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pyxelでRPG風のものを作る(2)

前回作ったRPGもどきは移動しかできなかったのでプレイヤーの攻撃処理と敵を追加して、もう少しゲームらしくしていきます。以下に前回のリンクを張っておきます。

それでは始めていきます。目標はなるべくコードがごちゃらないように、そして今後の拡張性にも少し気を使ってみます。今回は攻撃処理を追加して、攻撃の座標を取得するところまでです。

   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
      
      #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)

まず、init関数に今回使う変数を追加します。atc_flugは攻撃をしているかの判定、atc_countは攻撃硬直時間、p_atc_xとp_atc_yは攻撃座標に使います。

   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()

update関数です。ここは変更はありません。攻撃処理はPlayer_ctrに持たせることとします。

   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 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。今回追加したatc_flugの値を条件にして、プレイヤーの描画を変えていきます。攻撃中はプレイヤーの方向に対応した上下左右のマスに攻撃描画をします。
また、前回に追加してプレイヤーのHPとゲームオーバー時の描画を追加しています。

   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
                      
      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
         print(str(self.p_atc_x) + "," + str(self.p_atc_y))

Player_ctr関数です。攻撃処理のために if self.atk_flug == Trueから以下の部分を追加しました。
まずは、atc_countをカウントアップして攻撃処理を8フレーム持続するようにします。atc_count>8になった時点で、各種変数を0にして、atk_flugをFalseにします。
次に攻撃中の場合に攻撃座標を取得するようにします。player_mの値によって上下左右に分けて、プレイヤーの座標から8ずらします。
最後にprintを使ってコンソールで座標を見れるようにしておきましょう。
例えば初期位置の(8,56)で右を向いて攻撃すると、攻撃座標は(16,56)になります。

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
      
      
  
App()

クラス部分には特に変更はありません。
全てつなげたソースコードは以下になります。

# -*- 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
      
      #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()
    
  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 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
                      
      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
              print(str(self.p_atc_x) + "," + str(self.p_atc_y))
      
  
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
      
      
  
App()

今回取得できた攻撃座標を使って、次回は敵を出現させて攻撃するところまで実装していこうと思います。

画像1


ここまで読んでいただきありがとうございます!