DDR爱好者之家 Design By 杰米
开发需求
python 3.7+
pygame 1.9+
演示
项目地址
https://github.com/Mr-han11/PythonSuperMario-master
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
以上就是python 实现超级玛丽游戏的详细内容,更多关于python 超级玛丽的资料请关注其它相关文章!
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《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线
暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。
艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。
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