嗨喽,大家好呀!这里是魔王呐~
在你的童年记忆里,是否有一个蹦跳、顶蘑菇的小人已经被遗忘?
马里奥是靠吃蘑菇成长,闻名世界的超级巨星。特征是大鼻子、头戴帽子、身穿背带工作服、还留着胡子。
帽子加背带工作服、大鼻子和胡子等特征,离英雄的形象相差甚远。
再加上少许肥胖的身材,稍不留神可能就会把我们的英雄马里奥当成在便利店打工的中年大叔。
但是形象上所带来的个性和亲切感,却在玩家的心中根深蒂固
如果你的童年也曾被魔性的 灯灯灯灯灯灯灯洗脑那就接着来怀旧一番吧~
今天我就带着大家自制一款超级玛丽游戏,还原度超高哦~
还在等什么动动手就能拥有属于自己的”超级玛丽“游戏呢,赶快学起来吧~
二、所需准备 demo graphics 三、代码__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 = "超级玛丽 问题解答源码领取QQ群:261823976" ## 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()
完整代码
完整源码加裙:261823976免费领取~
由于代码太多太多了如下图所示(一部分):所以还是大家自己拿完整的代码哈!
Thank you Mario! But our princess is 1n another castle! ”
谢谢你马里奥,但我们的公主在另一座城堡里!
对游戏感兴趣的小伙伴儿赶紧自己动手造一个吧~
你们的支持是我最大的动力!!感谢陪伴~
记得三连哦~ 欢迎大家阅读往期的文章呀



