由于我最近实现了程序化地图生成算法,所以我一直无法让AI在地图上的不同对象周围找到最佳路径,而AI无法弄清楚如何绕过任何角落,或者敌人正好在玩家上方或下方,而玩家被困在平台上:
import pygame #imports pygame
import time #imports the timer so I can use the tick function to make game 60fps
import math #imports maths
import sys #imports system
import random
from random import *
from time import * #imports all modules from time
from pygame import * #imports all pygame files
from pygame.math import *
from pygame.mixer import *
win_height = 750 #height of window is 750 pixles
win_width = 1050 #height of window is 1050 pixels
half_win_width = int(win_width / 2) #will be used to centre camera
half_win_height = int(win_height / 2)
white=(255, 255, 255)
black=(0, 0, 0)
gray=(50, 50, 50)
red=(255, 0, 0)
green=(0, 255, 0)
blue=(0, 0, 255)
yellow=(255, 255, 0)
display = (win_width, win_height) #creates the window as 500*500 pixels
depth = 32 #prevents infinate recursion
flags = 0 #message to Les: I don't really know what this does, however I have seen it in many places being used, therefore I assumed that it was important
camera_slack = 30 #how many pixels the player can move before the camera moves with them
pygame.init()
mixer.init()
pygame.mixer.music.load('Caravan Palace - Lone Digger [Clip officiel].mp3') #plays music within my game folder
#pygame.mixer.music.load('Toby Fox - Megalovania [Electro Swing Remix].mp3') #plays music within my game folder
pygame.mixer.music.play(-1) #loops music infinately
myfont = pygame.font.SysFont('Comic Sans MS', 30)
def main_menu():
pygame.init()
screen = pygame.display.set_mode(display, flags, depth)
pygame.display.set_caption("Super Castlevania Man")
timer = pygame.time.Clock()
def main(): #main game function
global cameraX, cameraY
pygame.init()
screen = pygame.display.set_mode(display, flags, depth)
pygame.display.set_caption("Super Castlevania Man")
timer = pygame.time.Clock()
move_cameraX = 0
move_cameraY = 0
up = down = left = right = running = False
background = pygame.Surface((32,32)) #the background takes up space on the screen
background.convert()
background.fill(pygame.Color("#000000")) #background is black
entities = pygame.sprite.Group()
player = Player_class(32, 32*15) #the player is 32*32 pixels large
platforms = []
x = y = 0
blank_level = [
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"P P",
"PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP"]
def print_level(level):
for row in level:
print(row)
new_level = blank_level
#Randomly Generate levels
#First do the platforms
#Pick a random number of platforms (6 - 12)
#For those then pick a row which doesn't have one on (I.e. only has two Ps in), and pick a start cell and a length (3-7) -> ensure it cuts off @ wall
#Pick a random empty cell for E to go into
new_level[5] = new_level[5][0:4]+"E"+new_level[5][5:]
#Replacing the string with string before position, putting letter in, then string after
for z in range (0,15):
plat_len = (randint(1, 7))
plat_start = (randint(3, 29))
row = (randint(3, 19))
new_level[row] = new_level[row][0:plat_start]+("P"*plat_len)+new_level[row][plat_start+plat_len:]
for row in blank_level:
for col in row:
if col == "P":
p = Platform(x, y) #makes P a solid object
platforms.append(p)
entities.add(p)
if col == "E":
e = Exit_block(x, y)
platforms.append(e)
entities.add(e)
x += 32
y += 32
x = 0
entities.add(player)
enemy = Enemy(60, 200, player) #Spawns enemy
enemy_list = pygame.sprite.Group() #creates an enemy group
enemy_list.add(enemy) #Add an enemy to the group
while 1:
timer.tick(60) #makes game run at 60 frames per second
for e in pygame.event.get(): #shortens event to e
if e.type == QUIT:
return
if e.type == KEYDOWN and e.key == K_ESCAPE:
return
if e.type == KEYDOWN and e.key == K_UP:
up = True
move_cameraY = -10
if e.type == KEYDOWN and e.key == K_DOWN:
down = True
move_cameraY = 10
if e.type == KEYDOWN and e.key == K_LEFT:
left = True
move_cameraX = -10
if e.type == KEYDOWN and e.key == K_RIGHT:
right = True
move_cameraX = 10
if e.type == KEYDOWN and e.key == K_SPACE:
running = True
if e.type == KEYUP and e.key == K_UP:
up = False
move_cameraY = 0
if e.type == KEYUP and e.key == K_DOWN:
down = False
move_cameraY = 0
if e.type == KEYUP and e.key == K_RIGHT:
right = False
move_cameraX = 0
if e.type == KEYUP and e.key == K_LEFT:
left = False
move_cameraX = 0
if e.type == KEYUP and e.key == K_RIGHT:
right = False
# Update the game.
for e in enemy_list:
e.update(platforms)
player.update(up, down, left, right, running, platforms)
# Draw everything.
for y in range(32): #draws the background
for x in range(32):
screen.blit(background, (x * 32, y * 32))
entities.draw(screen)
enemy_list.draw(screen)
pygame.display.flip() # You need only one flip or update call per frame.
class Entity(pygame.sprite.Sprite): #makes player a sprite
def __init__(self):
pygame.sprite.Sprite.__init__(self) #sets sprite to initiate
class Player_class(Entity): #defines player class
def __init__(self, x, y): #x is the player x coordinate, y is the player y coordinate
Entity.__init__(self) #the player is an entity
self.xvel = 0 #how fast the player is moving left and right
self.yvel = 0 #how fast the player is moving up and down
self.onGround = False #assumes the player is in the air
self.image = pygame.Surface((32,32)) #the player is 32*32 pixels
self.image.fill(pygame.Color("#0000FF")) #makes the player blue
self.rect = pygame.Rect(x, y, 32, 32)
self.x = x
self.y = y
def update(self, up, down, left, right, running, platforms):
if up:
if self.onGround:
self.yvel -= 10 #only jump if player is on the ground
if down:
pass
if running:
self.xvel = 12
if left:
self.xvel = -8
if right:
self.xvel = 8
if not self.onGround:
self.yvel += 0.3 #only accelerate with gravity if in the air
if self.yvel > 100: self.yvel = 100 #terminal velocity = 100
if not(left or right):
self.xvel = 0
self.rect.left += self.xvel #falls or jumps
self.collide(self.xvel, 0, platforms) #creates collisions along the x axis
self.rect.top += self.yvel #creates collisions along the y axis
self.onGround = False; #assumes that the player is in the air
# do y-axis collisions
self.collide(0, self.yvel, platforms)
def collide(self, xvel, yvel, platforms):
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if isinstance(p, Exit_block):
pygame.quit()
sys.exit()
if xvel > 0:
self.rect.right = p.rect.left
if xvel < 0:
self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
self.onGround = True
self.yvel = 0
if yvel < 0:
self.rect.top = p.rect.bottom
class Platform(Entity):
def __init__(self, x, y):
Entity.__init__(self)
self.image = pygame.Surface((32, 32))
self.image.fill(pygame.Color("#FFFFFF"))
self.rect = pygame.Rect(x, y, 32, 32)
class Exit_block(Platform):
def __init__(self, x, y):
Platform.__init__(self, x, y)
self.image.fill(pygame.Color("#00FF00"))#exit block is green
class Enemy(Entity):
def __init__(self, x, y,player):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((32, 32))
self.xvel = 0
self.yvel = 0
self.image.fill(pygame.Color("#FF0000")) #Enemy is red
self.rect = pygame.Rect(x, y, 32, 32)
self.player = player
def move(self, speed=5): # chase movement
if self.rect.x > self.player.rect.x: # Movement along x direction
self.xvel = -speed
elif self.rect.x < self.player.rect.x:
self.xvel = speed
if self.rect.y < self.player.rect.y: # Movement along y direction
self.yvel = speed
elif self.rect.y > self.player.rect.y:
self.yvel = -speed
def collide(self, xvel, yvel, platforms):
# Check if the enemy collides with the player.
if self.rect.colliderect(self.player.rect):
pygame.quit()
sys.exit()
for p in platforms:
if pygame.sprite.collide_rect(self, p):
if xvel > 0:
self.rect.right = p.rect.left
if xvel < 0:
self.rect.left = p.rect.right
if yvel > 0:
self.rect.bottom = p.rect.top
if yvel < 0:
self.rect.top = p.rect.bottom
def update(self, platforms):
self.move() # Set the velocity.
self.rect.left += self.xvel
self.collide(self.xvel, 0, platforms) #creates collisions along the x axis
self.rect.top += self.yvel #creates collisions along the y axis
self.collide(0, self.yvel, platforms)
if __name__ == "__main__":
main()
pygame.quit()