十年网站开发经验 + 多家企业客户 + 靠谱的建站团队
量身定制 + 运营维护+专业推广+无忧售后,网站问题一站解决
本篇文章为大家展示了利用python怎么制作一个超级玛丽小游戏,内容简明扼要并且容易理解,绝对能使你眼前一亮,通过这篇文章的详细介绍希望你能有所收获。
网站建设公司,为您提供网站建设,网站制作,网页设计及定制网站建设服务,专注于成都企业网站定制,高端网页制作,对成都酒楼设计等多个行业拥有丰富的网站建设经验的网站建设公司。专业网站设计,网站优化推广哪家好,专业网站推广优化,H5建站,响应式网站。主要功能的代码实现
玩家
__author__ = 'marble_xu' import os import json import pygame as pg from .. import setup, tools from .. import constants as c from ..components import powerup class Player(pg.sprite.Sprite): def __init__(self, player_name): pg.sprite.Sprite.__init__(self) self.player_name = player_name self.load_data() self.setup_timer() self.setup_state() self.setup_speed() self.load_images() if c.DEBUG: self.right_frames = self.big_fire_frames[0] self.left_frames = self.big_fire_frames[1] self.big = True self.fire = True self.frame_index = 0 self.state = c.WALK self.image = self.right_frames[self.frame_index] self.rect = self.image.get_rect() def restart(self): '''restart after player is dead or go to next level''' if self.dead: self.dead = False self.big = False self.fire = False self.set_player_image(self.small_normal_frames, 0) self.right_frames = self.small_normal_frames[0] self.left_frames = self.small_normal_frames[1] self.state = c.STAND def load_data(self): player_file = str(self.player_name) + '.json' file_path = os.path.join('source', 'data', 'player', player_file) f = open(file_path) self.player_data = json.load(f) def setup_timer(self): self.walking_timer = 0 self.death_timer = 0 self.flagpole_timer = 0 self.transition_timer = 0 self.hurt_invincible_timer = 0 self.invincible_timer = 0 self.last_fireball_time = 0 def setup_state(self): self.facing_right = True self.allow_jump = True self.allow_fireball = True self.dead = False self.big = False self.fire = False self.hurt_invincible = False self.invincible = False self.crouching = False def setup_speed(self): speed = self.player_data[c.PLAYER_SPEED] self.x_vel = 0 self.y_vel = 0 self.max_walk_vel = speed[c.MAX_WALK_SPEED] self.max_run_vel = speed[c.MAX_RUN_SPEED] self.max_y_vel = speed[c.MAX_Y_VEL] self.walk_accel = speed[c.WALK_ACCEL] self.run_accel = speed[c.RUN_ACCEL] self.jump_vel = speed[c.JUMP_VEL] self.gravity = c.GRAVITY self.max_x_vel = self.max_walk_vel self.x_accel = self.walk_accel def load_images(self): sheet = setup.GFX['mario_bros'] frames_list = self.player_data[c.PLAYER_FRAMES] self.right_frames = [] self.left_frames = [] self.right_small_normal_frames = [] self.left_small_normal_frames = [] self.right_big_normal_frames = [] self.left_big_normal_frames = [] self.right_big_fire_frames = [] self.left_big_fire_frames = [] for name, frames in frames_list.items(): for frame in frames: image = tools.get_image(sheet, frame['x'], frame['y'], frame['width'], frame['height'], c.BLACK, c.SIZE_MULTIPLIER) left_image = pg.transform.flip(image, True, False) if name == c.RIGHT_SMALL_NORMAL: self.right_small_normal_frames.append(image) self.left_small_normal_frames.append(left_image) elif name == c.RIGHT_BIG_NORMAL: self.right_big_normal_frames.append(image) self.left_big_normal_frames.append(left_image) elif name == c.RIGHT_BIG_FIRE: self.right_big_fire_frames.append(image) self.left_big_fire_frames.append(left_image) self.small_normal_frames = [self.right_small_normal_frames, self.left_small_normal_frames] self.big_normal_frames = [self.right_big_normal_frames, self.left_big_normal_frames] self.big_fire_frames = [self.right_big_fire_frames, self.left_big_fire_frames] self.all_images = [self.right_small_normal_frames, self.left_small_normal_frames, self.right_big_normal_frames, self.left_big_normal_frames, self.right_big_fire_frames, self.left_big_fire_frames] self.right_frames = self.small_normal_frames[0] self.left_frames = self.small_normal_frames[1] def update(self, keys, game_info, fire_group): self.current_time = game_info[c.CURRENT_TIME] self.handle_state(keys, fire_group) self.check_if_hurt_invincible() self.check_if_invincible() self.animation() def handle_state(self, keys, fire_group): if self.state == c.STAND: self.standing(keys, fire_group) elif self.state == c.WALK: self.walking(keys, fire_group) elif self.state == c.JUMP: self.jumping(keys, fire_group) elif self.state == c.FALL: self.falling(keys, fire_group) elif self.state == c.DEATH_JUMP: self.jumping_to_death() elif self.state == c.FLAGPOLE: self.flag_pole_sliding() elif self.state == c.WALK_AUTO: self.walking_auto() elif self.state == c.END_OF_LEVEL_FALL: self.y_vel += self.gravity elif self.state == c.IN_CASTLE: self.frame_index = 0 elif self.state == c.SMALL_TO_BIG: self.changing_to_big() elif self.state == c.BIG_TO_SMALL: self.changing_to_small() elif self.state == c.BIG_TO_FIRE: self.changing_to_fire() elif self.state == c.DOWN_TO_PIPE: self.y_vel = 1 self.rect.y += self.y_vel elif self.state == c.UP_OUT_PIPE: self.y_vel = -1 self.rect.y += self.y_vel if self.rect.bottom < self.up_pipe_y: self.state = c.STAND def check_to_allow_jump(self, keys): if not keys[tools.keybinding['jump']]: self.allow_jump = True def check_to_allow_fireball(self, keys): if not keys[tools.keybinding['action']]: self.allow_fireball = True def standing(self, keys, fire_group): self.check_to_allow_jump(keys) self.check_to_allow_fireball(keys) self.frame_index = 0 self.x_vel = 0 self.y_vel = 0 if keys[tools.keybinding['action']]: if self.fire and self.allow_fireball: self.shoot_fireball(fire_group) if keys[tools.keybinding['down']]: self.update_crouch_or_not(True) if keys[tools.keybinding['left']]: self.facing_right = False self.update_crouch_or_not() self.state = c.WALK elif keys[tools.keybinding['right']]: self.facing_right = True self.update_crouch_or_not() self.state = c.WALK elif keys[tools.keybinding['jump']]: if self.allow_jump: self.state = c.JUMP self.y_vel = self.jump_vel if not keys[tools.keybinding['down']]: self.update_crouch_or_not() def update_crouch_or_not(self, isDown=False): if not self.big: self.crouching = True if isDown else False return if not isDown and not self.crouching: return self.crouching = True if isDown else False frame_index = 7 if isDown else 0 bottom = self.rect.bottom left = self.rect.x if self.facing_right: self.image = self.right_frames[frame_index] else: self.image = self.left_frames[frame_index] self.rect = self.image.get_rect() self.rect.bottom = bottom self.rect.x = left self.frame_index = frame_index def walking(self, keys, fire_group): self.check_to_allow_jump(keys) self.check_to_allow_fireball(keys) if self.frame_index == 0: self.frame_index += 1 self.walking_timer = self.current_time elif (self.current_time - self.walking_timer > self.calculate_animation_speed()): if self.frame_index < 3: self.frame_index += 1 else: self.frame_index = 1 self.walking_timer = self.current_time if keys[tools.keybinding['action']]: self.max_x_vel = self.max_run_vel self.x_accel = self.run_accel if self.fire and self.allow_fireball: self.shoot_fireball(fire_group) else: self.max_x_vel = self.max_walk_vel self.x_accel = self.walk_accel if keys[tools.keybinding['jump']]: if self.allow_jump: self.state = c.JUMP if abs(self.x_vel) > 4: self.y_vel = self.jump_vel - .5 else: self.y_vel = self.jump_vel if keys[tools.keybinding['left']]: self.facing_right = False if self.x_vel > 0: self.frame_index = 5 self.x_accel = c.SMALL_TURNAROUND self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel, True) elif keys[tools.keybinding['right']]: self.facing_right = True if self.x_vel < 0: self.frame_index = 5 self.x_accel = c.SMALL_TURNAROUND self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel) else: if self.facing_right: if self.x_vel > 0: self.x_vel -= self.x_accel else: self.x_vel = 0 self.state = c.STAND else: if self.x_vel < 0: self.x_vel += self.x_accel else: self.x_vel = 0 self.state = c.STAND def jumping(self, keys, fire_group): """ y_vel value: positive is down, negative is up """ self.check_to_allow_fireball(keys) self.allow_jump = False self.frame_index = 4 self.gravity = c.JUMP_GRAVITY self.y_vel += self.gravity if self.y_vel >= 0 and self.y_vel < self.max_y_vel: self.gravity = c.GRAVITY self.state = c.FALL if keys[tools.keybinding['right']]: self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel) elif keys[tools.keybinding['left']]: self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel, True) if not keys[tools.keybinding['jump']]: self.gravity = c.GRAVITY self.state = c.FALL if keys[tools.keybinding['action']]: if self.fire and self.allow_fireball: self.shoot_fireball(fire_group) def falling(self, keys, fire_group): self.check_to_allow_fireball(keys) self.y_vel = self.cal_vel(self.y_vel, self.max_y_vel, self.gravity) if keys[tools.keybinding['right']]: self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel) elif keys[tools.keybinding['left']]: self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel, True) if keys[tools.keybinding['action']]: if self.fire and self.allow_fireball: self.shoot_fireball(fire_group) def jumping_to_death(self): if self.death_timer == 0: self.death_timer = self.current_time elif (self.current_time - self.death_timer) > 500: self.rect.y += self.y_vel self.y_vel += self.gravity def cal_vel(self, vel, max_vel, accel, isNegative=False): """ max_vel and accel must > 0 """ if isNegative: new_vel = vel * -1 else: new_vel = vel if (new_vel + accel) < max_vel: new_vel += accel else: new_vel = max_vel if isNegative: return new_vel * -1 else: return new_vel def calculate_animation_speed(self): if self.x_vel == 0: animation_speed = 130 elif self.x_vel > 0: animation_speed = 130 - (self.x_vel * 13) else: animation_speed = 130 - (self.x_vel * 13 * -1) return animation_speed def shoot_fireball(self, powerup_group): if (self.current_time - self.last_fireball_time) > 500: self.allow_fireball = False powerup_group.add(powerup.FireBall(self.rect.right, self.rect.y, self.facing_right)) self.last_fireball_time = self.current_time self.frame_index = 6 def flag_pole_sliding(self): self.state = c.FLAGPOLE self.x_vel = 0 self.y_vel = 5 if self.flagpole_timer == 0: self.flagpole_timer = self.current_time elif self.rect.bottom < 493: if (self.current_time - self.flagpole_timer) < 65: self.frame_index = 9 elif (self.current_time - self.flagpole_timer) < 130: self.frame_index = 10 else: self.flagpole_timer = self.current_time elif self.rect.bottom >= 493: self.frame_index = 10 def walking_auto(self): self.max_x_vel = 5 self.x_accel = self.walk_accel self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel) if (self.walking_timer == 0 or (self.current_time - self.walking_timer) > 200): self.walking_timer = self.current_time elif (self.current_time - self.walking_timer > self.calculate_animation_speed()): if self.frame_index < 3: self.frame_index += 1 else: self.frame_index = 1 self.walking_timer = self.current_time def changing_to_big(self): timer_list = [135, 200, 365, 430, 495, 560, 625, 690, 755, 820, 885] # size value 0:small, 1:middle, 2:big size_list = [1, 0, 1, 0, 1, 2, 0, 1, 2, 0, 2] frames = [(self.small_normal_frames, 0), (self.small_normal_frames, 7), (self.big_normal_frames, 0)] if self.transition_timer == 0: self.big = True self.change_index = 0 self.transition_timer = self.current_time elif (self.current_time - self.transition_timer) > timer_list[self.change_index]: if (self.change_index + 1) >= len(timer_list): # player becomes big self.transition_timer = 0 self.set_player_image(self.big_normal_frames, 0) self.state = c.WALK self.right_frames = self.right_big_normal_frames self.left_frames = self.left_big_normal_frames else: frame, frame_index = frames[size_list[self.change_index]] self.set_player_image(frame, frame_index) self.change_index += 1 def changing_to_small(self): timer_list = [265, 330, 395, 460, 525, 590, 655, 720, 785, 850, 915] # size value 0:big, 1:middle, 2:small size_list = [0, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2] frames = [(self.big_normal_frames, 4), (self.big_normal_frames, 8), (self.small_normal_frames, 8)] if self.transition_timer == 0: self.change_index = 0 self.transition_timer = self.current_time elif (self.current_time - self.transition_timer) > timer_list[self.change_index]: if (self.change_index + 1) >= len(timer_list): # player becomes small self.transition_timer = 0 self.set_player_image(self.small_normal_frames, 0) self.state = c.WALK self.big = False self.fire = False self.hurt_invincible = True self.right_frames = self.right_small_normal_frames self.left_frames = self.left_small_normal_frames else: frame, frame_index = frames[size_list[self.change_index]] self.set_player_image(frame, frame_index) self.change_index += 1 def changing_to_fire(self): timer_list = [65, 195, 260, 325, 390, 455, 520, 585, 650, 715, 780, 845, 910, 975] # size value 0:fire, 1:big green, 2:big red, 3:big black size_list = [0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1] frames = [(self.big_fire_frames, 3), (self.big_normal_frames, 3), (self.big_fire_frames, 3), (self.big_normal_frames, 3)] if self.transition_timer == 0: self.change_index = 0 self.transition_timer = self.current_time elif (self.current_time - self.transition_timer) > timer_list[self.change_index]: if (self.change_index + 1) >= len(timer_list): # player becomes fire self.transition_timer = 0 self.set_player_image(self.big_fire_frames, 3) self.fire = True self.state = c.WALK self.right_frames = self.right_big_fire_frames self.left_frames = self.left_big_fire_frames else: frame, frame_index = frames[size_list[self.change_index]] self.set_player_image(frame, frame_index) self.change_index += 1 def set_player_image(self, frames, frame_index): self.frame_index = frame_index if self.facing_right: self.right_frames = frames[0] self.image = frames[0][frame_index] else: self.left_frames = frames[1] self.image = frames[1][frame_index] bottom = self.rect.bottom centerx = self.rect.centerx self.rect = self.image.get_rect() self.rect.bottom = bottom self.rect.centerx = centerx def check_if_hurt_invincible(self): if self.hurt_invincible: if self.hurt_invincible_timer == 0: self.hurt_invincible_timer = self.current_time self.hurt_invincible_timer2 = self.current_time elif (self.current_time - self.hurt_invincible_timer) < 2000: if (self.current_time - self.hurt_invincible_timer2) < 35: self.image.set_alpha(0) elif (self.current_time - self.hurt_invincible_timer2) < 70: self.image.set_alpha(255) self.hurt_invincible_timer2 = self.current_time else: self.hurt_invincible = False self.hurt_invincible_timer = 0 for frames in self.all_images: for image in frames: image.set_alpha(255) def check_if_invincible(self): if self.invincible: if self.invincible_timer == 0: self.invincible_timer = self.current_time self.invincible_timer2 = self.current_time elif (self.current_time - self.invincible_timer) < 10000: if (self.current_time - self.invincible_timer2) < 35: self.image.set_alpha(0) elif (self.current_time - self.invincible_timer2) < 70: self.image.set_alpha(255) self.invincible_timer2 = self.current_time elif (self.current_time - self.invincible_timer) < 12000: if (self.current_time - self.invincible_timer2) < 100: self.image.set_alpha(0) elif (self.current_time - self.invincible_timer2) < 200: self.image.set_alpha(255) self.invincible_timer2 = self.current_time else: self.invincible = False self.invincible_timer = 0 for frames in self.all_images: for image in frames: image.set_alpha(255) def animation(self): if self.facing_right: self.image = self.right_frames[self.frame_index] else: self.image = self.left_frames[self.frame_index] def start_death_jump(self, game_info): self.dead = True self.y_vel = -11 self.gravity = .5 self.frame_index = 6 self.state = c.DEATH_JUMP
敌人
__author__ = 'marble_xu' import math import pygame as pg from .. import setup, tools from .. import constants as c ENEMY_SPEED = 1 def create_enemy(item, level): dir = c.LEFT if item['direction'] == 0 else c.RIGHT color = item[c.COLOR] if c.ENEMY_RANGE in item: in_range = item[c.ENEMY_RANGE] range_start = item['range_start'] range_end = item['range_end'] else: in_range = False range_start = range_end = 0 if item['type'] == c.ENEMY_TYPE_GOOMBA: sprite = Goomba(item['x'], item['y'], dir, color, in_range, range_start, range_end) elif item['type'] == c.ENEMY_TYPE_KOOPA: sprite = Koopa(item['x'], item['y'], dir, color, in_range, range_start, range_end) elif item['type'] == c.ENEMY_TYPE_FLY_KOOPA: isVertical = False if item['is_vertical'] == 0 else True sprite = FlyKoopa(item['x'], item['y'], dir, color, in_range, range_start, range_end, isVertical) elif item['type'] == c.ENEMY_TYPE_PIRANHA: sprite = Piranha(item['x'], item['y'], dir, color, in_range, range_start, range_end) elif item['type'] == c.ENEMY_TYPE_FIRE_KOOPA: sprite = FireKoopa(item['x'], item['y'], dir, color, in_range, range_start, range_end, level) elif item['type'] == c.ENEMY_TYPE_FIRESTICK: '''use a number of fireballs to stimulate a firestick''' sprite = [] num = item['num'] center_x, center_y = item['x'], item['y'] for i in range(num): radius = i * 21 # 8 * 2.69 = 21 sprite.append(FireStick(center_x, center_y, dir, color, radius)) return sprite class Enemy(pg.sprite.Sprite): def __init__(self): pg.sprite.Sprite.__init__(self) def setup_enemy(self, x, y, direction, name, sheet, frame_rect_list, in_range, range_start, range_end, isVertical=False): self.frames = [] self.frame_index = 0 self.animate_timer = 0 self.gravity = 1.5 self.state = c.WALK self.name = name self.direction = direction self.load_frames(sheet, frame_rect_list) self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.rect.x = x self.rect.bottom = y self.in_range = in_range self.range_start = range_start self.range_end = range_end self.isVertical = isVertical self.set_velocity() self.death_timer = 0 def load_frames(self, sheet, frame_rect_list): for frame_rect in frame_rect_list: self.frames.append(tools.get_image(sheet, *frame_rect, c.BLACK, c.SIZE_MULTIPLIER)) def set_velocity(self): if self.isVertical: self.x_vel = 0 self.y_vel = ENEMY_SPEED else: self.x_vel = ENEMY_SPEED *-1 if self.direction == c.LEFT else ENEMY_SPEED self.y_vel = 0 def update(self, game_info, level): self.current_time = game_info[c.CURRENT_TIME] self.handle_state() self.animation() self.update_position(level) def handle_state(self): if (self.state == c.WALK or self.state == c.FLY): self.walking() elif self.state == c.FALL: self.falling() elif self.state == c.JUMPED_ON: self.jumped_on() elif self.state == c.DEATH_JUMP: self.death_jumping() elif self.state == c.SHELL_SLIDE: self.shell_sliding() elif self.state == c.REVEAL: self.revealing() def walking(self): if (self.current_time - self.animate_timer) > 125: if self.direction == c.RIGHT: if self.frame_index == 4: self.frame_index += 1 elif self.frame_index == 5: self.frame_index = 4 else: if self.frame_index == 0: self.frame_index += 1 elif self.frame_index == 1: self.frame_index = 0 self.animate_timer = self.current_time def falling(self): if self.y_vel < 10: self.y_vel += self.gravity def jumped_on(self): pass def death_jumping(self): self.rect.y += self.y_vel self.rect.x += self.x_vel self.y_vel += self.gravity if self.rect.y > c.SCREEN_HEIGHT: self.kill() def shell_sliding(self): if self.direction == c.RIGHT: self.x_vel = 10 else: self.x_vel = -10 def revealing(self): pass def start_death_jump(self, direction): self.y_vel = -8 self.x_vel = 2 if direction == c.RIGHT else -2 self.gravity = .5 self.frame_index = 3 self.state = c.DEATH_JUMP def animation(self): self.image = self.frames[self.frame_index] def update_position(self, level): self.rect.x += self.x_vel self.check_x_collisions(level) if self.in_range and self.isVertical: if self.rect.y < self.range_start: self.rect.y = self.range_start self.y_vel = ENEMY_SPEED elif self.rect.bottom > self.range_end: self.rect.bottom = self.range_end self.y_vel = -1 * ENEMY_SPEED self.rect.y += self.y_vel if (self.state != c.DEATH_JUMP and self.state != c.FLY): self.check_y_collisions(level) if self.rect.x <= 0: self.kill() elif self.rect.y > (level.viewport.bottom): self.kill() def check_x_collisions(self, level): if self.in_range and not self.isVertical: if self.rect.x < self.range_start: self.rect.x = self.range_start self.change_direction(c.RIGHT) elif self.rect.right > self.range_end: self.rect.right = self.range_end self.change_direction(c.LEFT) else: collider = pg.sprite.spritecollideany(self, level.ground_step_pipe_group) if collider: if self.direction == c.RIGHT: self.rect.right = collider.rect.left self.change_direction(c.LEFT) elif self.direction == c.LEFT: self.rect.left = collider.rect.right self.change_direction(c.RIGHT) if self.state == c.SHELL_SLIDE: enemy = pg.sprite.spritecollideany(self, level.enemy_group) if enemy: level.update_score(100, enemy, 0) level.move_to_dying_group(level.enemy_group, enemy) enemy.start_death_jump(self.direction) def change_direction(self, direction): self.direction = direction if self.direction == c.RIGHT: self.x_vel = ENEMY_SPEED if self.state == c.WALK or self.state == c.FLY: self.frame_index = 4 else: self.x_vel = ENEMY_SPEED * -1 if self.state == c.WALK or self.state == c.FLY: self.frame_index = 0 def check_y_collisions(self, level): # decrease runtime delay: when enemey is on the ground, don't check brick and box if self.rect.bottom >= c.GROUND_HEIGHT: sprite_group = level.ground_step_pipe_group else: sprite_group = pg.sprite.Group(level.ground_step_pipe_group, level.brick_group, level.box_group) sprite = pg.sprite.spritecollideany(self, sprite_group) if sprite and sprite.name != c.MAP_SLIDER: if self.rect.top <= sprite.rect.top: self.rect.bottom = sprite.rect.y self.y_vel = 0 self.state = c.WALK level.check_is_falling(self) class Goomba(Enemy): def __init__(self, x, y, direction, color, in_range, range_start, range_end, name=c.GOOMBA): Enemy.__init__(self) frame_rect_list = self.get_frame_rect(color) self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET], frame_rect_list, in_range, range_start, range_end) # dead jump image self.frames.append(pg.transform.flip(self.frames[2], False, True)) # right walk images self.frames.append(pg.transform.flip(self.frames[0], True, False)) self.frames.append(pg.transform.flip(self.frames[1], True, False)) def get_frame_rect(self, color): if color == c.COLOR_TYPE_GREEN: frame_rect_list = [(0, 34, 16, 16), (30, 34, 16, 16), (61, 30, 16, 16)] else: frame_rect_list = [(0, 4, 16, 16), (30, 4, 16, 16), (61, 0, 16, 16)] return frame_rect_list def jumped_on(self): self.x_vel = 0 self.frame_index = 2 if self.death_timer == 0: self.death_timer = self.current_time elif (self.current_time - self.death_timer) > 500: self.kill() class Koopa(Enemy): def __init__(self, x, y, direction, color, in_range, range_start, range_end, name=c.KOOPA): Enemy.__init__(self) frame_rect_list = self.get_frame_rect(color) self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET], frame_rect_list, in_range, range_start, range_end) # dead jump image self.frames.append(pg.transform.flip(self.frames[2], False, True)) # right walk images self.frames.append(pg.transform.flip(self.frames[0], True, False)) self.frames.append(pg.transform.flip(self.frames[1], True, False)) def get_frame_rect(self, color): if color == c.COLOR_TYPE_GREEN: frame_rect_list = [(150, 0, 16, 24), (180, 0, 16, 24), (360, 5, 16, 15)] elif color == c.COLOR_TYPE_RED: frame_rect_list = [(150, 30, 16, 24), (180, 30, 16, 24), (360, 35, 16, 15)] else: frame_rect_list = [(150, 60, 16, 24), (180, 60, 16, 24), (360, 65, 16, 15)] return frame_rect_list def jumped_on(self): self.x_vel = 0 self.frame_index = 2 x = self.rect.x bottom = self.rect.bottom self.rect = self.frames[self.frame_index].get_rect() self.rect.x = x self.rect.bottom = bottom self.in_range = False class FlyKoopa(Enemy): def __init__(self, x, y, direction, color, in_range, range_start, range_end, isVertical, name=c.FLY_KOOPA): Enemy.__init__(self) frame_rect_list = self.get_frame_rect(color) self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET], frame_rect_list, in_range, range_start, range_end, isVertical) # dead jump image self.frames.append(pg.transform.flip(self.frames[2], False, True)) # right walk images self.frames.append(pg.transform.flip(self.frames[0], True, False)) self.frames.append(pg.transform.flip(self.frames[1], True, False)) self.state = c.FLY def get_frame_rect(self, color): if color == c.COLOR_TYPE_GREEN: frame_rect_list = [(90, 0, 16, 24), (120, 0, 16, 24), (330, 5, 16, 15)] else: frame_rect_list = [(90, 30, 16, 24), (120, 30, 16, 24), (330, 35, 16, 15)] return frame_rect_list def jumped_on(self): self.x_vel = 0 self.frame_index = 2 x = self.rect.x bottom = self.rect.bottom self.rect = self.frames[self.frame_index].get_rect() self.rect.x = x self.rect.bottom = bottom self.in_range = False self.isVertical = False class FireKoopa(Enemy): def __init__(self, x, y, direction, color, in_range, range_start, range_end, level, name=c.FIRE_KOOPA): Enemy.__init__(self) frame_rect_list = [(2, 210, 32, 32), (42, 210, 32, 32), (82, 210, 32, 32), (122, 210, 32, 32)] self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET], frame_rect_list, in_range, range_start, range_end) # right walk images self.frames.append(pg.transform.flip(self.frames[0], True, False)) self.frames.append(pg.transform.flip(self.frames[1], True, False)) self.frames.append(pg.transform.flip(self.frames[2], True, False)) self.frames.append(pg.transform.flip(self.frames[3], True, False)) self.x_vel = 0 self.gravity = 0.3 self.level = level self.fire_timer = 0 self.jump_timer = 0 def load_frames(self, sheet, frame_rect_list): for frame_rect in frame_rect_list: self.frames.append(tools.get_image(sheet, *frame_rect, c.BLACK, c.BRICK_SIZE_MULTIPLIER)) def walking(self): if (self.current_time - self.animate_timer) > 250: if self.direction == c.RIGHT: self.frame_index += 1 if self.frame_index > 7: self.frame_index = 4 else: self.frame_index += 1 if self.frame_index > 3: self.frame_index = 0 self.animate_timer = self.current_time self.shoot_fire() if self.should_jump(): self.y_vel = -7 def falling(self): if self.y_vel < 7: self.y_vel += self.gravity self.shoot_fire() def should_jump(self): if (self.rect.x - self.level.player.rect.x) < 400: if (self.current_time - self.jump_timer) > 2500: self.jump_timer = self.current_time return True return False def shoot_fire(self): if (self.current_time - self.fire_timer) > 3000: self.fire_timer = self.current_time self.level.enemy_group.add(Fire(self.rect.x, self.rect.bottom-20, self.direction)) class Fire(Enemy): def __init__(self, x, y, direction, name=c.FIRE): Enemy.__init__(self) frame_rect_list = [(101, 253, 23, 8), (131, 253, 23, 8)] in_range, range_start, range_end = False, 0, 0 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET], frame_rect_list, in_range, range_start, range_end) # right images self.frames.append(pg.transform.flip(self.frames[0], True, False)) self.frames.append(pg.transform.flip(self.frames[1], True, False)) self.state = c.FLY self.x_vel = 5 if self.direction == c.RIGHT else -5 def check_x_collisions(self, level): sprite_group = pg.sprite.Group(level.ground_step_pipe_group, level.brick_group, level.box_group) sprite = pg.sprite.spritecollideany(self, sprite_group) if sprite: self.kill() def start_death_jump(self, direction): self.kill() class Piranha(Enemy): def __init__(self, x, y, direction, color, in_range, range_start, range_end, name=c.PIRANHA): Enemy.__init__(self) frame_rect_list = self.get_frame_rect(color) self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET], frame_rect_list, in_range, range_start, range_end) self.state = c.REVEAL self.y_vel = 1 self.wait_timer = 0 self.group = pg.sprite.Group() self.group.add(self) def get_frame_rect(self, color): if color == c.COLOR_TYPE_GREEN: frame_rect_list = [(390, 30, 16, 24), (420, 30, 16, 24)] else: frame_rect_list = [(390, 60, 16, 24), (420, 60, 16, 24)] return frame_rect_list def revealing(self): if (self.current_time - self.animate_timer) > 250: if self.frame_index == 0: self.frame_index += 1 elif self.frame_index == 1: self.frame_index = 0 self.animate_timer = self.current_time def update_position(self, level): if self.check_player_is_on(level): pass else: if self.rect.y < self.range_start: self.rect.y = self.range_start self.y_vel = 1 elif self.rect.bottom > self.range_end: if self.wait_timer == 0: self.wait_timer = self.current_time elif (self.current_time - self.wait_timer) < 3000: return else: self.wait_timer = 0 self.rect.bottom = self.range_end self.y_vel = -1 self.rect.y += self.y_vel def check_player_is_on(self, level): result = False self.rect.y -= 5 sprite = pg.sprite.spritecollideany(level.player, self.group) if sprite: result = True self.rect.y += 5 return result def start_death_jump(self, direction): self.kill() class FireStick(pg.sprite.Sprite): def __init__(self, center_x, center_y, direction, color, radius, name=c.FIRESTICK): '''the firestick will rotate around the center of a circle''' pg.sprite.Sprite.__init__(self) self.frames = [] self.frame_index = 0 self.animate_timer = 0 self.name = name rect_list = [(96, 144, 8, 8), (104, 144, 8, 8), (96, 152, 8, 8), (104, 152, 8, 8)] self.load_frames(setup.GFX[c.ITEM_SHEET], rect_list) self.animate_timer = 0 self.image = self.frames[self.frame_index] self.rect = self.image.get_rect() self.rect.x = center_x - radius self.rect.y = center_y self.center_x = center_x self.center_y = center_y self.radius = radius self.angle = 0 def load_frames(self, sheet, frame_rect_list): for frame_rect in frame_rect_list: self.frames.append(tools.get_image(sheet, *frame_rect, c.BLACK, c.BRICK_SIZE_MULTIPLIER)) def update(self, game_info, level): self.current_time = game_info[c.CURRENT_TIME] if (self.current_time - self.animate_timer) > 100: if self.frame_index < 3: self.frame_index += 1 else: self.frame_index = 0 self.animate_timer = self.current_time self.image = self.frames[self.frame_index] self.angle += 1 if self.angle == 360: self.angle = 0 radian = math.radians(self.angle) self.rect.x = self.center_x + math.sin(radian) * self.radius self.rect.y = self.center_y + math.cos(radian) * self.radius
上述内容就是利用python怎么制作一个超级玛丽小游戏,你们学到知识或技能了吗?如果还想学到更多技能或者丰富自己的知识储备,欢迎关注创新互联行业资讯频道。