Heim >Backend-Entwicklung >Python-Tutorial >So implementieren Sie eine High-End-Version von King of Games in Python
import pygame import os.path import csv import setting as set import live import game_event import gameui as gi import startupui as si
def run_game(): #初始化pygame库 pygame.init() #创建时钟对象(控制帧率) clock=pygame.time.Clock() #实例化设置类,用于导入游戏设置 setting=set.Setting() #设置游戏窗口 screen=pygame.display.set_mode((setting.screen_width,setting.screen_height)) pygame.display.set_caption(setting.screen_caption)
richtet verschiedene Gruppen ein, um die Beziehungen zwischen verschiedenen Elementen zu verwalten.
#玩家组 group_player=pygame.sprite.Group() #玩家的攻击组 group_attack=pygame.sprite.Group() #敌人组 group_enemy=pygame.sprite.Group() #敌人的攻击组 group_enemy_attack=pygame.sprite.Group()
UI-Objekte zu instanziieren Vorstellung des Bildes der Schaltflächenfunktion
#showinfo用于在游戏内显示人物血条等信息 showinfo=gi.Info(setting,screen) #人物选择按钮 yi_button=si.MonkeyKingButton(screen,setting) monkey_button=si.YiButton(screen,setting) fox_button=si.FoxButton(screen,setting) bin_button=si.BinButton(screen,setting)
Schaltflächengruppe (beim Zeichnen wird die vorherige Schaltfläche durch die folgende Schaltfläche abgedeckt)
pve_button=si.PVEButton(screen,setting) pvp_button=si.PVPButton(screen,setting) endless_button=si.EndlessButton(screen,setting) control_button=si.ControlButton(screen,setting) memory_button=si.RecordButton(screen,setting) cooling_button=si.CoolingButton(screen,setting)
Beschriftungsschaltflächengruppe
select_button=si.SelectButton(screen,setting) win_button=si.WinButton(screen,setting) dead_button=si.DeadButton(screen,setting)
Einführung der Bildgruppe der Schaltflächenfunktion
player_button_1=si.PlayerButton1(screen,setting) player_button_2=si.PlayerButton2(screen,setting) #空白按钮 none_button=si.NoneButton(screen,setting) #空白图像 none_info=gi.ExInfo(screen,none_button,setting.introduce_none)
Spielhauptschleife
pve_info=gi.ExInfo(screen,pve_button,setting.introduce_pve) pvp_info=gi.ExInfo(screen,pvp_button,setting.introduce_pvp) endless_info=gi.ExInfo(screen,endless_button,setting.introduce_endless) control_info=gi.ExInfo(screen,control_button,setting.introduce_control) record_info=gi.ExInfo(screen,memory_button,setting.introduce_record) cooling_info=gi.ExInfo(screen,cooling_button,setting.introduce_cooling)
Aktualisieren Sie die Beschriftung des aktuell ausgewählten Charakters.
buttons=[select_button,yi_button,monkey_button,fox_button,bin_button, pve_button,pvp_button,endless_button, cooling_button,control_button,memory_button, dead_button,win_button].
Spiel läuft, Nicht-Spieler-Konfrontationsmodus.
choose_buttons=[player_button_1,player_button_2]Fehlerbedingungen
button_info_dict={none_button:none_info,pve_button:pve_info,pvp_button:pvp_info, endless_button:endless_info,control_button:control_info, memory_button:record_info,cooling_button:cooling_info} #当前显示的图像列表 info_label=[] #存储模拟刚体运动的列表 rigidbody_list=[] #玩家实例,初始化为战士 player_1=live.MonkeyKing(setting,screen) player_2=live.MonkeyKing(setting,screen) if not os.path.exists(setting.record_path): #如果游戏记录文件不存在就新创建一个 with open(setting.record_path,'w',newline="") as f: writer=csv.writer(f) header=["Time","Mode","Winner","1st Score","2st Score","Duration(s)","1st Player","2nd Player","isCooling"] writer.writerow(header)Spieler-gegen-Spieler-Modus
while True: #绘制背景 screen.blit(setting.screen_surface_background,(0,0)) #设置游戏帧率 clock.tick(setting.fps) #检测键盘鼠标事件 game_event.check_event(setting,screen,group_player,group_attack,group_enemy, group_enemy_attack,buttons,showinfo,button_info_dict,info_label)
game_event.update_choose(setting,buttons,choose_buttons)Spieltimer
if (setting.game_active and (setting.game_mode==0 or setting.game_mode==2)):Spieler aktualisieren
if(not setting.isinit): if setting.player_1!=None: player_1=setting.player_1 group_player.add(player_1) if setting.player_2!=None: player_2=setting.player_2 group_player.add(player_2) setting.isinit=True #游戏计时器 setting.timer+=1 #更新玩家 group_player.update() #生成敌人 game_event.generate_enemies(setting,group_enemy,screen)Angriff, Informationsanzeige und Physiksimulation des Spielers aktualisieren
game_event.update_enemies(setting,showinfo,screen,group_player,group_enemy,group_attack,group_enemy_attack) game_event.update_attacks(setting,screen,group_attack,group_enemy,rigidbody_list) game_event.update_enemy_attacks(setting,screen,group_player,group_enemy_attack,rigidbody_list) game_event.update_state(setting,showinfo) game_event.update_rigidbody(setting,rigidbody_list)Sieg von Spieler 1. Bedingung
if setting.timer>=60*setting.fps and not group_enemy.spritedict and setting.game_mode==0: game_event.game_win(setting,showinfo,group_enemy,group_attack,group_enemy_attack) setting.timer=0Siegbedingung für Spieler 2
if setting.isinit and ((setting.player_1!=None and setting.health_1<=0) or (setting.player_2!=None and setting.health_2<=0)): game_event.game_dead(setting,showinfo,group_enemy,group_attack,group_enemy_attack) setting.timer=0Zeichnen Sie das gesamte Spielfenster basierend auf den Ergebnissen des obigen Updates
elif setting.game_active and setting.game_mode==1:
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