![見出し画像](https://assets.st-note.com/production/uploads/images/20803455/rectangle_large_type_2_aa023da08a3404e4f7122a63c56e6c21.png?width=1200)
pyxelでRPG風のものを作る(5)
前回までで敵への攻撃とプレイヤーへのダメージ判定が実装できました。今回は敵を動かす処理を実装して、さらにゲームらしくしていきたいと思います。前回の記事を以下に貼っておきますので、よろしければご参照ください。
敵の行動パターンは複雑な方がゲームとしては面白そうですが、最初から無理はせずなるべく簡単に作っていきたいと思います。今回の敵の動きとしては「一定範囲内にプレイヤーが近づいた場合に追いかけていく」ものとします
def update(self):
if pyxel.btnp(pyxel.KEY_S):
self.game_start = True
if pyxel.btnp(pyxel.KEY_R):
if self.game_over == True:
self.Retry()
if pyxel.btnp(pyxel.KEY_Q):
pyxel.quit()
#Player attack
if pyxel.btnp(pyxel.KEY_SPACE):
self.atc_flug = True
#Player controll
self.Player_ctr()
#Enemy controll
self.Enemy_ctr()
#Enemy Hit-check
self.Hit_chk()
#Player Damage-check
self.Dmg_chk()
#Enemy creation
if self.map_move == 1:
self.enemys.clear()
enemy_x_1 = self.enemy_pos_x
enemy_y_1 = self.enemy_pos_y
enemy_kazu = len(enemy_x_1)
for i in range(enemy_kazu):
new_enemy = Enemy1(enemy_x_1[i]*8, enemy_y_1[i]*8)
self.enemys.append(new_enemy)
self.map_move = 0
update関数に今回新規作成するEnemy_ctr関数を呼び出す処理を追加します。敵の動作はこの関数内で制御します。
加えて、ゲームオーバーになった際にリトライできるようにRキーにリトライ用のRetry関数を呼び出す動作を追加します。
def draw(self):
pyxel.cls(0)
#Draw tilemap
pyxel.bltm(0,0,0,0 + self.map_x,0 + self.map_y,16,16)
#Draw player
if self.atc_flug == True:
if self.Player.player_m == 0:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,0,16,8,8,14)
pyxel.blt(self.Player.player_x+8,self.Player.player_y,
0,0,24,8,8,14)
elif self.Player.player_m == 1:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,8,16,8,8,14)
pyxel.blt(self.Player.player_x-8,self.Player.player_y,
0,8,24,8,8,14)
elif self.Player.player_m == 2:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,16,16,8,8,14)
pyxel.blt(self.Player.player_x,self.Player.player_y-8,
0,16,24,8,8,14)
elif self.Player.player_m == 3:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,24,16,8,8,14)
pyxel.blt(self.Player.player_x,self.Player.player_y+8,
0,24,24,8,8,14)
else:
if self.Player.player_m == 0:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,0,0+self.Player.player_m2*8,8,8,14)
elif self.Player.player_m == 1:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,8,0+self.Player.player_m2*8,8,8,14)
elif self.Player.player_m == 2:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,16,0+self.Player.player_m2*8,8,8,14)
elif self.Player.player_m == 3:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,24,0+self.Player.player_m2*8,8,8,14)
#Draw Enemys
enemy_count = len(self.enemys)
for e in range(enemy_count):
if self.enemys[e].enemy_m == 0:
pyxel.blt(self.enemys[e].enemy_x,self.enemys[e].enemy_y,
1,
8,0,
8,8,14)
else:
pyxel.blt(self.enemys[e].enemy_x,self.enemys[e].enemy_y,
1,
8,8,
8,8,14)
if self.enemys[e].enemy_d == 1:
pyxel.blt(self.enemys[e].enemy_x,self.enemys[e].enemy_y,
0,40,16,8,8,14)
#Draw damage
if self.Player.player_d == 1:
pyxel.blt(self.Player.player_x,self.Player.player_y,0,32,16,8,8,14)
#Draw title text
if self.game_start == False:
pyxel.cls(0)
pyxel.text(35, 40, "PYXEL KNIGHTS", 7)
pyxel.text(45, 70, "S = START ", 7)
pyxel.text(45, 80, "Q = QUIT ", 7)
else: #Draw player hp
pyxel.text(2, 122, "HP="+ str(self.Player.player_h),7)
#Draw gameover text
if self.game_over == True:
pyxel.cls(0)
pyxel.text(20, 30, "GAME OVER!", 7)
pyxel.text(80, 70, "R = RETRY ", 7)
pyxel.text(80, 80, "Q = QUIT ", 7)
Draw関数です。敵の向きに合わせて、描画を変えるように変更しました。敵の向きはenemy_mで判別しています。
def Retry(self):
#Player status
self.Player = Player(8, 56)
self.player_move = 0
self.atc_flug = False
self.atc_count = 0
self.p_atc_x = 0
self.p_atc_y = 0
#Map status
self.stage_flug = 1
self.map_count_x = 1
self.map_count_y = 1
self.map_x = 0
self.map_y = 0
self.map_move = 0
#Enemy status
self.enemys = []
self.enemy_move = 0
#System status
self.game_start = False
self.game_over = False
Retry関数です。ゲームリトライのために変数を初期化しています。ゲームオーバー時にRキーで呼び出されます。
def Enemy_ctr(self):
self.enemy_move = self.enemy_move + 1
enemy_count = len(self.enemys)
if self.enemy_move > 40:
for e in range(enemy_count):
enemy_pos_x = int(self.enemys[e].enemy_x / 8 + self.map_x)
enemy_pos_y = int(self.enemys[e].enemy_y / 8 + self.map_y)
enemy_pos_x2 = self.Player.player_x - self.enemys[e].enemy_x
enemy_pos_y2 = self.Player.player_y - self.enemys[e].enemy_y
#Check tilemap
if (abs(enemy_pos_x2) < 35 and abs(enemy_pos_y2) < 35):
if abs(enemy_pos_x2) > abs(enemy_pos_y2):
#Move right
if enemy_pos_x2 > 0:
if (40> (pyxel.tilemap(0).get(enemy_pos_x+1,
enemy_pos_y)) < 32):
self.enemys[e].enemy_x=self.enemys[e].enemy_x+8
self.enemys[e].enemy_m = 1
#Move left
else:
if (40> (pyxel.tilemap(0).get(enemy_pos_x-1,
enemy_pos_y)) < 32):
self.enemys[e].enemy_x=self.enemys[e].enemy_x-8
self.enemys[e].enemy_m = 0
else:
#Move down
if enemy_pos_y2 > 0:
if (40> (pyxel.tilemap(0).get(enemy_pos_x,
enemy_pos_y+1)) < 32):
self.enemys[e].enemy_y=self.enemys[e].enemy_y+8
#Move up
else:
if (40> (pyxel.tilemap(0).get(enemy_pos_x,
enemy_pos_y-1)) < 32):
self.enemys[e].enemy_y=self.enemys[e].enemy_y-8
self.enemy_move = 0
Enemy_ctr関数です。敵の動作を制御します。enemy_moveを毎フレームごとにカウントアップしていって40に達したら敵を動かします。
enemy_pos_xとenemy_pos_yにタイルマップで敵自身が今どのマスにいるのかの情報を入れます。これは、敵が移動不可のタイルに入らないようにするために使います。
enemy_pos_x2とenemy_pos_y2は敵とプレイヤーとの座標の差を入れる変数です。これを使って敵を上下に動かすか左右に動かすか判断させます。
if (abs(enemy_pos_x2) < 35 and abs(enemy_pos_y2) < 35):の条件文は敵とプレイヤーの距離が35以下の場合にTrueになります。この距離が敵の認知距離になります。敵がプレイヤーを認知した場合はenemy_pos_x2とenemy_pos_y2の値を比較して上下か左右に移動方向を決めます。その後は上下の場合はenemy_pos_y2が正の値なら下、負の値なら上に、左右の場合はenemy_pos_x2が正の値なら右、負の値なら左に移動させます。移動の向きによってenemy_mの値を変化させて描画時に参照するようにします。
全てつなげたソースは以下の通りです。
# -*- coding: utf-8 -*-
import pyxel
class App:
def __init__(self):
#Player status
self.Player = Player(8, 56)
self.player_move = 0
self.atc_flug = False
self.atc_count = 0
self.p_atc_x = 0
self.p_atc_y = 0
#Map status
self.stage_flug = 1
self.map_count_x = 1
self.map_count_y = 1
self.map_x = 0
self.map_y = 0
self.map_move = 0
#Enemy status
self.enemys = []
self.enemy_move = 0
self.enemy_pos_x = [8]
self.enemy_pos_y = [10]
#System status
self.game_start = False
self.game_over = False
pyxel.init(128,128)
#Image read
pyxel.load('C:/pyxel/image/pknights.pyxres')
pyxel.run(self.update, self.draw)
def update(self):
if pyxel.btnp(pyxel.KEY_S):
self.game_start = True
if pyxel.btnp(pyxel.KEY_R):
self.Retry()
if pyxel.btnp(pyxel.KEY_Q):
pyxel.quit()
#Player attack
if pyxel.btnp(pyxel.KEY_SPACE):
self.atc_flug = True
#Player controll
self.Player_ctr()
#Enemy controll
self.Enemy_ctr()
#Enemy Hit-check
self.Hit_chk()
#Player Damage-check
self.Dmg_chk()
#Enemy creation
if self.map_move == 1:
self.enemys.clear()
enemy_x_1 = self.enemy_pos_x
enemy_y_1 = self.enemy_pos_y
enemy_kazu = len(enemy_x_1)
for i in range(enemy_kazu):
new_enemy = Enemy1(enemy_x_1[i]*8, enemy_y_1[i]*8)
self.enemys.append(new_enemy)
self.map_move = 0
def draw(self):
pyxel.cls(0)
#Draw tilemap
pyxel.bltm(0,0,0,0 + self.map_x,0 + self.map_y,16,16)
#Draw player
if self.atc_flug == True:
if self.Player.player_m == 0:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,0,16,8,8,14)
pyxel.blt(self.Player.player_x+8,self.Player.player_y,
0,0,24,8,8,14)
elif self.Player.player_m == 1:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,8,16,8,8,14)
pyxel.blt(self.Player.player_x-8,self.Player.player_y,
0,8,24,8,8,14)
elif self.Player.player_m == 2:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,16,16,8,8,14)
pyxel.blt(self.Player.player_x,self.Player.player_y-8,
0,16,24,8,8,14)
elif self.Player.player_m == 3:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,24,16,8,8,14)
pyxel.blt(self.Player.player_x,self.Player.player_y+8,
0,24,24,8,8,14)
else:
if self.Player.player_m == 0:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,0,0+self.Player.player_m2*8,8,8,14)
elif self.Player.player_m == 1:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,8,0+self.Player.player_m2*8,8,8,14)
elif self.Player.player_m == 2:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,16,0+self.Player.player_m2*8,8,8,14)
elif self.Player.player_m == 3:
pyxel.blt(self.Player.player_x,self.Player.player_y,
0,24,0+self.Player.player_m2*8,8,8,14)
#Draw Enemys
enemy_count = len(self.enemys)
for e in range(enemy_count):
if self.enemys[e].enemy_m == 0:
pyxel.blt(self.enemys[e].enemy_x,self.enemys[e].enemy_y,
1,
8,0,
8,8,14)
else:
pyxel.blt(self.enemys[e].enemy_x,self.enemys[e].enemy_y,
1,
8,8,
8,8,14)
if self.enemys[e].enemy_d == 1:
pyxel.blt(self.enemys[e].enemy_x,self.enemys[e].enemy_y,
0,40,16,8,8,14)
#Draw damage
if self.Player.player_d == 1:
pyxel.blt(self.Player.player_x,self.Player.player_y,0,32,16,8,8,14)
#Draw title text
if self.game_start == False:
pyxel.cls(0)
pyxel.text(35, 40, "PYXEL KNIGHTS", 7)
pyxel.text(45, 70, "S = START ", 7)
pyxel.text(45, 80, "Q = QUIT ", 7)
else: #Draw player hp
pyxel.text(2, 122, "HP="+ str(self.Player.player_h),7)
#Draw gameover text
if self.game_over == True:
pyxel.cls(0)
pyxel.text(20, 30, "GAME OVER!", 7)
pyxel.text(80, 70, "R = RETRY ", 7)
pyxel.text(80, 80, "Q = QUIT ", 7)
def Player_ctr(self):
#Get map coordinate
x = 16*(self.map_count_x-1)
y = 16*(self.map_count_y-1)
#Get player coordinate
move_map_x = int(self.Player.player_x / 8 + x)
move_map_y = int(self.Player.player_y / 8 + y)
#Plyer move
self.player_move = self.player_move + 1
if self.player_move > 6:
if pyxel.tilemap(0).get(move_map_x, move_map_y-1) < 32:
#Up
if pyxel.btnp(pyxel.KEY_UP):
self.Player.player_y = self.Player.player_y - 8
self.player_move = 0
self.Player.player_m = 2
if self.Player.player_m2 == 0: #Move animation
self.Player.player_m2 = 1
else:
self.Player.player_m2 = 0
if (self.Player.player_y - 8) < 0: #When map change
self.map_y = self.map_y - 16
self.Player.update(56, 120)
self.map_count_y = self.map_count_y - 1
self.map_move = 1
if pyxel.tilemap(0).get(move_map_x, move_map_y+1) < 32:
#Down
if pyxel.btnp(pyxel.KEY_DOWN):
self.Player.player_y = self.Player.player_y + 8
self.player_move = 0
self.Player.player_m = 3
if self.Player.player_m2 == 0: #Move animation
self.Player.player_m2 = 1
else:
self.Player.player_m2 = 0
if (self.Player.player_y + 8) > 128: #When map change
self.map_y = self.map_y + 16
self.Player.update(56, 8)
self.map_count_y = self.map_count_y + 1
self.map_move = 1
if pyxel.tilemap(0).get(move_map_x+1, move_map_y) < 32:
#Right
if pyxel.btnp(pyxel.KEY_RIGHT):
self.Player.player_x = self.Player.player_x + 8
self.player_move = 0
self.Player.player_m = 0
if self.Player.player_m2 == 0: #Move animation
self.Player.player_m2 = 1
else:
self.Player.player_m2 = 0
if (self.Player.player_x + 8) > 128: #When map change
self.map_x = self.map_x + 16
self.Player.update(8, 56)
self.map_count_x = self.map_count_x + 1
self.map_move = 1
if pyxel.tilemap(0).get(move_map_x-1, move_map_y) < 32:
#Left
if pyxel.btnp(pyxel.KEY_LEFT):
self.Player.player_x = self.Player.player_x - 8
self.player_move = 0
if self.Player.player_m2 == 0: #Move animation
self.Player.player_m2 = 1
else:
self.Player.player_m2 = 0
self.Player.player_m = 1
if (self.Player.player_x - 8) < 0: #When map change
self.map_x = self.map_x - 16
self.Player.update(120, 56)
self.map_count_x = self.map_count_x - 1
self.map_move = 1
#Attack action
if self.atc_flug == True:
self.atc_count = self.atc_count + 1
if self.atc_count > 8:
self.atc_count = 0
self.p_atc_x = 0
self.p_atc_y = 0
self.atc_flug = False
else:
if self.Player.player_m == 0:
self.p_atc_x = self.Player.player_x + 8
self.p_atc_y = self.Player.player_y
elif self.Player.player_m == 1:
self.p_atc_x = self.Player.player_x - 8
self.p_atc_y = self.Player.player_y
elif self.Player.player_m == 2:
self.p_atc_x = self.Player.player_x
self.p_atc_y = self.Player.player_y - 8
elif self.Player.player_m == 3:
self.p_atc_x = self.Player.player_x
self.p_atc_y = self.Player.player_y + 8
def Retry(self):
#Player status
self.Player = Player(8, 56)
self.player_move = 0
self.atc_flug = False
self.atc_count = 0
self.p_atc_x = 0
self.p_atc_y = 0
#Map status
self.stage_flug = 1
self.map_count_x = 1
self.map_count_y = 1
self.map_x = 0
self.map_y = 0
self.map_move = 0
#Enemy status
self.enemys = []
self.enemy_move = 0
#System status
self.game_start = False
self.game_over = False
def Hit_chk(self):
enemy_count = len(self.enemys)
for e in range(enemy_count):
self.enemys[e].enemy_d = 0
enemy_pos_x = self.enemys[e].enemy_x
enemy_pos_y = self.enemys[e].enemy_y
if ((enemy_pos_x <= self.p_atc_x < enemy_pos_x + 8) and
(enemy_pos_y <= self.p_atc_y < enemy_pos_y + 8)):
self.enemys[e].enemy_d = 1
self.enemys[e].enemy_h = self.enemys[e].enemy_h -1
#Enemy delete
if self.enemys[e].enemy_h < 0:
del self.enemys[e]
break
def Dmg_chk(self):
self.Player.player_d = 0
enemy_count = len(self.enemys)
player_pos_x = self.Player.player_x
player_pos_y = self.Player.player_y
for e in range(enemy_count):
enemy_pos_x = self.enemys[e].enemy_x
enemy_pos_y = self.enemys[e].enemy_y
if ((enemy_pos_x <= player_pos_x < enemy_pos_x + 8) and
(enemy_pos_y <= player_pos_y < enemy_pos_y + 8)):
self.Player.player_h = self.Player.player_h - 1
self.Player.player_d = 1
if self.Player.player_h <= 0:
self.game_over = True
def Enemy_ctr(self):
self.enemy_move = self.enemy_move + 1
enemy_count = len(self.enemys)
if self.enemy_move > 40:
for e in range(enemy_count):
enemy_pos_x = int(self.enemys[e].enemy_x / 8 + self.map_x)
enemy_pos_y = int(self.enemys[e].enemy_y / 8 + self.map_y)
enemy_pos_x2 = self.Player.player_x - self.enemys[e].enemy_x
enemy_pos_y2 = self.Player.player_y - self.enemys[e].enemy_y
#Check tilemap
if (abs(enemy_pos_x2) < 35 and abs(enemy_pos_y2) < 35):
if abs(enemy_pos_x2) > abs(enemy_pos_y2):
#Move right
if enemy_pos_x2 > 0:
if (40> (pyxel.tilemap(0).get(enemy_pos_x+1,
enemy_pos_y)) < 32):
self.enemys[e].enemy_x=self.enemys[e].enemy_x+8
self.enemys[e].enemy_m = 1
#Move left
else:
if (40> (pyxel.tilemap(0).get(enemy_pos_x-1,
enemy_pos_y)) < 32):
self.enemys[e].enemy_x=self.enemys[e].enemy_x-8
self.enemys[e].enemy_m = 0
else:
#Move down
if enemy_pos_y2 > 0:
if (40> (pyxel.tilemap(0).get(enemy_pos_x,
enemy_pos_y+1)) < 32):
self.enemys[e].enemy_y=self.enemys[e].enemy_y+8
#Move up
else:
if (40> (pyxel.tilemap(0).get(enemy_pos_x,
enemy_pos_y-1)) < 32):
self.enemys[e].enemy_y=self.enemys[e].enemy_y-8
self.enemy_move = 0
class Player:
def __init__(self, x, y):
self.player_x = x
self.player_y = y
self.player_h = 100
self.player_d = 0
self.player_m = 0
self.player_m2 = 0
def update(self, x, y):
self.player_x = x
self.player_y = y
class Enemy1:
def __init__(self, x, y):
self.enemy_x = x
self.enemy_y = y
self.enemy_h = 15
self.enemy_d = 0
self.enemy_m = 0
def update(self, x, y):
self.enemy_x = x
self.enemy_y = y
App()
敵も動くようになって結構ゲームらしくなってきた気がします。ただ、今のところ敵の出現位置が1パターンしかないので、次回はタイルマップごとに敵を場所を調整できるようにしていきたいと思います。
ここまで読んでいただきありがとうございます!