当前位置: 首页 > article >正文

Python-炸弹人【附完整源码】

炸弹人

炸弹人是童年的一款经典电子游戏,玩家控制一个类似"炸弹人"的角色,这个角色可以放置炸弹,并在指定的时间内引爆它们消灭敌人以达到目标,此游戏共设有两节关卡,代码如下:

运行效果:方向键控制上下左右, 点击空格键丢炸弹
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述

一:主程序:

import sys
import cfg
import random
import pygame
from modules import *

'''游戏主程序'''
def main(cfg):
    # 初始化
    pygame.init()
    pygame.mixer.init()
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    screen = pygame.display.set_mode(cfg.SCREENSIZE)
    pygame.display.set_caption('炸弹人')
    # 开始界面
    Interface(screen, cfg, mode='game_start')
    # 游戏主循环
    font = pygame.font.SysFont('Consolas', 15)
    for gamemap_path in cfg.GAMEMAPPATHS:
        # -地图
        map_parser = mapParser(gamemap_path, bg_paths=cfg.BACKGROUNDPATHS, wall_paths=cfg.WALLPATHS, blocksize=cfg.BLOCKSIZE)
        # -水果
        fruit_sprite_group = pygame.sprite.Group()
        used_spaces = []
        for i in range(5):
            coordinate = map_parser.randomGetSpace(used_spaces)
            used_spaces.append(coordinate)
            fruit_sprite_group.add(Fruit(random.choice(cfg.FRUITPATHS), coordinate=coordinate, blocksize=cfg.BLOCKSIZE))
        # -我方Hero
        coordinate = map_parser.randomGetSpace(used_spaces)
        used_spaces.append(coordinate)
        ourhero = Hero(imagepaths=cfg.HEROZELDAPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='ZELDA')
        # -电脑Hero
        aihero_sprite_group = pygame.sprite.Group()
        coordinate = map_parser.randomGetSpace(used_spaces)
        aihero_sprite_group.add(Hero(imagepaths=cfg.HEROBATMANPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='BATMAN'))
        used_spaces.append(coordinate)
        coordinate = map_parser.randomGetSpace(used_spaces)
        aihero_sprite_group.add(Hero(imagepaths=cfg.HERODKPATHS, coordinate=coordinate, blocksize=cfg.BLOCKSIZE, map_parser=map_parser, hero_name='DK'))
        used_spaces.append(coordinate)
        # -炸弹bomb
        bomb_sprite_group = pygame.sprite.Group()
        # -用于判断游戏胜利或者失败的flag
        is_win_flag = False
        # -主循环
        screen = pygame.display.set_mode(map_parser.screen_size)
        clock = pygame.time.Clock()
        while True:
            dt = clock.tick(cfg.FPS)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit(-1)
                # --↑↓←→键控制上下左右, 空格键丢炸弹
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        ourhero.move('up')
                    elif event.key == pygame.K_DOWN:
                        ourhero.move('down')
                    elif event.key == pygame.K_LEFT:
                        ourhero.move('left')
                    elif event.key == pygame.K_RIGHT:
                        ourhero.move('right')
                    elif event.key == pygame.K_SPACE:
                        if ourhero.bomb_cooling_count <= 0:
                            bomb_sprite_group.add(ourhero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
            screen.fill(cfg.WHITE)
            # --电脑Hero随机行动
            for hero in aihero_sprite_group:
                action, flag = hero.randomAction(dt)
                if flag and action == 'dropbomb':
                    bomb_sprite_group.add(hero.generateBomb(imagepath=cfg.BOMBPATH, digitalcolor=cfg.YELLOW, explode_imagepath=cfg.FIREPATH))
            # --吃到水果加生命值(只要是Hero, 都能加)
            ourhero.eatFruit(fruit_sprite_group)
            for hero in aihero_sprite_group:
                hero.eatFruit(fruit_sprite_group)
            # --游戏元素都绑定到屏幕上
            map_parser.draw(screen)
            for bomb in bomb_sprite_group:
                if not bomb.is_being:
                    bomb_sprite_group.remove(bomb)
                explode_area = bomb.draw(screen, dt, map_parser)
                if explode_area:
                    # --爆炸火焰范围内的Hero生命值将持续下降
                    if ourhero.coordinate in explode_area:
                        ourhero.health_value -= bomb.harm_value
                    for hero in aihero_sprite_group:
                        if hero.coordinate in explode_area:
                            hero.health_value -= bomb.harm_value
            fruit_sprite_group.draw(screen)
            for hero in aihero_sprite_group:
                hero.draw(screen, dt)
            ourhero.draw(screen, dt)
            # --左上角显示生命值
            pos_x = showText(screen, font, text=ourhero.hero_name+'(our):'+str(ourhero.health_value), color=cfg.YELLOW, position=[5, 5])
            for hero in aihero_sprite_group:
                pos_x, pos_y = pos_x+15, 5
                pos_x = showText(screen, font, text=hero.hero_name+'(ai):'+str(hero.health_value), color=cfg.YELLOW, position=[pos_x, pos_y])
            # --我方玩家生命值小于等于0/电脑方玩家生命值均小于等于0则判断游戏结束
            if ourhero.health_value <= 0:
                is_win_flag = False
                break
            for hero in aihero_sprite_group:
                if hero.health_value <= 0:
                    aihero_sprite_group.remove(hero)
            if len(aihero_sprite_group) == 0:
                is_win_flag = True
                break
            pygame.display.update()
            clock.tick(cfg.FPS)
        if is_win_flag:
            Interface(screen, cfg, mode='game_switch')
        else:
            break
    Interface(screen, cfg, mode='game_end')


'''run'''
if __name__ == '__main__':
    while True:
        main(cfg)

二:配置文件 – cfg.py

import os

'''屏幕大小'''
SCREENSIZE = (640, 480)
'''块大小'''
BLOCKSIZE = 30
'''FPS'''
FPS = 30
'''游戏地图路径'''
GAMEMAPPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/maps/1.map', 'resources/maps/2.map']]
'''墙路径'''
WALLPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/images/misc/wall0.png', 'resources/images/misc/wall1.png', 'resources/images/misc/wall2.png']]
'''英雄路径'''
HERODKPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/images/dk/left.png', 'resources/images/dk/right.png', 'resources/images/dk/up.png', 'resources/images/dk/down.png']]
HEROZELDAPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/images/zelda/left.png', 'resources/images/zelda/right.png', 'resources/images/zelda/up.png', 'resources/images/zelda/down.png']]
HEROBATMANPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/images/batman/left.png', 'resources/images/batman/right.png', 'resources/images/batman/up.png', 'resources/images/batman/down.png']]
'''水果路径'''
FRUITPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/images/misc/banana.png', 'resources/images/misc/cherry.png']]
'''背景路径'''
BACKGROUNDPATHS = [os.path.join(os.getcwd(), path) for path in \
    ['resources/images/misc/bg0.png', 'resources/images/misc/bg1.png', 'resources/images/misc/bg2.png']]
'''爆炸和发射路径'''
BOMBPATH = os.path.join(os.getcwd(), 'resources/images/misc/bomb.png')
FIREPATH = os.path.join(os.getcwd(), 'resources/images/misc/fire.png')
'''背景音乐'''
BGMPATH = os.path.join(os.getcwd(), 'resources/audio/bgm.mp3')
'''一些颜色'''
YELLOW = (255, 255, 0)
BLUE = (0, 0, 255)
RED = (255, 0, 0)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)

三:素材包 – resources

(1)audio文件:

bgm.mps音乐大家自己去找然后设置就好

(2)images文件:

图片太多了,做不到全部放置,大家根据配置文件自己去弄就好,或者私信我,我单独给大家发

(3)maps文件:

#1.map
xxxxxxxxxxxxx
x00000000000x
x0x0x0x0x0x0x
x00000000000x
x0x0x0x0x0x0x
x00000000000x
x0x0x0x0x0x0x
x00000000000x
x0x0x0x0x0x0x
x00000000000x
xxxxxxxxxxxxx
#2.map
2222222222222222222222222
2wwwww2wwwww2wwwww2wwwww2
2222222222222222222222222
2zz2zz2x1x1x1x1x1x2zz2zz2
2zz2zz2111111111112zz2zz2
2222222x1x1x1x1x1x2222222
2wwwww2111111111112wwwww2
2222222x1x1x1x1x1x2222222
2zz2zz2111111111112zz2zz2
2zz2zz2x1x1x1x1x1x2zz2zz2
2222222222222222222222222
2wwwww2wwwww2wwwww2wwwww2
2222222222222222222222222

四:文件包 – modules

(1)__init__.py

'''初始化'''
from .MAP import mapParser
from .misc import showText, Button, Interface
from .Sprites import Wall, Background, Fruit, Bomb, Hero

(2)MAP.py

import random
from .Sprites import *

'''.map文件解析器'''
class mapParser():
	def __init__(self, mapfilepath, bg_paths, wall_paths, blocksize, **kwargs):
		self.instances_list = self.__parse(mapfilepath)
		self.bg_paths = bg_paths
		self.wall_paths = wall_paths
		self.blocksize = blocksize
		self.height = len(self.instances_list)
		self.width = len(self.instances_list[0])
		self.screen_size = (blocksize * self.width, blocksize * self.height)
	'''地图画到屏幕上'''
	def draw(self, screen):
		for j in range(self.height):
			for i in range(self.width):
				instance = self.instances_list[j][i]
				if instance == 'w':
					elem = Wall(self.wall_paths[0], [i, j], self.blocksize)
				elif instance == 'x':
					elem = Wall(self.wall_paths[1], [i, j], self.blocksize)
				elif instance == 'z':
					elem = Wall(self.wall_paths[2], [i, j], self.blocksize)
				elif instance == '0':
					elem = Background(self.bg_paths[0], [i, j], self.blocksize)
				elif instance == '1':
					elem = Background(self.bg_paths[1], [i, j], self.blocksize)
				elif instance == '2':
					elem = Background(self.bg_paths[2], [i, j], self.blocksize)
				else:
					raise ValueError('instance parse error in mapParser.draw...')
				elem.draw(screen)
	'''随机获取一个空地'''
	def randomGetSpace(self, used_spaces=None):
		while True:
			i = random.randint(0, self.width-1)
			j = random.randint(0, self.height-1)
			coordinate = [i, j]
			if used_spaces and coordinate in used_spaces:
				continue
			instance = self.instances_list[j][i]
			if instance in ['0', '1', '2']:
				break
		return coordinate
	'''根据坐标获取元素类型'''
	def getElemByCoordinate(self, coordinate):
		return self.instances_list[coordinate[1]][coordinate[0]]
	'''解析.map文件'''
	def __parse(self, mapfilepath):
		instances_list = []
		with open(mapfilepath) as f:
			for line in f.readlines():
				instances_line_list = []
				for c in line:
					if c in ['w', 'x', 'z', '0', '1', '2']:
						instances_line_list.append(c)
				instances_list.append(instances_line_list)
		return instances_list

(3)misc.py

import sys
import pygame

'''在屏幕指定位置显示文字'''
def showText(screen, font, text, color, position):
	text_render = font.render(text, True, color)
	rect = text_render.get_rect()
	rect.left, rect.top = position
	screen.blit(text_render, rect)
	return rect.right


'''按钮'''
def Button(screen, position, text, buttoncolor=(120, 120, 120), linecolor=(20, 20, 20), textcolor=(255, 255, 255), bwidth=200, bheight=50):
	left, top = position
	pygame.draw.line(screen, linecolor, (left, top), (left+bwidth, top), 5)
	pygame.draw.line(screen, linecolor, (left, top-2), (left, top+bheight), 5)
	pygame.draw.line(screen, linecolor, (left, top+bheight), (left+bwidth, top+bheight), 5)
	pygame.draw.line(screen, linecolor, (left+bwidth, top+bheight), (left+bwidth, top), 5)
	pygame.draw.rect(screen, buttoncolor, (left, top, bwidth, bheight))
	font = pygame.font.SysFont('Consolas', 30)
	text_render = font.render(text, 1, textcolor)
	rect = text_render.get_rect()
	rect.centerx, rect.centery = left + bwidth / 2, top + bheight / 2
	return screen.blit(text_render, rect)

'''游戏开始/关卡切换/游戏结束界面'''
def Interface(screen, cfg, mode='game_start'):
	pygame.display.set_mode(cfg.SCREENSIZE)
	if mode == 'game_start':
		clock = pygame.time.Clock()
		while True:
			screen.fill((41, 36, 33))
			button_1 = Button(screen, (220, 150), 'START')
			button_2 = Button(screen, (220, 250), 'QUIT')
			for event in pygame.event.get():
				if event.type == pygame.QUIT:
					pygame.quit()
					sys.exit(-1)
				elif event.type == pygame.MOUSEBUTTONDOWN:
					if button_1.collidepoint(pygame.mouse.get_pos()):
						return True
					elif button_2.collidepoint(pygame.mouse.get_pos()):
						pygame.quit()
						sys.exit(-1)
			pygame.display.update()
			clock.tick(cfg.FPS)
	elif mode == 'game_switch':
		clock = pygame.time.Clock()
		while True:
			screen.fill((41, 36, 33))
			button_1 = Button(screen, (220, 150), 'NEXT')
			button_2 = Button(screen, (220, 250), 'QUIT')
			for event in pygame.event.get():
				if event.type == pygame.QUIT:
					pygame.quit()
					sys.exit(-1)
				elif event.type == pygame.MOUSEBUTTONDOWN:
					if button_1.collidepoint(pygame.mouse.get_pos()):
						return True
					elif button_2.collidepoint(pygame.mouse.get_pos()):
						pygame.quit()
						sys.exit(-1)
			pygame.display.update()
			clock.tick(cfg.FPS)
	elif mode == 'game_end':
		clock = pygame.time.Clock()
		while True:
			screen.fill((41, 36, 33))
			button_1 = Button(screen, (220, 150), 'RESTART')
			button_2 = Button(screen, (220, 250), 'QUIT')
			for event in pygame.event.get():
				if event.type == pygame.QUIT:
					pygame.quit()
					sys.exit(-1)
				elif event.type == pygame.MOUSEBUTTONDOWN:
					if button_1.collidepoint(pygame.mouse.get_pos()):
						return True
					elif button_2.collidepoint(pygame.mouse.get_pos()):
						pygame.quit()
						sys.exit(-1)
			pygame.display.update()
			clock.tick(cfg.FPS)
	else:
		raise ValueError('Interface.mode unsupport %s...' % mode)

(4)Sprites.py

import copy
import random
import pygame

'''墙类'''
class Wall(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
	'''画到屏幕上'''
	def draw(self, screen):
		screen.blit(self.image, self.rect)
		return True


'''背景类'''
class Background(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
	'''画到屏幕上'''
	def draw(self, screen):
		screen.blit(self.image, self.rect)
		return True


'''水果类'''
class Fruit(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.kind = imagepath.split('/')[-1].split('.')[0]
		if self.kind == 'banana':
			self.value = 5
		elif self.kind == 'cherry':
			self.value = 10
		else:
			raise ValueError('Unknow fruit %s...' % self.kind)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
	'''画到屏幕上'''
	def draw(self, screen):
		screen.blit(self.image, self.rect)
		return True


'''炸弹类'''
class Bomb(pygame.sprite.Sprite):
	def __init__(self, imagepath, coordinate, blocksize, digitalcolor, explode_imagepath, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.image = pygame.image.load(imagepath)
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.explode_imagepath = explode_imagepath
		self.rect = self.image.get_rect()
		# 像素位置
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		# 坐标(元素块为单位长度)
		self.coordinate = coordinate
		self.blocksize = blocksize
		# 爆炸倒计时
		self.explode_millisecond = 6000 * 1 - 1
		self.explode_second = int(self.explode_millisecond / 1000)
		self.start_explode = False
		# 爆炸持续时间
		self.exploding_count = 1000 * 1
		# 炸弹伤害能力
		self.harm_value = 1
		# 该炸弹是否还存在
		self.is_being = True
		self.font = pygame.font.SysFont('Consolas', 20)
		self.digitalcolor = digitalcolor
	'''画到屏幕上'''
	def draw(self, screen, dt, map_parser):
		if not self.start_explode:
			# 爆炸倒计时
			self.explode_millisecond -= dt
			self.explode_second = int(self.explode_millisecond / 1000)
			if self.explode_millisecond < 0:
				self.start_explode = True
			screen.blit(self.image, self.rect)
			text = self.font.render(str(self.explode_second), True, self.digitalcolor)
			rect = text.get_rect(center=(self.rect.centerx-5, self.rect.centery+5))
			screen.blit(text, rect)
			return False
		else:
			# 爆炸持续倒计时
			self.exploding_count -= dt
			if self.exploding_count > 0:
				return self.__explode(screen, map_parser)
			else:
				self.is_being = False
				return False
	'''爆炸效果'''
	def __explode(self, screen, map_parser):
		explode_area = self.__calcExplodeArea(map_parser.instances_list)
		for each in explode_area:
			image = pygame.image.load(self.explode_imagepath)
			image = pygame.transform.scale(image, (self.blocksize, self.blocksize))
			rect = image.get_rect()
			rect.left, rect.top = each[0] * self.blocksize, each[1] * self.blocksize
			screen.blit(image, rect)
		return explode_area
	'''计算爆炸区域'''
	def __calcExplodeArea(self, instances_list):
		explode_area = []
		# 区域计算规则为墙可以阻止爆炸扩散, 且爆炸范围仅在游戏地图范围内
		for ymin in range(self.coordinate[1], self.coordinate[1]-5, -1):
			if ymin < 0 or instances_list[ymin][self.coordinate[0]] in ['w', 'x', 'z']:
				break
			explode_area.append([self.coordinate[0], ymin])
		for ymax in range(self.coordinate[1]+1, self.coordinate[1]+5):
			if ymax >= len(instances_list) or instances_list[ymax][self.coordinate[0]] in ['w', 'x', 'z']:
				break
			explode_area.append([self.coordinate[0], ymax])
		for xmin in range(self.coordinate[0], self.coordinate[0]-5, -1):
			if xmin < 0 or instances_list[self.coordinate[1]][xmin] in ['w', 'x', 'z']:
				break
			explode_area.append([xmin, self.coordinate[1]])
		for xmax in range(self.coordinate[0]+1, self.coordinate[0]+5):
			if xmax >= len(instances_list[0]) or instances_list[self.coordinate[1]][xmax] in ['w', 'x', 'z']:
				break
			explode_area.append([xmax, self.coordinate[1]])
		return explode_area


'''角色类'''
class Hero(pygame.sprite.Sprite):
	def __init__(self, imagepaths, coordinate, blocksize, map_parser, **kwargs):
		pygame.sprite.Sprite.__init__(self)
		self.imagepaths = imagepaths
		self.image = pygame.image.load(imagepaths[-1])
		self.image = pygame.transform.scale(self.image, (blocksize, blocksize))
		self.rect = self.image.get_rect()
		self.rect.left, self.rect.top = coordinate[0] * blocksize, coordinate[1] * blocksize
		self.coordinate = coordinate
		self.blocksize = blocksize
		self.map_parser = map_parser
		self.hero_name = kwargs.get('hero_name')
		# 生命值
		self.health_value = 50
		# 炸弹冷却时间
		self.bomb_cooling_time = 5000
		self.bomb_cooling_count = 0
		# 随机移动冷却时间(仅AI电脑用)
		self.randommove_cooling_time = 100
		self.randommove_cooling_count = 0
	'''角色移动'''
	def move(self, direction):
		self.__updateImage(direction)
		if direction == 'left':
			if self.coordinate[0]-1 < 0 or self.map_parser.getElemByCoordinate([self.coordinate[0]-1, self.coordinate[1]]) in ['w', 'x', 'z']:
				return False
			self.coordinate[0] = self.coordinate[0] - 1
		elif direction == 'right':
			if self.coordinate[0]+1 >= self.map_parser.width or self.map_parser.getElemByCoordinate([self.coordinate[0]+1, self.coordinate[1]]) in ['w', 'x', 'z']:
				return False
			self.coordinate[0] = self.coordinate[0] + 1
		elif direction == 'up':
			if self.coordinate[1]-1 < 0 or self.map_parser.getElemByCoordinate([self.coordinate[0], self.coordinate[1]-1]) in ['w', 'x', 'z']:
				return False
			self.coordinate[1] = self.coordinate[1] - 1
		elif direction == 'down':
			if self.coordinate[1]+1 >= self.map_parser.height or self.map_parser.getElemByCoordinate([self.coordinate[0], self.coordinate[1]+1]) in ['w', 'x', 'z']:
				return False
			self.coordinate[1] = self.coordinate[1] + 1
		else:
			raise ValueError('Unknow direction %s...' % direction)
		self.rect.left, self.rect.top = self.coordinate[0] * self.blocksize, self.coordinate[1] * self.blocksize
		return True
	'''随机行动(AI电脑用)'''
	def randomAction(self, dt):
		# 冷却倒计时
		if self.randommove_cooling_count > 0:
			self.randommove_cooling_count -= dt
		action = random.choice(['left', 'left', 'right', 'right', 'up', 'up', 'down', 'down', 'dropbomb'])
		flag = False
		if action in ['left', 'right', 'up', 'down']:
			if self.randommove_cooling_count <= 0:
				flag = True
				self.move(action)
				self.randommove_cooling_count = self.randommove_cooling_time
		elif action in ['dropbomb']:
			if self.bomb_cooling_count <= 0:
				flag = True
				self.bomb_cooling_count = self.bomb_cooling_time
		return action, flag
	'''生成炸弹'''
	def generateBomb(self, imagepath, digitalcolor, explode_imagepath):
		return Bomb(imagepath=imagepath, coordinate=copy.deepcopy(self.coordinate), blocksize=self.blocksize, digitalcolor=digitalcolor, explode_imagepath=explode_imagepath)
	'''画到屏幕上'''
	def draw(self, screen, dt):
		# 冷却倒计时
		if self.bomb_cooling_count > 0:
			self.bomb_cooling_count -= dt
		screen.blit(self.image, self.rect)
		return True
	'''吃水果'''
	def eatFruit(self, fruit_sprite_group):
		eaten_fruit = pygame.sprite.spritecollide(self, fruit_sprite_group, True, None)
		for fruit in eaten_fruit:
			self.health_value += fruit.value
	'''更新角色朝向'''
	def __updateImage(self, direction):
		directions = ['left', 'right', 'up', 'down']
		idx = directions.index(direction)
		self.image = pygame.image.load(self.imagepaths[idx])
		self.image = pygame.transform.scale(self.image, (self.blocksize, self.blocksize))

http://www.kler.cn/a/159993.html

相关文章:

  • MySQL数据库:SQL语言入门 【下】(学习笔记)
  • 性能优化、安全
  • docker镜像源,亲测可用,时间2024-11-14
  • 【数据结构与算法】第11课—数据结构之选择排序和交换排序
  • 基于混合配准策略的多模态医学图像配准方法研究
  • -1大于4?负数与无符号整数类型:size_t的比较问题(strlen)
  • 【C/C++指针】指针*与引用的区别
  • 12.06 二叉树中等题2
  • 安网AC智能路由系统actpt_5g.data敏感信息泄露漏洞复现 [附POC]
  • 表单修改时取消disabled snippet
  • 【节日专栏】Python海龟绘制圣诞树代码
  • 0X05
  • 一、CSharp_Basic:什么是.Net平台?什么是.Net FrameWork?什么是C#?
  • C# Solidworks二次开发:获取零件的最小包容体方法详解
  • 关于mysql的lower_case_table_names引发的思考
  • C语言词法陷阱
  • 《C++ primer》 anki学习卡片txt输出101张,更新至第2章,截止2023年12月6日
  • 计算机操作系统3
  • C语言猜数字小游戏
  • java单人聊天
  • 模式识别与机器学习(七):集成学习
  • Python高级数据结构——并查集(Disjoint Set)
  • Multidimensional Scaling(MDS多维缩放)算法及其应用
  • docker安装mysql8
  • Python 模块的使用方法
  • 万宾科技监测设备,可燃气体监测仪特点一览