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from fights import *
class Level:
"""
关卡父类
"""
def __init__(self):
pass
# 判断是否过关
def is_passed(self):
return False
class Map(Level):
"""
地图,存储数据有所有攻击,经验球,动画以及物品(大炮,激光炮等)
per_exp为每个经验球的经验,food_count是场上经验球数量,pass_level是过关等级
"""
def __init__(self, game):
Level.__init__(self)
self.game = game
self.objects = []
self.exp_balls = []
self.deme = [300, 300]
self.snake = None
self.attacks = []
self.food_count = 5
self.per_exp = 10
self.pass_level = 1
self.boarder_cycle = ReCycle(6, 1)
self.animations = []
# 判断当前蛇是否死亡
def is_dead(self):
return self.snake.hp < 0
# 绘制四周边框,是动画
def draw_boarder(self, offset):
c = self.boarder_cycle.get()
pygame.draw.line(screen, (255, 255, 255),
(-self.deme[0] + offset[0] + c, -self.deme[1] + offset[1]),
(-self.deme[0] + offset[0] + c, self.deme[1] + offset[1]), 2)
pygame.draw.line(screen, (255, 255, 255),
(-self.deme[0] + offset[0] - c, -self.deme[1] + offset[1]),
(-self.deme[0] + offset[0] - c, self.deme[1] + offset[1]), 2)
pygame.draw.line(screen, (255, 255, 255),
(self.deme[0] + offset[0] + c, -self.deme[1] + offset[1]),
(self.deme[0] + offset[0] + c, self.deme[1] + offset[1]), 2)
pygame.draw.line(screen, (255, 255, 255),
(self.deme[0] + offset[0] - c, -self.deme[1] + offset[1]),
(self.deme[0] + offset[0] - c, self.deme[1] + offset[1]), 2)
pygame.draw.line(screen, (255, 255, 255),
(self.deme[0] + offset[0], self.deme[1] + offset[1] + c),
(-self.deme[0] + offset[0], self.deme[1] + offset[1] + c), 2)
pygame.draw.line(screen, (255, 255, 255),
(self.deme[0] + offset[0], self.deme[1] + offset[1] - c),
(-self.deme[0] + offset[0], self.deme[1] + offset[1] - c), 2)
pygame.draw.line(screen, (255, 255, 255),
(self.deme[0] + offset[0], -self.deme[1] + offset[1] + c),
(-self.deme[0] + offset[0], -self.deme[1] + offset[1] + c), 2)
pygame.draw.line(screen, (255, 255, 255),
(self.deme[0] + offset[0], -self.deme[1] + offset[1] - c),
(-self.deme[0] + offset[0], -self.deme[1] + offset[1] - c), 2)
pygame.draw.rect(screen, (255, 255, 255),
pygame.Rect(offset[0] - self.deme[0] - 15, offset[1] - self.deme[1] - 15, 30,
30))
pygame.draw.rect(screen, (255, 255, 255),
pygame.Rect(offset[0] + self.deme[0] - 15, offset[1] - self.deme[1] - 15, 30,
30))
pygame.draw.rect(screen, (255, 255, 255),
pygame.Rect(offset[0] - self.deme[0] - 15, offset[1] + self.deme[1] - 15, 30,
30))
pygame.draw.rect(screen, (255, 255, 255),
pygame.Rect(offset[0] + self.deme[0] - 15, offset[1] + self.deme[1] - 15, 30,
30))
# 添加一个激光,具体参数清参考fights里的Beam类
def add_beam(self, position, length, direction, width=30):
self.attacks.append(Beam(self, position, length, direction, width))
# 添加一个子弹,具体参数清参考fights里的Bullet类
def add_bullet(self, position, speed, radius, damage):
self.attacks.append(Bullet(self, damage, radius, position[0], position[1], speed[0], speed[1]))
# 设置当前蛇
def set_snake(self, snake):
self.snake = snake
# 绘制背景底色
def draw_background(self, offset):
pygame.draw.rect(screen, (70, 70, 70),
pygame.Rect(offset[0] - self.deme[0], offset[1] - self.deme[1], self.deme[0] * 2,
self.deme[1] * 2))
# 绘制地图上的所有物件
def draw(self, offset):
for i in range(len(self.exp_balls)-1, -1, -1):
self.exp_balls[i].draw(offset)
for i in range(len(self.attacks) - 1, -1, -1):
self.attacks[i].draw(offset)
for i in range(len(self.objects) - 1, -1, -1):
self.objects[i].draw(offset)
for i in range(len(self.animations)-1, -1, -1):
self.animations[i].draw(offset)
if self.snake.outofbound:
screen.blit(texture_lib["danger"], (0, 0))
self.draw_boarder(offset)
pass_render = chat_font.render("Target:"+str(self.pass_level), False, (255, 255, 255))
screen.blit(pass_render, (450, 30))
# 更新地图上的所有物品,若有物品为dead则删除物品,同时判断攻击tick,以及经验球与蛇的碰撞
def update(self):
for i in range(len(self.exp_balls)-1, -1, -1):
if get_distance(self.snake.position, self.exp_balls[i].pos) < 20:
self.snake.current_exp += self.exp_balls[i].points
ses[2].play_once()
del self.exp_balls[i]
for i in range(len(self.animations) - 1, -1, -1):
if self.animations[i].dead:
del self.animations[i]
else:
self.animations[i].update()
for i in range(len(self.attacks)-1, -1, -1):
self.attacks[i].update()
if self.attacks[i].attack:
if self.attacks[i].collide_with(self.snake):
self.snake.hp -= self.attacks[i].damage
if self.attacks[i].bounded:
if self.attacks[i].pos[0] > self.deme[0] or \
self.attacks[i].pos[0] < -self.deme[0] or \
self.attacks[i].pos[1] > self.deme[1] or \
self.attacks[i].pos[1] < -self.deme[1]:
self.attacks[i].dead = True
if self.attacks[i].dead:
del self.attacks[i]
for i in range(len(self.objects)-1, -1, -1):
self.objects[i].update()
if self.objects[i].dead:
del self.objects[i]
if len(self.exp_balls) < self.food_count:
self.exp_balls.append(ExpBall((random.randint(-self.deme[0], self.deme[0]),
random.randint(-self.deme[1], self.deme[1])), self.per_exp))
if (self.snake.position[0] < -self.deme[0] or
self.snake.position[0] > self.deme[0] or
self.snake.position[1] < -self.deme[1] or
self.snake.position[1] > self.deme[1]):
self.snake.outofbound = True
else:
self.snake.outofbound = False
class Level1(Map):
"""
第一关,场地为200,200
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 200
self.deme[1] = 200
self.pass_level = 3
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 同父类
def update(self):
Map.update(self)
class Level2(Map):
"""
第二关,有两个大炮
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 250
self.deme[1] = 250
self.pass_level = 5
self.per_exp = 15
self.objects.append(OneCanon((-310, 100)))
self.objects.append(OneCanon((-310, -100)))
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 大炮发射炮弹
def update(self):
Map.update(self)
if self.objects[0].cast:
self.add_bullet((self.objects[0].pos[0]+70, self.objects[0].pos[1]+40), (5, 0), 15, 10)
ses[5].play_once()
if self.objects[1].cast:
self.add_bullet((self.objects[1].pos[0]+70, self.objects[1].pos[1]+40), (5, 0), 15, 10)
ses[5].play_once()
class Level3(Map):
"""
第三关,一个十字激光
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 300
self.deme[1] = 300
self.per_exp = 30
self.pass_level = 10
self.objects.append(CrossCanon((-40, -40)))
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 发射十字激光
def update(self):
Map.update(self)
if self.objects[0].cast:
self.add_beam((-300, 0), 600, "h")
self.add_beam((0, -300), 600, "v")
class Level4(Map):
"""
第四关,一个移动激光
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 350
self.deme[1] = 350
self.per_exp = 30
self.beam_cycle = Cycle(80, 0)
self.pass_level = 10
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 一共有八种激光移动方式,随机生成一个
def update(self):
Map.update(self)
if not self.attacks:
if self.beam_cycle.get() == 0:
generated = random.randint(0, 7)
if generated == 0:
self.objects.append(MovingBeamCannon(self, (-350, -350), "h", 1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 1:
self.objects.append(MovingBeamCannon(self, (-350, 0), "h", 1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 2:
self.objects.append(MovingBeamCannon(self, (-350, 350), "h", -1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 3:
self.objects.append(MovingBeamCannon(self, (-350, 0), "h", -1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 4:
self.objects.append(MovingBeamCannon(self, (-350, -350), "v", 1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 5:
self.objects.append(MovingBeamCannon(self, (0, -350), "v", 1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 6:
self.objects.append(MovingBeamCannon(self, (350, -350), "v", -1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
elif generated == 7:
self.objects.append(MovingBeamCannon(self, (0, -350), "v", -1, 300, 700))
self.attacks.append(self.objects[-1].get_beam())
class Level5(Map):
"""
第五关,有一个旋转激光
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 400
self.deme[1] = 400
self.per_exp = 30
self.count_down = 80
self.pass_level = 10
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 在最开始延时一段时间再生成激光
def update(self):
Map.update(self)
self.count_down -= 1
if self.count_down == 0:
self.attacks.append(CenterSlice(self, 1, 0.005, 400))
class Level6(Map):
"""
第六关,有一个巨型激光
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 300
self.deme[1] = 300
self.per_exp = 25
self.attacked = True
self.current_attack_pos = (-150, -300)
self.pass_level = 10
self.attack_countdown = 90
self.attack_tick = self.attack_countdown
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 在激光前摇动画结束的时候生成一个巨型激光,否则根据攻击tick来生成一个前摇
def update(self):
Map.update(self)
if not self.attacked and not self.animations:
self.attack_tick = self.attack_countdown
self.attacked = True
self.attacks.append(Beam(self, self.current_attack_pos, 600, "v", last_t=10, pre_t=0, width=300, damage=40))
ses[0].play_once()
self.game.shake("v", 60)
elif not self.animations and not self.attacks:
self.attack_tick -= 1
if self.attack_tick < 0:
self.attacked = False
if random.randint(0, 1) == 0:
self.current_attack_pos = (-150, -300)
else:
self.current_attack_pos = (150, -300)
self.animations.append(Charge(self.current_attack_pos, 150, 600, 20))
class Level7(Map):
"""
第七关,有四条随机横向或者竖向的激光
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 400
self.deme[1] = 400
self.per_exp = 40
self.pass_level = 15
self.current_wave = ((300, -400), (100, -400), (-100, -400), (-300, -400), "v")
self.attacking = True
self.attack_tick = 0
self.attack_speed = 20
self.attack_cycle = Cycle(120, 0)
# 同父类
def is_passed(self):
if self.snake.level >= self.pass_level:
return True
return False
# 生成四条横向或者竖向的激光
def update(self):
Map.update(self)
if self.attacking:
self.attack_tick += 1
if self.attack_tick == self.attack_speed:
self.attacks.append(Beam(self, self.current_wave[0], 800, self.current_wave[4],
pre_t=80, width=50, damage=20))
elif self.attack_tick == self.attack_speed*2:
self.attacks.append(Beam(self, self.current_wave[1], 800, self.current_wave[4],
pre_t=80, width=50, damage=20))
elif self.attack_tick == self.attack_speed*3:
self.attacks.append(Beam(self, self.current_wave[2], 800, self.current_wave[4],
pre_t=80, width=50, damage=20))
elif self.attack_tick == self.attack_speed*4:
self.attacks.append(Beam(self, self.current_wave[3], 800, self.current_wave[4],
pre_t=80, width=50, damage=20))
elif self.attack_tick > self.attack_speed * 4:
self.attacking = False
self.attack_tick = 0
elif self.attack_cycle.get() == 0:
self.attacking = True
mode = random.randint(1, 4)
if mode == 1:
self.current_wave = ((300, -400), (100, -400), (-100, -400), (-300, -400), "v")
elif mode == 2:
self.current_wave = ((-300, -400), (-100, -400), (100, -400), (300, -400), "v")
elif mode == 3:
self.current_wave = ((-400, -300), (-400, -100), (-400, 100), (-400, 300), "h")
elif mode == 4:
self.current_wave = ((-400, 300), (-400, 100), (-400, -100), (-400, -300), "h")
class Level8(Map):
"""
第八关,每吃一个果子升一级,可以(基本上)无限玩下去
"""
def __init__(self, game):
Map.__init__(self, game)
self.deme[0] = 400
self.deme[1] = 400
self.per_exp = 101
self.food_count = 20
self.pass_level = 99999
def is_passed(self):
return False
def update(self):
Map.update(self)
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