导语
"你是否想过用Python开发一款可玩性高的双人合作游戏?本文将分享如何从零开始实现一款类《吸血鬼幸存者》的生存射击游戏!包含完整源码解析、角色系统设计、敌人AI逻辑等核心技术点,文末提供完整代码包下载!"
哈哈,怪物可以换成同学 的qq头像
游戏内容如下:
一、游戏展示 & 核心功能
-
游戏截图/GIF动图
(建议添加游戏实际运行画面,展示双人操作、敌人生成、技能特效等) -
核心玩法特性
- 双人本地合作模式(WASD vs 方向键控制)
- 两种可选角色:四方向攻击 vs 对角线攻击
- 动态敌人系统:普通敌人 + 精英Boss
- 角色成长体系:经验值升级/属性强化
- 时间限制生存模式(5分钟倒计时)
二、技术实现亮点
-
技术栈
- 语言:Python 3.x
- 核心库:PyGame
- 开发周期:约10小时
-
关键技术点
- 精灵(Sprite)系统:玩家/敌人/子弹的统一管理 - 基于三角函数的子弹轨迹计算(8方向射击) - 敌人AI:自动追踪玩家 + 精英怪弹幕攻击 - 动态难度系统:敌人生成速度随玩家等级提升 - 经验球漂浮动画(正弦函数实现) - 多菜单系统:主菜单/角色选择/游戏内HUD
三、代码结构解析
python
# 代码模块示意图
├── Assets/ # 资源文件夹
│ ├── image/ # 游戏素材(角色/敌人/背景图)
├── main.py # 主程序入口
│ ├── 核心类:
│ │ - Player # 玩家角色(移动/攻击/成长)
│ │ - Enemy # 基础敌人AI
│ │ - EliteEnemy # 精英Boss(弹幕攻击)
│ │ - Bullet # 子弹物理系统
│ │ - Button # 交互式GUI按钮
│ ├── 游戏流程:
│ │ - main_menu() # 主菜单
│ │ - role_selection() # 角色选择
│ │ - game_loop() # 核心游戏循环
四、关键代码解读
-
角色控制系统
python
class Player(pygame.sprite.Sprite):def get_attack_directions(self):# 角色1:四方向射击 | 角色2:对角线射击return ["up", "down", "left", "right"] if self.role_type == 1 else ["up_left", "up_right", ...]
-
精英敌人弹幕算法
python
class EliteEnemy(Enemy):def shoot(self, target):# 45度间隔的8方向弹幕for angle in range(0, 360, 45):rad = math.radians(angle)bullet = EliteBullet(..., math.cos(rad)*speed, math.sin(rad)*speed)
-
动态难度机制
python
# 敌人生成速度随玩家等级提升 enemy_spawn_interval = 60 - (sum(p.level for p in players) * 2)
五、如何运行游戏
-
环境准备
bash
pip install pygame
-
文件结构要求
project/ ├── main.py └── image/├── role1.png # 角色1素材├── enemy.png # 敌人素材└── ...
-
启动命令
bash
python main.py
六、开发心得 & 优化方向
-
踩坑经验
- PyGame精灵组的碰撞检测优化
- 双人模式下的事件冲突处理
- 游戏节奏平衡性调试
-
待优化项
- 添加音效系统
- 实现网络联机功能
- 增加更多角色/技能树
- 开发关卡编辑器
七、完整代码获取
"关注+私信回复【生存游戏】获取完整代码包和素材资源!"
骗你的,代码就在这,复制就能用!
# -*- coding: utf-8 -*-
import os
import pygame
import random
import math# 初始化配置
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
IMAGE_DIR = os.path.join(BASE_DIR, 'image')RESOURCES = {'role1': os.path.join(IMAGE_DIR, 'role1.png'),'role2': os.path.join(IMAGE_DIR, 'role2.png'),'enemy': os.path.join(IMAGE_DIR, 'enemy.png'),'elite': os.path.join(IMAGE_DIR, 'elite.png'),'bullet': os.path.join(IMAGE_DIR, 'bullet.png'),'exp_orb': os.path.join(IMAGE_DIR, 'exp_orb.png'),'background': os.path.join(IMAGE_DIR, 'background.png')
}pygame.init()
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()# 颜色定义
WHITE = (255, 255, 255)
GRAY = (100, 100, 100)
BUTTON_COLOR = (50, 150, 50)
HOVER_COLOR = (70, 170, 70)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
ELITE_BULLET_COLOR = (255, 165, 0)font = pygame.font.Font(None, 24)def load_image(path, default_size=(30, 30)):try:image = pygame.image.load(path).convert_alpha()return pygame.transform.scale(image, default_size)except:surf = pygame.Surface(default_size)surf.fill(RED)return surfGAME_IMAGES = {'role1': load_image(RESOURCES['role1']),'role2': load_image(RESOURCES['role2']),'enemy': load_image(RESOURCES['enemy'], (20, 20)),'elite': load_image(RESOURCES['elite'], (40, 40)),'bullet': load_image(RESOURCES['bullet'], (10, 10)),'exp_orb': load_image(RESOURCES['exp_orb'], (10, 10)),'background': load_image(RESOURCES['background'], (WIDTH, HEIGHT))
}class Button:def __init__(self, text, x, y, w, h):self.rect = pygame.Rect(x, y, w, h)self.text = textself.color = BUTTON_COLORself.hover = Falsedef draw(self, surface):color = HOVER_COLOR if self.hover else BUTTON_COLORpygame.draw.rect(surface, color, self.rect, border_radius=5)text_surf = font.render(self.text, True, WHITE)text_rect = text_surf.get_rect(center=self.rect.center)surface.blit(text_surf, text_rect)def check_hover(self, mouse_pos):self.hover = self.rect.collidepoint(mouse_pos)class Player(pygame.sprite.Sprite):def __init__(self, controls, role_type, pos_offset=0, is_player2=False):super().__init__()self.role_type = role_typeself.image = GAME_IMAGES['role2' if role_type == 2 else 'role1']self.rect = self.image.get_rect(center=(WIDTH // 2 + pos_offset, HEIGHT // 2))self.speed = 5self.health = 100self.exp = 0self.level = 1self.max_exp = 100self.kills = 0self.controls = controlsdef update(self, keys):if keys[self.controls['up']]: self.rect.y -= self.speedif keys[self.controls['down']]: self.rect.y += self.speedif keys[self.controls['left']]: self.rect.x -= self.speedif keys[self.controls['right']]: self.rect.x += self.speedself.rect.clamp_ip(screen.get_rect())def get_attack_directions(self):return ["up", "down", "left", "right"] if self.role_type == 1 else ["up_left", "up_right", "down_left","down_right"]class Bullet(pygame.sprite.Sprite):def __init__(self, x, y, direction):super().__init__()self.image = GAME_IMAGES['bullet']self.rect = self.image.get_rect(center=(x, y))self.speed = 8self.start_pos = (x, y)self.max_distance = 300self.penetration = 2dir_mapping = {"up": (0, -1), "down": (0, 1),"left": (-1, 0), "right": (1, 0),"up_left": (-math.sqrt(0.5), -math.sqrt(0.5)),"up_right": (math.sqrt(0.5), -math.sqrt(0.5)),"down_left": (-math.sqrt(0.5), math.sqrt(0.5)),"down_right": (math.sqrt(0.5), math.sqrt(0.5))}dx_mult, dy_mult = dir_mapping[direction]self.dx = dx_mult * self.speedself.dy = dy_mult * self.speeddef update(self):self.rect.x += self.dxself.rect.y += self.dyif math.hypot(self.rect.x - self.start_pos[0], self.rect.y - self.start_pos[1]) > self.max_distance:self.kill()class Enemy(pygame.sprite.Sprite):def __init__(self):super().__init__()self.image = GAME_IMAGES['enemy']self.rect = self.image.get_rect(center=(random.choice([-100, WIDTH + 100]), random.randint(0, HEIGHT)))self.speed = 2def update(self, targets):if not targets: returnnearest = min(targets, key=lambda t: math.hypot(t.rect.x - self.rect.x, t.rect.y - self.rect.y))dx = nearest.rect.x - self.rect.xdy = nearest.rect.y - self.rect.ydist = math.hypot(dx, dy)if dist != 0:self.rect.x += dx / dist * self.speedself.rect.y += dy / dist * self.speedclass EliteEnemy(pygame.sprite.Sprite):def __init__(self):super().__init__()self.image = GAME_IMAGES['elite']self.rect = self.image.get_rect(center=(random.choice([-100, WIDTH + 100]), random.randint(0, HEIGHT)))self.speed = 1.5self.health = 50self.max_health = 50self.shoot_timer = 0self.bullet_speed = 5def update(self, targets):if not targets: returnnearest = min(targets, key=lambda t: math.hypot(t.rect.x - self.rect.x, t.rect.y - self.rect.y))dx = nearest.rect.x - self.rect.xdy = nearest.rect.y - self.rect.ydist = math.hypot(dx, dy)if dist != 0:self.rect.x += dx / dist * self.speedself.rect.y += dy / dist * self.speedself.shoot_timer += 1if self.shoot_timer >= 60:self.shoot(nearest)self.shoot_timer = 0def shoot(self, target):for angle in range(0, 360, 45):rad = math.radians(angle)bullet = EliteBullet(self.rect.centerx,self.rect.centery,math.cos(rad) * self.bullet_speed,math.sin(rad) * self.bullet_speed)bullets.add(bullet)all_sprites.add(bullet)class EliteBullet(pygame.sprite.Sprite):def __init__(self, x, y, dx, dy):super().__init__()self.image = pygame.Surface((15, 15))self.image.fill(ELITE_BULLET_COLOR)self.rect = self.image.get_rect(center=(x, y))self.dx = dxself.dy = dyself.max_distance = 400self.start_pos = (x, y)def update(self):self.rect.x += self.dxself.rect.y += self.dyif math.hypot(self.rect.x - self.start_pos[0], self.rect.y - self.start_pos[1]) > self.max_distance:self.kill()class ExpOrb(pygame.sprite.Sprite):def __init__(self, x, y):super().__init__()self.image = GAME_IMAGES['exp_orb']self.rect = self.image.get_rect(center=(x, y))self.float_timer = 0def update(self):self.float_timer += 1self.rect.y += math.sin(self.float_timer * 0.1) * 0.5def draw_hud(surface, players, time_left):time_text = font.render(f"Time: {time_left // 60:02}:{time_left % 60:02}", True, WHITE)surface.blit(time_text, (WIDTH // 2 - 60, 10))for i, player in enumerate(players):y_offset = 40 + i * 80pygame.draw.rect(surface, GRAY, (10, y_offset, 100, 10))health_width = int((player.health / 100.0) * 100)pygame.draw.rect(surface, RED, (10, y_offset, health_width, 10))pygame.draw.rect(surface, GRAY, (10, y_offset + 20, 100, 10))exp_width = int((player.exp / float(player.max_exp)) * 100)pygame.draw.rect(surface, YELLOW, (10, y_offset + 20, exp_width, 10))info_text = font.render(f"P{i + 1} Lv{player.level} K{player.kills}", True, WHITE)surface.blit(info_text, (10, y_offset + 40))def role_selection_menu(player_count):roles = []buttons = []descriptions = ["Role 1: 4-Direction Attack","Role 2: Diagonal Attack"]for i in range(player_count):y_base = 150 + i * 150buttons.append([Button(f"Player{i + 1} Role1", WIDTH // 2 - 250, y_base, 200, 50),Button(f"Player{i + 1} Role2", WIDTH // 2 + 50, y_base, 200, 50)])confirm_btn = Button("Start Game", WIDTH // 2 - 100, HEIGHT - 100, 200, 50)while True:screen.fill((30, 30, 30))mouse_pos = pygame.mouse.get_pos()for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()return []if event.type == pygame.MOUSEBUTTONDOWN:for i, pair in enumerate(buttons):for j, btn in enumerate(pair):if btn.rect.collidepoint(mouse_pos):roles = roles[:i] + [j + 1] + roles[i + 1:] if len(roles) > i else roles + [j + 1]if confirm_btn.rect.collidepoint(mouse_pos) and len(roles) == player_count:return rolesdesc_y = 100for desc in descriptions:text = font.render(desc, True, WHITE)screen.blit(text, (WIDTH // 2 - text.get_width() // 2, desc_y))desc_y += 30for i, pair in enumerate(buttons):for j, btn in enumerate(pair):btn.check_hover(mouse_pos)btn.draw(screen)if i < len(roles) and roles[i] == j + 1:pygame.draw.rect(screen, YELLOW, btn.rect.inflate(10, 10), 3, border_radius=7)confirm_btn.check_hover(mouse_pos)confirm_btn.draw(screen)pygame.display.flip()clock.tick(30)def main_menu():buttons = [Button("1 Player", WIDTH // 2 - 100, HEIGHT // 2 - 50, 200, 50),Button("2 Players", WIDTH // 2 - 100, HEIGHT // 2 + 20, 200, 50)]while True:screen.fill((30, 30, 30))mouse_pos = pygame.mouse.get_pos()for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()return (0, [])if event.type == pygame.MOUSEBUTTONDOWN:for i, btn in enumerate(buttons):if btn.rect.collidepoint(mouse_pos):roles = role_selection_menu(i + 1)if roles:return (i + 1, roles)title = font.render("Vampire Survivors", True, WHITE)screen.blit(title, (WIDTH // 2 - title.get_width() // 2, 100))for btn in buttons:btn.check_hover(mouse_pos)btn.draw(screen)pygame.display.flip()clock.tick(30)def game_loop(player_count, roles):background = GAME_IMAGES['background']controls = [{'up': pygame.K_w, 'down': pygame.K_s, 'left': pygame.K_a, 'right': pygame.K_d},{'up': pygame.K_UP, 'down': pygame.K_DOWN, 'left': pygame.K_LEFT, 'right': pygame.K_RIGHT}]players = pygame.sprite.Group()for i in range(player_count):player = Player(controls=controls[i],role_type=roles[i],pos_offset=-50 + i * 100,is_player2=(i == 1))players.add(player)all_sprites = pygame.sprite.Group(players)enemies = pygame.sprite.Group()bullets = pygame.sprite.Group()exp_orbs = pygame.sprite.Group()enemy_spawn_timer = 0attack_timer = 0start_ticks = pygame.time.get_ticks()time_limit = 300running = Truewhile running:screen.blit(background, (0, 0))keys = pygame.key.get_pressed()elapsed_seconds = (pygame.time.get_ticks() - start_ticks) // 1000time_left = max(time_limit - elapsed_seconds, 0)if time_left <= 0:running = Falsefor event in pygame.event.get():if event.type == pygame.QUIT:running = Falseenemy_spawn_timer += 1if enemy_spawn_timer >= 60 - (sum(p.level for p in players) * 2):if random.random() < 0.1:enemy = EliteEnemy()else:enemy = Enemy()enemies.add(enemy)all_sprites.add(enemy)enemy_spawn_timer = 0attack_timer += 1if attack_timer >= 30:for player in players:for direction in player.get_attack_directions():bullet = Bullet(player.rect.centerx, player.rect.centery, direction)bullets.add(bullet)all_sprites.add(bullet)attack_timer = 0for player in players:player.update(keys)enemies.update(players)bullets.update()exp_orbs.update()for bullet in bullets:hits = pygame.sprite.spritecollide(bullet, enemies, False)if hits:bullet.penetration -= 1for enemy in hits:if isinstance(enemy, EliteEnemy):enemy.health -= 2if enemy.health <= 0:enemy.kill()for _ in range(5):exp_orb = ExpOrb(enemy.rect.centerx, enemy.rect.centery)exp_orbs.add(exp_orb)all_sprites.add(exp_orb)else:enemy.kill()exp_orb = ExpOrb(enemy.rect.centerx, enemy.rect.centery)exp_orbs.add(exp_orb)all_sprites.add(exp_orb)for player in players:if math.hypot(player.rect.x - enemy.rect.x, player.rect.y - enemy.rect.y) < 100:player.kills += 1if bullet.penetration <= 0:bullet.kill()for player in players:hits = pygame.sprite.spritecollide(player, exp_orbs, True)if hits:player.exp += 10 * len(hits)if player.exp >= player.max_exp:player.level += 1player.exp -= player.max_expplayer.max_exp = int(player.max_exp * 1.5)player.speed += 0.5if pygame.sprite.spritecollide(player, enemies, True):player.health -= 10bullet_hits = pygame.sprite.spritecollide(player, bullets, True)if bullet_hits:player.health -= 5alive_players = [p for p in players if p.health > 0]if not alive_players or time_left <= 0:running = Falseall_sprites.draw(screen)draw_hud(screen, players, time_left)pygame.display.flip()clock.tick(30)pygame.quit()if __name__ == "__main__":player_count, roles = main_menu()if player_count > 0:game_loop(player_count, roles)
下面是python2的代码。方便不同环境的兄弟们运行:
# -*- coding: utf-8 -*-
import os
import pygame
import random
import math
from datetime import datetime# 初始化路径
BASE_DIR = os.path.dirname(os.path.abspath(__file__))
IMAGE_DIR = os.path.join(BASE_DIR, 'image')RESOURCES = {'role1': os.path.join(IMAGE_DIR, 'role1.png'),'role2': os.path.join(IMAGE_DIR, 'role2.png'),'enemy': os.path.join(IMAGE_DIR, 'enemy.png'),'bullet': os.path.join(IMAGE_DIR, 'bullet.png'),'exp_orb': os.path.join(IMAGE_DIR, 'exp_orb.png'),'background': os.path.join(IMAGE_DIR, 'background.png')
}pygame.init()
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()# 颜色定义
WHITE = (255, 255, 255)
GRAY = (100, 100, 100)
BUTTON_COLOR = (50, 150, 50)
HOVER_COLOR = (70, 170, 70)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)font = pygame.font.Font(None, 24)def load_image(path, default_size=(30, 30)):try:image = pygame.image.load(path).convert_alpha()return pygame.transform.scale(image, default_size)except:surf = pygame.Surface(default_size)surf.fill(RED)return surfGAME_IMAGES = {'role1': load_image(RESOURCES['role1']),'role2': load_image(RESOURCES['role2']),'enemy': load_image(RESOURCES['enemy'], (20, 20)),'bullet': load_image(RESOURCES['bullet'], (10, 10)),'exp_orb': load_image(RESOURCES['exp_orb'], (10, 10)),'background': load_image(RESOURCES['background'], (WIDTH, HEIGHT))
}class Button:def __init__(self, text, x, y, w, h):self.rect = pygame.Rect(x, y, w, h)self.text = textself.color = BUTTON_COLORself.hover = Falsedef draw(self, surface):color = HOVER_COLOR if self.hover else BUTTON_COLORpygame.draw.rect(surface, color, self.rect, border_radius=5)text_surf = font.render(self.text, True, WHITE)text_rect = text_surf.get_rect(center=self.rect.center)surface.blit(text_surf, text_rect)def check_hover(self, mouse_pos):self.hover = self.rect.collidepoint(mouse_pos)class Player(pygame.sprite.Sprite):def __init__(self, controls, role_type, pos_offset=0, is_player2=False):pygame.sprite.Sprite.__init__(self)self.role_type = role_typeself.image = GAME_IMAGES['role2' if role_type == 2 else 'role1']self.rect = self.image.get_rect(center=(WIDTH//2 + pos_offset, HEIGHT//2))self.speed = 5self.health = 100self.exp = 0self.level = 1self.max_exp = 100self.kills = 0self.controls = controlsdef update(self, keys):if keys[self.controls['up']]:self.rect.y -= self.speedif keys[self.controls['down']]:self.rect.y += self.speedif keys[self.controls['left']]:self.rect.x -= self.speedif keys[self.controls['right']]:self.rect.x += self.speedself.rect.clamp_ip(screen.get_rect())def get_attack_directions(self):if self.role_type == 1:return ["up", "down", "left", "right"]else:return ["up_left", "up_right", "down_left", "down_right"]class Bullet(pygame.sprite.Sprite):def __init__(self, x, y, direction):pygame.sprite.Sprite.__init__(self)self.image = GAME_IMAGES['bullet']self.rect = self.image.get_rect(center=(x, y))self.speed = 8self.start_pos = (x, y)self.max_distance = 300self.penetration = 2self.dx, self.dy = 0, 0dir_mapping = {"up": (0, -1),"down": (0, 1),"left": (-1, 0),"right": (1, 0),"up_left": (-math.sqrt(0.5), -math.sqrt(0.5)),"up_right": (math.sqrt(0.5), -math.sqrt(0.5)),"down_left": (-math.sqrt(0.5), math.sqrt(0.5)),"down_right": (math.sqrt(0.5), math.sqrt(0.5))}dx_mult, dy_mult = dir_mapping[direction]self.dx = dx_mult * self.speedself.dy = dy_mult * self.speeddef update(self):self.rect.x += self.dxself.rect.y += self.dyif math.hypot(self.rect.x - self.start_pos[0], self.rect.y - self.start_pos[1]) > self.max_distance:self.kill()class Enemy(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.image = GAME_IMAGES['enemy']self.rect = self.image.get_rect(center=(random.choice([-100, WIDTH+100]), random.randint(0, HEIGHT)))self.speed = 2def update(self, targets):if not targets: returnnearest = min(targets, key=lambda t: math.hypot(t.rect.x-self.rect.x, t.rect.y-self.rect.y))dx = nearest.rect.x - self.rect.xdy = nearest.rect.y - self.rect.ydist = math.hypot(dx, dy)if dist != 0:self.rect.x += dx / dist * self.speedself.rect.y += dy / dist * self.speedclass ExpOrb(pygame.sprite.Sprite):def __init__(self, x, y):pygame.sprite.Sprite.__init__(self)self.image = GAME_IMAGES['exp_orb']self.rect = self.image.get_rect(center=(x, y))self.float_timer = 0def update(self):self.float_timer += 1self.rect.y += math.sin(self.float_timer * 0.1) * 0.5def draw_hud(surface, players, time_left):time_text = font.render("Time: {:02}:{:02}".format(time_left//60, time_left%60), True, WHITE)surface.blit(time_text, (WIDTH//2 - 60, 10))for i, player in enumerate(players):y_offset = 40 + i*80pygame.draw.rect(surface, GRAY, (10, y_offset, 100, 10))health_width = int((player.health / 100.0) * 100)pygame.draw.rect(surface, RED, (10, y_offset, health_width, 10))pygame.draw.rect(surface, GRAY, (10, y_offset+20, 100, 10))exp_width = int((player.exp / float(player.max_exp)) * 100)pygame.draw.rect(surface, YELLOW, (10, y_offset+20, exp_width, 10))info_text = font.render("P{} Lv{} K{}".format(i+1, player.level, player.kills), True, WHITE)surface.blit(info_text, (10, y_offset+40))def role_selection_menu(player_count):roles = []buttons = []descriptions = ["Role 1: 4-Direction Attack","Role 2: Diagonal Attack"]for i in range(player_count):y_base = 150 + i*150buttons.append([Button("Player{} Role1".format(i+1), WIDTH//2-250, y_base, 200, 50),Button("Player{} Role2".format(i+1), WIDTH//2+50, y_base, 200, 50)])confirm_btn = Button("Start Game", WIDTH//2-100, HEIGHT-100, 200, 50)while True:screen.fill((30, 30, 30))mouse_pos = pygame.mouse.get_pos()for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()return []if event.type == pygame.MOUSEBUTTONDOWN:for i, pair in enumerate(buttons):for j, btn in enumerate(pair):if btn.rect.collidepoint(mouse_pos):if len(roles) <= i:roles.append(j+1)else:roles[i] = j+1if confirm_btn.rect.collidepoint(mouse_pos) and len(roles) == player_count:return rolesdesc_y = 100for desc in descriptions:text = font.render(desc, True, WHITE)screen.blit(text, (WIDTH//2 - text.get_width()//2, desc_y))desc_y += 30for i, pair in enumerate(buttons):for j, btn in enumerate(pair):btn.check_hover(mouse_pos)btn.draw(screen)if i < len(roles) and roles[i] == j+1:pygame.draw.rect(screen, YELLOW, btn.rect.inflate(10,10), 3, border_radius=7)confirm_btn.check_hover(mouse_pos)confirm_btn.draw(screen)pygame.display.flip()clock.tick(30)def main_menu():buttons = [Button("1 Player", WIDTH//2-100, HEIGHT//2-50, 200, 50),Button("2 Players", WIDTH//2-100, HEIGHT//2+20, 200, 50)]while True:screen.fill((30, 30, 30))mouse_pos = pygame.mouse.get_pos()for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()return (0, [])if event.type == pygame.MOUSEBUTTONDOWN:for i, btn in enumerate(buttons):if btn.rect.collidepoint(mouse_pos):selected = i+1roles = role_selection_menu(selected)if roles:return (selected, roles)title = font.render("Vampire Survivors", True, WHITE)screen.blit(title, (WIDTH//2 - title.get_width()//2, 100))for btn in buttons:btn.check_hover(mouse_pos)btn.draw(screen)pygame.display.flip()clock.tick(30)def game_loop(player_count, roles):background = GAME_IMAGES['background']controls = [{'up': pygame.K_w, 'down': pygame.K_s, 'left': pygame.K_a, 'right': pygame.K_d},{'up': pygame.K_UP, 'down': pygame.K_DOWN, 'left': pygame.K_LEFT, 'right': pygame.K_RIGHT}]players = pygame.sprite.Group()for i in range(player_count):player = Player(controls=controls[i],role_type=roles[i],pos_offset=-50 + i*100,is_player2=(i==1))players.add(player)all_sprites = pygame.sprite.Group(players)enemies = pygame.sprite.Group()bullets = pygame.sprite.Group()exp_orbs = pygame.sprite.Group()enemy_spawn_timer = 0attack_timer = 0start_ticks = pygame.time.get_ticks()time_limit = 300running = Truewhile running:screen.blit(background, (0, 0))keys = pygame.key.get_pressed()elapsed_seconds = (pygame.time.get_ticks() - start_ticks) // 1000time_left = max(time_limit - elapsed_seconds, 0)if time_left <= 0:running = Falsefor event in pygame.event.get():if event.type == pygame.QUIT:running = Falseenemy_spawn_timer += 1if enemy_spawn_timer >= 60 - (sum(p.level for p in players)*2):enemy = Enemy()enemies.add(enemy)all_sprites.add(enemy)enemy_spawn_timer = 0attack_timer += 1if attack_timer >= 30:for player in players:directions = player.get_attack_directions()for direction in directions:bullet = Bullet(player.rect.centerx, player.rect.centery, direction)bullets.add(bullet)all_sprites.add(bullet)attack_timer = 0for player in players:player.update(keys)enemies.update(players)bullets.update()exp_orbs.update()for bullet in bullets:hits = pygame.sprite.spritecollide(bullet, enemies, False)if hits:bullet.penetration -= 1for enemy in hits:enemy.kill()exp_orb = ExpOrb(enemy.rect.centerx, enemy.rect.centery)exp_orbs.add(exp_orb)all_sprites.add(exp_orb)for player in players:if math.hypot(player.rect.x-enemy.rect.x, player.rect.y-enemy.rect.y) < 100:player.kills += 1if bullet.penetration <= 0:bullet.kill()for player in players:hits = pygame.sprite.spritecollide(player, exp_orbs, True)if hits:player.exp += 10 * len(hits)if player.exp >= player.max_exp:player.level += 1player.exp -= player.max_expplayer.max_exp = int(player.max_exp * 1.5)player.speed += 0.5alive_players = [p for p in players if p.health > 0]for player in alive_players:if pygame.sprite.spritecollide(player, enemies, True):player.health -= 10if len(alive_players) == 0 or time_left <= 0:running = Falseall_sprites.draw(screen)draw_hud(screen, players, time_left)pygame.display.flip()clock.tick(30)pygame.quit()if __name__ == "__main__":player_count, roles = main_menu()if player_count > 0:game_loop(player_count, roles)
互动引导
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投票:
"如果让你添加新功能,你会选择?
A) 联机对战 B) 技能组合 C) BOSS战 D) 自定义角色" -
讨论:
"你在用Python开发游戏时遇到过哪些难题?欢迎评论区交流!"
版权声明
"本项目为开源学习作品,遵循MIT协议,欢迎二次开发但需保留原作者信息"