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python 实现超级玛丽游戏

作者:Mr-han11  发布时间:2023-10-10 09:38:38 

标签:游戏,python,超级玛丽

开发需求

python 3.7+

pygame 1.9+

演示

python 实现超级玛丽游戏

项目地址

https://github.com/Mr-han11/PythonSuperMario-master

主要功能的代码实现

玩家


__author__ = 'marble_xu'

import os
import json
import pygame as pg
from .. import setup, tools
from .. import constants as c
from ..components import powerup

class Player(pg.sprite.Sprite):
def __init__(self, player_name):
 pg.sprite.Sprite.__init__(self)
 self.player_name = player_name
 self.load_data()
 self.setup_timer()
 self.setup_state()
 self.setup_speed()
 self.load_images()

if c.DEBUG:
  self.right_frames = self.big_fire_frames[0]
  self.left_frames = self.big_fire_frames[1]
  self.big = True
  self.fire = True

self.frame_index = 0
 self.state = c.WALK
 self.image = self.right_frames[self.frame_index]
 self.rect = self.image.get_rect()

def restart(self):
 '''restart after player is dead or go to next level'''
 if self.dead:
  self.dead = False
  self.big = False
  self.fire = False
  self.set_player_image(self.small_normal_frames, 0)
  self.right_frames = self.small_normal_frames[0]
  self.left_frames = self.small_normal_frames[1]
 self.state = c.STAND

def load_data(self):
 player_file = str(self.player_name) + '.json'
 file_path = os.path.join('source', 'data', 'player', player_file)
 f = open(file_path)
 self.player_data = json.load(f)

def setup_timer(self):
 self.walking_timer = 0
 self.death_timer = 0
 self.flagpole_timer = 0
 self.transition_timer = 0
 self.hurt_invincible_timer = 0
 self.invincible_timer = 0
 self.last_fireball_time = 0

def setup_state(self):
 self.facing_right = True
 self.allow_jump = True
 self.allow_fireball = True
 self.dead = False
 self.big = False
 self.fire = False
 self.hurt_invincible = False
 self.invincible = False
 self.crouching = False

def setup_speed(self):
 speed = self.player_data[c.PLAYER_SPEED]
 self.x_vel = 0
 self.y_vel = 0

self.max_walk_vel = speed[c.MAX_WALK_SPEED]
 self.max_run_vel = speed[c.MAX_RUN_SPEED]
 self.max_y_vel = speed[c.MAX_Y_VEL]
 self.walk_accel = speed[c.WALK_ACCEL]
 self.run_accel = speed[c.RUN_ACCEL]
 self.jump_vel = speed[c.JUMP_VEL]

self.gravity = c.GRAVITY
 self.max_x_vel = self.max_walk_vel
 self.x_accel = self.walk_accel

def load_images(self):
 sheet = setup.GFX['mario_bros']
 frames_list = self.player_data[c.PLAYER_FRAMES]

self.right_frames = []
 self.left_frames = []

self.right_small_normal_frames = []
 self.left_small_normal_frames = []
 self.right_big_normal_frames = []
 self.left_big_normal_frames = []
 self.right_big_fire_frames = []
 self.left_big_fire_frames = []

for name, frames in frames_list.items():
  for frame in frames:
   image = tools.get_image(sheet, frame['x'], frame['y'],
        frame['width'], frame['height'],
        c.BLACK, c.SIZE_MULTIPLIER)
   left_image = pg.transform.flip(image, True, False)

if name == c.RIGHT_SMALL_NORMAL:
    self.right_small_normal_frames.append(image)
    self.left_small_normal_frames.append(left_image)
   elif name == c.RIGHT_BIG_NORMAL:
    self.right_big_normal_frames.append(image)
    self.left_big_normal_frames.append(left_image)
   elif name == c.RIGHT_BIG_FIRE:
    self.right_big_fire_frames.append(image)
    self.left_big_fire_frames.append(left_image)

self.small_normal_frames = [self.right_small_normal_frames,
        self.left_small_normal_frames]
 self.big_normal_frames = [self.right_big_normal_frames,
        self.left_big_normal_frames]
 self.big_fire_frames = [self.right_big_fire_frames,
        self.left_big_fire_frames]

self.all_images = [self.right_small_normal_frames,
      self.left_small_normal_frames,
      self.right_big_normal_frames,
      self.left_big_normal_frames,
      self.right_big_fire_frames,
      self.left_big_fire_frames]

self.right_frames = self.small_normal_frames[0]
 self.left_frames = self.small_normal_frames[1]

def update(self, keys, game_info, fire_group):
 self.current_time = game_info[c.CURRENT_TIME]
 self.handle_state(keys, fire_group)
 self.check_if_hurt_invincible()
 self.check_if_invincible()
 self.animation()

def handle_state(self, keys, fire_group):
 if self.state == c.STAND:
  self.standing(keys, fire_group)
 elif self.state == c.WALK:
  self.walking(keys, fire_group)
 elif self.state == c.JUMP:
  self.jumping(keys, fire_group)
 elif self.state == c.FALL:
  self.falling(keys, fire_group)
 elif self.state == c.DEATH_JUMP:
  self.jumping_to_death()
 elif self.state == c.FLAGPOLE:
  self.flag_pole_sliding()
 elif self.state == c.WALK_AUTO:
  self.walking_auto()
 elif self.state == c.END_OF_LEVEL_FALL:
  self.y_vel += self.gravity
 elif self.state == c.IN_CASTLE:
  self.frame_index = 0
 elif self.state == c.SMALL_TO_BIG:
  self.changing_to_big()
 elif self.state == c.BIG_TO_SMALL:
  self.changing_to_small()
 elif self.state == c.BIG_TO_FIRE:
  self.changing_to_fire()
 elif self.state == c.DOWN_TO_PIPE:
  self.y_vel = 1
  self.rect.y += self.y_vel
 elif self.state == c.UP_OUT_PIPE:
  self.y_vel = -1
  self.rect.y += self.y_vel
  if self.rect.bottom < self.up_pipe_y:
   self.state = c.STAND

def check_to_allow_jump(self, keys):
 if not keys[tools.keybinding['jump']]:
  self.allow_jump = True

def check_to_allow_fireball(self, keys):
 if not keys[tools.keybinding['action']]:
  self.allow_fireball = True

def standing(self, keys, fire_group):
 self.check_to_allow_jump(keys)
 self.check_to_allow_fireball(keys)

self.frame_index = 0
 self.x_vel = 0
 self.y_vel = 0

if keys[tools.keybinding['action']]:
  if self.fire and self.allow_fireball:
   self.shoot_fireball(fire_group)

if keys[tools.keybinding['down']]:
  self.update_crouch_or_not(True)

if keys[tools.keybinding['left']]:
  self.facing_right = False
  self.update_crouch_or_not()
  self.state = c.WALK
 elif keys[tools.keybinding['right']]:
  self.facing_right = True
  self.update_crouch_or_not()
  self.state = c.WALK
 elif keys[tools.keybinding['jump']]:
  if self.allow_jump:
   self.state = c.JUMP
   self.y_vel = self.jump_vel

if not keys[tools.keybinding['down']]:
  self.update_crouch_or_not()

def update_crouch_or_not(self, isDown=False):
 if not self.big:
  self.crouching = True if isDown else False
  return
 if not isDown and not self.crouching:
  return

self.crouching = True if isDown else False
 frame_index = 7 if isDown else 0
 bottom = self.rect.bottom
 left = self.rect.x
 if self.facing_right:
  self.image = self.right_frames[frame_index]
 else:
  self.image = self.left_frames[frame_index]
 self.rect = self.image.get_rect()
 self.rect.bottom = bottom
 self.rect.x = left
 self.frame_index = frame_index

def walking(self, keys, fire_group):
 self.check_to_allow_jump(keys)
 self.check_to_allow_fireball(keys)

if self.frame_index == 0:
  self.frame_index += 1
  self.walking_timer = self.current_time
 elif (self.current_time - self.walking_timer >
    self.calculate_animation_speed()):
  if self.frame_index < 3:
   self.frame_index += 1
  else:
   self.frame_index = 1
  self.walking_timer = self.current_time

if keys[tools.keybinding['action']]:
  self.max_x_vel = self.max_run_vel
  self.x_accel = self.run_accel
  if self.fire and self.allow_fireball:
   self.shoot_fireball(fire_group)
 else:
  self.max_x_vel = self.max_walk_vel
  self.x_accel = self.walk_accel

if keys[tools.keybinding['jump']]:
  if self.allow_jump:
   self.state = c.JUMP
   if abs(self.x_vel) > 4:
    self.y_vel = self.jump_vel - .5
   else:
    self.y_vel = self.jump_vel

if keys[tools.keybinding['left']]:
  self.facing_right = False
  if self.x_vel > 0:
   self.frame_index = 5
   self.x_accel = c.SMALL_TURNAROUND

self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel, True)
 elif keys[tools.keybinding['right']]:
  self.facing_right = True
  if self.x_vel < 0:
   self.frame_index = 5
   self.x_accel = c.SMALL_TURNAROUND

self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel)
 else:
  if self.facing_right:
   if self.x_vel > 0:
    self.x_vel -= self.x_accel
   else:
    self.x_vel = 0
    self.state = c.STAND
  else:
   if self.x_vel < 0:
    self.x_vel += self.x_accel
   else:
    self.x_vel = 0
    self.state = c.STAND

def jumping(self, keys, fire_group):
 """ y_vel value: positive is down, negative is up """
 self.check_to_allow_fireball(keys)

self.allow_jump = False
 self.frame_index = 4
 self.gravity = c.JUMP_GRAVITY
 self.y_vel += self.gravity

if self.y_vel >= 0 and self.y_vel < self.max_y_vel:
  self.gravity = c.GRAVITY
  self.state = c.FALL

if keys[tools.keybinding['right']]:
  self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel)
 elif keys[tools.keybinding['left']]:
  self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel, True)

if not keys[tools.keybinding['jump']]:
  self.gravity = c.GRAVITY
  self.state = c.FALL

if keys[tools.keybinding['action']]:
  if self.fire and self.allow_fireball:
   self.shoot_fireball(fire_group)

def falling(self, keys, fire_group):
 self.check_to_allow_fireball(keys)
 self.y_vel = self.cal_vel(self.y_vel, self.max_y_vel, self.gravity)

if keys[tools.keybinding['right']]:
  self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel)
 elif keys[tools.keybinding['left']]:
  self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel, True)

if keys[tools.keybinding['action']]:
  if self.fire and self.allow_fireball:
   self.shoot_fireball(fire_group)

def jumping_to_death(self):
 if self.death_timer == 0:
  self.death_timer = self.current_time
 elif (self.current_time - self.death_timer) > 500:
  self.rect.y += self.y_vel
  self.y_vel += self.gravity

def cal_vel(self, vel, max_vel, accel, isNegative=False):
 """ max_vel and accel must > 0 """
 if isNegative:
  new_vel = vel * -1
 else:
  new_vel = vel
 if (new_vel + accel) < max_vel:
  new_vel += accel
 else:
  new_vel = max_vel
 if isNegative:
  return new_vel * -1
 else:
  return new_vel

def calculate_animation_speed(self):
 if self.x_vel == 0:
  animation_speed = 130
 elif self.x_vel > 0:
  animation_speed = 130 - (self.x_vel * 13)
 else:
  animation_speed = 130 - (self.x_vel * 13 * -1)
 return animation_speed

def shoot_fireball(self, powerup_group):
 if (self.current_time - self.last_fireball_time) > 500:
  self.allow_fireball = False
  powerup_group.add(powerup.FireBall(self.rect.right,
      self.rect.y, self.facing_right))
  self.last_fireball_time = self.current_time
  self.frame_index = 6

def flag_pole_sliding(self):
 self.state = c.FLAGPOLE
 self.x_vel = 0
 self.y_vel = 5

if self.flagpole_timer == 0:
  self.flagpole_timer = self.current_time
 elif self.rect.bottom < 493:
  if (self.current_time - self.flagpole_timer) < 65:
   self.frame_index = 9
  elif (self.current_time - self.flagpole_timer) < 130:
   self.frame_index = 10
  else:
   self.flagpole_timer = self.current_time
 elif self.rect.bottom >= 493:
  self.frame_index = 10

def walking_auto(self):
 self.max_x_vel = 5
 self.x_accel = self.walk_accel

self.x_vel = self.cal_vel(self.x_vel, self.max_x_vel, self.x_accel)

if (self.walking_timer == 0 or (self.current_time - self.walking_timer) > 200):
  self.walking_timer = self.current_time
 elif (self.current_time - self.walking_timer >
    self.calculate_animation_speed()):
  if self.frame_index < 3:
   self.frame_index += 1
  else:
   self.frame_index = 1
  self.walking_timer = self.current_time

def changing_to_big(self):
 timer_list = [135, 200, 365, 430, 495, 560, 625, 690, 755, 820, 885]
 # size value 0:small, 1:middle, 2:big
 size_list = [1, 0, 1, 0, 1, 2, 0, 1, 2, 0, 2]
 frames = [(self.small_normal_frames, 0), (self.small_normal_frames, 7),
    (self.big_normal_frames, 0)]
 if self.transition_timer == 0:
  self.big = True
  self.change_index = 0
  self.transition_timer = self.current_time
 elif (self.current_time - self.transition_timer) > timer_list[self.change_index]:
  if (self.change_index + 1) >= len(timer_list):
   # player becomes big
   self.transition_timer = 0
   self.set_player_image(self.big_normal_frames, 0)
   self.state = c.WALK
   self.right_frames = self.right_big_normal_frames
   self.left_frames = self.left_big_normal_frames
  else:
   frame, frame_index = frames[size_list[self.change_index]]
   self.set_player_image(frame, frame_index)
  self.change_index += 1

def changing_to_small(self):
 timer_list = [265, 330, 395, 460, 525, 590, 655, 720, 785, 850, 915]
 # size value 0:big, 1:middle, 2:small
 size_list = [0, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2]
 frames = [(self.big_normal_frames, 4), (self.big_normal_frames, 8),
    (self.small_normal_frames, 8)]

if self.transition_timer == 0:
  self.change_index = 0
  self.transition_timer = self.current_time
 elif (self.current_time - self.transition_timer) > timer_list[self.change_index]:
  if (self.change_index + 1) >= len(timer_list):
   # player becomes small
   self.transition_timer = 0
   self.set_player_image(self.small_normal_frames, 0)
   self.state = c.WALK
   self.big = False
   self.fire = False
   self.hurt_invincible = True
   self.right_frames = self.right_small_normal_frames
   self.left_frames = self.left_small_normal_frames
  else:
   frame, frame_index = frames[size_list[self.change_index]]
   self.set_player_image(frame, frame_index)
  self.change_index += 1

def changing_to_fire(self):
 timer_list = [65, 195, 260, 325, 390, 455, 520, 585, 650, 715, 780, 845, 910, 975]
 # size value 0:fire, 1:big green, 2:big red, 3:big black
 size_list = [0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1]
 frames = [(self.big_fire_frames, 3), (self.big_normal_frames, 3),
    (self.big_fire_frames, 3), (self.big_normal_frames, 3)]

if self.transition_timer == 0:
  self.change_index = 0
  self.transition_timer = self.current_time
 elif (self.current_time - self.transition_timer) > timer_list[self.change_index]:
  if (self.change_index + 1) >= len(timer_list):
   # player becomes fire
   self.transition_timer = 0
   self.set_player_image(self.big_fire_frames, 3)
   self.fire = True
   self.state = c.WALK
   self.right_frames = self.right_big_fire_frames
   self.left_frames = self.left_big_fire_frames
  else:
   frame, frame_index = frames[size_list[self.change_index]]
   self.set_player_image(frame, frame_index)
  self.change_index += 1

def set_player_image(self, frames, frame_index):
 self.frame_index = frame_index
 if self.facing_right:
  self.right_frames = frames[0]
  self.image = frames[0][frame_index]
 else:
  self.left_frames = frames[1]
  self.image = frames[1][frame_index]
 bottom = self.rect.bottom
 centerx = self.rect.centerx
 self.rect = self.image.get_rect()
 self.rect.bottom = bottom
 self.rect.centerx = centerx

def check_if_hurt_invincible(self):
 if self.hurt_invincible:
  if self.hurt_invincible_timer == 0:
   self.hurt_invincible_timer = self.current_time
   self.hurt_invincible_timer2 = self.current_time
  elif (self.current_time - self.hurt_invincible_timer) < 2000:
   if (self.current_time - self.hurt_invincible_timer2) < 35:
    self.image.set_alpha(0)
   elif (self.current_time - self.hurt_invincible_timer2) < 70:
    self.image.set_alpha(255)
    self.hurt_invincible_timer2 = self.current_time
  else:
   self.hurt_invincible = False
   self.hurt_invincible_timer = 0
   for frames in self.all_images:
    for image in frames:
     image.set_alpha(255)

def check_if_invincible(self):
 if self.invincible:
  if self.invincible_timer == 0:
   self.invincible_timer = self.current_time
   self.invincible_timer2 = self.current_time
  elif (self.current_time - self.invincible_timer) < 10000:
   if (self.current_time - self.invincible_timer2) < 35:
    self.image.set_alpha(0)
   elif (self.current_time - self.invincible_timer2) < 70:
    self.image.set_alpha(255)
    self.invincible_timer2 = self.current_time
  elif (self.current_time - self.invincible_timer) < 12000:
   if (self.current_time - self.invincible_timer2) < 100:
    self.image.set_alpha(0)
   elif (self.current_time - self.invincible_timer2) < 200:
    self.image.set_alpha(255)
    self.invincible_timer2 = self.current_time
  else:
   self.invincible = False
   self.invincible_timer = 0
   for frames in self.all_images:
    for image in frames:
     image.set_alpha(255)

def animation(self):
 if self.facing_right:
  self.image = self.right_frames[self.frame_index]
 else:
  self.image = self.left_frames[self.frame_index]

def start_death_jump(self, game_info):
 self.dead = True
 self.y_vel = -11
 self.gravity = .5
 self.frame_index = 6
 self.state = c.DEATH_JUMP

敌人


__author__ = 'marble_xu'

import math
import pygame as pg
from .. import setup, tools
from .. import constants as c

ENEMY_SPEED = 1

def create_enemy(item, level):
dir = c.LEFT if item['direction'] == 0 else c.RIGHT
color = item[c.COLOR]
if c.ENEMY_RANGE in item:
 in_range = item[c.ENEMY_RANGE]
 range_start = item['range_start']
 range_end = item['range_end']
else:
 in_range = False
 range_start = range_end = 0

if item['type'] == c.ENEMY_TYPE_GOOMBA:
 sprite = Goomba(item['x'], item['y'], dir, color,
  in_range, range_start, range_end)
elif item['type'] == c.ENEMY_TYPE_KOOPA:
 sprite = Koopa(item['x'], item['y'], dir, color,
  in_range, range_start, range_end)
elif item['type'] == c.ENEMY_TYPE_FLY_KOOPA:
 isVertical = False if item['is_vertical'] == 0 else True
 sprite = FlyKoopa(item['x'], item['y'], dir, color,
  in_range, range_start, range_end, isVertical)
elif item['type'] == c.ENEMY_TYPE_PIRANHA:
 sprite = Piranha(item['x'], item['y'], dir, color,
  in_range, range_start, range_end)
elif item['type'] == c.ENEMY_TYPE_FIRE_KOOPA:
 sprite = FireKoopa(item['x'], item['y'], dir, color,
  in_range, range_start, range_end, level)
elif item['type'] == c.ENEMY_TYPE_FIRESTICK:
 '''use a number of fireballs to stimulate a firestick'''
 sprite = []
 num = item['num']
 center_x, center_y = item['x'], item['y']
 for i in range(num):
  radius = i * 21 # 8 * 2.69 = 21
  sprite.append(FireStick(center_x, center_y, dir, color,
   radius))
return sprite

class Enemy(pg.sprite.Sprite):
def __init__(self):
 pg.sprite.Sprite.__init__(self)

def setup_enemy(self, x, y, direction, name, sheet, frame_rect_list,
     in_range, range_start, range_end, isVertical=False):
 self.frames = []
 self.frame_index = 0
 self.animate_timer = 0
 self.gravity = 1.5
 self.state = c.WALK

self.name = name
 self.direction = direction
 self.load_frames(sheet, frame_rect_list)
 self.image = self.frames[self.frame_index]
 self.rect = self.image.get_rect()
 self.rect.x = x
 self.rect.bottom = y
 self.in_range = in_range
 self.range_start = range_start
 self.range_end = range_end
 self.isVertical = isVertical
 self.set_velocity()
 self.death_timer = 0

def load_frames(self, sheet, frame_rect_list):
 for frame_rect in frame_rect_list:
  self.frames.append(tools.get_image(sheet, *frame_rect,
      c.BLACK, c.SIZE_MULTIPLIER))

def set_velocity(self):
 if self.isVertical:
  self.x_vel = 0
  self.y_vel = ENEMY_SPEED
 else:
  self.x_vel = ENEMY_SPEED *-1 if self.direction == c.LEFT else ENEMY_SPEED
  self.y_vel = 0

def update(self, game_info, level):
 self.current_time = game_info[c.CURRENT_TIME]
 self.handle_state()
 self.animation()
 self.update_position(level)

def handle_state(self):
 if (self.state == c.WALK or
  self.state == c.FLY):
  self.walking()
 elif self.state == c.FALL:
  self.falling()
 elif self.state == c.JUMPED_ON:
  self.jumped_on()
 elif self.state == c.DEATH_JUMP:
  self.death_jumping()
 elif self.state == c.SHELL_SLIDE:
  self.shell_sliding()
 elif self.state == c.REVEAL:
  self.revealing()

def walking(self):
 if (self.current_time - self.animate_timer) > 125:
  if self.direction == c.RIGHT:
   if self.frame_index == 4:
    self.frame_index += 1
   elif self.frame_index == 5:
    self.frame_index = 4
  else:
   if self.frame_index == 0:
    self.frame_index += 1
   elif self.frame_index == 1:
    self.frame_index = 0
  self.animate_timer = self.current_time

def falling(self):
 if self.y_vel < 10:
  self.y_vel += self.gravity

def jumped_on(self):
 pass

def death_jumping(self):
 self.rect.y += self.y_vel
 self.rect.x += self.x_vel
 self.y_vel += self.gravity
 if self.rect.y > c.SCREEN_HEIGHT:
  self.kill()

def shell_sliding(self):
 if self.direction == c.RIGHT:
  self.x_vel = 10
 else:
  self.x_vel = -10

def revealing(self):
 pass

def start_death_jump(self, direction):
 self.y_vel = -8
 self.x_vel = 2 if direction == c.RIGHT else -2
 self.gravity = .5
 self.frame_index = 3
 self.state = c.DEATH_JUMP

def animation(self):
 self.image = self.frames[self.frame_index]

def update_position(self, level):
 self.rect.x += self.x_vel
 self.check_x_collisions(level)

if self.in_range and self.isVertical:
  if self.rect.y < self.range_start:
   self.rect.y = self.range_start
   self.y_vel = ENEMY_SPEED
  elif self.rect.bottom > self.range_end:
   self.rect.bottom = self.range_end
   self.y_vel = -1 * ENEMY_SPEED

self.rect.y += self.y_vel
 if (self.state != c.DEATH_JUMP and
  self.state != c.FLY):
  self.check_y_collisions(level)

if self.rect.x <= 0:
  self.kill()
 elif self.rect.y > (level.viewport.bottom):
  self.kill()

def check_x_collisions(self, level):
 if self.in_range and not self.isVertical:
  if self.rect.x < self.range_start:
   self.rect.x = self.range_start
   self.change_direction(c.RIGHT)
  elif self.rect.right > self.range_end:
   self.rect.right = self.range_end
   self.change_direction(c.LEFT)
 else:
  collider = pg.sprite.spritecollideany(self, level.ground_step_pipe_group)
  if collider:
   if self.direction == c.RIGHT:
    self.rect.right = collider.rect.left
    self.change_direction(c.LEFT)
   elif self.direction == c.LEFT:
    self.rect.left = collider.rect.right
    self.change_direction(c.RIGHT)

if self.state == c.SHELL_SLIDE:
  enemy = pg.sprite.spritecollideany(self, level.enemy_group)
  if enemy:
   level.update_score(100, enemy, 0)
   level.move_to_dying_group(level.enemy_group, enemy)
   enemy.start_death_jump(self.direction)

def change_direction(self, direction):
 self.direction = direction
 if self.direction == c.RIGHT:
  self.x_vel = ENEMY_SPEED
  if self.state == c.WALK or self.state == c.FLY:
   self.frame_index = 4
 else:
  self.x_vel = ENEMY_SPEED * -1
  if self.state == c.WALK or self.state == c.FLY:
   self.frame_index = 0

def check_y_collisions(self, level):
 # decrease runtime delay: when enemey is on the ground, don't check brick and box
 if self.rect.bottom >= c.GROUND_HEIGHT:
  sprite_group = level.ground_step_pipe_group
 else:
  sprite_group = pg.sprite.Group(level.ground_step_pipe_group,
      level.brick_group, level.box_group)
 sprite = pg.sprite.spritecollideany(self, sprite_group)
 if sprite and sprite.name != c.MAP_SLIDER:
  if self.rect.top <= sprite.rect.top:
   self.rect.bottom = sprite.rect.y
   self.y_vel = 0
   self.state = c.WALK
 level.check_is_falling(self)

class Goomba(Enemy):
def __init__(self, x, y, direction, color, in_range,
   range_start, range_end, name=c.GOOMBA):
 Enemy.__init__(self)
 frame_rect_list = self.get_frame_rect(color)
 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET],
    frame_rect_list, in_range, range_start, range_end)
 # dead jump image
 self.frames.append(pg.transform.flip(self.frames[2], False, True))
 # right walk images
 self.frames.append(pg.transform.flip(self.frames[0], True, False))
 self.frames.append(pg.transform.flip(self.frames[1], True, False))

def get_frame_rect(self, color):
 if color == c.COLOR_TYPE_GREEN:
  frame_rect_list = [(0, 34, 16, 16), (30, 34, 16, 16),
     (61, 30, 16, 16)]
 else:
  frame_rect_list = [(0, 4, 16, 16), (30, 4, 16, 16),
     (61, 0, 16, 16)]
 return frame_rect_list

def jumped_on(self):
 self.x_vel = 0
 self.frame_index = 2
 if self.death_timer == 0:
  self.death_timer = self.current_time
 elif (self.current_time - self.death_timer) > 500:
  self.kill()

class Koopa(Enemy):
def __init__(self, x, y, direction, color, in_range,
   range_start, range_end, name=c.KOOPA):
 Enemy.__init__(self)
 frame_rect_list = self.get_frame_rect(color)
 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET],
    frame_rect_list, in_range, range_start, range_end)
 # dead jump image
 self.frames.append(pg.transform.flip(self.frames[2], False, True))
 # right walk images
 self.frames.append(pg.transform.flip(self.frames[0], True, False))
 self.frames.append(pg.transform.flip(self.frames[1], True, False))

def get_frame_rect(self, color):
 if color == c.COLOR_TYPE_GREEN:
  frame_rect_list = [(150, 0, 16, 24), (180, 0, 16, 24),
     (360, 5, 16, 15)]
 elif color == c.COLOR_TYPE_RED:
  frame_rect_list = [(150, 30, 16, 24), (180, 30, 16, 24),
     (360, 35, 16, 15)]
 else:
  frame_rect_list = [(150, 60, 16, 24), (180, 60, 16, 24),
     (360, 65, 16, 15)]
 return frame_rect_list

def jumped_on(self):
 self.x_vel = 0
 self.frame_index = 2
 x = self.rect.x
 bottom = self.rect.bottom
 self.rect = self.frames[self.frame_index].get_rect()
 self.rect.x = x
 self.rect.bottom = bottom
 self.in_range = False

class FlyKoopa(Enemy):
def __init__(self, x, y, direction, color, in_range,
   range_start, range_end, isVertical, name=c.FLY_KOOPA):
 Enemy.__init__(self)
 frame_rect_list = self.get_frame_rect(color)
 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET],
    frame_rect_list, in_range, range_start, range_end, isVertical)
 # dead jump image
 self.frames.append(pg.transform.flip(self.frames[2], False, True))
 # right walk images
 self.frames.append(pg.transform.flip(self.frames[0], True, False))
 self.frames.append(pg.transform.flip(self.frames[1], True, False))
 self.state = c.FLY

def get_frame_rect(self, color):
 if color == c.COLOR_TYPE_GREEN:
  frame_rect_list = [(90, 0, 16, 24), (120, 0, 16, 24),
     (330, 5, 16, 15)]
 else:
  frame_rect_list = [(90, 30, 16, 24), (120, 30, 16, 24),
     (330, 35, 16, 15)]
 return frame_rect_list

def jumped_on(self):
 self.x_vel = 0
 self.frame_index = 2
 x = self.rect.x
 bottom = self.rect.bottom
 self.rect = self.frames[self.frame_index].get_rect()
 self.rect.x = x
 self.rect.bottom = bottom
 self.in_range = False
 self.isVertical = False

class FireKoopa(Enemy):
def __init__(self, x, y, direction, color, in_range,
   range_start, range_end, level, name=c.FIRE_KOOPA):
 Enemy.__init__(self)
 frame_rect_list = [(2, 210, 32, 32), (42, 210, 32, 32),
      (82, 210, 32, 32), (122, 210, 32, 32)]
 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET],
    frame_rect_list, in_range, range_start, range_end)
 # right walk images
 self.frames.append(pg.transform.flip(self.frames[0], True, False))
 self.frames.append(pg.transform.flip(self.frames[1], True, False))
 self.frames.append(pg.transform.flip(self.frames[2], True, False))
 self.frames.append(pg.transform.flip(self.frames[3], True, False))
 self.x_vel = 0
 self.gravity = 0.3
 self.level = level
 self.fire_timer = 0
 self.jump_timer = 0

def load_frames(self, sheet, frame_rect_list):
 for frame_rect in frame_rect_list:
  self.frames.append(tools.get_image(sheet, *frame_rect,
      c.BLACK, c.BRICK_SIZE_MULTIPLIER))

def walking(self):
 if (self.current_time - self.animate_timer) > 250:
  if self.direction == c.RIGHT:
   self.frame_index += 1
   if self.frame_index > 7:
    self.frame_index = 4
  else:
   self.frame_index += 1
   if self.frame_index > 3:
    self.frame_index = 0
  self.animate_timer = self.current_time

self.shoot_fire()
 if self.should_jump():
  self.y_vel = -7

def falling(self):
 if self.y_vel < 7:
  self.y_vel += self.gravity
 self.shoot_fire()

def should_jump(self):
 if (self.rect.x - self.level.player.rect.x) < 400:
  if (self.current_time - self.jump_timer) > 2500:
   self.jump_timer = self.current_time
   return True
 return False

def shoot_fire(self):
 if (self.current_time - self.fire_timer) > 3000:
  self.fire_timer = self.current_time
  self.level.enemy_group.add(Fire(self.rect.x, self.rect.bottom-20, self.direction))

class Fire(Enemy):
def __init__(self, x, y, direction, name=c.FIRE):
 Enemy.__init__(self)
 frame_rect_list = [(101, 253, 23, 8), (131, 253, 23, 8)]
 in_range, range_start, range_end = False, 0, 0
 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET],
    frame_rect_list, in_range, range_start, range_end)
 # right images
 self.frames.append(pg.transform.flip(self.frames[0], True, False))
 self.frames.append(pg.transform.flip(self.frames[1], True, False))
 self.state = c.FLY
 self.x_vel = 5 if self.direction == c.RIGHT else -5

def check_x_collisions(self, level):
 sprite_group = pg.sprite.Group(level.ground_step_pipe_group,
      level.brick_group, level.box_group)
 sprite = pg.sprite.spritecollideany(self, sprite_group)
 if sprite:
  self.kill()

def start_death_jump(self, direction):
 self.kill()

class Piranha(Enemy):
def __init__(self, x, y, direction, color, in_range,
   range_start, range_end, name=c.PIRANHA):
 Enemy.__init__(self)
 frame_rect_list = self.get_frame_rect(color)
 self.setup_enemy(x, y, direction, name, setup.GFX[c.ENEMY_SHEET],
    frame_rect_list, in_range, range_start, range_end)
 self.state = c.REVEAL
 self.y_vel = 1
 self.wait_timer = 0
 self.group = pg.sprite.Group()
 self.group.add(self)

def get_frame_rect(self, color):
 if color == c.COLOR_TYPE_GREEN:
  frame_rect_list = [(390, 30, 16, 24), (420, 30, 16, 24)]
 else:
  frame_rect_list = [(390, 60, 16, 24), (420, 60, 16, 24)]
 return frame_rect_list

def revealing(self):
 if (self.current_time - self.animate_timer) > 250:
  if self.frame_index == 0:
   self.frame_index += 1
  elif self.frame_index == 1:
   self.frame_index = 0
  self.animate_timer = self.current_time

def update_position(self, level):
 if self.check_player_is_on(level):
  pass
 else:
  if self.rect.y < self.range_start:
   self.rect.y = self.range_start
   self.y_vel = 1
  elif self.rect.bottom > self.range_end:
   if self.wait_timer == 0:
    self.wait_timer = self.current_time
   elif (self.current_time - self.wait_timer) < 3000:
    return
   else:
    self.wait_timer = 0
    self.rect.bottom = self.range_end
    self.y_vel = -1
  self.rect.y += self.y_vel

def check_player_is_on(self, level):
 result = False
 self.rect.y -= 5
 sprite = pg.sprite.spritecollideany(level.player, self.group)
 if sprite:
  result = True
 self.rect.y += 5
 return result

def start_death_jump(self, direction):
 self.kill()

class FireStick(pg.sprite.Sprite):
def __init__(self, center_x, center_y, direction, color, radius, name=c.FIRESTICK):
 '''the firestick will rotate around the center of a circle'''
 pg.sprite.Sprite.__init__(self)

self.frames = []
 self.frame_index = 0
 self.animate_timer = 0
 self.name = name
 rect_list = [(96, 144, 8, 8), (104, 144, 8, 8),
    (96, 152, 8, 8), (104, 152, 8, 8)]
 self.load_frames(setup.GFX[c.ITEM_SHEET], rect_list)
 self.animate_timer = 0
 self.image = self.frames[self.frame_index]
 self.rect = self.image.get_rect()
 self.rect.x = center_x - radius
 self.rect.y = center_y
 self.center_x = center_x
 self.center_y = center_y
 self.radius = radius
 self.angle = 0

def load_frames(self, sheet, frame_rect_list):
 for frame_rect in frame_rect_list:
  self.frames.append(tools.get_image(sheet, *frame_rect,
      c.BLACK, c.BRICK_SIZE_MULTIPLIER))

def update(self, game_info, level):
 self.current_time = game_info[c.CURRENT_TIME]
 if (self.current_time - self.animate_timer) > 100:
  if self.frame_index < 3:
   self.frame_index += 1
  else:
   self.frame_index = 0
  self.animate_timer = self.current_time
 self.image = self.frames[self.frame_index]

self.angle += 1
 if self.angle == 360:
  self.angle = 0
 radian = math.radians(self.angle)
 self.rect.x = self.center_x + math.sin(radian) * self.radius
 self.rect.y = self.center_y + math.cos(radian) * self.radius

来源:https://github.com/Mr-han11/PythonSuperMario-master/tree/master/PythonSuperMario-master

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