291 lines
11 KiB
Python
291 lines
11 KiB
Python
import pygame
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import sys
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import time
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import random
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import math
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# 配置
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SCREEN_WIDTH, SCREEN_HEIGHT = 900, 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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HIT_SOUND = 'hit.wav' # 技能击中boss
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CAST_SOUND = 'cast.wav' # 技能释放
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WIN_SOUND = 'win.wav' # 胜利
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GROAN_SOUND = 'groan.wav' # 怪物呻吟
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# 技能颜色和名称
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SKILL_COLORS = [(255, 80, 80), (80, 180, 255), (120, 255, 120), (255, 220, 80), (180, 80, 255)]
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SKILL_NAMES = ["火球", "冰锥", "风刃", "雷击", "暗影"]
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class Particle:
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def __init__(self, x, y, color, shadow=False, glow=False):
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self.x = x + random.randint(-10, 10)
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self.y = y + random.randint(-10, 10)
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self.radius = random.randint(2, 5)
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self.color = color
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self.life = random.randint(15, 30)
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self.vx = random.uniform(-1.2, 1.2)
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self.vy = random.uniform(-1.2, 1.2)
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self.shadow = shadow
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self.glow = glow
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def update(self):
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self.x += self.vx
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self.y += self.vy
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self.life -= 1
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self.radius = max(0, self.radius - 0.08)
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def draw(self, screen):
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if self.life > 0 and self.radius > 0:
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if self.shadow:
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s = pygame.Surface((int(self.radius*4), int(self.radius*2)), pygame.SRCALPHA)
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pygame.draw.ellipse(s, (30,30,30,80), (0,0,int(self.radius*4),int(self.radius*2)))
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screen.blit(s, (int(self.x-self.radius*2), int(self.y+self.radius)))
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if self.glow:
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s = pygame.Surface((int(self.radius*4), int(self.radius*4)), pygame.SRCALPHA)
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pygame.draw.circle(s, (*self.color, 60), (int(self.radius*2), int(self.radius*2)), int(self.radius*2))
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screen.blit(s, (int(self.x-self.radius), int(self.y-self.radius)))
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pygame.draw.circle(screen, self.color, (int(self.x), int(self.y)), int(self.radius))
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def draw_gradient_bg(screen):
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for i in range(SCREEN_HEIGHT):
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color = (
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220 - i // 8,
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220 - i // 16,
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255 - i // 12
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)
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pygame.draw.line(screen, color, (0, i), (SCREEN_WIDTH, i))
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def shake_pos(x, y, frame):
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if frame % 2 == 0:
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return x + 8, y + random.randint(-3, 3)
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else:
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return x - 8, y + random.randint(-3, 3)
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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), border_radius=8)
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pygame.draw.rect(screen, (0, 220, 0), (x, y, int(w * hp / max_hp), h), border_radius=8)
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pygame.draw.rect(screen, (0, 0, 0), (x, y, w, h), 2, border_radius=8)
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def draw_skill_cooldown(screen, x, y, w, h, cooldown, max_cd):
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pygame.draw.rect(screen, (80, 80, 80), (x, y, w, h), border_radius=6)
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if cooldown > 0:
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pygame.draw.rect(screen, (120, 120, 255), (x, y, int(w * cooldown / max_cd), h), border_radius=6)
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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 = 60
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self.y = SCREEN_HEIGHT // 2 + random.randint(-60, 60)
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self.active = True
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self.color = SKILL_COLORS[idx % len(SKILL_COLORS)]
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self.angle = random.uniform(-0.2, 0.2)
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self.trail = []
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self.shadow = True
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self.glow = True
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self.speed = 7 + self.idx * 0.7 # 更慢
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self.cast_sound_played = False
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def update(self):
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self.trail.append((self.x, self.y))
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if len(self.trail) > 12:
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self.trail.pop(0)
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self.x += self.speed
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self.y += math.sin(self.x / 40) * 3 + self.angle * 8
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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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# 阴影
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s = pygame.Surface((self.img.get_width(), self.img.get_height()), pygame.SRCALPHA)
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pygame.draw.ellipse(s, (30,30,30,80), (0, self.img.get_height()//2, self.img.get_width(), self.img.get_height()//2))
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screen.blit(s, (self.x, self.y+self.img.get_height()//2))
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# 光晕
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s2 = pygame.Surface((self.img.get_width()*2, self.img.get_height()*2), pygame.SRCALPHA)
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pygame.draw.circle(s2, (*self.color, 60), (self.img.get_width(), self.img.get_height()), self.img.get_width())
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screen.blit(s2, (self.x-self.img.get_width()//2, self.y-self.img.get_height()//2))
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# 轨迹
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for i, (tx, ty) in enumerate(self.trail):
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alpha = int(255 * (i + 1) / len(self.trail))
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s = pygame.Surface((self.img.get_width(), self.img.get_height()), pygame.SRCALPHA)
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s.fill((*self.color, alpha // 2))
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screen.blit(s, (tx, ty))
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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, groan_sound=None):
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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() - 80
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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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self.dead = False
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self.death_anim = 0
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self.particles = []
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self.groan_sound = groan_sound
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self.groan_cooldown = 0
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def hit(self, dmg):
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if self.hp > 0:
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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 = 12
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# 受击粒子
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for _ in range(16):
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self.particles.append(Particle(self.x + self.img.get_width() // 2, self.y + self.img.get_height() // 2, (255, 80, 80), shadow=True, glow=True))
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if self.groan_sound and self.groan_cooldown == 0:
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self.groan_sound.play()
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self.groan_cooldown = 30
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if self.hp == 0:
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self.dead = True
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self.death_anim = 60
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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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if self.groan_cooldown > 0:
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self.groan_cooldown -= 1
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# 死亡动画
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if self.dead and self.death_anim > 0:
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self.death_anim -= 1
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for _ in range(8):
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self.particles.append(Particle(self.x + self.img.get_width() // 2, self.y + self.img.get_height() // 2, (80, 80, 80), shadow=True, glow=True))
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# 更新粒子
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for p in self.particles:
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p.update()
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self.particles = [p for p in self.particles if p.life > 0]
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def draw(self, screen):
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# 投影
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s = pygame.Surface((self.img.get_width()*2, self.img.get_height()), pygame.SRCALPHA)
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pygame.draw.ellipse(s, (30,30,30,90), (0, self.img.get_height()//2, self.img.get_width()*2, self.img.get_height()//2))
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screen.blit(s, (self.x-self.img.get_width()//2, self.y+self.img.get_height()-10))
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# 光晕
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s2 = pygame.Surface((self.img.get_width()*2, self.img.get_height()*2), pygame.SRCALPHA)
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pygame.draw.circle(s2, (200,200,255,60), (self.img.get_width(), self.img.get_height()), self.img.get_width())
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screen.blit(s2, (self.x-self.img.get_width()//2, self.y-self.img.get_height()//2))
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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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if not self.dead or self.death_anim > 0:
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screen.blit(self.img, (x, y))
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draw_health_bar(screen, x, y - 40, 240, 24, self.hp, self.max_hp)
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for p in self.particles:
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p.draw(screen)
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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 - 3D炫酷升级版')
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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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# 音效
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try:
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hit_sound = pygame.mixer.Sound(HIT_SOUND)
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cast_sound = pygame.mixer.Sound(CAST_SOUND)
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win_sound = pygame.mixer.Sound(WIN_SOUND)
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groan_sound = pygame.mixer.Sound(GROAN_SOUND)
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except Exception:
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hit_sound = cast_sound = win_sound = groan_sound = None
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boss = Boss(boss_img, boss_hp, groan_sound=groan_sound)
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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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max_cd = 40 # 冷却更长
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font = pygame.font.SysFont('SimHei', 36)
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big_font = pygame.font.SysFont('SimHei', 60)
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particles = []
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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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draw_gradient_bg(screen)
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# 随机背景粒子
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if random.random() < 0.18:
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particles.append(Particle(random.randint(0, SCREEN_WIDTH), random.randint(0, SCREEN_HEIGHT), (200, 200, 255), shadow=True, glow=True))
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for p in particles:
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p.update()
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p.draw(screen)
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particles = [p for p in particles if p.life > 0]
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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 and not boss.dead:
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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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if cast_sound:
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cast_sound.play()
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skill_cooldown = max_cd
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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 and not boss.dead:
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boss.hit(skill.dmg)
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# 爆炸粒子
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for _ in range(24):
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particles.append(Particle(boss.x+boss.img.get_width()//2, boss.y+boss.img.get_height()//2, random.choice(SKILL_COLORS), shadow=True, glow=True))
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if hit_sound:
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hit_sound.play()
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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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# 技能冷却条和技能名
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if skill_idx < len(skill_seq):
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s = skill_seq[skill_idx]
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skill_name = SKILL_NAMES[s['first'] % len(SKILL_NAMES)]
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name_text = font.render(f"下一个技能:{skill_name}", True, SKILL_COLORS[s['first'] % len(SKILL_COLORS)])
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screen.blit(name_text, (60, SCREEN_HEIGHT - 80))
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draw_skill_cooldown(screen, 60, SCREEN_HEIGHT - 40, 200, 18, skill_cooldown, max_cd)
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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, (60, 30))
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# Boss死亡动画
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if boss.dead and boss.death_anim == 0:
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win_text = big_font.render("胜利!", True, (255, 120, 80))
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screen.blit(win_text, (SCREEN_WIDTH // 2 - 80, SCREEN_HEIGHT // 2 - 60))
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if win_sound:
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win_sound.play()
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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 and boss.death_anim == 0:
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time.sleep(1.5)
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running = False
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pygame.quit()
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if __name__ == "__main__":
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# 示例参数: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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