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您现在的位置: 程式師世界 >> 編程語言 >  >> 更多編程語言 >> Python

Who cant play games with Python? Be a Mario and solve it in minutes

編輯:Python

One 、 Preface

Hi. , Hello, everyone ! This is the little panda

In your childhood memory , Is there a jump 、 The little man with the mushroom has been forgotten ?

Mario grew up eating mushrooms , World famous Superstar . Characterized by a big nose 、 Wear a hat 、 Wearing harness overalls 、 With a beard .

Hat and suspender overalls 、 Features such as a big nose and beard , Far from the image of a hero .

Plus a little fat body , If you don't pay attention, you may think of our hero Mario as a middle-aged uncle working in a convenience store .

But the personality and intimacy brought by the image , But deeply rooted in the hearts of players

If your childhood was demonized Light brainwashing, then go back to nostalgia ~

Today, I will take you to make a super Mary game , Super high reduction ~

What are you waiting for? You can have your own ” Super Marie “ What about the game , Learn quickly ~

Two 、 Preparation required

demo

graphics

3、 ... and 、 Code

__author__ = 'marble_xu'
DEBUG = False
DEBUG_START_X = 110
DEBUG_START_y = 538
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 800
SCREEN_SIZE = (SCREEN_WIDTH,SCREEN_HEIGHT)
ORIGINAL_CAPTION = " Super Marie Problem solving source code Q Group :660193417"
## COLORS ##
# R G B
GRAY = (100, 100, 100)
NAVYBLUE = ( 60, 60, 100)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
FOREST_GREEN = ( 31, 162, 35)
BLUE = ( 0, 0, 255)
SKY_BLUE = ( 39, 145, 251)
YELLOW = (255, 255, 0)
ORANGE = (255, 128, 0)
PURPLE = (255, 0, 255)
CYAN = ( 0, 255, 255)
BLACK = ( 0, 0, 0)
NEAR_BLACK = ( 19, 15, 48)
COMBLUE = (233, 232, 255)
GOLD = (255, 215, 0)
BGCOLOR = WHITE
SIZE_MULTIPLIER = 2.5
BRICK_SIZE_MULTIPLIER = 2.69
BACKGROUND_MULTIPLER = 2.679
GROUND_HEIGHT = SCREEN_HEIGHT - 62
GAME_TIME_OUT = 301
#STATES FOR ENTIRE GAME
MAIN_MENU = 'main menu'
LOAD_SCREEN = 'load screen'
TIME_OUT = 'time out'
GAME_OVER = 'game over'
LEVEL = 'level'
#MAIN MENU CURSOR STATES
PLAYER1 = '1 PLAYER GAME'
PLAYER2 = '2 PLAYER GAME'
#GAME INFO DICTIONARY KEYS
COIN_TOTAL = 'coin total'
SCORE = 'score'
TOP_SCORE = 'top score'
LIVES = 'lives'
CURRENT_TIME = 'current time'
LEVEL_NUM = 'level num'
PLAYER_NAME = 'player name'
PLAYER_MARIO = 'mario'
PLAYER_LUIGI = 'luigi'
#MAP COMPONENTS
MAP_IMAGE = 'image_name'
MAP_MAPS = 'maps'
SUB_MAP = 'sub_map'
MAP_GROUND = 'ground'
MAP_PIPE = 'pipe'
PIPE_TYPE_NONE = 0
PIPE_TYPE_IN = 1 # can go down in the pipe
PIPE_TYPE_HORIZONTAL = 2 # can go right in the pipe
MAP_STEP = 'step'
MAP_BRICK = 'brick'
BRICK_NUM = 'brick_num'
TYPE_NONE = 0
TYPE_COIN = 1
TYPE_STAR = 2
MAP_BOX = 'box'
TYPE_MUSHROOM = 3
TYPE_FIREFLOWER = 4
TYPE_FIREBALL = 5
TYPE_LIFEMUSHROOM = 6
MAP_ENEMY = 'enemy'
ENEMY_TYPE_GOOMBA = 0
ENEMY_TYPE_KOOPA = 1
ENEMY_TYPE_FLY_KOOPA = 2
ENEMY_TYPE_PIRANHA = 3
ENEMY_TYPE_FIRESTICK = 4
ENEMY_TYPE_FIRE_KOOPA = 5
ENEMY_RANGE = 'range'
MAP_CHECKPOINT = 'checkpoint'
ENEMY_GROUPID = 'enemy_groupid'
MAP_INDEX = 'map_index'
CHECKPOINT_TYPE_ENEMY = 0
CHECKPOINT_TYPE_FLAG = 1
CHECKPOINT_TYPE_CASTLE = 2
CHECKPOINT_TYPE_MUSHROOM = 3
CHECKPOINT_TYPE_PIPE = 4 # trigger player to go right in a pipe
CHECKPOINT_TYPE_PIPE_UP = 5 # trigger player to another map and go up out of a pipe
CHECKPOINT_TYPE_MAP = 6 # trigger player to go to another map
CHECKPOINT_TYPE_BOSS = 7 # defeat the boss
MAP_FLAGPOLE = 'flagpole'
FLAGPOLE_TYPE_FLAG = 0
FLAGPOLE_TYPE_POLE = 1
FLAGPOLE_TYPE_TOP = 2
MAP_SLIDER = 'slider'
HORIZONTAL = 0
VERTICAL = 1
VELOCITY = 'velocity'
MAP_COIN = 'coin'
#COMPONENT COLOR
COLOR = 'color'
COLOR_TYPE_ORANGE = 0
COLOR_TYPE_GREEN = 1
COLOR_TYPE_RED = 2
#BRICK STATES
RESTING = 'resting'
BUMPED = 'bumped'
OPENED = 'opened'
#MUSHROOM STATES
REVEAL = 'reveal'
SLIDE = 'slide'
#Player FRAMES
PLAYER_FRAMES = 'image_frames'
RIGHT_SMALL_NORMAL = 'right_small_normal'
RIGHT_BIG_NORMAL = 'right_big_normal'
RIGHT_BIG_FIRE = 'right_big_fire'
#PLAYER States
STAND = 'standing'
WALK = 'walk'
JUMP = 'jump'
FALL = 'fall'
FLY = 'fly'
SMALL_TO_BIG = 'small to big'
BIG_TO_FIRE = 'big to fire'
BIG_TO_SMALL = 'big to small'
FLAGPOLE = 'flag pole'
WALK_AUTO = 'walk auto' # not handle key input in this state
END_OF_LEVEL_FALL = 'end of level fall'
IN_CASTLE = 'in castle'
DOWN_TO_PIPE = 'down to pipe'
UP_OUT_PIPE = 'up out of pipe'
#PLAYER FORCES
PLAYER_SPEED = 'speed'
WALK_ACCEL = 'walk_accel'
RUN_ACCEL = 'run_accel'
JUMP_VEL = 'jump_velocity'
MAX_Y_VEL = 'max_y_velocity'
MAX_RUN_SPEED = 'max_run_speed'
MAX_WALK_SPEED = 'max_walk_speed'
SMALL_TURNAROUND = .35
JUMP_GRAVITY = .31
GRAVITY = 1.01
#LIST of ENEMIES
GOOMBA = 'goomba'
KOOPA = 'koopa'
FLY_KOOPA = 'fly koopa'
FIRE_KOOPA = 'fire koopa'
FIRE = 'fire'
PIRANHA = 'piranha'
FIRESTICK = 'firestick'
#GOOMBA Stuff
LEFT = 'left'
RIGHT = 'right'
JUMPED_ON = 'jumped on'
DEATH_JUMP = 'death jump'
#KOOPA STUFF
SHELL_SLIDE = 'shell slide'
#FLAG STATE
TOP_OF_POLE = 'top of pole'
SLIDE_DOWN = 'slide down'
BOTTOM_OF_POLE = 'bottom of pole'
#FIREBALL STATE
FLYING = 'flying'
BOUNCING = 'bouncing'
EXPLODING = 'exploding'
#IMAGE SHEET
ENEMY_SHEET = 'smb_enemies_sheet'
ITEM_SHEET = 'item_objects'
__author__ = 'marble_xu'
import pygame as pg
from .. import setup, tools
from .. import constants as c
from . import coin, powerup
class Box(pg.sprite.Sprite):
def __init__(self, x, y, type, group=None, name=c.MAP_BOX):
pg.sprite.Sprite.__init__(self)
self.frames = []
self.frame_index = 0
self.load_frames()
self.image = self.frames[self.frame_index]
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.rest_height = y
self.animation_timer = 0
self.first_half = True # First half of animation cycle
self.state = c.RESTING
self.y_vel = 0
self.gravity = 1.2
self.type = type
self.group = group
self.name = name
def load_frames(self):
sheet = setup.GFX['tile_set']
frame_rect_list = [(384, 0, 16, 16), (400, 0, 16, 16),
(416, 0, 16, 16), (400, 0, 16, 16), (432, 0, 16, 16)]
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):
self.current_time = game_info[c.CURRENT_TIME]
if self.state == c.RESTING:
self.resting()
elif self.state == c.BUMPED:
self.bumped()
def resting(self):
time_list = [375, 125, 125, 125]
if (self.current_time - self.animation_timer) > time_list[self.frame_index]:
self.frame_index += 1
if self.frame_index == 4:
self.frame_index = 0
self.animation_timer = self.current_time
self.image = self.frames[self.frame_index]
def bumped(self):
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.type == c.TYPE_MUSHROOM:
self.group.add(powerup.Mushroom(self.rect.centerx, self.rect.y))
elif self.type == c.TYPE_FIREFLOWER:
self.group.add(powerup.FireFlower(self.rect.centerx, self.rect.y))
elif self.type == c.TYPE_LIFEMUSHROOM:
self.group.add(powerup.LifeMushroom(self.rect.centerx, self.rect.y))
self.frame_index = 4
self.image = self.frames[self.frame_index]
def start_bump(self, score_group):
self.y_vel = -6
self.state = c.BUMPED
if self.type == c.TYPE_COIN:
self.group.add(coin.Coin(self.rect.centerx, self.rect.y, score_group))
import pygame as pg
from source.main import main
if __name__=='__main__':
main()
pg.quit()

Click here to get the complete source code 🧡🤎

(https://jq.qq.com/?_wv=1027&k=ONMKhFSZ)

Because there is too much code, as shown in the figure below ( Part of the ): So let's get the complete code by ourselves !

Four 、 Effect display ( Only part )

4.1 Run effect page

4.2 Opening page

4.3 Eating mushrooms makes the effect bigger

4.4 The effect of eating the sun

Tail language

Thank you Mario! But our princess is 1n another castle! ”
Thank you, Mario , But our princess is in another castle !

If you are interested in the game, please make one by yourself ~

Your support is my biggest motivation !! Thank you for your company ~

Remember Sanlian ~ Welcome to read previous articles

I'm a panda , I'll see you in the next article (*◡‿◡)


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