self.gold=tuple[3]
CAIXUKUN=character((10,10,100))
gSlime_=monster((11,5,10,1))
rSlime_=monster((12,5,10,2))
sBat_=monster((13,5,10,3))
ghost_=monster((14,5,10,4))
hWitch_=monster((15,5,10,5))
Skeleton_=monster((20,11,10,8))
scSkeleton_=monster((25,11,10,10))
ground_L=[]
for i in range(4,14+1):
for j in range(1,11+1):
ground_L.append((50*i,50*j))
wall_L=[(200,100),(250,100),(300,100),(350,100),(400,100),(450,100),(500,100),(550,100),(600,100),(650,100),(450,150),(450,200),(450,250),(450,350),
(500,250),(550,250),(650,250),(650,150),(650,200),(600,350),(550,350),(500,350),(650,350),(650,300),(350,200),(350,250),(350,300),(350,350),
(350,400),(350,450),(350,500),(350,550),(300,250),(200,250),(300,400),(200,400),(400,450),(550,450),(600,450),
(500,450),(550,500),(550,550),(700,450)]
#门
dict_door=(350,150):'yellow',(250,250):'blue',(600,250):'yellow',(450,300):'yellow',(250,400):'yellow',(450,450):'yellow',(450,450):'yellow',
(650,450):'red',(600,250):'red'
#宝物
dict_trea=(550,150):'ykey',(200,350):'ykey',(300,500):'ykey',(400,500):'ykey',(400,550):'bkey',(400,250):'rkey',(600,150):'rkey',(400,200):'ykey',(200,150):'ykey',(300,550):'ykey',(200,150):'rbottle',(100,350):'rbottle',(500,150):'rgem',(500,200):'bgem',(550,200):'rbottle',(200,550):'rbottle',(200,500):'bbottle',(650,550):'bbottle',(650,500):'bgem',
#楼梯
dict_stair=(200,50):'up'
#怪物
dict_monster=(300,50):'gSlime',(400,50):'gSlime',(600,550):'sBat',(700,550):'sBat',(350,50):'gSlime',(500,300):'rSlime',(500,300):'rSlime',
(250,300):'hWitch',(250,450):'ghost',(550,300):'ghost',(600,300):'rSlime'
#神秘人
Guide=[(500,500)]
Lift=[(250,550)]
get_lift=0
List_temp1=[k for k,v in dict_door.items() if v=='yellow']
List_temp2=[k for k,v in dict_stair.items() if v=='up']
List_temp3=[k for k,v in dict_trea.items() if v=='rbottle']
List_temp4=[k for k,v in dict_trea.items() if v=='bbottle']
List_temp5=[k for k,v in dict_trea.items() if v=='rgem']
List_temp6=[k for k,v in dict_trea.items() if v=='bgem']
List_temp7=[k for k,v in dict_trea.items() if v=='ykey']
List_temp8=[k for k,v in dict_door.items() if v=='blue']
List_temp9=[k for k,v in dict_trea.items() if v=='bkey']
List_temp10=[k for k,v in dict_door.items() if v=='red']
List_temp11=[k for k,v in dict_trea.items() if v=='rkey']
def build_List(LIST1,LIST2):
for i in range(1,len(LIST2)+1):
LIST1.append(pygame.Rect(LIST2[i-1][0],LIST2[i-1][1],50,50))
wallL=[]
build_List(wallL,wall_L)
ydoorL=[]
build_List(ydoorL,List_temp1)
bdoorL=[]
build_List(bdoorL,List_temp2)
rdoorL=[]
build_List(rdoorL,List_temp3)
stairupL=[]
build_List(stairupL,List_temp4)
rbottleL=[]
build_List(rbottleL,List_temp5)
bbottleL=[]
build_List(bbottleL,List_temp6)
rgemL=[]
build_List(rgemL,List_temp7)
bgemL=[]
build_List(bgemL,List_temp8)
ykeyL=[]
build_List(ykeyL,List_temp9)
bkeyL=[]
build_List(bkeyL,List_temp10)
rkeyL=[]
build_List(rkeyL,List_temp11)
list_molocation=list(dict_monster)
list_moname=list(dict_monster.values())
list_morect=[]
build_List(list_morect,list_molocation)
guideL=[]
guideL.append(pygame.Rect(Guide[0][0],Guide[0][1],50,50))
liftL=[]
liftL.append(pygame.Rect(Lift[0][0],Lift[0][1],50,50))
while True:
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_w:
CAIXUKUN.move("UP")
if event.key == pygame.K_s:
CAIXUKUN.move("DOWN")
if event.key==pygame.K_a:
CAIXUKUN.move("LEFT")
if event.key==pygame.K_d:
CAIXUKUN.move("RIGHT")
if event.key==pygame.K_p:
if musicPlaying:
pygame.mixer.music.stop()
else:
pygame.mixer.music.play(-1)
musicPlaying=not musicPlaying
if event.key==pygame.K_1:
sound0.play()
elif event.type==pygame.MOUSEBUTTONDOWN:
if ykey_rect.collidepoint(event.pos):
if event.button==1:
CAIXUKUN.property["Yellow_key"]+=1
sound4.play()
elif event.button==2:
CAIXUKUN.property["Yellow_key"]=0
elif event.button==3:
CAIXUKUN.property["Yellow_key"]-=1
elif bkey_rect.collidepoint(event.pos):
if event.button==1:
CAIXUKUN.property[以上是关于UnityRPG游戏战斗怪物检测的主要内容,如果未能解决你的问题,请参考以下文章