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pyxelでRPG風のものを作る(4)

前回で敵に対する攻撃判定まで実装できたので、今回はプレイヤーのダメージ判定を作ります。前回の記事を以下に貼っておきますので、よろしければご覧ください。

今回はあまり修正部分がないので、変更があった部分のみ取り上げて、最後にソース全体を載せようと思います。

   def update(self):
      if pyxel.btnp(pyxel.KEY_S):
        self.game_start = True
      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 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     

まずはupdate関数の修正から行います。と言っても、self.Dmg_chk()でプレイヤーのダメージ判定を呼び出すだけです。Dmg_chk関数は後に作成します。

   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,
                        8,
                        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部分ではダメージの描画を追加します。ダメージ判定のPlayer.player_d が1の場合に、プレイヤー座標にダメージエフェクトを表示します。

   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

今回新規に作成したDmg_chk関数です。基本的には前回の攻撃判定と同じように考えます。プレイヤー座標が敵の範囲内にあるかを判定し、範囲内の場合は体力を1減らし(self.Player.player_h = self.Player.player_h - 1)、ダメージ判定を付与します(self.Player.player_d = 1)。プレイヤー体力が0以下なった場合はゲームオーバーとします。
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_Q):
          pyxel.quit()
       
      #Player attack           
      if pyxel.btnp(pyxel.KEY_SPACE):
          self.atc_flug = True
          
      #Player controll
      self.Player_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,
                        8,
                        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 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
                   
   
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()

とりあえず、これで敵への攻撃とプレイヤーへのダメージがそろいました。後は敵が動くようになれば結構ゲームっぽくなる気がします。
次回は敵を動かす処理を作っていきます。ここまで読んでいただき、ありがとうございました。

画像1


ここまで読んでいただきありがとうございます!