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game.py
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import json
import sys
import pygame.display
from scripts.entities import *
from scripts.utils import *
from scripts.tilemap import TileMap
from scripts.clouds import Clouds
from scripts.particle import Particle
from scripts.spark import Spark
import random
# 界面大小
WIDTH = 1280
HEIGHT = 960
FPS = 60
class Game:
def __init__(self, width, height, fps):
pygame.init()
self.WIDTH = width
self.HEIGHT = height
# 帧数
self.FPS = fps
pygame.display.set_caption("Ninja_frog")
pygame.display.set_icon(pygame.image.load("assets/images/icon.png"))
# 设置窗口
self.screen = pygame.display.set_mode((self.WIDTH, self.HEIGHT))
# Surface功能创建一个空的图片
self.displayer = pygame.Surface((640, 480), pygame.SRCALPHA)
self.displayer_2 = pygame.Surface((640, 480))
self.clock = pygame.time.Clock()
self.movement = [False, False]
self.assets = {
"player": load_image("entities/player.png"),
"decor": load_images("tiles/decor"),
"grass": load_images("tiles/grass"),
"large_decor": load_images("tiles/large_decor"),
"stone": load_images("tiles/stone"),
"background": load_image("background.png"),
"clouds": load_images("clouds"),
"enemy/idle": Animation(load_images("entities/enemy/idle"), img_dur=6),
"enemy/run": Animation(load_images("entities/enemy/run"), img_dur=4),
"player/idle": Animation(load_images("entities/ninja_frog/idle"), img_dur=6),
"player/jump": Animation(load_images("entities/ninja_frog/jump")),
"player/run": Animation(load_images("entities/ninja_frog/run"), img_dur=4),
"player/slide": Animation(load_images("entities/player/slide")),
"player/wall_slide": Animation(load_images("entities/ninja_frog/wall_slide")),
"player/hit": Animation(load_images("entities/ninja_frog/hit"), loop=False),
"particle/leaf": Animation(
load_images("particles/leaf"), img_dur=12, loop=False
),
"particle/particle": Animation(
load_images("particles/particle"), img_dur=6, loop=False
),
"gun": load_image("gun.png"),
"projectile": load_image("projectile.png"),
"heart": load_image("heart.png")
}
self.sfx = {
"jump": pygame.mixer.Sound("assets/sfx/jump.wav"),
"dash": pygame.mixer.Sound("assets/sfx/dash.wav"),
"hit": pygame.mixer.Sound("assets/sfx/hit.wav"),
"shoot": pygame.mixer.Sound("assets/sfx/shoot.wav"),
"ambience": pygame.mixer.Sound("assets/sfx/ambience.wav"),
}
self.music = load_musics("assets/music/")
# 音量大小
self.sfx['ambience'].set_volume(0.2)
self.sfx['shoot'].set_volume(0.4)
self.sfx['hit'].set_volume(0.8)
self.sfx['dash'].set_volume(0.3)
self.sfx['jump'].set_volume(0.5)
self.clouds = Clouds(self.assets["clouds"], count=16)
self.player = Player(self, (400, 100), (12, 12))
self.tilemap = TileMap(self, tile_size=16)
self.leaf_spawners = []
self.enemies = []
self.projectiles = []
self.particles = []
self.sparks = []
self.scroll = [0, 0]
self.maxlives = 3
self.lives = self.maxlives
self.level = 0
self.total_levels = 2
self.load_settings()
self.screen_shake = 0
self.transition = -30
self.text_font = pygame.font.Font("assets/font/Uranus_Pixel_11Px.ttf", 30)
self.game_over = False
self.game_over_text = self.text_font.render("Thank you for playing!", True, (255, 0, 0))
self.load_level(self.level)
def load_settings(self):
f = open("settings.json", "r")
game_settings = json.load(f)
self.total_levels = game_settings['total_levels'] - 1
self.maxlives = game_settings['lives']
def load_level(self, map_id):
pygame.mixer.music.stop()
music_index = self.level % len(self.music)
pygame.mixer.music.load(self.music[music_index])
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
self.tilemap.load('assets/maps/' + str(map_id) + '.json')
self.leaf_spawners = []
for tree in self.tilemap.extract([("large_decor", 2)], keep=True):
self.leaf_spawners.append(
pygame.Rect(4 + tree["pos"][0], 4 + tree["pos"][1], 23, 13)
)
self.enemies = []
for spawner in self.tilemap.extract([("spawners", 0), ("spawners", 1)], keep=False):
if spawner['variant'] == 0:
self.player.pos = spawner['pos']
self.player.air_time = 0
self.player.velocity = [0, 0]
self.player.hit = 0
else:
self.enemies.append(Enemy(self, spawner['pos'], (8, 15)))
self.projectiles = []
self.particles = []
self.scroll = [0, 0]
self.lives = self.maxlives
self.transition = -40
def run(self):
# 参数里面是循环次数,
pygame.mixer.music.play(-1)
self.sfx["ambience"].play(-1)
while True:
self.displayer.fill((0, 0, 0, 0))
self.displayer_2.blit(
pygame.transform.scale(
self.assets["background"], self.displayer.get_size()
),
(0, 0),
)
# 屏幕振动逐渐减少
self.screen_shake = max(0, self.screen_shake - 1)
if not len(self.enemies) and self.game_over is False:
self.transition += 1
if self.transition > 40:
self.level += 1
if self.level > self.total_levels:
self.game_over = True
else:
self.load_level(self.level)
if self.transition < 0:
self.transition += 1
if self.lives <= 0 and not self.game_over:
self.lives -= 1
self.transition += 1
# 也相当于一个计时的功能,让玩家看到自己死
if self.lives < -40:
self.load_level(self.level)
else:
# 展示剩余的生命值
for i in range(self.lives):
self.displayer_2.blit(self.assets["heart"], (8 + i * 16, 0))
self.scroll[0] += (
self.player.rect().centerx
- self.displayer.get_width() / 2
- self.scroll[0]
) / 30
self.scroll[1] += (
self.player.rect().centery
- self.displayer.get_height() / 2
- self.scroll[1]
) / 30
render_scroll = (int(self.scroll[0]), int(self.scroll[1]))
for rect in self.leaf_spawners:
# 不乘以一个大数字,会一直生成叶子,我们不想这样
if random.random() * 49999 < rect.width * rect.height:
pos = (
rect.x + random.random() * rect.width,
rect.y + random.random() * rect.height,
)
self.particles.append(
Particle(
self,
"leaf",
pos,
velocity=[-0.1, 0.3],
frame=random.randint(0, 20),
)
)
self.clouds.update()
self.clouds.render(self.displayer, offset=render_scroll)
self.tilemap.render(self.displayer, offset=render_scroll)
if self.lives > 0:
self.player.update(self.tilemap, (self.movement[1] - self.movement[0], 0))
self.player.render(self.displayer, offset=render_scroll)
for enemy in self.enemies.copy():
kill = enemy.update(self.tilemap, (0, 0))
if kill:
self.enemies.remove(enemy)
enemy.render(self.displayer, offset=render_scroll)
# projectile的格式: [[x,y],direction,timer]
for projectile in self.projectiles.copy():
projectile[0][0] += projectile[1]
projectile[2] += 1
img = self.assets['projectile']
self.displayer.blit(img, (projectile[0][0] - img.get_width() / 2 - render_scroll[0],
projectile[0][1] - img.get_height() / 2 - render_scroll[1]))
if self.tilemap.solid_check(projectile[0]):
self.projectiles.remove(projectile)
for i in range(4):
self.sparks.append(
Spark(projectile[0], random.random() - 0.5 + (math.pi if projectile[1] > 0 else 0),
2 + random.random()))
elif projectile[2] > 240:
self.projectiles.remove(projectile)
# 只要不是在冲刺过程中就判断是否击中,冲刺时是不会被击中的
elif abs(self.player.dashing) < 50:
if self.player.rect().collidepoint(projectile[0]):
self.sfx['hit'].play()
self.player.hit = projectile[1]
self.screen_shake = max(16, self.screen_shake)
self.lives -= 1
self.projectiles.remove(projectile)
for i in range(15):
angle = random.random() * math.pi * 2
speed = random.random() * 5
self.sparks.append(Spark(self.player.rect().center, angle, 2 + random.random()))
self.particles.append(Particle(self, 'particle', self.player.rect().center,
velocity=[math.cos(angle + math.pi) * speed * 0.5,
math.sin(angle + math.pi) * speed * 0.5],
frame=random.randint(0, 7)))
for spark in self.sparks.copy():
kill = spark.update()
spark.render(self.displayer, offset=render_scroll)
if kill:
self.sparks.remove(spark)
# 把displayer转换成黑白,即2种颜色的图片二进制
display_mask = pygame.mask.from_surface(self.displayer)
display_sillhouette = display_mask.to_surface(setcolor=(0, 0, 0, 180), unsetcolor=(0, 0, 0, 0))
for offset in [(-1, 0), (0, -1), (1, 0), (0, 1)]:
self.displayer_2.blit(display_sillhouette, offset)
for particle in self.particles.copy():
kill = particle.update()
particle.render(self.displayer, offset=render_scroll)
if particle.type == 'leaf':
# 模拟左右摇摆
particle.pos[0] += math.sin(particle.animation.frame * 0.035) * 0.3
if kill:
self.particles.remove(particle)
for event in pygame.event.get():
# 按窗口上的X
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
self.movement[0] = True
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
self.movement[1] = True
if event.key == pygame.K_UP or event.key == pygame.K_w:
if self.player.jump():
self.sfx['jump'].play()
if event.key == pygame.K_x or event.key == pygame.K_j:
self.player.dash()
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
self.movement[0] = False
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
self.movement[1] = False
if self.transition:
transition_surf = pygame.Surface(self.displayer.get_size())
pygame.draw.circle(transition_surf, (255, 255, 255),
(self.displayer.get_width() // 2, self.displayer.get_height() // 2),
(30 - abs(self.transition)) * 8)
transition_surf.set_colorkey((255, 255, 255))
self.displayer.blit(transition_surf, (0, 0))
screen_shake_offset = (random.random() * self.screen_shake - self.screen_shake / 2,
random.random() * self.screen_shake - self.screen_shake / 2)
# 游戏结束打出结束文字
if self.game_over:
self.displayer.blit(self.game_over_text,
(self.displayer.get_width() // 2 - self.game_over_text.get_width() // 2,
self.displayer.get_height() // 2 - self.game_over_text.get_height() // 2))
pygame.display.flip()
self.displayer_2.blit(self.displayer, (0, 0))
self.screen.blit(
pygame.transform.scale(self.displayer_2, self.screen.get_size()), screen_shake_offset
)
# 更新窗口上的东西,把东西画出来
pygame.display.update()
self.clock.tick(FPS)
def main():
game = Game(WIDTH, HEIGHT, FPS)
game.run()
if __name__ == "__main__":
main()