用Python写了一个空洞机甲小游戏

先来看看效果图:
由于项目代码过多,这里只给出部分代码。
图片素材和源码的下载链接在文章结尾,大家自行下载即可。
import pygame,sys
import time
import random
pygame.init
pygame.mixer.init
FRAM_PER_SECONDS=7
clock =pygame.time.Clock
WIDTH=1290
HEIGHT=715
load_img_x=1290/2-376/2
load_img_y=715/2-224/2
load_animate=False
check=1 #关卡--标志
pause=False
#加载动画及音效
font = pygame.font.SysFont(None,50,True)# 字体 True 打开抗锯齿
load_music=pygame.mixer.Sound("music/11046.wav")
start_music=pygame.mixer.Sound("music/战斗背景音效.wav")
back_music=pygame.mixer.Sound("music/BGM_1 (1)_02.wav")
green_jn=pygame.mixer.Sound("music/敌人技能.wav")
green_attack_music=pygame.mixer.Sound("music/怪叫.wav")
player_hit_music=pygame.mixer.Sound("music/机甲受伤.wav")
walk_music=pygame.mixer.Sound("music/机器走路.wav")
jump_music=pygame.mixer.Sound("music/弹跳.wav")
diren_die_music=pygame.mixer.Sound("music/坦克爆炸.wav")
jn_music=pygame.mixer.Sound("music/激光声游戏喷射_1_3.wav")
attack_music=pygame.mixer.Sound("music/敌人普攻_01_1.wav")
check_music=pygame.mixer.Sound("music/升级或者获得奖励.wav")
feiti_music=pygame.mixer.Sound("music/机器故障.wav")
game_over_music=pygame.mixer.Sound("music/我一定会回来的.wav")
life_add_music=pygame.mixer.Sound("music/加血.wav")
player_hit_music.set_volume(0.5)
check_music.set_volume(0.2)
green_attack_music.set_volume(0.1)
back_music.set_volume(0)
jn_music.set_volume(1)
start_music.set_volume(0.5)
load_music.set_volume(1)
#出始地图
map_img=pygame.image.load("map_img/left.jpg")
start_back=pygame.image.load("load_img/start_back2.png")
set_font = pygame.font.SysFont("KaiTi", 47)
# load_music.play
screen=pygame.display.set_mode((WIDTH,HEIGHT),pygame.FULLSCREEN)
# screen=pygame.display.set_mode((WIDTH,HEIGHT))
# screen.fill((16,16,16))
screen.blit(start_back,(0,0))
pygame.display.set_caption("空 洞 机 甲 - - - - - ( 河软空洞传奇工作室 版权所有 Copyright @ 2020 ) 感 谢 支 持")
pygame.display.set_icon(start_back)
load_image= #开始动画列表
load_count=1 #开始动画加载
start_flag=False#是否开始
start_music.play(-1)#游戏开始音效
for pic_num in range(1,30):
if pic_num<10:
load_image+=(pygame.image.load("./load_img/jz00"+str(pic_num)+".png"),)
elif pic_num>9:
load_image+=(pygame.image.load("./load_img/jz0"+str(pic_num)+".png"),)
class walk_sound:
def __init__(self,src):
self.sound=pygame.mixer.Sound(src)
self.sound.set_volume(1)
def music_play(self):
self.sound.play
def music_stop(self):
self.sound.stop
#关卡动画
class check_fun(object):
check_list =
for pic_num in range(1, 13):
check_list+=(pygame.image.load("./right_check/箭头" + str(pic_num) + ".png"),)
def __init__(self):
self.check_count=1
def draw(self,screen):
if self.check_count>=12:
self.check_count=1
if self.check_count:
screen.blit(self.check_list[self.check_count],(1100,290))
self.check_count+=1
#机甲玩家角色
class Player(object):
flc_list= #机甲o技能列表
lizi_list = #粒子特效1 列表
lizi2_list = #粒子特效2 列表
lizi3_list = #粒子特效3 列表
walk_right = #机甲 向左走列表
walk_left = #机甲 向左走列表
jn_list = #机甲i技能列表
jump_list = #机甲跳跃技能列表
hit_list = #机甲受伤列表
attack_list_one= #近攻 第一段 列表
attack_list_two = #近攻 第二段列表
attack_list_three = #近攻 第三段列表
life_list= #机甲受伤 列表
die_list= #机甲 血量 列表
all_tuple=
stand_list =
HP_tuple=
cd_tuple=
level_tuple=
for pic_num in range(1,13):
level_tuple+=(pygame.image.load("./Update/"+str(pic_num)+".png"),)
for pic_num in range(1,17):
all_tuple+=(pygame.image.load("./jn/BIG/1 ("+str(pic_num)+").png"),)
for pic_num in range(1,12):
cd_tuple+=(pygame.image.load("./cd/cd"+str(pic_num)+".png"),)
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"),)
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"),)
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
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.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
walk_music.play
walk_music.stop
elif self.flc and not self.die:
if self.flc_count==1:
feiti_music.play
if self.flc_count==20:
feiti_music.stop
screen.blit(self.flc_list[self.flc_count], (self.x, self.y-120))
self.flc_count += 1
elif self.i and not self.die:
screen.blit(self.jn_list[self.jn_count],(self.x,self.y-75))
self.jn_count+=1
if self.jn_count == 2:
jn_music.play
elif self.jn_count == 1:
jn_music.stop
elif self.jump and not self.attack_Bool and not self.die:
screen.blit(self.jump_list[self.jump_count],(self.x,self.y-75))
self.jump_count+=1
if self.jump_count == 2:
jump_music.play
elif self.jump_count == 1:
jump_music.stop
elif self.attack==1 and self.attack_Bool and not self.die:
screen.blit(self.attack_list_one[self.attack_one_count],(self.x,self.y))
self.attack_one_count += 1
if self.attack_one_count==2:
attack_music.play
elif self.attack_one_count==1:
attack_music.stop
elif self.attack==2 and self.attack_Bool and not self.die:
screen.blit(self.attack_list_two[self.attack_two_count],(self.x,self.y))
self.attack_two_count += 1
if self.attack_two_count == 2:
attack_music.play
elif self.attack_two_count == 1:
attack_music.stop
elif self.attack==3 and self.attack_Bool and not self.die:
screen.blit(self.attack_list_three[self.attack_three_count],(self.x,self.y))
self.attack_three_count += 1
if self.attack_three_count == 2:
attack_music.play
elif self.attack_three_count == 1:
attack_music.stop
elif self.hit and not self.die:
screen.blit(self.hit_list[self.hit_count],(self.x,self.y))
self.hit_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
screen.blit(self.die_list[self.die_count],(self.x-100,self.y-20))
self.die_count+=1
self.hit_box = (self.x, self.y, self.width, self.height)
if self.levelAdd:
LEVAdd = font.render("LEVEL UP ", True, (255, 0, 0))
screen.blit(LEVAdd, (player.x - 50, player.y - 50))
screen.blit(self.level_tuple[self.level_count],(self.x-40,self.y-90))
self.level_count+=1
if self.lifeAdd:
screen.blit(self.HP_tuple[self.HP_count],(self.x,self.y-40))
self.HP_count+=1
if self.all:
self.all_lenth+=50
screen.blit(self.all_tuple[self.all_count],(self.x+self.all_lenth,self.y+(self.height/2)-210))
self.all_count+=1
#是否胜利
if self.kill_enemy>=7:
self.win_bool=True
else:
self.win_bool=False
#敌人死亡删除
def die_enemy_green:
enemylist.pop
def die_enemy_grey:
enemylist2.pop
def die_enemy_pink:
enemylist3.pop
def die_enemy_Boss:
enemylist4.pop
#BIG BOSS
class Boss(object):
walk_tuple = #走路元组
skill_tuple = #远攻元组
attack_tuple = #近攻元组
life_remove_tuple = #受伤元组
die_tuple = #死亡元组
arm_tuple = #胳膊元组
for pic_num in range(1,13):
walk_tuple += (pygame.image.load("./yellow/walk1/1 ("+str(pic_num)+").png"),)
for pic_num in range(1,34):
skill_tuple += (pygame.image.load("./yellow/skill/skill ("+str(pic_num)+").png"),)
for pic_num in range(1,30):
attack_tuple += (pygame.image.load("./yellow/attack/attack ("+str(pic_num)+").png"),)
for pic_num in range(1,40):
life_remove_tuple += (pygame.image.load("./yellow/hit/hit ("+str(pic_num)+").png"),)
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
if player.life<=0:
player.die=True
#敌方 远程 技能
if self.skill_count >= 33:
self.skill_count = 0
self.skill=False
self.walk=True
# 敌方 近程 技能
if self.attack_count >= 29:
self.attack_count = 0
self.attack = False
self.walk = True
#坦克死亡
if self.die_count >= 60:
HP_img_boss = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_boss=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.5
self.speed*=2.5
self.life=0
self.game_start_Bool = True
self.y=500
game_over_music.stop
die_enemy_Boss
return
#死亡音效
if self.die_count==20:
game_over_music.play
if self.life_remove_bool:
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_tuple[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist4[0].height - 10
elif self.skill and not self.life_remove_bool:
if self.skill_count==15:
green_jn.play
if self.skill_count==1:
green_jn.stop
screen.blit(self.skill_tuple[self.skill_count], (self.x-150, self.y-50))
self.skill_count+=1
elif self.attack and ...

文本作者:小米游戏内容中心

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