import math
import random
import pygame
# 限制物体在屏幕内
import pytmx
def limit_position_to_screen(x, y, width, height):
"""限制物体在屏幕内"""
x = max(0, min(x, SCREEN_WIDTH - width)) # 限制x坐标
y = max(0, min(y, SCREEN_HEIGHT - height)) # 限制y坐标
return x, y
pygame.init()
# 设置窗口大小
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 640
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Pytmx Demo")
# 加载 .tmx 地图文件
tmx_data = pytmx.load_pygame("demo2.tmx") # 将 'your_map.tmx' 替换为你的文件路径
# player.x = 50
# player.y = 50
player_speed = 3 # 玩家速度
# 设置玩家的初始位置
player = None
# 找到玩家对象(在 Object Layer 中)
for obj in tmx_data.objects:
if obj.name == "player":
player = obj
break
if player is None:
raise ValueError("Player object not found in the Object Layer")
# 检查某个位置是否有墙体
def check_collision(x, y):
# 获取该位置的瓦片 ID
dic = None
try:
x_pos = math.floor(x / tmx_data.tilewidth)
y_pos = math.floor(y / tmx_data.tileheight)
# print(x, y)
print(x_pos, y_pos)
dic = tmx_data.get_tile_properties(x_pos, y_pos, layer=1)
except Exception as e:
pass
# print(gid)
if dic:
return dic['Collidable'] == True
else:
return False
# 设置敌人类
class Enemy:
def __init__(self, x, y, speed):
self.x = x
self.y = y
self.speed = 1
self.width = 32 # 敌人宽度
self.height = 32 # 敌人高度
def move_towards_player(self, player, enemies):
"""简单的敌人行为:朝玩家方向移动"""
dx = player.x - self.x
dy = player.y - self.y
distance = max(1, (dx ** 2 + dy ** 2) ** 0.5)
move_x = (dx / distance) * self.speed
move_y = (dy / distance) * self.speed
# 检查敌人移动后是否与墙体发生碰撞
if not check_collision(self.x + move_x, self.y) and not self.check_overlap(self.x + move_x, self.y, enemies):
self.x += move_x
if not check_collision(self.x, self.y + move_y) and not self.check_overlap(self.x, self.y + move_y, enemies):
self.y += move_y
def check_overlap(self, new_x, new_y, enemies):
"""检查新位置是否与其他敌人重叠"""
for enemy in enemies:
if enemy != self and (enemy.x < new_x + self.width and enemy.x + enemy.width > new_x) and \
(enemy.y < new_y + self.height and enemy.y + enemy.height > new_y):
return True
return False
def draw(self):
"""绘制敌人"""
pygame.draw.rect(screen, (0, 255, 0), pygame.Rect(self.x, self.y, self.width, self.height))
# 随机生成敌人并确保它们位于有效位置
def generate_enemies(num_enemies):
enemies = []
for _ in range(num_enemies):
# 随机选择一个位置直到找到一个有效位置
while True:
spawn_x = random.randint(0, SCREEN_WIDTH - 32) # 32 为敌人的宽度
spawn_y = random.randint(0, SCREEN_HEIGHT - 32) # 32 为敌人的高度
if not check_collision(spawn_x, spawn_y) and not any(enemy.check_overlap(spawn_x, spawn_y, enemies) for enemy in enemies): # 检查新的位置是否有墙体
break # 找到有效位置,跳出循环
speed = random.randint(1, 3) # 敌人速度在 1 到 3 之间随机
enemies.append(Enemy(spawn_x, spawn_y, speed))
return enemies
# 创建敌人
enemies = generate_enemies(5) # 生成 5 个敌人
# 创建一个地图渲染函数
def draw_map():
for layer in tmx_data.visible_layers:
if isinstance(layer, pytmx.TiledTileLayer):
if layer.name == 'wall':
continue
for x, y, gid in layer:
tile = tmx_data.get_tile_image_by_gid(gid)
if tile:
screen.blit(tile, (x * tmx_data.tilewidth, y * tmx_data.tileheight))
# 游戏主循环
running = True
while running:
clock = pygame.time.Clock()
draw_map() # 绘制地图
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 处理键盘输入来移动玩家
keys = pygame.key.get_pressed()
new_x, new_y = player.x, player.y
if keys[pygame.K_LEFT]:
new_x -= player_speed # 向左移动
if not check_collision(new_x, new_y):
player.x = new_x
if keys[pygame.K_RIGHT]:
new_x += player_speed # 向右移动
if not check_collision(new_x, new_y):
player.x = new_x
if keys[pygame.K_UP]:
new_y -= player_speed # 向上移动
if not check_collision(new_x, new_y):
player.y = new_y
if keys[pygame.K_DOWN]:
new_y += player_speed # 向下移动
if not check_collision(new_x, new_y):
player.y = new_y
# 限制玩家位置在屏幕内
player.x, player.y = limit_position_to_screen(player.x, player.y, 32, 32)
pygame.draw.rect(screen, (255, 0, 0), pygame.Rect(player.x, player.y, 32, 32)) # 32x32 是玩家的大小
# 移动并绘制敌人
for enemy in enemies:
enemy.move_towards_player(player, enemies) # 敌人朝玩家移动并检查碰撞
enemy.x, enemy.y = limit_position_to_screen(enemy.x, enemy.y, enemy.width, enemy.height) # 限制敌人位置
enemy.draw() # 绘制敌人
pygame.display.flip() # 更新显示
# 控制帧率
clock.tick(30)
pygame.quit()
python+pygame+pytmx+map editor开发一个tiled游戏demo 06随机敌人
最新推荐文章于 2026-06-19 17:00:49 发布

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