这篇文章,我们优先介绍超级玛丽游戏中的多状态跳跃,和行走地图拖动的原理,然后实现。并实现倒计时和金币动态效果
接下来用下面这四张图,就可以完全懂得游戏中背景是怎么会移动的。
由于代码是我前几年学习python的时候做的,代码写的很挤都整到一个源文件中,大家看的时候仔细。
然后上源代码:
#!/usr/bin/env python
# -*- coding:utf-8 -*-
import pygame,os,wx
from random import randint
from sys import exit
from pygame.locals import *
pygame.init()
def main():
#获取屏幕大小
app=wx.App()
WHFRAMES=wx.DisplaySize()
WIDTH=int(WHFRAMES[0]*0.7)
HEIGHT=int(WHFRAMES[1]*0.8)
Timers = 0 #游戏定时器
TimersSec = 0 #秒
tim_psd = 0
#获取屏幕大小
screen=pygame.display.set_mode((WIDTH,HEIGHT),0,32)
caption=pygame.display.set_caption("超级马里奥")
screen.fill([255,255,255])
mariofont = pygame.font.Font('fonts/poster.ttf',22)
mario_name = mariofont.render("MARIO",True,(84,65,190),None)
#Game_world = mariofont.render("WORLD",True,(84,65,190),None)
Game_moneyX = mariofont.render("X",True,(255,255,128),None)
Game_time = mariofont.render("TIME",True,(84,65,190),None)
money_ic5 = pygame.image.load('images/PTModelSprite_ID21675.png')
money_ic5 = pygame.transform.scale(money_ic5, (25, 25))
money_ic6 = pygame.image.load('images/PTModelSprite_ID21676.png')
money_ic6 = pygame.transform.scale(money_ic6, (10, 25))
money_ic7 = pygame.image.load('images/PTModelSprite_ID21677.png')
money_ic7 = pygame.transform.scale(money_ic7, (25, 25))
money_ic8 = pygame.image.load('images/PTModelSprite_ID21678.png')
money_ic8 = pygame.transform.scale(money_ic8, (25, 25))
money_timers = 0 #图片轮播定时器
Game_world = pygame.image.load('images/PTModelSprite_ID2478.png')
background = pygame.image.load('images/PTModelSprite_ID35342.png').convert_alpha()
background = pygame.transform.scale(background, (WIDTH, HEIGHT))
Roads = pygame.image.load('images/PTModelSprite_ID3790.png').convert_alpha()
Roads2 = pygame.image.load('images/PTModelSprite_ID4224.png').convert_alpha()
hero = pygame.image.load('images/PTModelSprite_ID34297.png').convert_alpha()
x,y = 15,HEIGHT-200
inp_flag = -2 #(stop:-1 left drection ,-2 right drection) ,(walk:1 right drection ,2 left drection)
times,times2 = 0,0 #人物动作定时器
move_values,jump_values,jump_values2,jump_values3 = 12,0,0,0 #一步移动的距离 和 跳跃的值1,2
jump_adder,jump_max_point = 0,50 #跳跃累加器 用来累加按键的长短 然后判断跳跃的高度,跳跃的初始值最高点
jump_flag = 0
bg_w_1,bg_w_2 = 0,WIDTH-2 #两张壁纸 一前一后循环拖动的变量
#播放背景
#播放背景
#游戏信息数据定义
score = 0
money = 0
world = 11
time = 400
Gdata = [score,money,world,time]
#游戏信息数据定义
#初始化函数
def game_initializaion(score,money,world,time,Gdata,TimersSec,Timers,x,y,inp_flag,times,times2,move_values,jump_values,jump_values2,jump_values3,jump_adder,jump_max_point,jump_flag,bg_w_1,bg_w_2,tim_psd):#数据初始化
#游戏初始化数据
inp_flag = -2 #(stop:-1 left drection ,-2 right drection) ,(walk:1 right drection ,2 left drection)
x,y = 15,HEIGHT-200 #马里奥坐标
times,times2 = 0,0 #人物动作定时器
move_values,jump_values,jump_values2,jump_values3 = 12,0,0,0 #一步移动的距离 和 跳跃的值1,2
jump_adder,jump_max_point = 0,50 #跳跃累加器 用来累加按键的长短 然后判断跳跃的高度,跳跃的初始值最高点
jump_flag = 0
tim_psd = 0
bg_w_1,bg_w_2 = 0,WIDTH-2 #两张壁纸 一前一后循环拖动的变量
Timers = 0 #游戏定时器
score = 0 #开始分数
money = 0 #开始金钱
world = 11 #世界关卡第一关1-1 = 11
time = 400 #游戏总时间
TimersSec = 0 #游戏里的秒
Gdata = [score,money,world,time]
#游戏初始化数据
return score,money,world,time,Gdata,TimersSec,Timers,x,y,inp_flag,times,times2,move_values,jump_values,jump_values2,jump_values3,jump_adder,jump_max_point,jump_flag,bg_w_1,bg_w_2,tim_psd
#初始化函数
score,money,world,time,Gdata,TimersSec,Timers,x,y,inp_flag,times,times2,move_values,jump_values,jump_values2,jump_values3,jump_adder,jump_max_point,jump_flag,bg_w_1,bg_w_2,tim_psd = \
game_initializaion(score,money,world,time,Gdata,TimersSec,Timers,x,y,inp_flag,times,times2,move_values,jump_values,jump_values2,jump_values3,jump_adder,jump_max_point,jump_flag,bg_w_1,bg_w_2,tim_psd)#数据初始化主调函数
clock = pygame.time.Clock()
pygame.key.set_repeat(55)
pygame.display.flip()
def WalkAction(times,times2,inp_flag,hero):
#walk action
if y < HEIGHT -200: #如果在空中 为跳跃图片
if inp_flag == 1: #right
hero = pygame.image.load('images/PTModelSprite_ID34259.png').convert_alpha()
if inp_flag == 2: #left
hero = pygame.image.load('images/PTModelSprite_ID34259.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
else:
if inp_flag == 1: #right
times += 2
if times < 20:
hero = pygame.image.load('images/PTModelSprite_ID34256.png').convert_alpha()
elif times < 20:
hero = pygame.image.load('images/PTModelSprite_ID34257..png').convert_alpha()
elif times < 40:
hero = pygame.image.load('images/PTModelSprite_ID34258.png').convert_alpha()
elif times < 60:
hero = pygame.image.load('images/PTModelSprite_ID34259.png').convert_alpha()
elif times < 80:
hero = pygame.image.load('images/PTModelSprite_ID34260.png').convert_alpha()
elif times < 100:
hero = pygame.image.load('images/PTModelSprite_ID34261.png').convert_alpha()
elif times < 120:
hero = pygame.image.load('images/PTModelSprite_ID34297.png').convert_alpha()
elif times < 140:
times = 0
if inp_flag == 2: #left
times2 += 2
if times2 < 20:
hero = pygame.image.load('images/PTModelSprite_ID34256.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 20:
hero = pygame.image.load('images/PTModelSprite_ID34257..png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 40:
hero = pygame.image.load('images/PTModelSprite_ID34258.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 60:
hero = pygame.image.load('images/PTModelSprite_ID34259.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 80:
hero = pygame.image.load('images/PTModelSprite_ID34260.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 100:
hero = pygame.image.load('images/PTModelSprite_ID34261.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 120:
hero = pygame.image.load('images/PTModelSprite_ID34297.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
elif times2 < 140:
times2 = 0
elif inp_flag == -1:
hero = pygame.image.load('images/PTModelSprite_ID34297.png').convert_alpha()
hero = pygame.transform.flip(hero, True, False)
times2 = 0
elif inp_flag == -2:
hero = pygame.image.load('images/PTModelSprite_ID34297.png').convert_alpha()
times2 = 0
return times,times2,inp_flag,hero
def HeroHeightIs(): #判断角色是否为地面y轴
if y >= HEIGHT-200:
return False
else: #这是在控制的状况
return True
def Reset_max_point(jump_max_point): #在地面重设默认跳跃的最高点(还原)
if y >= (HEIGHT-200):
jump_max_point = 50 #默认最高点是 50
return jump_max_point
def jump_leftScreenBgnotMove(x):
if x<(WIDTH/4):
if jump_max_point == 50 :
if inp_flag == 1:
x+=(2.7)
if inp_flag == 2:
x-=(2.7)
elif jump_max_point == 100 :
if inp_flag == 1:
x+=(0.27)
if inp_flag == 2:
x-=(0.27)
return x
def Screen_MoneyIc(screen,money_ic5,money_ic6,money_ic7,money_ic8,money_timers) : #绘制第二项 金钱图标
money_timers += 1
if money_timers < 15 :
screen.blit(money_ic5,(WIDTH*0.24,25)) #绘制第二项 金钱图标1
elif money_timers < 40 :
screen.blit(money_ic6,(WIDTH*0.24+7.5,25)) #绘制第二项 金钱图标2
elif money_timers < 55 :
screen.blit(money_ic7,(WIDTH*0.24,25)) #绘制第二项 金钱图标3
elif money_timers < 80 :
screen.blit(money_ic8,(WIDTH*0.24,25)) #绘制第二项 金钱图标4
else:
money_timers = 0
return screen,money_ic5,money_ic6,money_ic7,money_ic8,money_timers
def Game_Timers(TimersSec,Gdata,time_passed,tim_psd) : #游戏定时器
tim_psd += time_passed
if tim_psd >= 1000 : #为1秒的时候
TimersSec += 1
tim_psd = 0
Gdata[3] = 400 - TimersSec #游戏所剩时间
return TimersSec,Gdata,time_passed,tim_psd
while True:
#事件检测
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if event.type == KEYDOWN:
keys=pygame.key.get_pressed()
if keys[pygame.K_a]:
if event.key == K_w and inp_flag == 0:
if y <= HEIGHT-200: #看y坐标 必须在起点
jump_flag = 3 #按了上 和 向前
if y >= HEIGHT-200:#如果角色在平地才走动 后退 左
#if bg_w_1==0:
#x-=5
x-=(move_values+3.5)
inp_flag = 2
if keys[pygame.K_d]:
if event.key == K_w and inp_flag == 0:
if y <= HEIGHT-200: #看y坐标 必须在起点
jump_flag = 2 #按了上 和 向前
if y >= HEIGHT-200:#如果角色在平地才走动 前景 右
if x<(WIDTH/4): #角色还在屏幕左边 可移动
x+=(move_values+3.5)
inp_flag = 1
if keys[pygame.K_w]: #jump
jump_flag = 1 #仅仅是按了跳跃
jump_adder += 1 #跳跃累加器
if event.key == pygame.K_d and (jump_flag == 1):
if y == HEIGHT-200: #看y坐标 必须在起点
jump_flag = 2 #按了上 和 向前
if event.key == pygame.K_a and (jump_flag == 1):
if y == HEIGHT-200: #看y坐标 必须在起点
jump_flag = 3 #按了上 和 向后
if keys[pygame.K_p]: #重启
score,money,world,time,Gdata,TimersSec,Timers,x,y,inp_flag,times,times2,move_values,\
jump_values,jump_values2,jump_values3,jump_adder,jump_max_point,jump_flag,bg_w_1,bg_w_2,tim_psd = \
game_initializaion(score,money,world,time,Gdata,TimersSec,Timers,x,y,inp_flag,times,times2,\
move_values,jump_values,jump_values2,jump_values3,jump_adder,jump_max_point,jump_flag,bg_w_1,\
bg_w_2,tim_psd)
if event.type == KEYUP:
if keys[pygame.K_a]:
inp_flag = -1
if keys[pygame.K_d]:
inp_flag = -2
if keys[pygame.K_w]:
if jump_adder < 4 : #如果松开按键没有达到jump_adder跳跃累加器的值 (那么就他们置零)
jump_adder = 0
##在地面时 重设默认跳跃的最高点(还原)
jump_max_point = Reset_max_point(jump_max_point)
#jump action 1
if jump_flag == 1: #只有跳跃
#让其他方式跳跃值为 0
jump_values2 = 0
jump_values3 = 0
#------
#持续按键跳跃的结构
if jump_adder >=4 :
jump_max_point = 100 #第二次跳跃最大值
jump_adder = 0
#------
jump_values+=1.25
if jump_values <= jump_max_point:
y -= 5
x = jump_leftScreenBgnotMove(x)
if jump_max_point == 100:#跳跃的高度不同 y坐标的速度也要慢点
y += 1.5
x = jump_leftScreenBgnotMove(x)
elif jump_values <= jump_max_point+8:
pass
elif jump_values <=jump_max_point*2+8:
if HeroHeightIs(): #如果角色在控制 就继续加y轴的值 1
y += 5
x = jump_leftScreenBgnotMove(x)
if jump_max_point == 100:#跳跃的高度不同 y坐标的速度也要慢点
y -= 1.5
x = jump_leftScreenBgnotMove(x)
else:
y = HEIGHT-200
jump_flag = 0
jump_values = 0
#wall detection
if x<=0:
x=0
if x+hero.get_width()>WIDTH:
x=WIDTH-hero.get_width()
#角色的动作 函数
times,times2,inp_flag,hero = WalkAction(times,times2,inp_flag,hero)
#1 .bg move---blit
screen.blit(background,(bg_w_2,0))
screen.blit(background,(bg_w_1,0))
#绘制信息
screen.blit(mario_name,(WIDTH*0.03,3))#绘制第一项 名字
screen,money_ic5,money_ic6,money_ic7,money_ic8,money_timers = \
Screen_MoneyIc(screen,money_ic5,money_ic6,money_ic7,money_ic8,money_timers) #绘制第二项 金钱图标
screen.blit(Game_moneyX,(WIDTH*0.28,24))#绘制第二项 x
screen.blit(Game_world,(WIDTH*0.5-Game_world.get_width()/2,3))#绘制第三项 世界地图
screen.blit(Game_time,(WIDTH*0.84,3))#绘制第四项 游戏时间
for DATAi in range(4):
Game_data = mariofont.render("%s"% Gdata[DATAi],True,(255,255,128),None) #综合绘制: 分数 金币 关卡 游戏时间
if DATAi != 2:
screen.blit(Game_data,(WIDTH*(0.03+DATAi*0.27),24))
elif DATAi == 2:
Game_data = mariofont.render("%s-%s"% (Gdata[DATAi]/10,Gdata[DATAi]%10),True,(255,255,128),None) #综合绘制: 分数 金币 关卡 游戏时间
screen.blit(Game_data,(WIDTH*0.5-Game_data.get_width()/2,15))
#绘制信息
#2 .bg move--panel
#if inp_flag == 2: #往左走 壁纸向右拖动
# bg_w_1+=move_values/4
# bg_w_2+=move_values/4
if inp_flag == 1 and x>=(WIDTH/4):#往右走 壁纸向左拖动
bg_w_1-=(move_values/4-0.5)
bg_w_2-=(move_values/4-0.5)
if bg_w_1>=0:
bg_w_1,bg_w_2 = 0,WIDTH-2
if bg_w_1<-WIDTH:
bg_w_1,bg_w_2 = 0,WIDTH-2
screen.blit(hero,(x,y))
pygame.time.delay(2) #毫秒
time_passed = clock.tick()
TimersSec,Gdata,time_passed,tim_psd = Game_Timers(TimersSec,Gdata,time_passed,tim_psd) #游戏定时
pygame.display.update()
if __name__ == '__main__':
main()