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听众
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国外大神用python实现了超级玛丽的第一关并开源:https://github.com/justinmeister/Mario-Level-1
另外国内大神也实现了一份,有了这些基础就可以进一步完善自己的超级玛丽了,你甚至可以对其进行魔改一番,来体验一下上帝视角的快乐。
原项目的代码估计得有三四千行吧,他的项目构建可以说是很细致,大致划分了十几个文件。我这边也给代码大致分了一下类,理一下整个游戏的思路- main.py:整个游戏的主入口,控制整个游戏的循环
- sprites.py:定义整个游戏的所有精灵类及其所有方法
- level.py:规范整个关卡,创建所有精灵实体类,规定管道,台阶,砖块等物体的位置,对各种事件的判断
- settings.py:规定所有参数,方便调整
- tools.py:工具类,定义一些必要的方法,例如图片、声音、背景音乐的载入
main.py
[Python] 纯文本查看 复制代码 from level import *
from sprites import *
class Game:
def __init__(self):
pg.init()
self.screen = pg.display.set_mode((WIDTH, HEIGHT))
self.rect = self.screen.get_rect()
pg.display.set_caption(TITLE)
self.clock = pg.time.Clock()
self.playing = True
self.all_group = pg.sprite.Group()
self.viewpoint = self.rect
def new(self):
self.level_surface = pg.Surface((WIDTH, HEIGHT)).convert()
self.background = load_image('level.png')
self.back_rect = self.background.get_rect()
self.background = pg.transform.scale(self.background,
(int(self.back_rect.width * BACKGROUND_SIZE),
int(self.back_rect.height * BACKGROUND_SIZE))).convert()
self.level = Level()
self.all_group.add(self.level.mario)
def run(self):
while self.playing:
self.clock.tick(FPS)
self.events()
self.update()
self.draw()
def update(self):
self.all_group.update()
self.level.update()
if self.level.mario.pos.x < self.viewpoint.x + 15:
self.level.mario.pos.x -= self.level.mario.vel.x
if self.level.mario.vel.x > 0:
if self.level.mario.pos.x > WIDTH * 0.55 + self.viewpoint.x:
self.viewpoint.x += int(self.level.mario.vel.x * 1.1)
if self.level.mario.dead:
self.playing = False
def events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.playing = False
def draw(self):
pg.display.flip()
self.background_clean = self.background.copy()
self.all_group.draw(self.background_clean)
self.screen.blit(self.background, (0, 0), self.viewpoint)
self.all_group.draw(self.screen)
def show_start_screen(self):
pass
def show_end_screen(self):
pass
game = Game()
game.show_start_screen()
game.new()
game.run()
game.show_end_screen()
sprites.py
[Python] 纯文本查看 复制代码 import random
from tools import *
from settings import *
vec = pg.math.Vector2
class Mario(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.sheet = load_image('mario.png')
self.load_from_sheet()
self.walking_timer = pg.time.get_ticks()
self.image_index = 4
self.image = self.frames[0]
self.rect = self.image.get_rect()
self.pos = vec(WIDTH * 0.5, GROUND_HEIGHT - 70)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
self.landing = False
self.dead = False
def update(self):
self.acc = vec(0, GRAVITY)
keys = pg.key.get_pressed()
if keys[pg.K_RIGHT]:
self.walk('right')
if self.vel.x > 0:
self.acc.x = TURNAROUND
if self.vel.x <= 0:
self.acc.x = ACC
self.pos.x += 5
elif keys[pg.K_LEFT]:
self.walk('left')
if self.vel.x < 0:
self.acc.x = -TURNAROUND
if self.vel.x >= 0:
self.acc.x = -ACC
else:
self.image_index = 0
if abs(self.vel.x) < MAX_SPEED:
self.vel.x += self.acc.x
elif keys[pg.K_LEFT]:
self.vel.x = -MAX_SPEED
elif keys[pg.K_RIGHT]:
self.vel.x = MAX_SPEED
if keys[pg.K_SPACE]:
if self.landing:
self.vel.y = -JUMP
if not self.landing:
self.image_index = 4
self.image = self.frames[self.image_index]
self.acc.x += self.vel.x * FRICTION
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.rect.midbottom = self.pos
def calculate_animation_speed(self):
if self.vel.x == 0:
animation_speed = 130
elif self.vel.x > 0:
animation_speed = 130 - (self.vel.x * 12)
else:
animation_speed = 130 - (self.vel.x * 12 * -1)
return animation_speed
def walk(self, facing):
if self.image_index == 0:
self.image_index += 1
self.walking_timer = pg.time.get_ticks()
else:
if (pg.time.get_ticks() - self.walking_timer >
self.calculate_animation_speed()):
self.image_index += 1
self.walking_timer = pg.time.get_ticks()
if facing == 'right':
if self.image_index > 3:
self.image_index = 0
if facing == 'left':
if self.image_index > 8:
self.image_index = 5
if self.image_index < 5:
self.image_index = 5
def load_from_sheet(self):
self.right_frames = []
self.left_frames = []
self.right_frames.append(
self.get_image(178, 32, 12, 16))
self.right_frames.append(
self.get_image(80, 32, 15, 16))
self.right_frames.append(
self.get_image(96, 32, 16, 16))
self.right_frames.append(
self.get_image(112, 32, 16, 16))
self.right_frames.append(
self.get_image(144, 32, 16, 16))
for frame in self.right_frames:
new_image = pg.transform.flip(frame, True, False)
self.left_frames.append(new_image)
self.frames = self.right_frames + self.left_frames
def get_image(self, x, y, width, height):
image = pg.Surface([width, height])
rect = image.get_rect()
image.blit(self.sheet, (0, 0), (x, y, width, height))
image.set_colorkey(BLACK)
image = pg.transform.scale(image,
(int(rect.width * MARIO_SIZE),
int(rect.height * MARIO_SIZE)))
return image
class Collider(pg.sprite.Sprite):
def __init__(self, x, y, width, height):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((width, height)).convert()
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
level.py
[Python] 纯文本查看 复制代码 from sprites import *
class Level(pg.sprite.Sprite):
def __init__(self):
self.set_mario()
self.set_ground()
self.set_pipes()
self.set_steps()
self.set_group()
def set_group(self):
self.ground_step_pipe_group = pg.sprite.Group(self.ground_group,
self.pipe_group,
self.step_group)
def update(self):
self.check_collide()
self.adjust_x()
self.adjust_y()
self.check_dead()
print(self.mario.pos)
def set_mario(self):
self.mario = Mario()
def set_ground(self):
ground_rect1 = Collider(0, GROUND_HEIGHT, 2953, 60)
ground_rect2 = Collider(3048, GROUND_HEIGHT, 635, 60)
ground_rect3 = Collider(3819, GROUND_HEIGHT, 2735, 60)
ground_rect4 = Collider(6647, GROUND_HEIGHT, 2300, 60)
self.ground_group = pg.sprite.Group(ground_rect1,
ground_rect2,
ground_rect3,
ground_rect4)
def set_pipes(self):
pipe1 = Collider(1202, 452, 83, 80)
pipe2 = Collider(1631, 409, 83, 140)
pipe3 = Collider(1973, 366, 83, 170)
pipe4 = Collider(2445, 366, 83, 170)
pipe5 = Collider(6989, 452, 83, 82)
pipe6 = Collider(7675, 452, 83, 82)
self.pipe_group = pg.sprite.Group(pipe1, pipe2,
pipe3, pipe4,
pipe5, pipe6)
def set_steps(self):
step1 = Collider(5745, 495, 40, 44)
step2 = Collider(5788, 452, 40, 88)
step3 = Collider(5831, 409, 40, 132)
step4 = Collider(5874, 366, 40, 176)
step5 = Collider(6001, 366, 40, 176)
step6 = Collider(6044, 408, 40, 40)
step7 = Collider(6087, 452, 40, 40)
step8 = Collider(6130, 495, 40, 40)
step9 = Collider(6345, 495, 40, 40)
step10 = Collider(6388, 452, 40, 40)
step11 = Collider(6431, 409, 40, 40)
step12 = Collider(6474, 366, 40, 40)
step13 = Collider(6517, 366, 40, 176)
step14 = Collider(6644, 366, 40, 176)
step15 = Collider(6687, 408, 40, 40)
step16 = Collider(6728, 452, 40, 40)
step17 = Collider(6771, 495, 40, 40)
step18 = Collider(7760, 495, 40, 40)
step19 = Collider(7803, 452, 40, 40)
step20 = Collider(7845, 409, 40, 40)
step21 = Collider(7888, 366, 40, 40)
step22 = Collider(7931, 323, 40, 40)
step23 = Collider(7974, 280, 40, 40)
step24 = Collider(8017, 237, 40, 40)
step25 = Collider(8060, 194, 40, 40)
step26 = Collider(8103, 194, 40, 360)
step27 = Collider(8488, 495, 40, 40)
self.step_group = pg.sprite.Group(step1, step2,
step3, step4,
step5, step6,
step7, step8,
step9, step10,
step11, step12,
step13, step14,
step15, step16,
step17, step18,
step19, step20,
step21, step22,
step23, step24,
step25, step26,
step27)
def check_collide(self):
self.ground_collide = pg.sprite.spritecollideany(self.mario, self.ground_group)
self.pipe_collide = pg.sprite.spritecollideany(self.mario, self.pipe_group)
self.step_collide = pg.sprite.spritecollideany(self.mario, self.step_group)
def adjust_x(self):
if self.pipe_collide:
if self.mario.pos.y > self.pipe_collide.rect.y + 10:
if self.mario.vel.x > 0:
self.mario.pos.x -= 5
self.mario.vel.x = 0
if self.mario.vel.x < 0:
self.mario.pos.x = 5
self.mario.vel.x = 0
if self.step_collide:
if self.mario.pos.y > self.step_collide.rect.y + 10:
if self.mario.vel.x > 0:
self.mario.pos.x -= 5
self.mario.vel.x = 0
if self.mario.vel.x < 0:
self.mario.pos.x = 5
self.mario.vel.x = 0
def adjust_y(self):
if self.ground_collide:
if self.ground_collide.rect.top < self.mario.pos.y:
self.mario.acc.y = 0
self.mario.vel.y = 0
self.mario.pos.y = self.ground_collide.rect.top
self.mario.landing = True
else:
self.mario.landing = False
if self.pipe_collide:
if self.mario.vel.y > 0:
if self.pipe_collide.rect.top < self.mario.pos.y:
self.mario.acc.y = 0
self.mario.vel.y = 0
self.mario.pos.y = self.pipe_collide.rect.top
self.mario.landing = True
if self.step_collide:
if self.mario.vel.y > 0:
if self.step_collide.rect.top < self.mario.pos.y:
self.mario.acc.y = 0
self.mario.vel.y = 0
self.mario.pos.y = self.step_collide.rect.top
self.mario.landing = True
def check_dead(self):
if self.mario.pos.y > GROUND_HEIGHT + 50:
self.mario.dead = True
tools.py
[Python] 纯文本查看 复制代码 import os
import pygame as pg
def load_image(filename):
src = os.path.dirname(os.path.abspath(__file__))
path = os.path.join(src, 'resources', 'graphics', filename)
return pg.image.load(path)
settings.py
[Python] 纯文本查看 复制代码 # 标题和窗口大小
TITLE = 'Mario'
WIDTH = 800
HEIGHT = 600
​
FPS = 60
​
# 定义颜色
GRAY = (100, 100, 100)
BLACK = (0, 0, 0)
​
# 图片缩放比例
MARIO_SIZE = 2.5
BACKGROUND_SIZE = 2.679
​
# Mario 运动系数
ACC = 0.3
GRAVITY = 1
FRICTION = -0.12
JUMP = 20
TURNAROUND = 0.7
MAX_SPEED = 6
​
# 地面高度
GROUND_HEIGHT = HEIGHT - 66 |
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