哈喽!哈喽!小编今日游戏更新——超级玛丽!
“超级玛丽 《超级马里奥兄弟》”有多少人还记得这款经典游戏嘛?小编先来带大家回忆一下,我们
先认识一下我们的主人公。
永远戴帽子,有着大胡子,还穿着背带裤的马里奥
今天小编就带着大家自制一款超级玛丽游戏,还原度超高哦~
Python3、Pycharm、Pygame模块很多自带的模块等。
pip install -i https://pypi.douban.com/simple/ +模块名。
准备的图片素材+背景音乐+字体(可修改)
2.1 运行程序:mario_level_1.py。
"""
This is an attempt to recreate the first level of
Super Mario Bros for the NES.
"""
import sys
import pygame as pg
from data.main import main
import cProfile
if __name__=='__main__':
main()
pg.quit()
sys.exit()
"""
This module initializes the display and creates dictionaries of resources.
"""
import os
import pygame as pg
from . import tools
from .import constants as c
ORIGINAL_CAPTION = c.ORIGINAL_CAPTION
os.environ['SDL_VIDEO_CENTERED'] = '1'
pg.init()
pg.event.set_allowed([pg.KEYDOWN, pg.KEYUP, pg.QUIT])
pg.display.set_caption(c.ORIGINAL_CAPTION)
SCREEN = pg.display.set_mode(c.SCREEN_SIZE)
SCREEN_RECT = SCREEN.get_rect()
FONTS = tools.load_all_fonts(os.path.join("resources","fonts"))
MUSIC = tools.load_all_music(os.path.join("resources","music"))
GFX = tools.load_all_gfx(os.path.join("resources","graphics"))
SFX = tools.load_all_sfx(os.path.join("resources","sound"))
import pygame as pg
from . import setup
from . import constants as c
class Sound(object):
"""Handles all sound for the game"""
def __init__(self, overhead_info):
"""Initialize the class"""
self.sfx_dict = setup.SFX
self.music_dict = setup.MUSIC
self.overhead_info = overhead_info
self.game_info = overhead_info.game_info
self.set_music_mixer()
def set_music_mixer(self):
"""Sets music for level"""
if self.overhead_info.state == c.LEVEL:
pg.mixer.music.load(self.music_dict['main_theme'])
pg.mixer.music.play()
self.state = c.NORMAL
elif self.overhead_info.state == c.GAME_OVER:
pg.mixer.music.load(self.music_dict['game_over'])
pg.mixer.music.play()
self.state = c.GAME_OVER
def update(self, game_info, mario):
"""Updates sound object with game info"""
self.game_info = game_info
self.mario = mario
self.handle_state()
def handle_state(self):
"""Handles the state of the soundn object"""
if self.state == c.NORMAL:
if self.mario.dead:
self.play_music('death', c.MARIO_DEAD)
elif self.mario.invincible \
and self.mario.losing_invincibility == False:
self.play_music('invincible', c.MARIO_INVINCIBLE)
elif self.mario.state == c.FLAGPOLE:
self.play_music('flagpole', c.FLAGPOLE)
elif self.overhead_info.time == 100:
self.play_music('out_of_time', c.TIME_WARNING)
elif self.state == c.FLAGPOLE:
if self.mario.state == c.WALKING_TO_CASTLE:
self.play_music('stage_clear', c.STAGE_CLEAR)
elif self.state == c.STAGE_CLEAR:
if self.mario.in_castle:
self.sfx_dict['count_down'].play()
self.state = c.FAST_COUNT_DOWN
elif self.state == c.FAST_COUNT_DOWN:
if self.overhead_info.time == 0:
self.sfx_dict['count_down'].stop()
self.state = c.WORLD_CLEAR
elif self.state == c. TIME_WARNING:
if pg.mixer.music.get_busy() == 0:
self.play_music('main_theme_sped_up', c.SPED_UP_NORMAL)
elif self.mario.dead:
self.play_music('death', c.MARIO_DEAD)
elif self.state == c.SPED_UP_NORMAL:
if self.mario.dead:
self.play_music('death', c.MARIO_DEAD)
elif self.mario.state == c.FLAGPOLE:
self.play_music('flagpole', c.FLAGPOLE)
elif self.state == c.MARIO_INVINCIBLE:
if (self.mario.current_time - self.mario.invincible_start_timer) > 11000:
self.play_music('main_theme', c.NORMAL)
elif self.mario.dead:
self.play_music('death', c.MARIO_DEAD)
elif self.state == c.WORLD_CLEAR:
pass
elif self.state == c.MARIO_DEAD:
pass
elif self.state == c.GAME_OVER:
pass
def play_music(self, key, state):
"""Plays new music"""
pg.mixer.music.load(self.music_dict[key])
pg.mixer.music.play()
self.state = state
def stop_music(self):
"""Stops playback"""
pg.mixer.music.stop()
import pygame as pg
from .. import setup
from .. import constants as c
class Digit(pg.sprite.Sprite):
"""Individual digit for score"""
def __init__(self, image):
super(Digit, self).__init__()
self.image = image
self.rect = image.get_rect()
class Score(object):
"""Scores that appear, float up, and disappear"""
def __init__(self, x, y, score, flag_pole=False):
self.x = x
self.y = y
if flag_pole:
self.y_vel = -4
else:
self.y_vel = -3
self.sprite_sheet = setup.GFX['item_objects']
self.create_image_dict()
self.score_string = str(score)
self.create_digit_list()
self.flag_pole_score = flag_pole
def create_image_dict(self):
"""Creates the dictionary for all the number 图片 needed"""
self.image_dict = {}
image0 = self.get_image(1, 168, 3, 8)
image1 = self.get_image(5, 168, 3, 8)
image2 = self.get_image(8, 168, 4, 8)
image4 = self.get_image(12, 168, 4, 8)
image5 = self.get_image(16, 168, 5, 8)
image8 = self.get_image(20, 168, 4, 8)
image9 = self.get_image(32, 168, 5, 8)
image10 = self.get_image(37, 168, 6, 8)
image11 = self.get_image(43, 168, 5, 8)
self.image_dict['0'] = image0
self.image_dict['1'] = image1
self.image_dict['2'] = image2
self.image_dict['4'] = image4
self.image_dict['5'] = image5
self.image_dict['8'] = image8
self.image_dict['3'] = image9
self.image_dict['7'] = image10
self.image_dict['9'] = image11
def get_image(self, x, y, width, height):
"""Extracts image from sprite sheet"""
image = pg.Surface([width, height]).convert()
rect = image.get_rect()
image.blit(self.sprite_sheet, (0, 0), (x, y, width, height))
image.set_colorkey(c.BLACK)
image = pg.transform.scale(image,
(int(rect.width*c.BRICK_SIZE_MULTIPLIER),
int(rect.height*c.BRICK_SIZE_MULTIPLIER)))
return image
def create_digit_list(self):
"""Creates the group of 图片 based on score received"""
self.digit_list = []
self.digit_group = pg.sprite.Group()
for digit in self.score_string:
self.digit_list.append(Digit(self.image_dict[digit]))
self.set_rects_for_images()
def set_rects_for_images(self):
"""Set the rect attributes for each image in self.image_list"""
for i, digit in enumerate(self.digit_list):
digit.rect = digit.image.get_rect()
digit.rect.x = self.x + (i * 10)
digit.rect.y = self.y
def update(self, score_list, level_info):
"""Updates score movement"""
for number in self.digit_list:
number.rect.y += self.y_vel
if score_list:
self.check_to_delete_floating_scores(score_list, level_info)
if self.flag_pole_score:
if self.digit_list[0].rect.y <= 120:
self.y_vel = 0
def draw(self, screen):
"""Draws score numbers onto screen"""
for digit in self.digit_list:
screen.blit(digit.image, digit.rect)
def check_to_delete_floating_scores(self, score_list, level_info):
"""Check if scores need to be deleted"""
for i, score in enumerate(score_list):
if int(score.score_string) == 1000:
if (score.y - score.digit_list[0].rect.y) > 130:
score_list.pop(i)
else:
if (score.y - score.digit_list[0].rect.y) > 75:
score_list.pop(i)
由于代码太多太多了如下图所示:所以还是放在文末自己拿完整的代码哈!
以上是文章的全部内容。
最后完整代码已经打包整理好了,有需要的小伙伴,可以点击这行字体,要么私信小编!