demo boss_fight
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wan.py
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135
wan.py
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import pygame
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import sys
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import time
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# 配置
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SCREEN_WIDTH, SCREEN_HEIGHT = 800, 600
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BOSS_IMG = 'boss.png' # 替换为你的boss图片路径
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SKILL_IMG = 'skill.png' # 替换为你的技能图片路径
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FPS = 60
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# 震动参数
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def shake_pos(x, y, frame):
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if frame % 2 == 0:
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return x + 5, y
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else:
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return x - 5, y
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def draw_health_bar(screen, x, y, w, h, hp, max_hp):
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pygame.draw.rect(screen, (180, 0, 0), (x, y, w, h))
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pygame.draw.rect(screen, (0, 220, 0), (x, y, int(w * hp / max_hp), h))
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pygame.draw.rect(screen, (0, 0, 0), (x, y, w, h), 2)
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class Skill:
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def __init__(self, idx, dmg, img):
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self.idx = idx
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self.dmg = dmg
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self.img = img
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self.x = 0
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self.y = SCREEN_HEIGHT // 2
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self.active = True
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def update(self):
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self.x += 20
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if self.x > SCREEN_WIDTH:
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self.active = False
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def draw(self, screen):
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screen.blit(self.img, (self.x, self.y))
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class Boss:
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def __init__(self, img, hp):
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self.img = img
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self.hp = hp
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self.max_hp = hp
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self.x = SCREEN_WIDTH - img.get_width() - 50
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self.y = SCREEN_HEIGHT // 2 - img.get_height() // 2
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self.shake_frame = 0
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self.shake = False
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def hit(self, dmg):
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self.hp = max(0, self.hp - dmg)
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self.shake = True
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self.shake_frame = 10
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def update(self):
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if self.shake:
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self.shake_frame -= 1
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if self.shake_frame <= 0:
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self.shake = False
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def draw(self, screen):
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if self.shake:
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x, y = shake_pos(self.x, self.y, self.shake_frame)
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else:
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x, y = self.x, self.y
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screen.blit(self.img, (x, y))
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draw_health_bar(screen, x, y - 30, 200, 20, self.hp, self.max_hp)
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def main(boss_hp, skill_seq):
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pygame.init()
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('自动打Boss')
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clock = pygame.time.Clock()
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boss_img = pygame.image.load(BOSS_IMG).convert_alpha()
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skill_img = pygame.image.load(SKILL_IMG).convert_alpha()
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boss = Boss(boss_img, boss_hp)
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skills = []
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skill_idx = 0
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running = True
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skill_cooldown = 0
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font = pygame.font.SysFont(None, 36)
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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screen.fill((220, 220, 255))
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boss.update()
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boss.draw(screen)
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# 技能释放
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if skill_idx < len(skill_seq) and skill_cooldown == 0:
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s = skill_seq[skill_idx]
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skills.append(Skill(s['first'], s['second'], skill_img))
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skill_cooldown = 30 # 帧数间隔
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skill_idx += 1
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if skill_cooldown > 0:
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skill_cooldown -= 1
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# 技能动画
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for skill in skills:
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if skill.active:
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skill.update()
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skill.draw(screen)
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# 判断是否击中boss
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if skill.x + skill.img.get_width() > boss.x and boss.hp > 0:
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boss.hit(skill.dmg)
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skill.active = False
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# 移除无效技能
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skills = [s for s in skills if s.active]
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# 显示血量数字
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hp_text = font.render(f'Boss HP: {boss.hp}/{boss.max_hp}', True, (0,0,0))
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screen.blit(hp_text, (50, 30))
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pygame.display.flip()
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clock.tick(FPS)
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if boss.hp <= 0 and not skills:
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time.sleep(1)
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running = False
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pygame.quit()
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if __name__ == '__main__':
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# 示例:boss血量1000,技能序列
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boss_hp = 1000
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skill_seq = [
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{'first': 0, 'second': 120},
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{'first': 1, 'second': 200},
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{'first': 2, 'second': 150},
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{'first': 3, 'second': 300},
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{'first': 4, 'second': 250},
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]
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main(boss_hp, skill_seq)
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