C'est la première fois que je crée un jeu, alors je l'ai fait à partir des matériaux de référence.
— Janner (@Janner65116061) October 12, 2020
from random import random
import pyxel
#Taille de l'écran
SCENE_TITLE = 0
SCENE_PLAY = 1
SCENE_GAMEOVER = 2
#Nombre d'étoiles, couleur des étoiles au premier plan, couleur des étoiles à l'arrière
STAR_COUNT = 50
STAR_COLOR_HIGH = 10
STAR_COLOR_LOW = 4
#Taille du joueur, vitesse de déplacement
PLAYER_WIDTH = 8
PLAYER_HEIGHT = 8
PLAYER_SPEED = 2
#Taille de balle, couleur, vitesse
BULLET_WIDTH = 2
BULLET_HEIGHT = 5
BULLET_COLOR = 8
BULLET_SPEED = 4
#La taille et la vitesse de l'ennemi
ENEMY_WIDTH = 8
ENEMY_HEIGHT = 8
ENEMY_SPEED = 1.5
#La taille de l'explosion
BLAST_START_RADIUS = 1
BLAST_END_RADIUS = 8
BLAST_COLOR_IN = 7
BLAST_COLOR_OUT = 10
#Liste des ennemis
enemy_list = []
#Liste des puces
bullet_list = []
#Liste des explosions
blast_list = []
#mise à jour
def update_list(list):
for elem in list:
elem.update()
#dessin
def draw_list(list):
for elem in list:
elem.draw()
#Initialisation
def cleanup_list(list):
i = 0
while i < len(list):
elem = list[i]
if not elem.alive:
list.pop(i)
else:
i += 1
#Contexte
class Background:
def __init__(self):
self.star_list = []
for i in range(STAR_COUNT):
self.star_list.append(
(random() * pyxel.width, random() * pyxel.height, random() * 1.5 + 1)
)
def update(self):
for i, (x, y, speed) in enumerate(self.star_list):
y += speed
if y >= pyxel.height:
y -= pyxel.height
self.star_list[i] = (x, y, speed)
def draw(self):
for (x, y, speed) in self.star_list:
pyxel.pset(x, y, STAR_COLOR_HIGH if speed > 1.8 else STAR_COLOR_LOW)
#joueur
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
self.w = PLAYER_WIDTH
self.h = PLAYER_HEIGHT
self.alive = True
def update(self):
if pyxel.btn(pyxel.KEY_LEFT):
self.x -= PLAYER_SPEED
if pyxel.btn(pyxel.KEY_RIGHT):
self.x += PLAYER_SPEED
if pyxel.btn(pyxel.KEY_UP):
self.y -= PLAYER_SPEED
if pyxel.btn(pyxel.KEY_DOWN):
self.y += PLAYER_SPEED
self.x = max(self.x, 0)
self.x = min(self.x, pyxel.width - self.w)
self.y = max(self.y, 0)
self.y = min(self.y, pyxel.height - self.h)
if pyxel.btnp(pyxel.KEY_SPACE):
Bullet(
self.x + (PLAYER_WIDTH - BULLET_WIDTH) / 2, self.y - BULLET_HEIGHT / 2
)
pyxel.play(0, 0)
def draw(self):
pyxel.blt(self.x, self.y, 0, 0, 0, self.w, self.h, 0)
#Balle
class Bullet:
def __init__(self, x, y):
self.x = x
self.y = y
self.w = BULLET_WIDTH
self.h = BULLET_HEIGHT
self.alive = True
bullet_list.append(self)
def update(self):
self.y -= BULLET_SPEED
if self.y + self.h - 1 < 0:
self.alive = False
def draw(self):
pyxel.rect(self.x, self.y, self.w, self.h, BULLET_COLOR)
#ennemi
class Enemy:
def __init__(self, x, y):
self.x = x
self.y = y
self.w = ENEMY_WIDTH
self.h = ENEMY_HEIGHT
self.dir = 1
self.alive = True
self.offset = int(random() * 60)
enemy_list.append(self)
def update(self):
if(pyxel.frame_count + self.offset) % 60 < 30:
self.x += ENEMY_SPEED
self.dir = 1
else:
self.x -= ENEMY_SPEED
self.dir = -1
self.y += ENEMY_SPEED
if self.y > pyxel.height - 1:
self.alive = False
def draw(self):
pyxel.blt(self.x, self.y, 0, 8, 0, self.w * self.dir, self.h, 0)
#explosion
class Blast:
def __init__(self, x, y):
self.x = x
self.y = y
self.radius = BLAST_START_RADIUS
self.alive = True
blast_list.append(self)
def update(self):
self.radius += 1
if self.radius > BLAST_END_RADIUS:
self.alive = False
def draw(self):
pyxel.circ(self.x, self.y, self.radius, BLAST_COLOR_IN)
pyxel.circb(self.x, self.y, self.radius, BLAST_COLOR_OUT)
class App:
def __init__(self):
pyxel.init(120, 160, caption="jeu de tir")
pyxel.image(0).set(
0,
0,
[
"00c00c00",
"0c7007c0",
"0c7007c0",
"c703b07c",
"77033077",
"785cc587",
"85c77c58",
"0c0880c0",
],
)
pyxel.image(0).set(
8,
0,
[
"00088000",
"00ee1200",
"08e2b180",
"02882820",
"00222200",
"00012280",
"08208008",
"80008000",
],
)
pyxel.sound(0).set("a3a2c1a1", "p", "7", "s", 5)
pyxel.sound(1).set("a3a2c2c2", "n", "7742", "s", 10)
self.scene = SCENE_TITLE
self.score = 0
self.background = Background()
self.player = Player(pyxel.width / 2, pyxel.height - 20)
pyxel.run(self.update, self.draw)
def update(self):
if pyxel.btnp(pyxel.KEY_Q):
pyxel.quit()
self.background.update()
if self.scene == SCENE_TITLE:
self.update_title_scene()
elif self.scene == SCENE_PLAY:
self.update_play_scene()
elif self.scene == SCENE_GAMEOVER:
self.update_gameover_scene()
def update_title_scene(self):
if pyxel.btnp(pyxel.KEY_ENTER):
self.scene = SCENE_PLAY
def update_play_scene(self):
if pyxel.frame_count % 6 == 0:
Enemy(random() * (pyxel.width - PLAYER_WIDTH), 0)
for a in enemy_list:
for b in bullet_list:
if (
a.x + a.w > b.x
and b.x + b.w > a.x
and a.y + a.h > b.y
and b.y + b.h > a.y
):
a.alive = False
b.alive = False
#Générez votre propre explosion
blast_list.append(
Blast(a.x + ENEMY_WIDTH / 2, a.y + ENEMY_HEIGHT / 2)
)
pyxel.play(1, 1)
self.score += 10
for enemy in enemy_list:
if(
self.player.x + self.player.w > enemy.x
and enemy.x + enemy.w > self.player.x
and self.player.y + self.player.h > enemy.y
and enemy.y + enemy.h > self.player.y
):
enemy.alive = False
blast_list.append(
Blast(
self.player.x + PLAYER_WIDTH / 2,
self.player.y + PLAYER_HEIGHT / 2,
)
)
pyxel.play(1, 1)
self.scene = SCENE_GAMEOVER
self.player.update()
update_list(bullet_list)
update_list(enemy_list)
update_list(blast_list)
cleanup_list(enemy_list)
cleanup_list(bullet_list)
cleanup_list(blast_list)
def update_gameover_scene(self):
update_list(bullet_list)
update_list(enemy_list)
update_list(blast_list)
cleanup_list(enemy_list)
cleanup_list(bullet_list)
cleanup_list(blast_list)
if pyxel.btnp(pyxel.KEY_ENTER):
self.scene = SCENE_PLAY
self.player.x = pyxel.width / 2
self.player.y = pyxel.height - 20
self.score = 0
enemy_list.clear()
bullet_list.clear()
blast_list.clear()
def draw(self):
pyxel.cls(0)
self.background.draw()
if self.scene == SCENE_TITLE:
self.draw_title_scene()
elif self.scene == SCENE_PLAY:
self.draw_play_scene()
elif self.scene == SCENE_GAMEOVER:
self.draw_gameover_scene()
pyxel.text(39, 4, "SCORE {:5}".format(self.score), 7)
def draw_title_scene(self):
pyxel.text(50, 66, "Shooter", pyxel.frame_count % 16)
pyxel.text(31, 126, "- PRESS ENTER -", 14)
def draw_play_scene(self):
self.player.draw()
draw_list(bullet_list)
draw_list(enemy_list)
draw_list(blast_list)
def draw_gameover_scene(self):
draw_list(bullet_list)
draw_list(enemy_list)
draw_list(blast_list)
pyxel.text(43, 66, "GAMEOVER", 11)
pyxel.text(31, 126, "- PRESS ENTER -", 12)
App()
C'était ma première production de jeu, donc ça a pris du temps et il y a eu beaucoup d'erreurs, mais c'était bien que j'aie réussi à bouger. Veuillez noter que nous ne pouvons pas l'expliquer en détail.
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