pyxelでRPG風のものを作る(3)
前回に引き続き、要素を追加していきます。今回は敵を追加して攻撃できるところまでを目標にします。とりあえず敵は一種類でシンプルな形から始めまてみます。以下に前回の記事を貼っておきます。
# -*- 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
#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)
まず、init部分に敵を出現させるための変数やリストを作成します。enemys はリスト型でここに敵のオブジェクトを格納します。enemy_moveは移動制御用、enemy_pos_xとenemy_pos_yは敵の座標です。座標はタイルマップのマス目で指定します。とりあえず今回は1体だけ、(8,10)の位置に出現させてみます。
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()
#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の部分にはまずプレイヤーの攻撃と敵との当たり判定を処理するHit_chk関数を呼び出す処理を追加します。Hit_chk関数については後ほど作成します。
また、map_move == 1の場合、つまりマップ移動時に敵を生成する処理も追加します。self.enemys.clear()で敵をいったん削除し、enemy_x_1とenemy_y_1にそれぞれ値を代入します。その後、len(enemy_x_1)で得られた敵の数だけfor文で処理を回します。今回は1体だけ作成です。Enemy1のクラスを使ってnew_enemy = Enemy1(enemy_x_1[i]*8, enemy_y_1[i]*8)でnew_enemyを作成、self.enemys.append(new_enemy)でenemysの中に格納します。Enemy1クラスについては後で作成しますが、第一引数がx座標、第二引数がy座標です。タイルマップのマス目に8を掛けることで実際の座標に変換します。敵の生成が終わったらmap_moveを0にします。
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 Enemy
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 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部分にも敵の描画を追加します。len(self.enemys)で敵が何体いるかを取得してforを使って描画しています。enemy_mの値は敵のアニメーション用に作っていますが、現段階では機能していません。
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
新規作成したHit_chk関数です。プレイヤーの攻撃座標であるself.p_atc_xとself.p_atc_yが敵に当たっているかを判定します。今回追加する敵のサイズは8*8なので判定もそれを反映した形にします。当たった判定がされた場合は敵の体力を1減らし、0以下になった場合は敵を削除します。
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
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()
クラス部分です。今回追加したのはclass Enemy1です。x座標、y座標、体力、ダメージフラグ、移動フラグを保持します。
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()
#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 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
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()
これで敵への攻撃処理が実装できました。攻撃が敵に当たるとエフェクトが描画されます。
次回はプレイヤーのダメージ判定を追加します。
ここまで読んでいただき、ありがとうございました。
今回使ったイメージソースファイルです。よろしければご利用ください。↓
ここまで読んでいただきありがとうございます!