代码拉取完成,页面将自动刷新
同步操作将从 OS-HUBU/Snake创意游戏 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
from config import *
from cycle import *
class ChatBox:
"""
聊天框对象,在pos位置绘制一个宽度为200像素的聊天框,动画从start开始往上进行,
text若超过200像素宽度则会自动换行。在动画过程中左击可终止动画,结束后左击可
kill这个聊天框。
"""
def __init__(self, text, pos, start):
self.start = start
self.width = 200
self.lines = []
self.stage = 0
self.tick = 0
self.show_time = 10
self.dead = False
self.click_cycle = Cycle(2, 8)
text = text.split()
while text:
self.lines.append((text[0] + " "))
text = text[1:]
flag = True
while flag and text:
if chat_font.size(self.lines[-1] + text[0] + " ")[0] > self.width:
flag = False
else:
self.lines[-1] += text[0] + " "
text = text[1:]
for i in range(len(self.lines)):
self.lines[i] = chat_font.render(self.lines[i], True, (255, 255, 255))
self.height = len(self.lines * chat_font_size) + 10
self.pos = (pos[0], pos[1] - self.height)
self.rect = pygame.Rect((self.pos[0] - 5, self.pos[1] - 3),
(self.width + 10, self.height))
# 根据当前状态绘制聊天框,在进入最后阶段一段时间后会显示鼠标点击的提示
def draw(self):
if self.stage == 0:
if self.tick < self.show_time:
dif1 = ((self.pos[0] + self.width / 2 - 15 - self.start[0]) / self.show_time * self.tick,
(self.pos[1] + self.height - 3 - self.start[1]) / self.show_time * self.tick)
dif2 = ((self.pos[0] + self.width / 2 + 15 - self.start[0]) / self.show_time * self.tick,
(self.pos[1] + self.height - 3 - self.start[1]) / self.show_time * self.tick)
pygame.draw.line(screen, (255, 255, 255), self.start,
(self.start[0] + dif1[0], self.start[1] + dif1[1]), 2)
pygame.draw.line(screen, (255, 255, 255), self.start,
(self.start[0] + dif2[0], self.start[1] + dif2[1]), 2)
else:
pygame.draw.line(screen, (255, 255, 255), self.start,
(self.pos[0] + self.width / 2 - 15, self.pos[1] + self.height - 3), 2)
pygame.draw.line(screen, (255, 255, 255), self.start,
(self.pos[0] + self.width / 2 + 15, self.pos[1] + self.height - 3), 2)
self.tick += 1
if self.tick > self.show_time + 5:
self.stage += 1
self.tick = 0
elif self.stage == 1:
for i in range(len(self.lines)):
screen.blit(self.lines[i], (self.pos[0], self.pos[1] + i * chat_font_size))
pygame.draw.rect(screen, (255, 255, 255), self.rect, 2)
pygame.draw.line(screen, (255, 255, 255), self.start,
(self.pos[0] + self.width / 2 - 15, self.pos[1] + self.height - 3), 2)
pygame.draw.line(screen, (255, 255, 255), self.start,
(self.pos[0] + self.width / 2 + 15, self.pos[1] + self.height - 3), 2)
if self.tick < 60:
self.tick += 1
else:
screen.blit(texture_lib["mouse_click"], (self.pos[0] + self.width - 10, self.pos[1] + self.height - 15),
pygame.Rect(0, 25 * self.click_cycle.get(), 25, 25))
class TalkScene:
"""
一个对话场景,左边的材质是character1,右边的材质是character2,chats的
格式为[(角色-int,"发言"), (角色-int,"发言")]
"""
def __init__(self, character1, character2, chats):
self.name = "chat"
self.c1 = "close_" + character1
self.c2 = "close_" + character2
self.stage = 0
self.stage_tick = 0
self.stage_duration = [50, 0, 25]
self.chats = []
for piece in chats:
self.chats.append(piece)
self.chats.pop(0)
self.current_chat = None
if chats[0][0] == 1:
self.current_chat = ChatBox(chats[0][1], (130, 200), (180, 240))
elif chats[0][0] == 2:
self.current_chat = ChatBox(chats[0][1], (270, 200), (420, 240))
# 判断当前场景是否结束
def is_ended(self):
return self.stage == 3
# 获取下一个对话框,将其置入当前显示栏里
def next_chat(self):
chat = self.chats.pop(0)
if chat[0] == 1:
self.current_chat = ChatBox(chat[1], (130, 200), (180, 240))
elif chat[0] == 2:
self.current_chat = ChatBox(chat[1], (270, 200), (420, 240))
# 处理鼠标点击事件,左击可快速跳过对话
def handle_event(self, event):
if self.current_chat:
if event.type == pygame.MOUSEBUTTONUP:
if self.current_chat.stage == 1:
self.current_chat.dead = True
ses[7].play_once()
elif self.current_chat.stage == 0:
self.current_chat.stage = 1
self.current_chat.tick = 0
# 更新事件,主要负责动画,以及显示阶段,若当前对话框被kill则显示下一个
def update(self):
if self.stage == 1:
if not self.chats and (not self.current_chat or self.current_chat.dead):
self.stage_tick = 0
self.stage += 1
elif self.current_chat.dead:
self.next_chat()
else:
self.stage_tick += 1
if self.stage_tick > self.stage_duration[self.stage]:
self.stage_tick = 0
self.stage += 1
# 绘制场景,根据当前显示阶段绘制两个角色,一个当前显示对话框
def draw(self):
if self.stage == 0:
if self.stage_tick < 25:
screen.blit(texture_lib[self.c1], (self.stage_tick * 12 - 300, 250))
else:
screen.blit(texture_lib[self.c1], (0, 250))
screen.blit(texture_lib[self.c2], (600 - (self.stage_tick - 25) * 12, 250))
elif self.stage == 1:
self.current_chat.draw()
screen.blit(texture_lib[self.c1], (0, 250))
screen.blit(texture_lib[self.c2], (300, 250))
elif self.stage == 2:
screen.blit(texture_lib[self.c1], (-self.stage_tick * 13, 250))
screen.blit(texture_lib[self.c2], (300 + self.stage_tick * 13, 250))
else:
screen.blit(texture_lib[self.c1], (0, 250))
screen.blit(texture_lib[self.c2], (300, 250))
class TextScene:
"""
纯文本场景,用于显示游戏胜利以及游戏失败
"""
def __init__(self, texture):
self.name = "text"
self.tick = 0
self.texture = texture
# 判断当前场景是否结束
def is_ended(self):
return self.tick >= 150
# 背景以及文字分别从左到右进场,然后依次退场
def draw(self):
if self.tick < 20:
screen.blit(texture_lib["result_background"], (30 * self.tick - 600, 0))
elif self.tick > 130:
screen.blit(texture_lib["result_background"], (30 * (self.tick - 130), 0))
else:
screen.blit(texture_lib["result_background"], (0, 0))
if self.tick < 50:
screen.blit(texture_lib[self.texture], ((self.tick - 20) * 20 - 600, 0))
elif self.tick < 100:
screen.blit(texture_lib[self.texture], (0, 0))
elif self.tick < 130:
screen.blit(texture_lib[self.texture], ((self.tick - 100) * 20, 0))
# 负责动画更新
def update(self):
self.tick += 1
# 循环需要,可使用抽象类代替,但是由于子类太少便有些多余
def handle_event(self, event):
pass
class LevelNum:
"""
当前关卡场景,用于显示开始关卡之前的关卡数量显示
"""
def __init__(self, num):
self.name = "level"
self.tick = 0
self.num = num
self.texture = level_font.render("Level" + str(num), False, (0, 0, 0))
# 判断场景是否结束
def is_ended(self):
return self.tick >= 150
# 绘制,与纯文本的方法一样
def draw(self):
if self.tick < 20:
screen.blit(texture_lib["result_background"], (30 * self.tick - 600, 0))
elif self.tick > 130:
screen.blit(texture_lib["result_background"], (30 * (self.tick - 130), 0))
else:
screen.blit(texture_lib["result_background"], (0, 0))
if self.tick < 50:
screen.blit(self.texture, ((self.tick - 20) * 20 - 600 + 240, 165))
elif self.tick < 100:
screen.blit(self.texture, (0 + 240, 165))
elif self.tick < 130:
screen.blit(self.texture, ((self.tick - 100) * 20 + 240, 165))
# 更新动画帧
def update(self):
self.tick += 1
# 循环需要
def handle_event(self, event):
pass
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