用Python写一个超级玛丽

在这里插入图片描述
以上是我整体的代码图

bricks.py

__author__ = 'justinarmstrong'

import pygame as pg
from .. import setup
from .. import constants as c
from . import powerups
from . import coin


class Brick(pg.sprite.Sprite):
    """Bricks that can be destroyed"""
    def __init__(self, x, y, contents=None, powerup_group=None, name='brick'):
        """Initialize the object"""
        pg.sprite.Sprite.__init__(self)
        self.sprite_sheet = setup.GFX['tile_set']

        self.frames = []
        self.frame_index = 0
        self.setup_frames()
        self.image = self.frames[self.frame_index]
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.mask = pg.mask.from_surface(self.image)
        self.bumped_up = False
        self.rest_height = y
        self.state = c.RESTING
        self.y_vel = 0
        self.gravity = 1.2
        self.name = name
        self.contents = contents
        self.setup_contents()
        self.group = powerup_group
        self.powerup_in_box = True


    def get_image(self, x, y, width, height):
        """Extracts the image from the 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 setup_frames(self):
        """Set the frames to a list"""
        self.frames.append(self.get_image(16, 0, 16, 16))
        self.frames.append(self.get_image(432, 0, 16, 16))


    def setup_contents(self):
        """Put 6 coins in contents if needed"""
        if self.contents == '6coins':
            self.coin_total = 6
        else:
            self.coin_total = 0


    def update(self):
        """Updates the brick"""
        self.handle_states()


    def handle_states(self):
        """Determines brick behavior based on state"""
        if self.state == c.RESTING:
            self.resting()
        elif self.state == c.BUMPED:
            self.bumped()
        elif self.state == c.OPENED:
            self.opened()


    def resting(self):
        """State when not moving"""
        if self.contents == '6coins':
            if self.coin_total == 0:
                self.state == c.OPENED


    def bumped(self):
        """Action during a BUMPED state"""
        self.rect.y += self.y_vel
        self.y_vel += self.gravity

        if self.rect.y >= (self.rest_height + 5):
            self.rect.y = self.rest_height
            if self.contents == 'star':
                self.state = c.OPENED
            elif self.contents == '6coins':
                if self.coin_total == 0:
                    self.state = c.OPENED
                else:
                    self.state = c.RESTING
            else:
                self.state = c.RESTING


    def start_bump(self, score_group):
        """Transitions brick into BUMPED state"""
        self.y_vel = -6

        if self.contents == '6coins':
            setup.SFX['coin'].play()

            if self.coin_total > 0:
                self.group.add(coin.Coin(self.rect.centerx, self.rect.y, score_group))
                self.coin_total -= 1
                if self.coin_total == 0:
                    self.frame_index = 1
                    self.image = self.frames[self.frame_index]
        elif self.contents == 'star':
            setup.SFX['powerup_appears'].play()
            self.frame_index = 1
            self.image = self.frames[self.frame_index]

        self.state = c.BUMPED


    def opened(self):
        """Action during OPENED state"""
        self.frame_index = 1
        self.image = self.frames[self.frame_index]

        if self.contents == 'star' and self.powerup_in_box:
            self.group.add(powerups.Star(self.rect.centerx, self.rest_height))
            self.powerup_in_box = False


class BrickPiece(pg.sprite.Sprite):
    """Pieces that appear when bricks are broken"""
    def __init__(self, x, y, xvel, yvel):
        super(BrickPiece, self).__init__()
        self.sprite_sheet = setup.GFX['item_objects']
        self.setup_frames()
        self.frame_index = 0
        self.image = self.frames[self.frame_index]
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.x_vel = xvel
        self.y_vel = yvel
        self.gravity = .8


    def setup_frames(self):
        """create the frame list"""
        self.frames = []

        image = self.get_image(68, 20, 8, 8)
        reversed_image = pg.transform.flip(image, True, False)

        self.frames.append(image)
        self.frames.append(reversed_image)


    def get_image(self, x, y, width, height):
        """Extract 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 update(self):
        """Update brick piece"""
        self.rect.x += self.x_vel
        self.rect.y += self.y_vel
        self.y_vel += self.gravity
        self.check_if_off_screen()

    def check_if_off_screen(self):
        """Remove from sprite groups if off screen"""
        if self.rect.y > c.SCREEN_HEIGHT:
            self.kill()

castle_flag.py

__author__ = 'justinarmstrong'

import pygame as pg
from .. import setup
from .. import constants as c


class Flag(pg.sprite.Sprite):
    """Flag on the castle"""
    def __init__(self, x, y):
        """Initialize object"""
        super(Flag, self).__init__()
        self.sprite_sheet = setup.GFX['item_objects']
        self.image = self.get_image(129, 2, 14, 14)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.state = 'rising'
        self.y_vel = -2
        self.target_height = y


    def get_image(self, x, y, width, height):
        """Extracts image from sprite sheet"""
        image = pg.Surface([width, height])
        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.SIZE_MULTIPLIER),
                                    int(rect.height*c.SIZE_MULTIPLIER)))
        return image

    def update(self, *args):
        """Updates flag position"""
        if self.state == 'rising':
            self.rising()
        elif self.state == 'resting':
            self.resting()

    def rising(self):
        """State when flag is rising to be on the castle"""
        self.rect.y += self.y_vel
        if self.rect.bottom <= self.target_height:
            self.state = 'resting'

    def resting(self):
        """State when the flag is stationary doing nothing"""
        pass

checkpoint.py

__author__ = 'justinarmstrong'

import pygame as pg
from .. import constants as c


class Checkpoint(pg.sprite.Sprite):
    """Invisible sprite used to add enemies, special boxes
    and trigger sliding down the flag pole"""
    def __init__(self, x, name, y=0, width=10, height=600):
        super(Checkpoint, self).__init__()
        self.image = pg.Surface((width, height))
        self.image.fill(c.BLACK)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.name = name

coin.py

__author__ = 'justinarmstrong'

import pygame as pg
from .. import setup
from .. import constants as c
from . import score


class Coin(pg.sprite.Sprite):
    """Coins found in boxes and bricks"""
    def __init__(self, x, y, score_group):
        pg.sprite.Sprite.__init__(self)
        self.sprite_sheet = setup.GFX['item_objects']
        self.frames = []
        self.frame_index = 0
        self.animation_timer = 0
        self.state = c.SPIN
        self.setup_frames()
        self.image = self.frames[self.frame_index]
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.rect.bottom = y - 5
        self.gravity = 1
        self.y_vel = -15
        self.initial_height = self.rect.bottom - 5
        self.score_group = score_group


    def get_image(self, x, y, width, height):
        """Get the image frames from the 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.SIZE_MULTIPLIER),
                                    int(rect.height*c.SIZE_MULTIPLIER)))
        return image


    def setup_frames(self):
        """create the frame list"""
        self.frames.append(self.get_image(52, 113, 8, 14))
        self.frames.append(self.get_image(4, 113, 8, 14))
        self.frames.append(self.get_image(20, 113, 8, 14))
        self.frames.append(self.get_image(36, 113, 8, 14))


    def update(self, game_info, viewport):
        """Update the coin's behavior"""
        self.current_time = game_info[c.CURRENT_TIME]
        self.viewport = viewport
        if self.state == c.SPIN:
            self.spinning()


    def spinning(self):
        """Action when the coin is in the SPIN state"""
        self.image = self.frames[self.frame_index]
        self.rect.y += self.y_vel
        self.y_vel += self.gravity

        if (self.current_time - self.animation_timer) > 80:
            if self.frame_index < 3:
                self.frame_index += 1
            else:
                self.frame_index = 0

            self.animation_timer = self.current_time

        if self.rect.bottom > self.initial_height:
            self.kill()
            self.score_group.append(score.Score(self.rect.centerx - self.viewport.x,
                                                self.rect.y,
                                                200))

coin_box.py

__author__ = 'justinarmstrong'

import pygame as pg
from .. import setup
from .. import constants as c
from . import powerups
from . import coin



class Coin_box(pg.sprite.Sprite):
    """Coin box sprite"""
    def __init__(self, x, y, contents='coin', group=None):
        pg.sprite.Sprite.__init__(self)
        self.sprite_sheet = setup.GFX['tile_set']
        self.frames = []
        self.setup_frames()
        self.frame_index = 0
        self.image = self.frames[self.frame_index]
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.mask = pg.mask.from_surface(self.image)
        self.animation_timer = 0
        self.first_half = True   # First half of animation cycle
        self.state = c.RESTING
        self.rest_height = y
        self.gravity = 1.2
        self.y_vel = 0
        self.contents = contents
        self.group = group


    def get_image(self, x, y, width, height):
        """Extract 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 setup_frames(self):
        """Create frame list"""
        self.frames.append(
            self.get_image(384, 0, 16, 16))
        self.frames.append(
            self.get_image(400, 0, 16, 16))
        self.frames.append(
            self.get_image(416, 0, 16, 16))
        self.frames.append(
            self.get_image(432, 0, 16, 16))


    def update(self, game_info):
        """Update coin box behavior"""
        self.current_time = game_info[c.CURRENT_TIME]
        self.handle_states()


    def handle_states(self):
        """Determine action based on RESTING, BUMPED or OPENED
        state"""
        if self.state == c.RESTING:
            self.resting()
        elif self.state == c.BUMPED:
            self.bumped()
        elif self.state == c.OPENED:
            self.opened()


    def resting(self):
        """Action when in the RESTING state"""
        if self.first_half:
            if self.frame_index == 0:
                if (self.current_time - self.animation_timer) > 375:
                    self.frame_index += 1
                    self.animation_timer = self.current_time
            elif self.frame_index < 2:
                if (self.current_time - self.animation_timer) > 125:
                    self.frame_index += 1
                    self.animation_timer = self.current_time
            elif self.frame_index == 2:
                if (self.current_time - self.animation_timer) > 125:
                    self.frame_index -= 1
                    self.first_half = False
                    self.animation_timer = self.current_time
        else:
            if self.frame_index == 1:
                if (self.current_time - self.animation_timer) > 125:
                    self.frame_index -= 1
                    self.first_half = True
                    self.animation_timer = self.current_time

        self.image = self.frames[self.frame_index]


    def bumped(self):
        """Action after Mario has bumped the box from below"""
        self.rect.y += self.y_vel
        self.y_vel += self.gravity

        if self.rect.y > self.rest_height + 5:
            self.rect.y = self.rest_height
            self.state = c.OPENED
            if self.contents == 'mushroom':
                self.group.add(powerups.Mushroom(self.rect.centerx, self.rect.y))
            elif self.contents == 'fireflower':
                self.group.add(powerups.FireFlower(self.rect.centerx, self.rect.y))
            elif self.contents == '1up_mushroom':
                self.group.add(powerups.LifeMushroom(self.rect.centerx, self.rect.y))


        self.frame_index = 3
        self.image = self.frames[self.frame_index]


    def start_bump(self, score_group):
        """Transitions box into BUMPED state"""
        self.y_vel = -6
        self.state = c.BUMPED

        if self.contents == 'coin':
            self.group.add(coin.Coin(self.rect.centerx,
                                     self.rect.y,
                                     score_group))
            setup.SFX['coin'].play()
        else:
            setup.SFX['powerup_appears'].play()


    def opened(self):
        """Placeholder for OPENED state"""
        pass

collider.py

__author__ = 'justinarmstrong'

import pygame as pg
from .. import constants as c

class Collider(pg.sprite.Sprite):
    """Invisible sprites placed overtop background parts
    that can be collided with (pipes, steps, ground, etc."""
    def __init__(self, x, y, width, height, name='collider'):
        pg.sprite.Sprite.__init__(self)
        self.image = pg.Surface((width, height)).convert()
        #self.image.fill(c.RED)
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.state = None

再附上一张效果图啦
在这里插入图片描述

猜你喜欢

转载自blog.csdn.net/Gtieguo/article/details/114282945