-
Notifications
You must be signed in to change notification settings - Fork 3
/
PURIFIER.py
1053 lines (938 loc) · 39.3 KB
/
PURIFIER.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
import pgzrun
import csv
import random
import time
#import numpy as math
import math
import easygui as g
import sys
##############全局共用的部分###################
TITLE = "The Game of Purifier"
# 打开csv文件
FM = open('Monsters.csv', encoding = 'utf-8-sig')
FW = open('Weapons.csv', encoding = 'utf-8-sig')
FG = open('GlobalConst.csv', encoding = 'utf-8-sig')
FGreader = csv.DictReader(FG)
dic = next(FGreader)
ls_monster = list(csv.reader(FM))
ls = list(csv.reader(FW))
music.play('达拉崩吧')
# 标准速度
STANDARD_SPEED = float(dic['STANDARD_SPEED'])
# 金币
coins = int(dic['coins'])
# HP类,可用于敌我角色
class HP(object):
def __init__(self, full_HP, num):
self.full_HP = full_HP
self.current_HP = full_HP
self.num = num # 命数
self.count = 1 # 复活次数 + 1
# 判断是否死亡并在可能的情形下复活
def isdead(self):
if self.current_HP > 0:
return
elif self.current_HP <= 0 and self.count < self.num: # 能复活
self.current_HP = self.full_HP
global current_MP
current_MP = full_MP
self.count += 1
hero.bottomleft = (0, HEIGHT)
return
else:
return True
# 追逐函数
def chase(a, b):
if b is hero:
ang = random.randint(-40, 40) + a.angle_to(b)
a.speed_x = STANDARD_SPEED **1.5 * math.cos(math.radians(ang)) * a.speed_rate
a.speed_y = -STANDARD_SPEED**1.5 * math.sin(math.radians(ang)) * a.speed_rate
else:
if b != None:
a.angle = a.angle_to(b)
ang = a.angle_to(b)
a.speed_x = STANDARD_SPEED **1.5 * math.cos(math.radians(ang)) * a.speed_rate
a.speed_y = -STANDARD_SPEED**1.5 * math.sin(math.radians(ang)) * a.speed_rate
a.x += a.speed_x
a.y += a.speed_y
################宝箱部分##################
# 箱子部分
n = int(dic['BOX_NUM_LEVEL1'])
boxes = []
class Box(Actor):
def __init__(self, type, pos):
super().__init__('box_close')
self.type = type
self.pos = pos
self.open = False
def open_box(self):
global coins
self.image = 'box_open'
self.open = True
if self.type == 1:
mon = Monster(*ls_monster[1])
mon.pos = self.pos
monsters.append(mon)
elif self.type == 2:
mon = Monster(*ls_monster[2])
mon.pos = self.pos
monsters.append(mon)
elif self.type == 3:
mon = Monster(*ls_monster[3])
mon.pos = self.pos
monsters.append(mon)
elif self.type == 4 or self.type == 5:
self.image = 'golden_coin'
number = random.randint(20, 30)
coins += number
clock.schedule(self.remove_self, 1)
def remove_self(self):
boxes.remove(self)
###################流程控制部分######################
# 流程控制变量
game = False
step = 99
level = 1
no_boss = True
# 地图与背景
surface = Actor('purifier1')
background1 = Actor("bg1")
background1.topleft = 0, 0
WIDTH = background1.width
HEIGHT = background1.height
# 传送门属性
send = Actor('传送门')
pos = [(1000, 400), (1000, 400), (600, 300), (600, 300)]
# 构造关卡函数
def construct_level():
global n
if level == 1:
send.pos = pos[0][0], pos[0][1]
background1.image = 'bg1'
n = int(dic['BOX_NUM_LEVEL1'])
for i in range(n):
x = random.randint(100, 1100)
y = random.randint(50, 430)
type = random.randint(1, 5)
boxes.append(Box(type, (x, y)))
elif level == 2:
send.pos = pos[1][0], pos[1][1]
background1.image = 'bg2'
n = int(dic['BOX_NUM_LEVEL2'])
for i in range(n):
x = random.randint(100, 800)
y = random.randint(150, 430)
type = random.randint(1, 5)
boxes.append(Box(type, (x, y)))
x = random.randint(400, 800)
y = random.randint(150, 280)
mon = Minotaur(*ls_monster[4])
mon.land_center = x, y
mon.pos = mon.land_center[0] + mon.land_radius, mon.land_center[1]
monsters.append(mon)
elif level == 3:
send.pos = pos[2][0], pos[2][1]
background1.image = 'bg3'
n = int(dic['BOX_NUM_LEVEL3'])
for i in range(n):
x = random.randint(100, 800)
y = random.randint(150, 430)
type = random.randint(1, 5)
boxes.append(Box(type, (x, y)))
x1 = random.randint(400, 600)
y1 = random.randint(150, 210)
x2 = random.randint(600, 800)
y2 = random.randint(210, 280)
minotaur_pos = [(x1, y1), (x2, y2)]
for i in range(2):
mon = Minotaur(*ls_monster[4])
mon.land_center = minotaur_pos[i]
mon.pos = mon.land_center[0] + mon.land_radius, mon.land_center[1]
monsters.append(mon)
elif level == 4:
global no_boss, boss
boss = Boss()
no_boss = False
send.pos = pos[3][0], pos[3][1]
background1.image = 'final'
background1.topleft = 0, 0
elif level == 5:
endgamemode()
####################玩家控制部分##################
# 玩家属性
hero = Actor("prince")
hero.bottomleft = 0, HEIGHT
hero_HP = HP(float(dic['HP']), int(dic['LIFE'])) #初始化王子HP
full_MP = float(dic['MP'])
current_MP = full_MP
HERO_SPEED = float(dic['HERO_SPEED'])
HERO_SPEED_DICT = {4:(HERO_SPEED, 0), 5:(-HERO_SPEED, 0), 6:(0, -HERO_SPEED), 7:(0, HERO_SPEED)}
MP_RECOVERY_SPEED = float(dic['MP_RECOVERY_SPEED']) #每次刷新的MP恢复量
### 上下左右行走模块函数 ###
def left_movement():
hero.image = f"prince_left_{current_weapon.image}{animate_image_count}"
def right_movement():
hero.image = f"prince_right_{current_weapon.image}{animate_image_count}"
def up_movement():
hero.image = "prince_back"
def down_movement():
hero.image = f"prince_{current_weapon.image}"
#################怪兽部分#################
monsters = []
boss = None
class Monster(Actor):
# 参数传入亦可改写为args,更简洁美观,不过可读性下降
def __init__(self, image, full_HP, attack_distance,attack_damage,clash_damage,speed_rate,
bullet_image,bullet_speed_rate,autochase_distance):
super().__init__(image)
self.HP = HP(float(full_HP), 1) # 血量类
self.HP_bar = Rect((0, 0), (28, 5)) # 满血条
self.currentHP_bar = Rect((0, 0), (28, 5)) # 血条
self.speed_rate = float(speed_rate) # 移动速度
self.speed_x = random.choice([1, -1]) * STANDARD_SPEED * self.speed_rate
self.speed_y = random.choice([1, -1]) * STANDARD_SPEED * self.speed_rate # 速度
self.attack_distance = float(attack_distance) # 攻击距离
self.attack_damage = float(attack_damage) # 攻击伤害
self.beaten = False # 击退状态
self.bullet_image = bullet_image # 攻击图像
self.clash_damage = float(clash_damage) # 接触伤害
self.autochase_distance = float(autochase_distance) # 自动追逐距离
self.bullet_speed_rate = float(bullet_speed_rate) # 发射攻击速度
def attack(self):
b = Bullet(self.bullet_image,self.attack_distance, self.attack_damage,
self.bullet_speed_rate,self.angle_to(hero))
b.pos = self.pos
monster_bullets.append(b)
def move(self):
self.HP_bar.topleft = self.x - 11, self.y - 18
self.currentHP_bar.width = 28 * self.HP.current_HP / self.HP.full_HP
self.currentHP_bar.topleft = self.x - 11, self.y - 18
if not self.beaten:
# 靠近至一定距离时怪兽主动接近
if self.distance_to(hero) < self.autochase_distance:
chase(self, hero)
else:
#平均2s一次的随机转向
if random.randint(1, 120) == 1:
ang = random.randint(0, 360)
self.speed_x = STANDARD_SPEED ** 1.5 * math.cos(math.radians(ang)) * self.speed_rate
self.speed_x = -STANDARD_SPEED ** 1.5 * math.sin(math.radians(ang)) * self.speed_rate
self.x += self.speed_x
self.y += self.speed_y
# 触壁反弹
if WIDTH <= self.x or self.x <= 0:
self.speed_x *= -1
if HEIGHT <= self.y or self.y <= 0:
self.speed_y *= -1
# 怪兽shake
def animate_shake(self):
animate(self, duration = 0.1, angle = 30)
clock.schedule(self.shake2, 0.1)
clock.schedule(self.shake3, 0.3)
clock.schedule(self.recover, 0.2)
tone.play('A2', 0.1)
def shake2(self):
animate(self, duration = 0.2, angle = -30)
def shake3(self):
animate(self, duration = 0.1, angle = 0)
# 怪兽在被击退后重获速度
def recover(self):
self.beaten = False
# 从迟缓状态恢复
def reset_speed_rate(self):
self.speed_rate /= 0.5
# 牛头怪
class Minotaur(Monster):
def __init__(self, image, full_HP, attack_distance,attack_damage,clash_damage,speed_rate,
bullet_image,bullet_speed_rate,autochase_distance):
super().__init__(image, full_HP, attack_distance,attack_damage,clash_damage,speed_rate,
bullet_image,bullet_speed_rate,autochase_distance)
self.land_center = 0,0
self.land_radius = 150
self.HP_bar = Rect((0, 0), (63, 10)) # 满血条
self.currentHP_bar = Rect((0, 0), (63, 10)) # 血条
def move(self):
self.HP_bar.bottomleft = self.topleft
self.currentHP_bar.width = 63 * self.HP.current_HP / self.HP.full_HP
self.currentHP_bar.bottomleft = self.topleft
if not self.beaten:
if self.distance_to(hero) < self.autochase_distance:
chase(self, hero)
else:
# 限制牛头人在近似圆周上运动
if self.distance_to(self.land_center) > self.land_radius + 20:
ang = self.angle_to(self.land_center)
elif self.distance_to(self.land_center) < self.land_radius - 20:
ang = self.angle_to(self.land_center) + 180
else:
ang = self.angle_to(self.land_center)-90
self.speed_x = STANDARD_SPEED ** 1.5 * math.cos(math.radians(ang)) * self.speed_rate
self.speed_y = -STANDARD_SPEED ** 1.5 * math.sin(math.radians(ang)) * self.speed_rate
self.x += self.speed_x
self.y += self.speed_y
if WIDTH <= self.right or self.left <= 0:
self.speed_x *= -1
if HEIGHT <= self.bottom or self.top <= 0:
self.speed_y *= -1
class Boss(Actor):
def __init__(self):
super().__init__('boss')
self.image = 'boss'
self.midtop = 983.5, 164
self.pos1 = (WIDTH - 530, 265)#395
self.pos2 = (WIDTH - 600, 389) #401
self.HP = HP(200, 1)
self.timer = 0
self.magic = Actor('magic')
self.magic_on = False
self.delta = 0
self.first_attach = True
# boss攻击
def boss_attack(self):
seed = random.randint(1, 7)
if seed == 1:
self.attack1()
elif seed in [2, 3]:
self.attack2()
elif seed in [4, 5]:
self.attack3()
elif seed in [6, 7]:
self.call()
# 冲撞
def attack1(self):
tls = [-150, 150]
self.delta = random.choice(tls) # 选择冲撞位置
self.y += self.delta
self.ahead()
clock.schedule(self.back, 0.8)
def ahead(self):
clock.schedule_interval(self.foreward, 1/80)
clock.schedule(self.stop_foreward, 0.8)
def back(self):
clock.schedule_interval(self.backward, 1/80)
clock.schedule(self.stop_backward, 0.8)
def foreward(self):
self.x -= 15
def backward(self):
self.x += 15
def stop_foreward(self):
clock.unschedule(self.foreward)
self.image = 'boss_right'
def stop_backward(self):
clock.unschedule(self.backward)
self.image = 'boss'
self.y -= self.delta
# 散射
def attack2(self):
for i in range(3):
b = Bullet('fireball1', 500, 2, 3, 150 + 30 * i)
b1 = Bullet('fireball1', 500, 2, 3, 150 + 30 * i)
b.pos = self.pos1
b1.pos = self.pos2
monster_bullets.append(b)
monster_bullets.append(b1)
# magic
def attack3(self):
self.magic_on = True
clock.schedule(self.remove_magic, 1)
clock.schedule(self.set_bullet, 0.5)
self.magic.center = hero.pos
def remove_magic(self):
self.magic_on = False
def set_bullet(self):
for i in range(10):
b = Bullet('fireball', 100, 1, 2, -135)
x = random.random()*244 + self.magic.center[0] - 122 + 100
y = random.random()*154 + self.magic.center[1] - 77 - 100
b.pos = x, y
monster_bullets.append(b)
# 召唤
def call(self):
if random.randint(1, 15) == 1:
x = random.randint(200, 700)
y = random.randint(150, 510)
mon = Minotaur(*ls_monster[4])
mon.land_center = x, y
mon.pos = mon.land_center[0] + mon.land_radius, mon.land_center[1]
monsters.append(mon)
x = random.randint(50, 760)
y = random.randint(50, 610)
type = random.randint(1, 5)
boxes.append(Box(type, (x, y)))
##################攻击系统部分#################
# 武器模块
# 挥舞动画
animate_image_count = ''
def animate_chop():
global animate_image_count
animate_image_count += 1
if animate_image_count > 3:
clock.unschedule(animate_chop)
animate_image_count = ''
# 切换武器
def on_key_up(key):
global current_weapon_id, current_weapon
if key == keys.Q:
current_weapon_id = (1 + current_weapon_id) % 2
current_weapon = weapons_on_bar[current_weapon_id]
class Weapon(Actor):
def __init__(self, image,type,distance,damage,price,MP_consuming,bullet_image,speed_rate,Note):
super().__init__(image)
self.type = int(type) # 1为近战武器,2为远程武器
self.distance = float(distance) # 攻击距离
self.damage = float(damage) # 伤害
self.price = float(price) # 价格
self.MP_consuming = float(MP_consuming) # MP消耗
self.bullet_image = bullet_image # 子弹图像
self.speed_rate = float(speed_rate) # 子弹速度
self.Note = Note # 武器信息
def attack(self, pos):
global current_MP, animate_image_count, no_boss, boss
if self.MP_consuming > current_MP:
return
current_MP -= self.MP_consuming
# 近战武器
if self.type == 1:
if step in [4, 5]:
animate_image_count = 1
clock.schedule_interval(animate_chop, 0.05)
for monster in monsters:
if hero.distance_to(monster) < self.distance:
ang = hero.angle_to(monster)
if ((step == 4 and -60 <ang < 60) or
(step == 5 and (120 <ang < 180 or -180< ang < -120)) or
(step == 6 and 30 <ang < 150) or
(step == 7 and -150 <ang < -30)):
rate = 1
if self.image == '剑2':
rate = 2
if step == 4:
monster.x += STANDARD_SPEED*10*rate
elif step == 5:
monster.x -= STANDARD_SPEED*10*rate
elif step == 6:
monster.y -= STANDARD_SPEED*10*rate
elif step == 7:
monster.y += STANDARD_SPEED*10*rate
monster.HP.current_HP -= self.damage
if monster.HP.isdead():
monsters.remove(monster)
monster.animate_shake()
monster.beaten = True
# 对boss的特殊处理
if level == 4:
if step == 4 and boss.collidepoint(hero.x + self.distance, hero.y):
boss.HP.current_HP -= self.damage
elif step == 5 and boss.collidepoint(hero.x - self.distance, hero.y):
boss.HP.current_HP -= self.damage
elif step == 6 and boss.collidepoint(hero.x, hero.y - self.distance):
boss.HP.current_HP -= self.damage
elif step == 7 and boss.collidepoint(hero.x, hero.y + self.distance):
boss.HP.current_HP -= self.damage
if boss.HP.isdead():
no_boss = True
clock.unschedule(boss.boss_attack)
# 远程武器
elif self.type == 2:
b = Bullet(self.bullet_image, self.distance, self.damage, self.speed_rate,hero.angle_to(pos))
b.pos = hero.pos
bullets.append(b)
if self is qiang1:
b1 = Bullet(self.bullet_image, self.distance, self.damage, self.speed_rate,hero.angle_to(pos) + 20)
b2 = Bullet(self.bullet_image, self.distance, self.damage, self.speed_rate,hero.angle_to(pos) - 20)
b1.pos = hero.pos
b2.pos = hero.pos
bullets.append(b1)
bullets.append(b2)
elif self is changmao1:
b.trace = True
mindis = 10000
for monster in monsters:
dis = monster.distance_to(hero)
if dis < mindis:
mindis = dis
b.target = monster
# 参数依次为 image, type, distance, damage, price, MP_consuming
fuzi = Weapon(*ls[1])
gong1 = Weapon(*ls[2])
gong2 = Weapon(*ls[3]) # 半透明代表未拥有
jian1= Weapon(*ls[4])
jian2 = Weapon(*ls[5])
qiang1 = Weapon(*ls[6])
qiang2 = Weapon(*ls[7])
changmao1 = Weapon(*ls[8])
changmao2 = Weapon(*ls[9])
fuzi.pos = (370,240)
gong1.pos = (405,240)
gong2.pos = (445,240)
jian1.pos = (480,240)
jian2.pos = (520,240)
qiang1.pos = (560,240)
qiang2.pos = (590,240)
changmao1.pos = (630,240)
changmao2.pos = (370,280)
# 武器
weapons = [fuzi, gong1, gong2, jian1, jian2, qiang1, qiang2, changmao1, changmao2]
# 武器栏与当前使用武器控制
weapon_bar = Actor('weapon_bar')
weapon_bar.pos = 320, 40
weapons_on_bar = [fuzi, gong1]
current_weapon_id = 0
current_weapon = weapons_on_bar[current_weapon_id]
# 双方在空中的子弹
bullets = []
monster_bullets = []
class Bullet(Actor):
def __init__(self, image, distance, damage, speed_rate, ang):
super().__init__(image)
self.damage = damage
self.distance = distance
self.angle = ang
self.speed_x = STANDARD_SPEED ** 1.5 *math.cos(math.radians(ang)) * speed_rate
self.speed_y = -STANDARD_SPEED ** 1.5 *math.sin(math.radians(ang)) * speed_rate
self.count_time = 0 #计时工具
self.target = None # 长矛1的跟踪对象
self.speed_rate = speed_rate
self.trace = False
##############商店与背包系统#####################
# 商店页面控制
step_store = 0
step_store1 = 0
#武器商店模块
store_button = Actor("store_button")
store_inner = Actor("store")
Pur_button = Actor("purchase")
# 背包
bag = Actor('背包')
bag.pos = 500,300
bag_weapons = [fuzi, gong1] # 已经拥有的武器
bag_open = False
# 商店的购买判断
def purchase_judge(n):
global coins, step_store1, step_store, current_weapon_id
if coins < weapons[step_store - 2].price:
step_store1 = 20
clock.schedule(reset_step_store1, 2)
else:
key = weapons[step_store - 2]
key.image = f'{key.image[:-6]}'#将半透明图像替换为不透明图像
coins = coins - weapons[step_store - 2].price
bag_weapons.append(key)
weapons_on_bar[current_weapon_id] = key
current_weapon_id = (current_weapon_id+1)%2
current_weapon = weapons_on_bar[current_weapon_id]
step_store = 1
# 用于clock.schedule调用,清除金钱不够的信息
def reset_step_store1():
global step_store1
step_store1 = 0
###############绘制输出部分###################
# 开始的矩形函数
def actionbar():
ActionBar1 = Rect((210, 476), (1100, 80))
ActionBar2 = Rect((210, 650), (920, 80))
screen.draw.filled_rect(ActionBar1, color=(0,0,0))
screen.draw.filled_rect(ActionBar2, color=(0,0,0))
# 画血条和蓝条
def draw_status_bar():
global step
if (hero_HP.isdead()):
step = 2
currentHP_bar = Rect(
(27, 26), (235 * hero_HP.current_HP / hero_HP.full_HP, 13)) #当前血量
screen.blit('status_bar', (20, 20))
screen.draw.filled_rect(currentHP_bar, 'red')
currentMP_bar = Rect(
(27, 54), (235 * current_MP / full_MP, 13)) #当前MP
screen.blit('status_bar', (20, 48))
screen.draw.filled_rect(currentMP_bar, 'blue')
# 画金币
def draw_coins_bar():
screen.blit('golden_coin', (20, 80)) #20,60
screen.draw.text(str(coins), (125, 97), fontsize=50, color = 'gold')
def draw():
global step, game, WIDTH, HEIGHT, level
screen.fill('deepskyblue')
if step != 1 and step != 2:
WIDTH = surface.width
HEIGHT = surface.height
surface.draw()
actionbar()
# 开始界面绘制
screen.draw.text(" Welcome to the Game of Purifier\n\n\n"
" Press Number 1 to start the new game\n\n\n"
" Press Number 2 to exit the game\n\n", (200, 310), fontname='09', fontsize=60, color=(195,44,2))
else:
game = True
if game:
WIDTH = background1.width
HEIGHT = background1.height
screen.clear()
screen.fill('white')
background1.draw()
hero.draw()
for monster in monsters:
monster.draw()
screen.draw.filled_rect(monster.HP_bar, 'gray')
screen.draw.filled_rect(monster.currentHP_bar, 'black')
if step == 2:
screen.clear()
screen.fill('white')
screen.draw.text("You have lost your game, please exit!", (300, 300), fontsize=50, color="orange")
FM.close()
FW.close()
FG.close()
clock.schedule(exit, 3)
### 上下左右移动模块 ####
if step == 4 or step == 5 or step == 6 or step == 7:
background1.draw()
for monster in monsters:
monster.draw()
screen.draw.filled_rect(monster.HP_bar, 'gray')
screen.draw.filled_rect(monster.currentHP_bar, 'red')
hero.draw()
if step == 4:
clock.schedule(right_movement, 0.01)
if step == 5:
clock.schedule(left_movement, 0.01)
if step == 6:
clock.schedule(up_movement, 0.01)
if step == 7:
clock.schedule(down_movement, 0.01)
screen.draw.text("Press Number 2 to exit the game", (800, 20), fontsize=25, color='orange')
screen.draw.text(f"Lives: {hero_HP.num - hero_HP.count + 1}", (375, 20), fontsize=40, color='red')
# 游戏进行中
if step in range(0, 8):
if len(boxes) == 0 and len(monsters) == 0 and no_boss:
send.draw()
if hero.colliderect(send):
level += 1
construct_level()
for box in boxes:
box.draw()
#HP、金币状态绘制
draw_status_bar()
draw_coins_bar()
# 商店图标
store_button.draw()
if level == 4 and not no_boss:
boss.draw()
boss_currentHP_bar = Rect(
(787, 26), (235 * boss.HP.current_HP / boss.HP.full_HP, 13)) #当前血量
screen.blit('status_bar', (780, 20))
screen.draw.filled_rect(boss_currentHP_bar, 'green')
if boss.magic_on:
boss.magic.draw()
hero.draw()
# 子弹绘制
for i in bullets:
i.draw()
for i in monster_bullets:
i.draw()
#武器槽绘制
weapon_bar.draw()
screen.blit(weapons_on_bar[0].image, (285, 26))
screen.blit(weapons_on_bar[1].image, (323, 26))
frame1 = Rect((285, 24), (34, 34))
frame2 = Rect((323, 24), (34, 34))
if current_weapon_id == 0:
screen.draw.rect(frame1, 'red')
else:
screen.draw.rect(frame2, 'red')
# 背包绘制
if bag_open:
bag.draw()
bag.pos = (500,300)
for w in weapons:
w.draw()
#商店图标绘制
store_button.pos= WIDTH-50, 50#(WIDTH-50,HEIGHT-50)
if step_store == 1:
store_inner.draw()
store_inner.pos = (500,300)
for w in weapons:
w.draw()
fuzi.pos = (370,240)
gong1.pos = (405,240)
gong2.pos = (445,240)
jian1.pos = (480,240)
jian2.pos = (520,240)
qiang1.pos = (560,240)
qiang2.pos = (590,240)
changmao1.pos = (630,240)
changmao2.pos = (370,280)
#购买界面图标位置
x0,y0 = 400,150
x1,y1 = 400,200
x2,y2 = 500,300
if step_store in range(2,11) and not bag_open:
Pur_button.draw()
Pur_button.pos = (x2,y2)
screen.draw.text("Price: %d "%weapons[step_store-2].price,(x1,y1),fontsize=50,color = "gold")
screen.draw.text(weapons[step_store-2].Note,(x0, y0),fontsize=50,color = "gold")
if step_store1 == 20:
screen.draw.text("Your coins are not ENOUGH!",(300,400),fontsize=50,color = "red")
#############信息采集与决策部分##############
# 基于输入的决策
def on_mouse_down(pos, button):
global coins
global step_store, bag_open, current_weapon, current_weapon_id, weapons_on_bar
if button == mouse.RIGHT:
if step_store in range(2, 11):
step_store = 1 #返回商店初始界面
else:
step_store = 12 #退出商店
current_weapon_id = 0
if bag_open:
bag_open = False
current_weapon_id = 0
else:
if weapon_bar.collidepoint(pos):
bag_open = True
if store_button.collidepoint(pos):
step_store = 1
else:
if not step_store in range(1, 11) and not bag_open:# 即未在商店和背包
current_weapon.attack(pos)
else:
global weapons
count = 2 #标识第几个武器
for i in weapons:
if i.collidepoint(pos):
if i in bag_weapons:
weapons_on_bar[current_weapon_id] = i
current_weapon_id = (current_weapon_id+1)%2
current_weapon = weapons_on_bar[current_weapon_id]
else:
step_store = count
count += 1
if Pur_button.collidepoint(pos) and not bag_open:
purchase_judge(step_store)
def on_key_down(key):
global step
step = 0
if key == keys.K_1:
step = 1
gamemode()
construct_level()
elif key == keys.K_2:
FM.close()
FW.close()
FG.close()
exit()
elif key == keys.K_3:
tutorial()
# 基于当前信息的决策
def update():
global step, hero, game, current_MP, current_weapon, boxes, no_boss
if game:
if keyboard.D:
hero.x += HERO_SPEED
if hero.x >= WIDTH:
hero.x = WIDTH - 30
step = 4
elif keyboard.A:
if hero.x < 0:
hero.x = 0 + 30
hero.x -= HERO_SPEED
step = 5
elif keyboard.W:
if hero.y < 0:
hero.y = 0 + 30
hero.y -= HERO_SPEED
step = 6
elif keyboard.S:
if hero.y >= HEIGHT:
hero.y = HEIGHT - 30
hero.y += HERO_SPEED
step = 7
current_weapon = weapons_on_bar[current_weapon_id]
if current_MP < full_MP:
current_MP += MP_RECOVERY_SPEED
if level == 4 and not no_boss:
if boss.first_attach and boss.HP.current_HP < boss.HP.full_HP:
clock.schedule_interval(boss.boss_attack, 2)
boss.first_attach = False
# 自动追踪弹
if not boss.first_attach and hero.distance_to(boss.center) < 400 and boss.timer == 0:
b = Bullet('fireball', 450, 0.5, 1, 180)
tls = [boss.pos1, boss.pos2]
b.pos = random.choice(tls)
b.trace = True
monster_bullets.append(b)
boss.timer = (boss.timer + 1) % 30
# 子弹更新模块
# 我方子弹
for i in bullets:
if WIDTH <= i.x or i.x <= 0 or HEIGHT <= i.y or i.y <= 0:
if i in bullets:
bullets.remove(i)
if i.trace:
chase(i, i.target)
else:
i.x += i.speed_x
i.y += i.speed_y
i.count_time += 1
if i.count_time >= i.distance/STANDARD_SPEED**1.5 and i in bullets:
bullets.remove(i)
for monster in monsters:
if monster.colliderect(i):
monster.HP.current_HP -= i.damage
if i.image == '箭_ice':
clock.schedule(monster.reset_speed_rate, 3)
monster.speed_rate *= 0.5
if i.image != '长矛2_bullet' and i in bullets:
bullets.remove(i)
tone.play('A1', 0.1)
monster.animate_shake()
if monster.HP.isdead():
monsters.remove(monster)
if level == 4 and not no_boss:
if boss.colliderect(i):
boss.HP.current_HP -= i.damage
if i.image != '长矛2_bullet' and i in bullets:
bullets.remove(i)
if boss.HP.isdead():
no_boss = True
clock.unschedule(boss.boss_attack)
# 敌方子弹
for i in monster_bullets:
if WIDTH <= i.x or i.x <= 0 or HEIGHT <= i.y or i.y <= 0:
if i in monster_bullets:
monster_bullets.remove(i)
if i.trace == 1:
chase(i, hero)
else:
i.x += i.speed_x
i.y += i.speed_y
if i.image == 'axe':
i.angle += 3
i.count_time += 1
if i.count_time >= i.distance/STANDARD_SPEED**1.5:
if i in monster_bullets:
monster_bullets.remove(i)
if hero.colliderect(i):
hero_HP.current_HP -= i.damage
if i in monster_bullets:
monster_bullets.remove(i)
# 碰撞伤害
for monster in monsters:
if hero.colliderect(monster):
tone.play('G2', 0.1)
hero_HP.current_HP -= monster.clash_damage
if not no_boss and hero.colliderect(boss):
tone.play('G2', 0.1)
hero_HP.current_HP -= 0.1
for monster in monsters:
# 在一定距离内怪兽使用火球术 ~
if monster.distance_to(hero) < 200 and random.randint(1, 120) == 1:
monster.attack()
# 怪兽的移动
monster.move()
# 开箱子
for box in boxes:
if hero.colliderect(box) and box.open == False:
box.open_box()
#############对白部分##########
your_name = ''
# 开场对白
def gamemode():
global step, game
while not game:
# 有两个参数,第一个是文字,第二个是标题
g.msgbox('公元前2020年,王国遭遇了一场前所未有的新型瘟疫。\n'
'越来越多的人染上瘟疫,一时间,民不聊生。\n'
'一个自称神奇博士的人找到他,声称这场瘟疫是远方山洞的一条恶龙所为,而恶龙身上的鳞片则是瘟疫的解药。\n'
'为了解救人民,王浩然带上最好的武器,踏上了征程。', '前情概要', ok_button='继续')
# 选择
# 想要导入图片, 我先看看什么办法,现在无法导入gif图片,有解决办法告诉你
g.msgbox(msg='你是王浩然,一名b大学生,最近正为了暑校typhon课程的大作业忙得昏头昏脑。\n'
'这天,一名自称来自公元前2020年的神奇博士找到了你!', title='身份介绍', image='images\prince.png', ok_button='听他说')
g.msgbox(msg=' 王浩然!\n'
'只有你才能突破封印,进入恶龙的洞穴,拿到解药,解救大家啊!', title='神奇博士', image='images\professor.png', ok_button=('继续听他啰嗦'))
g.msgbox(msg='拜托。我只是个学生。\n'
'还有,虽然我很中二,但是不二。别拿这么假的骗术糊弄我!!!', title='王浩然', image='images\prince.png', ok_button='转身离去')
g.msgbox(msg='你身上流淌着勇者的血脉,应当肩负起拯救人民的重任。\n'
'哎,你别走啊。我费了老大劲穿越回来找你的!', title='神奇博士', image='images\professor.png', ok_button='一把拉住王浩然')
g.msgbox(msg='什么勇者的血脉……\n'
'还穿越?你小说看多了吧!', title='王浩然', image='images\prince.png', ok_button='挣脱着想要离开')
g.msgbox(msg='你知道你的父亲叫什么吗?', title='神奇博士', image='images\professor.png', ok_button='生气的甩开王浩然')
g.msgbox(msg='真是越说越离谱了,没什么事我去敲代码了。\n'
'虽然你是个骗子,不过挺有趣的。赶紧去大医院看看脑子哈!', title='王浩然', image='images\prince.png', ok_button='同情地拍了拍神奇博士')
g.msgbox(msg='你的父亲俗名叫王建国,\n'
'其实他还有另一个名字,达拉崩吧斑得贝迪卜多比鲁翁,\n'
'……\n'
'他斩杀了恶龙,成功地救出了公主,也就是你的母亲。\n'
'你的母亲叫米娅莫拉苏娜丹妮谢莉红。', title='神奇博士', image='images\professor.png', ok_button='一脸自信地点点头')
g.msgbox(msg='………………', title='', image='images\prince.png', ok_button='一脸茫然')
g.msgbox(msg='你跟我来!', title='', image='images\professor.png', ok_button='拉着王浩然向有名湖旁的小树林走去')
# 选择
if g.ccbox('请做出决定', '', choices=('跟他去一探究竟', '不去不去,他是个大骗子')):
global your_name
your_name = g.enterbox(msg="请输入你的名字", title="勇士的名字")
tutorial()
return
# 退出程序
else:
sys.exit(0)
# 结束对白
def endgamemode():
global step
g.msgbox('恭喜您,打败恶龙昆图库塔卡提考特苏瓦西拉松\n\n'
'的儿子\n'
'尼普坤图库塔卡提考特苏瓦西拉松,\n'
'赢得了解药!!!', '', image='images\medicine.png', ok_button='带解药回城')
g.msgbox(msg='你带着解药回到了蒙达鲁克硫斯伯古比奇巴勒城。\n'
'见到了达拉崩吧斑得贝迪卜多比鲁翁和米娅莫拉苏娜丹妮谢莉红', title='', image='images\dog.png', ok_button='上前')
g.msgbox(msg='欸?您好!\n'
'达拉崩吧斑得贝迪卜多比鲁翁陛下,米娅莫拉苏娜丹妮谢莉红王后\n'
'解药也拿到了,我怎么回去啊?', title='王浩然', image='images\prince.png', ok_button='单膝跪地')
g.msgbox(msg='孩子,\n'
'妈妈好想你啊!', title='米娅莫拉苏娜丹妮谢莉红王后', image='images\couple.png', ok_button='抱住王浩然痛哭')
g.msgbox(msg='孩子,\n'