你是否还记得有一款游戏叫做“魔塔”?

目录


14天学习训练营导师课程:
李宁《Python Pygame游戏开发入门与实战》
李宁《计算机视觉OpenCV Python项目实战》1
李宁《计算机视觉OpenCV Python项目实战》2
李宁《计算机视觉OpenCV Python项目实战》3

目录

前言

        近期看到好几篇DOS系统的技术分享博客,我也顺路去搜集了一些相关资料。突发奇想地,我也去搜集了一些DOS游戏。在收集游戏的过程中,当我在 RetroGame 网上看到题图的那一瞬间,我仿佛回到了小学,那段手握学习机,痴迷的计算自己数值路线,思索自己到第能不能打赢面前这只可恶的红蝙蝠的快乐时光。

你是否还记得有一款游戏叫做“魔塔”?

        我终于回想起了它的名字——《魔塔》。

        大多数人最初接触的魔塔游戏都是胖老鼠——基于Flash技术将原作改编为21/24层的汉化魔塔——上传到在线游戏网站的那一版,没错,就是那款被各路厂商盗用后广为流传的经典魔塔。我第一次接触到的也是这个版本。

        作为第一部(仅)有中文的魔塔,胖老鼠魔塔可以说创造了一代的经典——固定的数值设计,简单明了的道具系统,可操作性极佳的成长方法,都令玩家轻易的沉迷其中。是的,这就是这个游戏与其后续衍生作品中最独特的地方:固定数据的RPG游戏。

        而最近又恰巧没有什么好的pygame练手的项目,索性这一次就把这一款童年经典尝试做一个Demo出来吧!

正文

游戏介绍:

        一开始名为cxk的玩家角色有 100 的生命值,10 的攻击力,10 的防御力。玩家可以通过获得相应颜色钥匙来打开相应颜色的门,随后攻击鬼怪来获取生命值和金币。药水可以提升生命值,蓝色宝石可以提升防御力,红色宝石可以提升攻击力,直至通过第一层。

游戏开发制作流程 

本着“自顶向下”的设计思路,我将其大致分为了三个流程:

1. 收集素材(背景,玩家,敌人,宝石)

2. 创建攻击函数

3. 创建魔塔函数

1.收集素材

        百度搜索所需的素材,并通过 ps 来进行简单的处理,此处略。

2.创建攻击函数

        作为一款RPG游戏,最直观且重要的肯定是游戏的逻辑对象。

        虽然魔塔的界面让我们感觉它是一款简单的地牢游戏,貌似随便打打杀杀就可以过关,但事实上玩这个游戏需要动很多脑筋,任何一个轻率的选择都可能导致游戏的失败,该游戏有属性攻击、防御、生命、金币、经验。对怪物的伤害次数计算公式,是敌人的生命/(自己的攻击-敌人的防御);而伤害的数目计算是怪物伤害次数(敌人的攻击-自己的防御)。

        我们先来实现它!

2.1 定义两个对象(主角和怪物)

def fight(A,B,cancel=0):
    a=A.attack-B.defend
    b=B.attack-A.defend

2.2 函数输出为【0】表示打不过,胜利输出受损生命值,设置 cancel 可以撤销本次战斗即回到之前状态

if a<=0:
    return [0]
if a>0 and b<=0:
    if(cancel==0):
        A.gold+=B.gold
    if(cancel!=0):
        A.life=alife
        B.life=blife
    return 0

2.3 进行战斗结果

for i in range(1,100):
    B.life=B.life-a
    if B.life<0:
        if(cancel==0):
            B.life=blife
            A.gold+=B.gold
        if(cancel!=0):
            A.life=alife
            B.life=blife
        return alife-A.life
    A.life=A.life-b
    if A.life<0:
        A.life=alife
        B.life=blife
        return [0]

2.4 设置主函数,使一些人物属性,怪物等提示信息显示

if __name__=="__main__":
    class character:
        def __init__(self,tuple):
            self.attack=tuple[0]
            self.defend=tuple[1]
            self.life=tuple[2]
            self.gold=0
        def __str__(self):
            return u"攻击力:%d ,防御力:%d, 生命值:%d,金币:  %d"%(self.attack,self.defend,self.life,self.gold)


    class monster:
        def __init__(self,tuple):
            self.attack=tuple[0]
            self.defend=tuple[1]
            self.life=tuple[2]
            self.gold=tuple[3]

        def __str__(self):
            return u"攻击力:%d ,防御力:%d, 生命值:%d,"%(self.attack,self.defend,self.life)

2.5 显示人物与怪物得初始位置

CAIXUKUN=character((10,10,100)) //不是小黑子doge
gSlime_=monster((11,5,10,1))
rSlime_=monster((12,5,10,2))
sBat_=monster((13,5,10,3))
bWizard_=monster((15,5,10,5))
Skeleton_=monster((18,5,10,8))
scSkeleton_=monster((25,5,10,10))

BOSS=monster((100,5,10,10))

3.创建魔塔函数

        此外,我们辛苦白嫖(剽窃doge)来的魔塔素材也得派上用场啊!接下来完成魔塔函数。

3.1 初始化设置

pygame.init()
pygame.mixer.init()

3.2 加载素材

#环境
wall=pygame.transform.scale(pygame.image.load('w1.png').convert_alpha(),(50,50))
ground=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
yellow_door=pygame.transform.scale(pygame.image.load('d1.png').convert_alpha(),(50,50))
blue_door=pygame.transform.scale(pygame.image.load('d2.png').convert_alpha(),(50,50))
red_door=pygame.transform.scale(pygame.image.load('d3.png').convert_alpha(),(50,50))
special_door=pygame.transform.scale(pygame.image.load('d4.png').convert_alpha(),(50,50))
ykey=pygame.transform.scale(pygame.image.load('ykey.png').convert_alpha(),(50,50))
bkey=pygame.transform.scale(pygame.image.load('bkey.png').convert_alpha(),(50,50))
rkey=pygame.transform.scale(pygame.image.load('rkey.png').convert_alpha(),(50,50))
rbottle=pygame.transform.scale(pygame.image.load('rbottle.png').convert_alpha(),(50,50))
bbottle=pygame.transform.scale(pygame.image.load('bbottle.png').convert_alpha(),(50,50))
rgem=pygame.transform.scale(pygame.image.load('rgem.png').convert_alpha(),(50,50))
bgem=pygame.transform.scale(pygame.image.load('bgem.png').convert_alpha(),(50,50))
upstair=pygame.transform.scale(pygame.image.load('upstair.png').convert_alpha(),(50,50))
downstair=pygame.transform.scale(pygame.image.load('downstair.png').convert_alpha(),(50,50))

#怪物
rSlime=pygame.transform.scale(pygame.image.load('rSlime.png').convert_alpha(),(50,50))
gSlime=pygame.transform.scale(pygame.image.load('gSlime.png').convert_alpha(),(50,50))
bSlime=pygame.transform.scale(pygame.image.load('bSlime.png').convert_alpha(),(50,50))
kSlime=pygame.transform.scale(pygame.image.load('kSlime.png').convert_alpha(),(50,50))
sBat=pygame.transform.scale(pygame.image.load('sBat.png').convert_alpha(),(50,50))
bBat=pygame.transform.scale(pygame.image.load('bBat.png').convert_alpha(),(50,50))
rBat=pygame.transform.scale(pygame.image.load('rBat.png').convert_alpha(),(50,50))
bWizard=pygame.transform.scale(pygame.image.load('bWizard.png').convert_alpha(),(50,50))
rWizard=pygame.transform.scale(pygame.image.load('rWizard.png').convert_alpha(),(50,50))
Skeleton=pygame.transform.scale(pygame.image.load('Skeleton.png').convert_alpha(),(50,50))
scSkeleton=pygame.transform.scale(pygame.image.load('scSkeleton.png').convert_alpha(),(50,50))
bcSkeleton=pygame.transform.scale(pygame.image.load('bcSkeleton.png').convert_alpha(),(50,50))
ghost=pygame.transform.scale(pygame.image.load('ghost.png').convert_alpha(),(50,50))
lGuard=pygame.transform.scale(pygame.image.load('lGuard.png').convert_alpha(),(50,50))
mGuard=pygame.transform.scale(pygame.image.load('mGuard.png').convert_alpha(),(50,50))
hGuard=pygame.transform.scale(pygame.image.load('hGuard.png').convert_alpha(),(50,50))
lWitch=pygame.transform.scale(pygame.image.load('lWitch.png').convert_alpha(),(50,50))
hWitch=pygame.transform.scale(pygame.image.load('hWitch.png').convert_alpha(),(50,50))
Orc=pygame.transform.scale(pygame.image.load('Orc.png').convert_alpha(),(50,50))
wOrc=pygame.transform.scale(pygame.image.load('wOrc.png').convert_alpha(),(50,50))
Stone=pygame.transform.scale(pygame.image.load('Stone.png').convert_alpha(),(50,50))
Swordsman=pygame.transform.scale(pygame.image.load('Swordsman.png').convert_alpha(),(50,50))
wGhost=pygame.transform.scale(pygame.image.load('wGhost.png').convert_alpha(),(50,50))
Vampier=pygame.transform.scale(pygame.image.load('Vampier.png').convert_alpha(),(50,50))

#神秘人和宝物
guide=pygame.transform.scale(pygame.image.load('guide.png').convert_alpha(),(50,50))
merchant=pygame.transform.scale(pygame.image.load('merchant.png').convert_alpha(),(50,50))
princess=pygame.transform.scale(pygame.image.load('princess.png').convert_alpha(),(50,50))
lift=pygame.transform.scale(pygame.image.load('lift.png').convert_alpha(),(50,50))

#商店
shop=pygame.transform.scale(pygame.image.load('shop.png').convert_alpha(),(150,50))

3.3 背景音乐

pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play()
musicPlaying=False

3.4 一些音效:打怪,开门,通过等

sound0=pygame.mixer.Sound('0.wav')
sound1=pygame.mixer.Sound('1.wav')
sound2=pygame.mixer.Sound('2.wav')
sound3=pygame.mixer.Sound('3.wav')
sound4=pygame.mixer.Sound('4.wav')
sound5=pygame.mixer.Sound('5.wav')
sound6=pygame.mixer.Sound('6.wav')

3.5 等待 1 秒让 mixer 完成初始化

pygame.time.delay(1000)

3.6 加载字体

        这些个都可以自己选哈。

my_FontCH=pygame.font.Font('【春田】小火锅安卓.ttf',30)
my_FontCHs=pygame.font.Font('方正正中黑简体.TTF',30)
my_FontEN=pygame.font.Font('KeeponTruckin.ttf',30)

3.7 最上面一格

text_surface0=my_FontCH.render('小游戏',True,(0,0,0),(191,191,191))

3.8 加载属性框,包括矩形的四个参数 left,top,width,height

att_rect1=pygame.Rect(0,50,200,600)
att_rect2=pygame.Rect(750,50,200,600)
att_rect3=pygame.Rect(200,600,550,50)
att_rect4=pygame.Rect(0,0,950,50)

3.9 获得钥匙图片所在得位置得矩形对象

ykey_rect=ykey.get_rect()
ykey_rect.left,ykey_rect.top=0,400
bkey_rect=bkey.get_rect()
bkey_rect.left,bkey_rect.top=0,450
rkey_rect=rkey.get_rect()
rkey_rect.left,rkey_rect.top=0,500

3.10 人物类

class character:
    def __init__(self,tuple):
        self.floor=1
        self.attack=tuple[0]
        self.defend=tuple[1]
        self.life=tuple[2]
        self.gold=0
        #物品栏
        self.property={'Yellow_key':0,'Blue_key':0,'Red_key':0}
        #图像
        self.image=pygame.transform.scale(pygame.image.load('character.png').convert_alpha(),(50,50))
        self.bg=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
        self.image_rect=self.image.get_rect()
        self.image_rect.left=450
        self.image_rect.top=550

3.11 一些其它判断机制

3.11-1 门在没有对应钥匙时不可通过

if str=="UP":
    FORBID=0
    rect_new=self.image_rect.copy()
    rect_new.move_ip(0,-50)

3.11-2 判断是否撞墙

for wall_ in wallL[:]:
    if rect_new.colliderect(wall_):
        FORBID=1

3.11-3 检测是否在没有钥匙时通过门

for y_door in ydoorL[:]:
    if rect_new.colliderect(y_door) and self.property["Yellow_key"]==0:
        FORBID=1
for b_door in bdoorL[:]:
    if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
        FORBID=1
for r_door in rdoorL[:]:
    if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
        FORBID=1

3.11-4 打不过怪时不可通过

for monster_ in list_morect[:]:
    if rect_new.colliderect(monster_):
        x=list_morect.index(monster_)
        if(fight(CAIXUKUN,eval(list_moname[x]+"_"),1))==[0]:
            sound5.play()
            FORBID=1
if FORBID==1:
    pass

3.11-5 判断是否出界

else:
    if self.image_rect.top<100:
        pass
    else:
        self.image_rect.move_ip(0,-50)

3.12 怪物类

class monster:
    def __init__(self,tuple):
        self.attack=tuple[0]
        self.defend=tuple[1]
        self.life=tuple[2]
        self.gold=tuple[3]

3.13 铺地板:范围从(200,50)到(700,550)

ground_L=[]
for i in range(4,14+1):
    for j in range(1,11+1):
        ground_L.append((50*i,50*j))

3.14 墙壁的位置(矩形左上角(left,top))

wall_L=[(200,100),(250,100),(300,100),(350,100),(400,100),(450,100),(500,100),(550,100),(600,100),(650,100),(450,150),(450,200),(450,250),(450,350),
        (500,250),(550,250),(650,250),(650,150),(650,200),(600,350),(550,350),(500,350),(650,350),(650,300),(350,200),(350,250),(350,300),(350,350),
        (350,400),(350,450),(350,500),(350,550),(300,250),(200,250),(300,400),(200,400),(400,450),(550,450),(600,450),
        (500,450),(550,500),(550,550),(700,450)]

3.15 门的位置

dict_door={(350,150):'yellow',(250,250):'blue',(600,250):'yellow',(450,300):'yellow',(250,400):'yellow',(450,450):'yellow',(450,450):'yellow',
           (650,450):'red',(600,250):'red'}

3.16 宝物的位置

dict_trea={(550,150):'ykey',(200,350):'ykey',(300,500):'ykey',(400,500):'ykey',(400,550):'bkey',(400,250):'rkey',(600,150):'rkey',(400,200):'ykey',(200,150):'ykey',(300,550):'ykey',(200,150):'rbottle',(100,350):'rbottle',(500,150):'rgem',(500,200):'bgem',(550,200):'rbottle',(200,550):'rbottle',(200,500):'bbottle',(650,550):'bbottle',(650,500):'bgem',}
#楼梯

3.17 怪物的位置

dict_monster={(300,50):'gSlime',(400,50):'gSlime',(600,550):'sBat',(700,550):'sBat',(350,50):'gSlime',(500,300):'rSlime',(500,300):'rSlime',
(250,300):'hWitch',(250,450):'ghost',(550,300):'ghost',(600,300):'rSlime'}

3.18 门,楼梯,宝物

List_temp1=[k for k,v in dict_door.items() if v=='yellow']
List_temp2=[k for k,v in dict_stair.items() if v=='up']
List_temp3=[k for k,v in dict_trea.items() if v=='rbottle']
List_temp4=[k for k,v in dict_trea.items() if v=='bbottle']
List_temp5=[k for k,v in dict_trea.items() if v=='rgem']
List_temp6=[k for k,v in dict_trea.items() if v=='bgem']
List_temp7=[k for k,v in dict_trea.items() if v=='ykey']
List_temp8=[k for k,v in dict_door.items() if v=='blue']
List_temp9=[k for k,v in dict_trea.items() if v=='bkey']
List_temp10=[k for k,v in dict_door.items() if v=='red']
List_temp11=[k for k,v in dict_trea.items() if v=='rk']

3.19 创建矩形对象的列表——用于判断所遇到的事件

def build_List(LIST1,LIST2):
    for i in range(1,len(LIST2)+1):
        LIST1.append(pygame.Rect(LIST2[i-1][0],LIST2[i-1][1],50,50))
wallL=[]
build_List(wallL,wall_L)

ydoorL=[]
build_List(ydoorL,List_temp1)

bdoorL=[]
build_List(bdoorL,List_temp8)

rdoorL=[]
build_List(rdoorL,List_temp10)

stairupL=[]
build_List(stairupL,List_temp2)

rbottleL=[]
build_List(rbottleL,List_temp3)

bbottleL=[]
build_List(bbottleL,List_temp4)

rgemL=[]
build_List(rgemL,List_temp5)

bgemL=[]
build_List(bgemL,List_temp6)

ykeyL=[]
build_List(ykeyL,List_temp7)

bkeyL=[]
build_List(bkeyL,List_temp9)

rkeyL=[]
build_List(rkeyL,List_temp11)

3.20 将怪物放入列表

guideL=[]
guideL.append(pygame.Rect(Guide[0][0],Guide[0][1],50,50))

liftL=[]
liftL.append(pygame.Rect(Lift[0][0],Lift[0][1],50,50))

3.21 键盘控制

for event in pygame.event.get():
    if event.type==pygame.QUIT:
        sys.exit()
    elif event.type==pygame.KEYDOWN:
        if event.key==pygame.K_w:
            CAIXUKUN.move("UP")
        if event.key == pygame.K_s:
            CAIXUKUN.move("DOWN")
        if event.key==pygame.K_a:
            CAIXUKUN.move("LEFT")
        if event.key==pygame.K_d:
            CAIXUKUN.move("RIGHT")

3.22 设置一个简单外挂,鼠标点击左键钥匙 + 1 ,右键钥匙 – 1,中键归 0

elif event.type==pygame.MOUSEBUTTONDOWN:
    if ykey_rect.collidepoint(event.pos):
        if event.button==1:
            CAIXUKUN.property["Yellow_key"]+=1
            sound4.play()
        elif event.button==2:
            CAIXUKUN.property["Yellow_key"]=0
        elif event.button==3:
            CAIXUKUN.property["Yellow_key"]-=1
    elif bkey_rect.collidepoint(event.pos):
        if event.button==1:
            CAIXUKUN.property["Blue_key"]+=1
            sound4.play()
        elif event.button==2:
            CAIXUKUN.property["Blue_key"]=0
        elif event.button==3:
            CAIXUKUN.property["Blue_key"]-=1
    elif rkey_rect.collidepoint(event.pos):
        if event.button==1:
            CAIXUKUN.property["Red_key"]+=1
            sound4.play()
        elif event.button==2:
            CAIXUKUN.property["Red_key"]=0
        elif event.button==3:
            CAIXUKUN.property["Red_key"]-=1

3.23 电梯功能

elif up_lift_rect.collidepoint(event.pos):
    if event.button==1 and get_lift and CAIXUKUN.floor<66 and CAIXUKUN.floor!=42:
        CAIXUKUN.floor+=1
elif down_lift_rect.collidepoint(event.pos):
    if event.button==1 and get_lift and CAIXUKUN.floor>1 and CAIXUKUN.floor!=44:
        CAIXUKUN.floor-=1

3.24 开始画地图

for i in ground_L:
    screen.blit(ground,i)
for j in wall_L:
    screen.blit(wall,j)

for k in List_temp1:
    screen.blit(yellow_door,k)

for k in List_temp2:
    screen.blit(upstair,k)

for k in List_temp3:
    screen.blit(rbottle,k)

for k in List_temp4:
    screen.blit(bbottle,k)

for k in List_temp5:
    screen.blit(rgem,k)

for k in List_temp6:
    screen.blit(bgem,k)

for k in List_temp7:
    screen.blit(ykey,k)

for k in List_temp8:
    screen.blit(blue_door,k)

for k in List_temp9:
    screen.blit(bkey,k)

for k in List_temp10:
    screen.blit(red_door,k)

for k in List_temp11:
    screen.blit(rkey,k)

for k in list_molocation:
    n=list_molocation.index(k)
    k_name=list_moname[n]
    screen.blit(eval(k_name),k)
screen.blit(lift,Lift[0])
screen.blit(guide,Guide[0])

3.25 对于列表中碰撞以后的元素

for y_door in ydoorL[:]:
    if CAIXUKUN.image_rect.colliderect(y_door):
        if CAIXUKUN.property["Yellow_key"]>0:
            i=ydoorL.index(y_door)
            ydoorL.remove(y_door)
            CAIXUKUN.property["Yellow_key"]-=1
            del List_temp1[i]
        else:
            pass

for b_door in bdoorL[:]:
    if CAIXUKUN.image_rect.colliderect(b_door):
        if CAIXUKUN.property["Blue_key"]>0:
            i=bdoorL.index(b_door)
            bdoorL.remove(b_door)
            CAIXUKUN.property["Blue_key"]-=1
            del List_temp8[i]
        else:
            pass

for r_door in rdoorL[:]:
    if CAIXUKUN.image_rect.colliderect(r_door):
        if CAIXUKUN.property["Red_key"]>0:
            i=rdoorL.index(r_door)
            rdoorL.remove(r_door)
            CAIXUKUN.property["Red_key"]-=1
            del List_temp10[i]
        else:
            pass

3.26 红血瓶

for r_bottle in rbottleL[:]:
    if CAIXUKUN.image_rect.colliderect(r_bottle):
        sound1.play()
        i=rbottleL.index(r_bottle)
        rbottleL.remove(r_bottle)
        CAIXUKUN.life+=20
        del List_temp3[i]

3.27 蓝血瓶

for b_bottle in bbottleL[:]:
    if CAIXUKUN.image_rect.colliderect(b_bottle):
        sound1.play()
        i=bbottleL.index(b_bottle)
        bbottleL.remove(b_bottle)
        CAIXUKUN.life+=10
        del List_temp4[i]

3.28 战斗事件

for monster_ in list_morect[:]:
    if CAIXUKUN.image_rect.colliderect(monster_):
        x=list_morect.index(monster_)
        oops=eval(list_moname[x]+'_')
        if(fight(CAIXUKUN,oops)!=[0]):
            sound2.play()
            list_morect[x]=pygame.Rect(-100,-100,50,50)
            list_molocation[x]=(-100,-100)
        else:
            pass

3.29 侧边栏背景

screen.fill((191,191,191),rect=att_rect1,special_flags=0)
screen.fill((191,191,191),rect=att_rect2,special_flags=0)
screen.fill((191,191,191),rect=att_rect3,special_flags=0)
screen.fill((191,191,191),rect=att_rect4,special_flags=0)

3.30 任务栏

screen.blit(ykey,(0,400))
screen.blit(bkey,(0,450))
screen.blit(rkey,(0,500))

3.31 属性栏

text_surface1=my_FontCHs.render("第%s层"%str(CAIXUKUN.floor),True,(0,0,0),(191,191,191))
text_surface2=my_FontCHs.render("攻击力:%s"%str(CAIXUKUN.attack),True,(0,0,0),(191,191,191))
text_surface3=my_FontCHs.render("防御力:%s"%str(CAIXUKUN.defend),True,(0,0,0),(191,191,191))
text_surface4=my_FontCHs.render("生命值:%s"%str(CAIXUKUN.life),True,(0,0,0),(191,191,191))
text_surface5=my_FontCHs.render("金币:%s"%str(CAIXUKUN.gold),True,(0,0,0),(191,191,191))

3.32 钥匙数量

Yellow_key=CAIXUKUN.property['Yellow_key']
Blue_key=CAIXUKUN.property['Blue_key']
Red_key=CAIXUKUN.property['Red_key']

3.33 物品栏

text_surface6=my_FontCHs.render("%s把"%str(Yellow_key),True,(0,0,0),(191,191,191))
text_surface7=my_FontCHs.render("%s把"%str(Blue_key),True,(0,0,0),(191,191,191))
text_surface8=my_FontCHs.render("%s把"%str(Red_key),True,(0,0,0),(191,191,191))
text_surface9=my_FontCHs.render("永久使用宝物",True,(0,0,0),(191,191,191))
text_surface10=my_FontCHs.render("一次使用宝物",True,(0,0,0),(191,191,191))
text_surface11=my_FontCHs.render("自动使用宝物",True,(0,0,0),(191,191,191))

3.34 如果获得则在右侧边栏加上该宝物

if get_lift:
    screen.blit(pygame.transform.scale(pygame.image.load('life.png').convert_alpha(),(40,40)),(770,100))

3.35 属性栏

screen.blit(text_surface0,(280,0))
screen.blit(text_surface1,(0,100))
screen.blit(text_surface2,(0,150))
screen.blit(text_surface3,(0,200))
screen.blit(text_surface4,(0,250))
screen.blit(text_surface5,(0,300))

screen.blit(text_surface6,(100,400))
screen.blit(text_surface7,(100,450))
screen.blit(text_surface8,(100,500))
screen.blit(text_surface9,(758,50))
screen.blit(text_surface10,(758,280))
screen.blit(text_surface11,(758,510))

代码参考

fight.py

def fight(A,B,cancel=0):
    a=A.attack-B.defend
    b=B.attack-A.defend

    alife=A.life
    blife=B.life

    if a<=0:
        return [0]
    if a>0 and b<=0:
        if(cancel==0):
            A.gold+=B.gold
        if(cancel!=0):
            A.life=alife
            B.life=blife
        return 0
    else:
        for i in range(1,100):
            B.life=B.life-a
            if B.life<0:
                if(cancel==0):
                    B.life=blife
                    A.gold+=B.gold
                if(cancel!=0):
                    A.life=alife
                    B.life=blife
                return alife-A.life
            A.life=A.life-b
            if A.life<0:
                A.life=alife
                B.life=blife
                return [0]

if __name__=="__main__":
    class character:
        def __init__(self,tuple):
            self.attack=tuple[0]
            self.defend=tuple[1]
            self.life=tuple[2]
            self.gold=0
        def __str__(self):
            return u"攻击力:%d ,防御力:%d, 生命值:%d,金币:  %d"%(self.attack,self.defend,self.life,self.gold)


    class monster:
        def __init__(self,tuple):
            self.attack=tuple[0]
            self.defend=tuple[1]
            self.life=tuple[2]
            self.gold=tuple[3]

        def __str__(self):
            return u"攻击力:%d ,防御力:%d, 生命值:%d,"%(self.attack,self.defend,self.life)
    CAIXUKUN=character((10,10,100))
    gSlime_=monster((11,5,10,1))
    rSlime_=monster((12,5,10,2))
    sBat_=monster((13,5,10,3))
    bWizard_=monster((15,5,10,5))
    Skeleton_=monster((18,5,10,8))
    scSkeleton_=monster((25,5,10,10))

    BOSS=monster((100,5,10,10))


    fight(CAIXUKUN,gSlime_)
    print(CAIXUKUN)
    fight(CAIXUKUN,gSlime_,cancel=1)
    print(CAIXUKUN,rSlime_)
    print(CAIXUKUN)

    if (fight(CAIXUKUN,BOSS)==0):
        print(CAIXUKUN)
        print(BOSS)

TowerTest.py

import pygame,sys

from Fight import fight

pygame.init()
pygame.mixer.init()

size=width,height=950,650
screen=pygame.display.set_mode(size)
pygame.display.set_caption('Tower')

#环境
wall=pygame.transform.scale(pygame.image.load('w1.png').convert_alpha(),(50,50))
ground=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
yellow_door=pygame.transform.scale(pygame.image.load('d1.png').convert_alpha(),(50,50))
blue_door=pygame.transform.scale(pygame.image.load('d2.png').convert_alpha(),(50,50))
red_door=pygame.transform.scale(pygame.image.load('d3.png').convert_alpha(),(50,50))
special_door=pygame.transform.scale(pygame.image.load('d4.png').convert_alpha(),(50,50))
ykey=pygame.transform.scale(pygame.image.load('ykey.png').convert_alpha(),(50,50))
bkey=pygame.transform.scale(pygame.image.load('bkey.png').convert_alpha(),(50,50))
rkey=pygame.transform.scale(pygame.image.load('rkey.png').convert_alpha(),(50,50))
rbottle=pygame.transform.scale(pygame.image.load('rbottle.png').convert_alpha(),(50,50))
bbottle=pygame.transform.scale(pygame.image.load('bbottle.png').convert_alpha(),(50,50))
rgem=pygame.transform.scale(pygame.image.load('rgem.png').convert_alpha(),(50,50))
bgem=pygame.transform.scale(pygame.image.load('bgem.png').convert_alpha(),(50,50))
upstair=pygame.transform.scale(pygame.image.load('upstair.png').convert_alpha(),(50,50))
downstair=pygame.transform.scale(pygame.image.load('downstair.png').convert_alpha(),(50,50))

#怪物
rSlime=pygame.transform.scale(pygame.image.load('rSlime.png').convert_alpha(),(50,50))
gSlime=pygame.transform.scale(pygame.image.load('gSlime.png').convert_alpha(),(50,50))
bSlime=pygame.transform.scale(pygame.image.load('bSlime.png').convert_alpha(),(50,50))
kSlime=pygame.transform.scale(pygame.image.load('kSlime.png').convert_alpha(),(50,50))
sBat=pygame.transform.scale(pygame.image.load('sBat.png').convert_alpha(),(50,50))
bBat=pygame.transform.scale(pygame.image.load('bBat.png').convert_alpha(),(50,50))
rBat=pygame.transform.scale(pygame.image.load('rBat.png').convert_alpha(),(50,50))
bWizard=pygame.transform.scale(pygame.image.load('bWizard.png').convert_alpha(),(50,50))
rWizard=pygame.transform.scale(pygame.image.load('rWizard.png').convert_alpha(),(50,50))
Skeleton=pygame.transform.scale(pygame.image.load('Skeleton.png').convert_alpha(),(50,50))
scSkeleton=pygame.transform.scale(pygame.image.load('scSkeleton.png').convert_alpha(),(50,50))
bcSkeleton=pygame.transform.scale(pygame.image.load('bcSkeleton.png').convert_alpha(),(50,50))
ghost=pygame.transform.scale(pygame.image.load('ghost.png').convert_alpha(),(50,50))
lGuard=pygame.transform.scale(pygame.image.load('lGuard.png').convert_alpha(),(50,50))
mGuard=pygame.transform.scale(pygame.image.load('mGuard.png').convert_alpha(),(50,50))
hGuard=pygame.transform.scale(pygame.image.load('hGuard.png').convert_alpha(),(50,50))
lWitch=pygame.transform.scale(pygame.image.load('lWitch.png').convert_alpha(),(50,50))
hWitch=pygame.transform.scale(pygame.image.load('hWitch.png').convert_alpha(),(50,50))
Orc=pygame.transform.scale(pygame.image.load('Orc.png').convert_alpha(),(50,50))
wOrc=pygame.transform.scale(pygame.image.load('wOrc.png').convert_alpha(),(50,50))
Stone=pygame.transform.scale(pygame.image.load('Stone.png').convert_alpha(),(50,50))
Swordsman=pygame.transform.scale(pygame.image.load('Swordsman.png').convert_alpha(),(50,50))
wGhost=pygame.transform.scale(pygame.image.load('wGhost.png').convert_alpha(),(50,50))
Vampier=pygame.transform.scale(pygame.image.load('Vampier.png').convert_alpha(),(50,50))

#神秘人和宝物
guide=pygame.transform.scale(pygame.image.load('guide.png').convert_alpha(),(50,50))
merchant=pygame.transform.scale(pygame.image.load('merchant.png').convert_alpha(),(50,50))
princess=pygame.transform.scale(pygame.image.load('princess.png').convert_alpha(),(50,50))
lift=pygame.transform.scale(pygame.image.load('lift.png').convert_alpha(),(50,50))

#商店
shop=pygame.transform.scale(pygame.image.load('shop.png').convert_alpha(),(150,50))

#背景音乐
pygame.mixer.music.load('background.mp3')
pygame.mixer.music.play()
musicPlaying=False

sound0=pygame.mixer.Sound('0.wav')
sound1=pygame.mixer.Sound('1.wav')
sound2=pygame.mixer.Sound('2.wav')
#sound3=pygame.mixer.Sound('3.wav')
sound4=pygame.mixer.Sound('4.wav')
sound5=pygame.mixer.Sound('5.wav')
sound6=pygame.mixer.Sound('6.wav')

pygame.time.delay(1000)

sound0.play()

#加载字体
my_FontCH=pygame.font.Font('【春田】小火锅安卓.ttf',30)
my_FontCHs=pygame.font.Font('方正正中黑简体.TTF',30)
my_FontEN=pygame.font.Font('KeeponTruckin.ttf',30)

#最上面一格
text_surface0=my_FontCH.render('小游戏',True,(0,0,0),(191,191,191))

#矩形的四个值
att_rect1=pygame.Rect(0,50,200,600)
att_rect2=pygame.Rect(750,50,200,600)
att_rect3=pygame.Rect(200,600,550,50)
att_rect4=pygame.Rect(0,0,950,50)

#获取钥匙图片所在的位置
ykey_rect=ykey.get_rect()
ykey_rect.left,ykey_rect.top=0,400
bkey_rect=bkey.get_rect()
bkey_rect.left,bkey_rect.top=0,450
rkey_rect=rkey.get_rect()
rkey_rect.left,rkey_rect.top=0,500
#电梯位置
up_lift_rect=pygame.Rect(770,100,40,20)
down_lift_rect=pygame.Rect(770,120,40,20)


#人物类
class character:
    def __init__(self,tuple):
        self.floor=1
        self.attack=tuple[0]
        self.defend=tuple[1]
        self.life=tuple[2]
        self.gold=0
        #物品栏
        self.property={'Yellow_key':0,'Blue_key':0,'Red_key':0}
        #图像
        self.image=pygame.transform.scale(pygame.image.load('character.png').convert_alpha(),(50,50))
        self.bg=pygame.transform.scale(pygame.image.load('w2.png').convert_alpha(),(50,50))
        self.image_rect=self.image.get_rect()
        self.image_rect.left=450
        self.image_rect.top=550
    

    def move(self,str):
        if str=="UP":
            FORBID=0
            rect_new=self.image_rect.copy()
            rect_new.move_ip(0,-50)
            for wall_ in wallL[:]:
                if rect_new.colliderect(wall_):
                    FORBID=1
            for y_door in ydoorL[:]:
                if rect_new.colliderect(y_door) and self.property["Yellow_key"]==0:
                    FORBID=1
            for b_door in bdoorL[:]:
                if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
                    FORBID=1
            for r_door in rdoorL[:]:
                if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
                    FORBID=1
            for monster_ in list_morect[:]:
                if rect_new.colliderect(monster_):
                    x=list_morect.index(monster_)
                    if(fight(CAIXUKUN,eval(list_moname[x]+"_"),1))==[0]:
                        sound5.play()
                        FORBID=1
            if FORBID==1:
                pass
            else:
                if self.image_rect.top<100:
                    pass
                else:
                    self.image_rect.move_ip(0,-50)

        if str=="DOWN":
            FORBID=0
            rect_new=self.image_rect.copy()
            rect_new.move_ip(0,50)

            for wall_ in wallL[:]:
                if rect_new.colliderect(wall_):
                    FORBID=1
            for y_door in ydoorL[:]:
                if rect_new.colliderect(y_door)and self.property["Yellow_key"]==0:
                    FORBID=1
            for b_door in bdoorL[:]:
                if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
                    FORBID=1
            for r_door in rdoorL[:]:
                if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
                    FORBID=1
            for monster_ in list_morect[:]:
                if rect_new.colliderect(monster_):
                     x = list_morect.index(monster_)
                     if (fight(CAIXUKUN, eval(list_moname[x] + "_"), 1)) == [0]:
                         sound5.play()
                         FORBID = 1
            if FORBID == 1:
                pass
            else:
                if self.image_rect.bottom>550:
                    pass
                else:
                    self.image_rect.move_ip(0, 50)

        if str == "LEFT":
            FORBID = 0
            rect_new = self.image_rect.copy()
            rect_new.move_ip(-50, 0)

            for wall_ in wallL[:]:
                if rect_new.colliderect(wall_):
                    FORBID = 1
            for y_door in ydoorL[:]:
                if rect_new.colliderect(y_door) and self.property["Yellow_key"] == 0:
                    FORBID = 1
            for b_door in bdoorL[:]:
                if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
                    FORBID=1
            for r_door in rdoorL[:]:
                if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
                    FORBID=1
            for monster_ in list_morect[:]:
                if rect_new.colliderect(monster_):
                    x = list_morect.index(monster_)
                    if (fight(CAIXUKUN, eval(list_moname[x] + "_"), 1)) == [0]:
                        sound5.play()
                        FORBID = 1
            if FORBID == 1:
                pass
            else:
                if self.image_rect.left< 250:
                    pass
                else:
                    self.image_rect.move_ip(-50,0)

        if str == "RIGHT":
            FORBID = 0
            rect_new = self.image_rect.copy()
            rect_new.move_ip(50, 0)

            for wall_ in wallL[:]:
                if rect_new.colliderect(wall_):
                    FORBID = 1
            for y_door in ydoorL[:]:
                if rect_new.colliderect(y_door) and self.property["Yellow_key"] == 0:
                    FORBID = 1
            for b_door in bdoorL[:]:
                if rect_new.colliderect(b_door) and self.property["Blue_key"]==0:
                    FORBID=1
            for r_door in rdoorL[:]:
                if rect_new.colliderect(r_door) and self.property["Red_key"]==0:
                    FORBID=1
            for monster_ in list_morect[:]:
                if rect_new.colliderect(monster_):
                    x = list_morect.index(monster_)
                    if (fight(CAIXUKUN, eval(list_moname[x] + "_"), 1)) == [0]:
                        sound5.play()
                        FORBID = 1
            if FORBID == 1:
                pass
            else:
                if self.image_rect.right > 700:
                    pass
                else:
                    self.image_rect.move_ip(50, 0)


class monster:
    def __init__(self,tuple):
        self.attack=tuple[0]
        self.defend=tuple[1]
        self.life=tuple[2]
        self.gold=tuple[3]

CAIXUKUN=character((10,10,100))
gSlime_=monster((11,5,10,1))
rSlime_=monster((12,5,10,2))
sBat_=monster((13,5,10,3))
ghost_=monster((14,5,10,4))
hWitch_=monster((15,5,10,5))
Skeleton_=monster((20,11,10,8))
scSkeleton_=monster((25,11,10,10))

ground_L=[]
for i in range(4,14+1):
    for j in range(1,11+1):
        ground_L.append((50*i,50*j))


wall_L=[(200,100),(250,100),(300,100),(350,100),(400,100),(450,100),(500,100),(550,100),(600,100),(650,100),(450,150),(450,200),(450,250),(450,350),
        (500,250),(550,250),(650,250),(650,150),(650,200),(600,350),(550,350),(500,350),(650,350),(650,300),(350,200),(350,250),(350,300),(350,350),
        (350,400),(350,450),(350,500),(350,550),(300,250),(200,250),(300,400),(200,400),(400,450),(550,450),(600,450),
        (500,450),(550,500),(550,550),(700,450)]
#门
dict_door={(350,150):'yellow',(250,250):'blue',(600,250):'yellow',(450,300):'yellow',(250,400):'yellow',(450,450):'yellow',(450,450):'yellow',
           (650,450):'red',(600,250):'red'}
#宝物
dict_trea={(550,150):'ykey',(200,350):'ykey',(300,500):'ykey',(400,500):'ykey',(400,550):'bkey',(400,250):'rkey',(600,150):'rkey',(400,200):'ykey',(200,150):'ykey',(300,550):'ykey',(200,150):'rbottle',(100,350):'rbottle',(500,150):'rgem',(500,200):'bgem',(550,200):'rbottle',(200,550):'rbottle',(200,500):'bbottle',(650,550):'bbottle',(650,500):'bgem',}

#楼梯
dict_stair={(200,50):'up'}

#怪物
dict_monster={(300,50):'gSlime',(400,50):'gSlime',(600,550):'sBat',(700,550):'sBat',(350,50):'gSlime',(500,300):'rSlime',(500,300):'rSlime',
(250,300):'hWitch',(250,450):'ghost',(550,300):'ghost',(600,300):'rSlime'}

#神秘人
Guide=[(500,500)]
Lift=[(250,550)]

get_lift=0


List_temp1=[k for k,v in dict_door.items() if v=='yellow']
List_temp2=[k for k,v in dict_stair.items() if v=='up']
List_temp3=[k for k,v in dict_trea.items() if v=='rbottle']
List_temp4=[k for k,v in dict_trea.items() if v=='bbottle']
List_temp5=[k for k,v in dict_trea.items() if v=='rgem']
List_temp6=[k for k,v in dict_trea.items() if v=='bgem']
List_temp7=[k for k,v in dict_trea.items() if v=='ykey']
List_temp8=[k for k,v in dict_door.items() if v=='blue']
List_temp9=[k for k,v in dict_trea.items() if v=='bkey']
List_temp10=[k for k,v in dict_door.items() if v=='red']
List_temp11=[k for k,v in dict_trea.items() if v=='rkey']



def build_List(LIST1,LIST2):
    for i in range(1,len(LIST2)+1):
        LIST1.append(pygame.Rect(LIST2[i-1][0],LIST2[i-1][1],50,50))

wallL=[]
build_List(wallL,wall_L)

ydoorL=[]
build_List(ydoorL,List_temp1)

bdoorL=[]
build_List(bdoorL,List_temp2)

rdoorL=[]
build_List(rdoorL,List_temp3)

stairupL=[]
build_List(stairupL,List_temp4)

rbottleL=[]
build_List(rbottleL,List_temp5)

bbottleL=[]
build_List(bbottleL,List_temp6)

rgemL=[]
build_List(rgemL,List_temp7)

bgemL=[]
build_List(bgemL,List_temp8)

ykeyL=[]
build_List(ykeyL,List_temp9)

bkeyL=[]
build_List(bkeyL,List_temp10)

rkeyL=[]
build_List(rkeyL,List_temp11)

list_molocation=list(dict_monster)
list_moname=list(dict_monster.values())
list_morect=[]
build_List(list_morect,list_molocation)


guideL=[]
guideL.append(pygame.Rect(Guide[0][0],Guide[0][1],50,50))

liftL=[]
liftL.append(pygame.Rect(Lift[0][0],Lift[0][1],50,50))

while True:
    for event in pygame.event.get():
        if event.type==pygame.QUIT:
            sys.exit()
        elif event.type==pygame.KEYDOWN:
            if event.key==pygame.K_w:
                CAIXUKUN.move("UP")
            if event.key == pygame.K_s:
                CAIXUKUN.move("DOWN")
            if event.key==pygame.K_a:
                CAIXUKUN.move("LEFT")
            if event.key==pygame.K_d:
                CAIXUKUN.move("RIGHT")
            if event.key==pygame.K_p:
                if musicPlaying:
                    pygame.mixer.music.stop()
                else:
                    pygame.mixer.music.play(-1)
                musicPlaying=not musicPlaying
            if event.key==pygame.K_1:
                sound0.play()
        elif event.type==pygame.MOUSEBUTTONDOWN:
            if ykey_rect.collidepoint(event.pos):
                if event.button==1:
                    CAIXUKUN.property["Yellow_key"]+=1
                    sound4.play()
                elif event.button==2:
                    CAIXUKUN.property["Yellow_key"]=0
                elif event.button==3:
                    CAIXUKUN.property["Yellow_key"]-=1
            elif bkey_rect.collidepoint(event.pos):
                if event.button==1:
                    CAIXUKUN.property["Blue_key"]+=1
                    sound4.play()
                elif event.button==2:
                    CAIXUKUN.property["Blue_key"]=0
                elif event.button==3:
                    CAIXUKUN.property["Blue_key"]-=1
            elif rkey_rect.collidepoint(event.pos):
                if event.button==1:
                    CAIXUKUN.property["Red_key"]+=1
                    sound4.play()
                elif event.button==2:
                    CAIXUKUN.property["Red_key"]=0
                elif event.button==3:
                    CAIXUKUN.property["Red_key"]-=1
            elif up_lift_rect.collidepoint(event.pos):
                if event.button==1 and get_lift and CAIXUKUN.floor<66 and CAIXUKUN.floor!=42:
                    CAIXUKUN.floor+=1
            elif down_lift_rect.collidepoint(event.pos):
                if event.button==1 and get_lift and CAIXUKUN.floor>1 and CAIXUKUN.floor!=44:
                    CAIXUKUN.floor-=1

    
    for i in ground_L:
        screen.blit(ground,i)
    for j in wall_L:
        screen.blit(wall,j)

    for k in List_temp1:
        screen.blit(yellow_door,k)
    
    for k in List_temp8:
        screen.blit(blue_door,k)

    for k in List_temp10:
        screen.blit(red_door,k)

    for k in List_temp2:
        screen.blit(upstair,k)

    for k in List_temp3:
        screen.blit(rbottle,k)
    for k in List_temp4:
        screen.blit(bbottle,k)
    for k in List_temp5:
        screen.blit(rgem,k)
    for k in List_temp6:
        screen.blit(bgem,k)
    for k in List_temp7:
        screen.blit(ykey,k)
    for k in List_temp9:
        screen.blit(bkey,k)
    for k in List_temp11:
        screen.blit(rkey,k)
    for k in list_molocation:
        n=list_molocation.index(k)
        k_name=list_moname[n]
        screen.blit(eval(k_name),k)
    screen.blit(lift,Lift[0])
    screen.blit(guide,Guide[0])




    #黄门
    for y_door in ydoorL[:]:
        if CAIXUKUN.image_rect.colliderect(y_door):
            if CAIXUKUN.property["Yellow_key"]>0:
                i=ydoorL.index(y_door)
                ydoorL.remove(y_door)
                CAIXUKUN.property["Yellow_key"]-=1
                del List_temp1[i]
            else:
                pass

    for b_door in bdoorL[:]:
        if CAIXUKUN.image_rect.colliderect(b_door):
            if CAIXUKUN.property["Blue_key"]>0:
                i=bdoorL.index(b_door)
                bdoorL.remove(b_door)
                CAIXUKUN.property["Blue_key"]-=1
                del List_temp8[i]
            else:
                pass

    for r_door in rdoorL[:]:
        if CAIXUKUN.image_rect.colliderect(r_door):
            if CAIXUKUN.property["Red_key"]>0:
                i=rdoorL.index(r_door)
                rdoorL.remove(r_door)
                CAIXUKUN.property["Red_key"]-=1
                del List_temp10[i]
            else:
                pass
    #红血瓶
    for r_bottle in rbottleL[:]:
        if CAIXUKUN.image_rect.colliderect(r_bottle):
            sound1.play()
            i=rbottleL.index(r_bottle)
            rbottleL.remove(r_bottle)
            CAIXUKUN.life+=20
            del List_temp3[i]

    #蓝血瓶
    for b_bottle in bbottleL[:]:
        if CAIXUKUN.image_rect.colliderect(b_bottle):
            sound1.play()
            i=bbottleL.index(b_bottle)
            bbottleL.remove(b_bottle)
            CAIXUKUN.life+=10
            del List_temp4[i]

    
    for r_gem in rgemL[:]:
        if CAIXUKUN.image_rect.colliderect(r_gem):
            sound1.play()
            i=rgemL.index(r_gem)
            rgemL.remove(r_gem)
            CAIXUKUN.attack +=2
            del List_temp5[i]

    for b_gem in bgemL[:]:
        if CAIXUKUN.image_rect.colliderect(b_gem):
            sound1.play()
            i=bgemL.index(b_gem)
            bgemL.remove(b_gem)
            CAIXUKUN.defend +=2
            del List_temp6[i]

    for y_key in ykeyL[:]:
        if CAIXUKUN.image_rect.colliderect(y_key):
            i=ykeyL.index(y_key)
            ykeyL.remove(y_key)
            CAIXUKUN.property['Yellow_key']+=1
            del List_temp7[i]

    for b_key in bkeyL[:]:
        if CAIXUKUN.image_rect.colliderect(b_key):
            i=bkeyL.index(b_key)
            bkeyL.remove(b_key)
            CAIXUKUN.property['Blue_key']+=1
            del List_temp9[i]
    
    for r_key in rkeyL[:]:
        if CAIXUKUN.image_rect.colliderect(r_key):
            i=rkeyL.index(r_key)
            rkeyL.remove(r_key)
            CAIXUKUN.property['Red_key']+=1
            del List_temp11[i]

    #战斗事件
    for monster_ in list_morect[:]:
        if CAIXUKUN.image_rect.colliderect(monster_):
            x=list_morect.index(monster_)
            oops=eval(list_moname[x]+'_')
            if(fight(CAIXUKUN,oops)!=[0]):
                sound2.play()
                list_morect[x]=pygame.Rect(-100,-100,50,50)
                list_molocation[x]=(-100,-100)
            else:
                pass

    for lift_ in liftL[:]:
        if CAIXUKUN.image_rect.colliderect(lift_):
            sound6.play()
            liftL.remove(lift_)
            get_lift=1
            Lift[0]=(-100,-100)

    #侧边栏背景
    screen.fill((191,191,191),rect=att_rect1,special_flags=0)
    screen.fill((191,191,191),rect=att_rect2,special_flags=0)
    screen.fill((191,191,191),rect=att_rect3,special_flags=0)
    screen.fill((191,191,191),rect=att_rect4,special_flags=0)

    #任务栏
    screen.blit(ykey,(0,400))
    screen.blit(bkey,(0,450))
    screen.blit(rkey,(0,500))

    #属性栏
    text_surface1=my_FontCHs.render("第%s层"%str(CAIXUKUN.floor),True,(0,0,0),(191,191,191))
    text_surface2=my_FontCHs.render("攻击力:%s"%str(CAIXUKUN.attack),True,(0,0,0),(191,191,191))
    text_surface3=my_FontCHs.render("防御力:%s"%str(CAIXUKUN.defend),True,(0,0,0),(191,191,191))
    text_surface4=my_FontCHs.render("生命值:%s"%str(CAIXUKUN.life),True,(0,0,0),(191,191,191))
    text_surface5=my_FontCHs.render("金币:%s"%str(CAIXUKUN.gold),True,(0,0,0),(191,191,191))

    #钥匙数量
    Yellow_key=CAIXUKUN.property['Yellow_key']
    Blue_key=CAIXUKUN.property['Blue_key']
    Red_key=CAIXUKUN.property['Red_key']

    text_surface6=my_FontCHs.render("%s把"%str(Yellow_key),True,(0,0,0),(191,191,191))
    text_surface7=my_FontCHs.render("%s把"%str(Blue_key),True,(0,0,0),(191,191,191))
    text_surface8=my_FontCHs.render("%s把"%str(Red_key),True,(0,0,0),(191,191,191))
    text_surface9=my_FontCHs.render("永久使用宝物",True,(0,0,0),(191,191,191))
    text_surface10=my_FontCHs.render("一次使用宝物",True,(0,0,0),(191,191,191))
    text_surface11=my_FontCHs.render("自动使用宝物",True,(0,0,0),(191,191,191))

    if get_lift:
        screen.blit(pygame.transform.scale(pygame.image.load('life.png').convert_alpha(),(40,40)),(770,100))
    screen.blit(CAIXUKUN.image,CAIXUKUN.image_rect)

    #属性栏
    screen.blit(text_surface0,(280,0))
    screen.blit(text_surface1,(0,100))
    screen.blit(text_surface2,(0,150))
    screen.blit(text_surface3,(0,200))
    screen.blit(text_surface4,(0,250))
    screen.blit(text_surface5,(0,300))

    screen.blit(text_surface6,(100,400))
    screen.blit(text_surface7,(100,450))
    screen.blit(text_surface8,(100,500))
    screen.blit(text_surface9,(758,50))
    screen.blit(text_surface10,(758,280))
    screen.blit(text_surface11,(758,510))
    pygame.display.update()

总结

一点回忆

        不知道大家是否还记得原版的一个场景——当你历经千辛万苦、突破重重阻碍来到塔顶,大魔法师奇诺对你说:

"You villain. Little did I expect to be beaten. But I would never die in such a way. I'll be looking forward to fighting with you again!"

“你这个恶棍!我从未想过会被击败。但我不会就此死去。我很期待再和你打上一场!”

        魔王依旧不会死,勇者依旧会回到里魔塔的第一层。魔王继续变强。整个魔塔没有尽头,无论你打通多少周目,那个不可能击倒的魔王还是在塔顶等着你。

你是否还记得有一款游戏叫做“魔塔”?
数值溢出窗口的究极魔王

        或许,当玩家放弃继续玩下去的那一刻,就是勇者终于向魔王屈服的那一刻。

“作者”说

         据“作者本人”说,这个版本不过是他自己收到原作启发后,随手做出来的一个全新游戏。

        “当年我买的游戏光盘里面有一个英文原版魔塔,我当时特别喜欢,断断续续玩了好久。后来我大学的时候就尝试着自己做一部魔塔。实际上并没有什么工作室,胖老鼠工作室就是我随手的署名。当时魔塔也没有做完,只不过实在后来没时间继续做下去了,所以就草草结尾了。”

你是否还记得有一款游戏叫做“魔塔”?

        虽然验证不了真身,但我们基本可以确定的是——这款魔塔真的永远也不会有续作了。

是的,时间已经过去

你是否还记得有一款游戏叫做“魔塔”?
新魔塔的启动界面,浓浓的21世纪初风格

按这一款魔塔的作者所言,加入的随即元素和更多新道具可以使游戏更多元化,更有趣,也使得通关路线不只一条,可以促进玩家相互之间的交流。在新新魔塔中,中毒,连击,特殊攻击等其它RPG中常见的要素悉数登场,也使得新新魔塔成为了创新魔塔,甚至是整个魔塔系列的领头人之一。由于不确定性的加入,通关率当然也十分的可观——根据某台湾网站统计,本作的通关率高达30.12%……

        再多的新版本,再多的新玩法,看起来越来越绚烂……可是当我们玩起来的时候,却越来越觉得少了些什么。

        是的,少了一种“感觉”。

        回过头来看,经典的老魔塔永远都在那里——像一张橱柜上摆放着的老照片,微微泛黄;但是当你拿起来看的时候,那一刻涌上心头的,不只是照片里的内容,还有照片以外那一段属于我们的美好回忆。

        感谢曾经属于我们的美好回忆!

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