|
<
class ActionKind(Enum):
Walking = 0
Idle = 1
Jumping = 2
Working = 3
Die = 4
IdleLeft = 5
WalkRight = 6
WalkLeft = 7
JumpRight = 8
JumpLeft = 9
FallRight = 10
FallLeft = 11
CrouchRight = 12
CrouchLeft = 13
@namespace
class SpriteKind:
Trap = SpriteKind.create()
Coin = SpriteKind.create()
Tool = SpriteKind.create()
Block = SpriteKind.create()
Sword = SpriteKind.create()
Sword2 = SpriteKind.create()
Sword3 = SpriteKind.create()
GoldCoin = SpriteKind.create()
Brick = SpriteKind.create()
CoinDown = SpriteKind.create()
BrickDown = SpriteKind.create()
stone = SpriteKind.create()
摆渡 = SpriteKind.create()
shi = SpriteKind.create()
def on_on_overlap(sprite, otherSprite):
global 猴致近能否在世
if 猴致近能否在世:
猴致近能否在世 = False
music.ba_ding.play()
animation.set_action(otherSprite, ActionKind.Working)
sprites.on_overlap(SpriteKind.player, SpriteKind.Trap, on_on_overlap)
def on_hit_wall(sprite2, location):
if sprite2.tile_kind_at(TileDirection.TOP, assets.tile("""
myTile0
""")) and not (第1闭创立唆使牌):
music.ba_ding.play()
创立唆使牌()
scene.on_hit_wall(SpriteKind.player, on_hit_wall)
def on_hit_wall2(sprite3, location2):
sprite3.set_image(img("""
. . f f f f f . .
. f 1 1 1 1 1 f .
1 f 1 f f f 1 f 1
1 f 1 f 2 f 1 f 1
1 f 1 f f f 1 f 1
1 f 1 1 1 1 1 f 1
1 1 f f f f f 1 1
1 1 1 f e f 1 1 1
1 1 1 f e f 1 1 1
1 1 1 f e f 1 1 1
f f f f f f f f f
f 5 5 5 5 5 5 5 f
f 5 5 5 5 5 5 5 f
f 5 5 5 5 5 5 5 f
f f f f f f f f f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
f 1 1 1 f 1 1 1 f
"""))
sprite3.vy = 0
sprite3.y += 16
scene.on_hit_wall(SpriteKind.Sword3, on_hit_wall2)
def on_on_overlap2(sprite4, otherSprite2):
if sprite4.top < otherSprite2.top:
sprite4.bottom = otherSprite2.top
sprite4.vy = 0
if controller.A.is_pressed():
sprite4.vy = -320
sprites.on_overlap(SpriteKind.player, SpriteKind.Brick, on_on_overlap2)
def on_on_overlap3(sprite5, otherSprite3):
global mySprite
info.change_score_by(100)
otherSprite3.destroy(effects.spray, 500)
mySprite = sprites.create(img("""
ff.........................................................................fffff
f1ff....................................................................fff1111f
f111ff...............................................................fff1111111f
f1111fff.............................................................ff11111111f
f1111111f..............................................................f1111111f
f11111ff................................................................ff11111f
f111ff....................................................................ff111f
f1fff......................................................................ff11f
fff.........................................................................ff1f
f11ff.......................................................................ffff
f1111ffff.................................................................ff111f
f1111111ff..............................................................ff11111f
f111111ff..............................................................f1111111f
f11111f...............................................................ffff11111f
f1111f....................................................................ffffff
f11ff........................................................................fff
ffff.......................................................................ff11f
fffff.....................................................................f1111f
f1111ffff................................................................f11111f
f111111ff..............................................................ff111111f
f11111f...............................................................f11111111f
f1111ff.............................................................ff111111111f
f11fff.............................................................fffffffffff1f
f1ff.........................................................................f1f
f1fff........................................................................f1f
f111ffff....................................................................f11f
f1111111ff..................................................................f11f
f1111fffff.................................................................f111f
f1fff.....................................................................f1111f
fff......................................................................fffffff
fff.........................................................................ff1f
f11f.....................................................................fff111f
f111ff.................................................................ff111111f
f11111ff.............................................................ff11111111f
f111111ff..........................................................ff1111111111f
f111111ff...........................................................fffff111111f
fffffff..................................................................ffff11f
ffff.........................................................................fff
f111ffff...................................................................fff1f
f1111111f...............................................................fff1111f
f111111ff.............................................................ff1111111f
f111fff..............................................................fffffffff1f
f11ff......................................................................fff1f
f1ffff.................................................................ffff1111f
f11111fffff..........................................................ff11111111f
f1111111ff...........................................................ffffff1111f
f111111f...................................................................fff1f
f11111f.......................................................................ff
"""),
SpriteKind.Trap)
mySprite.set_position(otherSprite3.x, otherSprite3.y - 16)
sprites.on_overlap(SpriteKind.player, SpriteKind.Coin, on_on_overlap3)
def on_hit_wall3(sprite6, location3):
if sprite6.vx < 0:
sprite6.vx = 50
elif sprite6.vx > 0:
sprite6.vx = -50
scene.on_hit_wall(SpriteKind.摆渡, on_hit_wall3)
def 初初化舆图疑息():
global 第1闭创立唆使牌, 猴致近能否在世, 脸能否背左, mySprite
第1闭创立唆使牌 = False
猴致近能否在世 = True
脸能否背左 = False
animation.set_action(猴致近, ActionKind.Idle)
for 值 in tiles.get_tiles_by_type(assets.tile("""
myTile
""")):
tiles.set_wall_at(值, True)
for 值2 in tiles.get_tiles_by_type(assets.tile("""
myTile8
""")):
tiles.set_wall_at(值2, True)
for 值3 in tiles.get_tiles_by_type(assets.tile("""
myTile0
""")):
tiles.set_wall_at(值3, True)
for 值4 in tiles.get_tiles_by_type(assets.tile("""
myTile1
""")):
tiles.place_on_tile(猴致近, 值4)
tiles.set_tile_at(值4, assets.tile("""
transparency16
"""))
for 值5 in tiles.get_tiles_by_type(assets.tile("""
myTile9
""")):
mySprite = sprites.create(img("""
. . b b b b . .
. b 5 5 5 5 b .
b 5 d 3 3 d 5 b
b 5 3 5 5 1 5 b
c 5 3 5 5 1 d c
c d d 1 1 d d c
. f d d d d f .
. . f f f f . .
"""),
SpriteKind.Coin)
animation.run_image_animation(mySprite,
[img("""
. . b b b b . .
. b 5 5 5 5 b .
b 5 d 3 3 d 5 b
b 5 3 5 5 1 5 b
c 5 3 5 5 1 d c
c d d 1 1 d d c
. f d d d d f .
. . f f f f . .
"""),
img("""
. . b b b . . .
. b 5 5 5 b . .
b 5 d 3 d 5 b .
b 5 3 5 1 5 b .
c 5 3 5 1 d c .
c 5 d 1 d d c .
. f d d d f . .
. . f f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. b 5 d 1 5 b .
. b 5 3 1 5 b .
. c 5 3 1 d c .
. c 5 1 d d c .
. . f d d f . .
. . . f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. . b 1 1 b . .
. . b 5 5 b . .
. . b d d b . .
. . c d d c . .
. . c 3 3 c . .
. . . f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. b 5 1 d 5 b .
. b 5 1 3 5 b .
. c d 1 3 5 c .
. c d d 1 5 c .
. . f d d f . .
. . . f f . . .
"""),
img("""
. . . b b b . .
. . b 5 5 5 b .
. b 5 d 3 d 5 b
. b 5 1 5 3 5 b
. c d 1 5 3 5 c
. c d d 1 d 5 c
. . f d d d f .
. . . f f f . .
""")],
100,
True)
tiles.place_on_tile(mySprite, 值5)
tiles.set_tile_at(值5, assets.tile("""
transparency16
"""))
for 值6 in tiles.get_tiles_by_type(assets.tile("""
myTile3
""")):
创立云朵()
for 值7 in tiles.get_tiles_by_type(assets.tile("""
myTile6
""")):
创立草丛()
if 当前闭卡 == 2:
mySprite = sprites.create(img("""
fffffffffffffff.
f1111111111111ff
f11111ffffffffff
f11ffff.........
ffff............
fff.............
f1fffffffff.....
f1111111111ffff.
f1111ffffffffff.
f1fff...........
f1fff...........
fff.............
f11ffff.........
f111111fff......
f11111111fff....
f11111111111ff..
f1111111111111ff
f111111111111ff.
f1111111111ff...
f1111111fff.....
f11111ff........
f1111f..........
f11ff...........
f1f.............
ff..............
f1ff............
f111ff..........
f11111ff........
f1111111ff......
f111111111fff...
f11111111111ff..
f1111111111111f.
f11111111111111f
f11111111111fff.
f11111111fff....
f1111111f.......
f1111fff........
f11ff...........
fff.............
ffff............
f111fff.........
f111111fff......
f111111111fff...
f11111111111ffff
f1111111111111ff
f111111111111f..
f11111111111f...
f111111111ff....
f111111fff......
f1111ff.........
f11ff...........
fff.............
ff..............
fff.............
f11ff...........
f1111fff........
f1111111ffff....
f11111111111ffff
f11111111111111f
f111111111111ff.
f111111111fff...
f1111111ff......
f11111fff.......
f111ff..........
f1ff............
ff..............
fffffff.........
f111111ffffffff.
f1111111111111ff
f11111111111fff.
f11111111fff....
f111111ff.......
f11111f.........
f11fff..........
f1ff............
f1fff...........
f111ffff........
f1111111ffffffff
f1111111111111ff
ffffffffffffff..
"""),
SpriteKind.Tool)
mySprite.set_position(-16, 120)
mySprite.set_flag(SpriteFlag.GHOST_THROUGH_WALLS, True)
elif 当前闭卡 == 3:
mySprite = sprites.create(img("""
..11111111ffffffffffffffffffffffffffffffffff....
.fffff1111f555f11111111111111111111111111111f...
f11111f111f555f111111111111111111111111111111f..
f1fff1fffff555f1111111111111111111111111111111f.
f1f2f1feeef555ffffffffffffffffffffffffff111ff11f
f1fff1fffff555f1111111111111111111111111111111f.
f11111f111f555f111111111111111111111111111111f..
.fffff1111f555f11111111111111111111111111111f...
..11111111ffffffffffffffffffffffffffffffffff....
"""),
SpriteKind.Sword)
mySprite.set_position(-30, 136)
mySprite = sprites.create(img("""
..11111111ffffffffffffffffffffffffff....
.fffff1111f555f111111111111111111111f...
f11111f111f555f1111111111111111111111f..
f1fff1fffff555f11111111111111111111111f.
f1f2f1feeef555fffffffffffffffffffffff11f
f1fff1fffff555f11111111111111111111111f.
f11111f111f555f1111111111111111111111f..
.fffff1111f555f111111111111111111111f...
..11111111ffffffffffffffffffffffffff....
"""),
SpriteKind.Sword)
mySprite.set_position(-30, 104)
mySprite = sprites.create(img("""
. . 1 1 1 1 1 1 1 1 f f f f f f f f f f f f f f f f f f . . . .
. f f f f f 1 1 1 1 f 5 5 5 f 1 1 1 1 1 1 1 1 1 1 1 1 1 f . . .
f 1 1 1 1 1 f 1 1 1 f 5 5 5 f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f . .
f 1 f f f 1 f f f f f 5 5 5 f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f .
f 1 f 2 f 1 f e e e f 5 5 5 f f f f f f f f f f f f f f f 1 1 f
f 1 f f f 1 f f f f f 5 5 5 f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f .
f 1 1 1 1 1 f 1 1 1 f 5 5 5 f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f . .
. f f f f f 1 1 1 1 f 5 5 5 f 1 1 1 1 1 1 1 1 1 1 1 1 1 f . . .
. . 1 1 1 1 1 1 1 1 f f f f f f f f f f f f f f f f f f . . . .
"""),
SpriteKind.Sword)
mySprite.set_position(-30, 72)
mySprite = sprites.create(img("""
....ffffffffffffffffffffffffffffffffff11111111..
...f11111111111111111111111111111f555f1111fffff.
..f111111111111111111111111111111f555f111f11111f
.f1111111111111111111111111111111f555fffff1fff1f
f11ff111ffffffffffffffffffffffffff555feeef1f2f1f
.f1111111111111111111111111111111f555fffff1fff1f
..f111111111111111111111111111111f555f111f11111f
...f11111111111111111111111111111f555f1111fffff.
....ffffffffffffffffffffffffffffffffff11111111..
"""),
SpriteKind.Sword2)
mySprite.set_position(400, 136)
mySprite = sprites.create(img("""
....ffffffffffffffffffffffffff11111111..
...f111111111111111111111f555f1111fffff.
..f1111111111111111111111f555f111f11111f
.f11111111111111111111111f555fffff1fff1f
f11fffffffffffffffffffffff555feeef1f2f1f
.f11111111111111111111111f555fffff1fff1f
..f1111111111111111111111f555f111f11111f
...f111111111111111111111f555f1111fffff.
....ffffffffffffffffffffffffff11111111..
"""),
SpriteKind.Sword2)
mySprite.set_position(400, 104)
mySprite = sprites.create(img("""
. . . . f f f f f f f f f f f f f f f f f f 1 1 1 1 1 1 1 1 . .
. . . f 1 1 1 1 1 1 1 1 1 1 1 1 1 f 5 5 5 f 1 1 1 1 f f f f f .
. . f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f 5 5 5 f 1 1 1 f 1 1 1 1 1 f
. f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f 5 5 5 f f f f f 1 f f f 1 f
f 1 1 f f f f f f f f f f f f f f f 5 5 5 f e e e f 1 f 2 f 1 f
. f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f 5 5 5 f f f f f 1 f f f 1 f
. . f 1 1 1 1 1 1 1 1 1 1 1 1 1 1 f 5 5 5 f 1 1 1 f 1 1 1 1 1 f
. . . f 1 1 1 1 1 1 1 1 1 1 1 1 1 f 5 5 5 f 1 1 1 1 f f f f f .
. . . . f f f f f f f f f f f f f f f f f f 1 1 1 1 1 1 1 1 . .
"""),
SpriteKind.Sword2)
mySprite.set_position(400, 72)
for 值8 in tiles.get_tiles_by_type(assets.tile("""
myTile18
""")):
mySprite = sprites.create(img("""
..fffff..
.f11111f.
1f1fff1f1
1f1f2f1f1
1f1fff1f1
1f11111f1
11fffff11
111fef111
111fef111
111fef111
fffffffff
f5555555f
f5555555f
f5555555f
fffffffff
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f111f111f
f1111111f
f1111111f
f1111111f
f111f111f
.f11f11f.
..f111f..
...f1f...
....f....
"""),
SpriteKind.Sword3)
tiles.place_on_tile(mySprite, 值8)
tiles.set_tile_at(值8, assets.tile("""
transparency16
"""))
mySprite.set_flag(SpriteFlag.INVISIBLE, True)
for 值9 in tiles.get_tiles_by_type(assets.tile("""
myTile19
""")):
mySprite = sprites.create(img("""
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . 3 . . . .
. . . . . . . .
"""),
SpriteKind.GoldCoin)
tiles.place_on_tile(mySprite, 值9)
animation.run_image_animation(mySprite,
[img("""
. . b b b b . .
. b 5 5 5 5 b .
b 5 d 3 3 d 5 b
b 5 3 5 5 1 5 b
c 5 3 5 5 1 d c
c d d 1 1 d d c
. f d d d d f .
. . f f f f . .
"""),
img("""
. . b b b . . .
. b 5 5 5 b . .
b 5 d 3 d 5 b .
b 5 3 5 1 5 b .
c 5 3 5 1 d c .
c 5 d 1 d d c .
. f d d d f . .
. . f f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. b 5 d 1 5 b .
. b 5 3 1 5 b .
. c 5 3 1 d c .
. c 5 1 d d c .
. . f d d f . .
. . . f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. . b 1 1 b . .
. . b 5 5 b . .
. . b d d b . .
. . c d d c . .
. . c 3 3 c . .
. . . f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. b 5 1 d 5 b .
. b 5 1 3 5 b .
. c d 1 3 5 c .
. c d d 1 5 c .
. . f d d f . .
. . . f f . . .
"""),
img("""
. . . b b b . .
. . b 5 5 5 b .
. b 5 d 3 d 5 b
. b 5 1 5 3 5 b
. c d 1 5 3 5 c
. c d d 1 d 5 c
. . f d d d f .
. . . f f f . .
""")],
100,
True)
for 值10 in tiles.get_tiles_by_type(assets.tile("""
myTile20
""")):
mySprite = sprites.create(img("""
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . 3 . . . .
. . . . . . . .
"""),
SpriteKind.CoinDown)
tiles.place_on_tile(mySprite, 值10)
tiles.set_tile_at(值10, assets.tile("""
transparency16
"""))
animation.run_image_animation(mySprite,
[img("""
. . b b b b . .
. b 5 5 5 5 b .
b 5 d 3 3 d 5 b
b 5 3 5 5 1 5 b
c 5 3 5 5 1 d c
c d d 1 1 d d c
. f d d d d f .
. . f f f f . .
"""),
img("""
. . b b b . . .
. b 5 5 5 b . .
b 5 d 3 d 5 b .
b 5 3 5 1 5 b .
c 5 3 5 1 d c .
c 5 d 1 d d c .
. f d d d f . .
. . f f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. b 5 d 1 5 b .
. b 5 3 1 5 b .
. c 5 3 1 d c .
. c 5 1 d d c .
. . f d d f . .
. . . f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. . b 1 1 b . .
. . b 5 5 b . .
. . b d d b . .
. . c d d c . .
. . c 3 3 c . .
. . . f f . . .
"""),
img("""
. . . b b . . .
. . b 5 5 b . .
. b 5 1 d 5 b .
. b 5 1 3 5 b .
. c d 1 3 5 c .
. c d d 1 5 c .
. . f d d f . .
. . . f f . . .
"""),
img("""
. . . b b b . .
. . b 5 5 5 b .
. b 5 d 3 d 5 b
. b 5 1 5 3 5 b
. c d 1 5 3 5 c
. c d d 1 d 5 c
. . f d d d f .
. . . f f f . .
""")],
100,
True)
for 值11 in tiles.get_tiles_by_type(assets.tile("""
myTile21
""")):
mySprite = sprites.create(img("""
d 1 1 1 1 1 1 b d 1 1 1 1 1 1 b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d d 1 d d d d d d d
b b b b b b d e b b b b b b d e
d 1 1 1 1 1 1 b d 1 1 1 1 1 1 b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d d 1 d d d d d d d
b b b b b b d e d b b b b b b e
"""),
SpriteKind.BrickDown)
tiles.place_on_tile(mySprite, 值11)
tiles.set_tile_at(值11, assets.tile("""
transparency16
"""))
for 值12 in tiles.get_tiles_by_type(assets.tile("""
myTile22
""")):
mySprite = sprites.create(img("""
ffffffffffffffffffffffffffffffffffffffffffffffff
f7777777777777777777777777777777777777777777777f
f7777777777777777777777777777777777777777777777f
f7777777777777777777777777777777777111111111111f
f1777777777777777777777777777777777111111111111f
f1177777777777777777777777777777771111111111111f
f1117777777777777777777777777777771111111111111f
f1111111777777777777777777777777711111111111111f
f1111111177777777777777777777771111111111111111f
f1111111111177777777777777771111111111111111111f
f1111111111111111111111111111111111111111111111f
f111111111111111111111fffff1111fff11111f1111111f
f11111111111111111111ff111111ff11ff1111f111f111f
f11111111111111111111f1111111f1111f1111f111f111f
f11111ff44ff111111111f111fff1f1111f1111f111f111f
f1111f545545f11111111ff111f11f1111f1111f111f111f
f111fe455554ef11111111ff11f111ffff11111f111f111f
f11fb3e4444e3bf11111111ffff1111111111111111f111f
f11f3333333333f1111111111111111111111111111f111f
f1f33eb3ee3be33f11111111111111111111111f1111111f
f1f33ffeeeeff33f111111111111111111111111111f111f
f1fbbfbfeefbfbbf111111111111111111111f111111111f
f1fbbe1f44f1ebbf1111111111111111111111ff1111111f
fffbbf444444fbbff11111111111ffffffffffff1111111f
ffbbfffeeeefffbbf1111111111f111111fff111ff11111f
f1feefbddddbfeef11111111111111111111111fff11111f
f11e4cddddddc4e11111111111111111111111ff1111111f
f11efbdbdbdbbfe1111111111111111111111ff11111111f
f111ff1d1d1dff111111111111111111111111111111111f
f11111ffbbff11111111111111111111111111111111111f
ffffffffffffffffffffffffffffffffffffffffffffffff
"""),
SpriteKind.stone)
tiles.place_on_tile(mySprite, 值12)
tiles.set_tile_at(值12, assets.tile("""
transparency16
"""))
for 值13 in tiles.get_tiles_by_type(assets.tile("""
myTile24
""")):
mySprite = sprites.create(img("""
...cccccccccccccccccc...
..cbddddddddddddddddbc..
.cddddddddddddddddddddc.
.cddbbbbbbbbbbbbbbbbddc.
.cdbbbbbbbbbbbbbbbbbbdc.
.cdbbbbbbbbbbbbbbbbbbdc.
cbbbccccccccccccccccbbbc
cddcbddddddddddddddbcddc
cddcddddddddddddddddcddc
cddcddddddddddddddddcddc
cddcddddddddddddddddcddc
cbdcddddddddddddddddcdbc
ccbbbbbbbbbbbbbbbbbbbbcc
ccbbbbbbbbbbbbbbbbbbbbcc
cccccccccccccccccccccccc
..cbbc............cbbc..
"""),
SpriteKind.摆渡)
tiles.place_on_tile(mySprite, 值13)
tiles.set_tile_at(值13, assets.tile("""
transparency16
"""))
mySprite.vx = 50
for 值14 in tiles.get_tiles_by_type(assets.tile("""
myTile25
""")):
mySprite = sprites.create(img("""
. . . . 7 7 7 7 7 7 7 7 . . b b
. . . 7 7 7 7 7 7 7 7 7 7 b b b
. . 7 7 7 7 7 7 7 7 7 7 7 . b b
. . 7 7 7 7 7 7 7 7 7 7 7 b b b
7 7 7 7 7 7 7 7 7 7 7 7 7 b b b
. . . b f 1 f 1 3 f 1 f b b b b
. . . b 1 f f f f f f 1 b b b b
. . b d f f f 1 1 f f f d e 2 2
. . b d 3 3 1 1 1 1 1 e e e 2 2
. . 5 b 3 3 1 1 1 e e e e e . .
. 5 5 b b d 1 1 e e e e e c . .
. 5 5 5 5 d d d e e e b d 5 . .
. . 5 5 5 5 b b 5 5 b 5 5 5 5 5
. . 5 5 5 5 b 5 5 5 d 5 5 5 5 5
. . 5 5 5 5 d 5 5 5 b 5 5 . 5 .
. . . . 5 5 5 5 5 5 5 5 . 5 . .
"""),
SpriteKind.enemy)
tiles.place_on_tile(mySprite, 值14)
tiles.set_tile_at(值14, assets.tile("""
transparency16
"""))
mySprite.vx = 50
def on_on_overlap4(sprite7, otherSprite4):
global mySprite
music.ba_ding.play()
otherSprite4.destroy()
mySprite = sprites.create(img("""
d 1 1 1 1 1 1 b d 1 1 1 1 1 1 b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d d 1 d d d d d d d
b b b b b b d e b b b b b b d e
d 1 1 1 1 1 1 b d 1 1 1 1 1 1 b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d b 1 d d d d d d b
1 d d d d d d d 1 d d d d d d d
b b b b b b d e d b b b b b b e
"""),
SpriteKind.Brick)
mySprite.set_position(otherSprite4.x, otherSprite4.y + 48)
mySprite.vy = -30
sprites.on_overlap(SpriteKind.player, SpriteKind.GoldCoin, on_on_overlap4)
def on_on_overlap5(sprite8, otherSprite5):
music.ba_ding.play()
otherSprite5.destroy()
sprites.on_overlap(SpriteKind.player, SpriteKind.CoinDown, on_on_overlap5)
def on_overlap_tile(sprite9, location4):
tiles.set_tile_at(location4, assets.tile("""
transparency16
"""))
scene.on_overlap_tile(SpriteKind.player,
assets.tile("""
myTile13
"""),
on_overlap_tile)
def on_overlap_tile2(sprite10, location5):
if 猴致近.tile_kind_at(TileDirection.TOP, assets.tile("""
myTile4
""")) and 猴致近.vy < 0:
tiles.set_wall_at(location5, True)
tiles.set_tile_at(location5, assets.tile("""
myTile5
"""))
music.ba_ding.play()
scene.on_overlap_tile(SpriteKind.player,
assets.tile("""
myTile4
"""),
on_overlap_tile2)
def on_a_pressed():
if 猴致近.is_hitting_tile(CollisionDirection.BOTTOM):
猴致近.vy = -320
controller.A.on_event(ControllerButtonEvent.PRESSED, on_a_pressed)
def 肃清粗灵():
for 值15 in sprites.all_of_kind(SpriteKind.Trap):
值15.destroy()
for 值16 in sprites.all_of_kind(SpriteKind.Coin):
值16.destroy()
for 值17 in sprites.all_of_kind(SpriteKind.Tool):
值17.destroy()
for 值18 in sprites.all_of_kind(SpriteKind.Sword):
值18.destroy()
for 值19 in sprites.all_of_kind(SpriteKind.Sword2):
值19.destroy()
for 值20 in sprites.all_of_kind(SpriteKind.Sword3):
值20.destroy()
for 值21 in sprites.all_of_kind(SpriteKind.GoldCoin):
值21.destroy()
for 值22 in sprites.all_of_kind(SpriteKind.Brick):
值22.destroy()
for 值23 in sprites.all_of_kind(SpriteKind.CoinDown):
值23.destroy()
for 值24 in sprites.all_of_kind(SpriteKind.BrickDown):
值24.destroy()
for 值25 in sprites.all_of_kind(SpriteKind.stone):
值25.destroy()
for 值26 in sprites.all_of_kind(SpriteKind.摆渡):
值26.destroy()
for 值27 in sprites.all_of_kind(SpriteKind.enemy):
值27.destroy()
def on_on_overlap6(sprite11, otherSprite6):
global 猴致近能否在世
if otherSprite6.x sprite14.left and otherSprite7.top 0:
sprite15.vx = -50
scene.on_hit_wall(SpriteKind.enemy, on_hit_wall4)
def on_overlap_tile5(sprite16, location9):
global 当前闭卡
game.splash("英勇的懦夫, 我似乎爱上您了!")
当前闭卡 = 1
更新舆图()
scene.on_overlap_tile(SpriteKind.player,
assets.tile("""
myTile17
"""),
on_overlap_tile5)
def on_overlap_tile6(sprite17, location10):
sprite17.vy = 0
tiles.set_tile_at(tiles.get_tile_location(sprite17.x / 16, sprite17.y / 16),
assets.tile("""
myTile
"""))
tiles.set_wall_at(tiles.get_tile_location(sprite17.x / 16, sprite17.y / 16),
True)
sprite17.destroy()
scene.on_overlap_tile(SpriteKind.Brick,
assets.tile("""
myTile19
"""),
on_overlap_tile6)
def on_hit_wall5(sprite18, location11):
sprite18.x += -10
scene.on_hit_wall(SpriteKind.Sword2, on_hit_wall5)
def 更新舆图():
肃清粗灵()
if 当前闭卡 == 1:
tiles.set_tilemap(tilemap("""
级别1
"""))
elif 当前闭卡 == 2:
tiles.set_tilemap(tilemap("""
级别3
"""))
elif 当前闭卡 == 3:
tiles.set_tilemap(tilemap("""
级别4
"""))
elif 当前闭卡 == 4:
tiles.set_tilemap(tilemap("""
级别5
"""))
elif 当前闭卡 == 5:
tiles.set_tilemap(tilemap("""
级别6
"""))
elif 当前闭卡 == 6:
tiles.set_tilemap(tilemap("""
级别7
"""))
初初化舆图疑息()
def on_on_overlap8(sprite19, otherSprite8):
if sprite19.y < otherSprite8.top or sprite19.x >= otherSprite8.left or sprite19.x 0:
猴致近能否在世 = False
sprites.on_overlap(SpriteKind.player, SpriteKind.Sword3, on_on_overlap11)
def on_on_overlap12(sprite25, otherSprite12):
global 猴致近能否在世
if otherSprite12.right < sprite25.right and otherSprite12.top = 0:
otherSprite13.destroy(effects.disintegrate, 100)
mySprite.vy = -160
else:
猴致近能否在世 = False
sprites.on_overlap(SpriteKind.player, SpriteKind.enemy, on_on_overlap13)
anim: animation.Animation = None
闭卡总量 = 0
当前闭卡 = 0
猴致近: Sprite = None
脸能否背左 = False
mySprite: Sprite = None
第1闭创立唆使牌 = False
猴致近能否在世 = False
初初化变量()
创立豪杰()
更新舆图()
game.show_long_text("您能救济公主吗?", DialogLayout.TOP)
def on_on_update():
global 脸能否背左
if 猴致近能否在世:
if 猴致近.vx < 0:
脸能否背左 = True
elif 猴致近.vx > 0:
脸能否背左 = False
if controller.down.is_pressed():
if 脸能否背左:
animation.set_action(猴致近, ActionKind.CrouchLeft)
else:
animation.set_action(猴致近, ActionKind.CrouchRight)
elif 猴致近.vy < 0 and not (猴致近.is_hitting_tile(CollisionDirection.BOTTOM)):
if 脸能否背左:
animation.set_action(猴致近, ActionKind.JumpLeft)
else:
animation.set_action(猴致近, ActionKind.JumpRight)
elif 猴致近.vy > 0 and not (猴致近.is_hitting_tile(CollisionDirection.BOTTOM)):
if 脸能否背左:
animation.set_action(猴致近, ActionKind.FallLeft)
else:
animation.set_action(猴致近, ActionKind.FallRight)
elif 猴致近.vx < 0:
animation.set_action(猴致近, ActionKind.WalkLeft)
elif 猴致近.vx > 0:
animation.set_action(猴致近, ActionKind.WalkRight)
else:
if 脸能否背左:
animation.set_action(猴致近, ActionKind.IdleLeft)
else:
animation.set_action(猴致近, ActionKind.Idle)
game.on_update(on_on_update)
def on_on_update2():
if 当前闭卡 == 3:
if 猴致近.x >= 140 and 猴致近.x 170:
猴致近能否在世 = False
game.on_update(on_on_update3)
def on_on_update4():
if 当前闭卡 == 4:
for 值33 in sprites.all_of_kind(SpriteKind.Sword3):
if 猴致近.x >= 值33.x and 值33.y 值34.left:
值34.vy = 150
game.on_update(on_on_update5)
免责声明:假如进犯了您的权益,请联络站少,我们会实时删除侵权内乱容,感谢协作! |
1、本网站属于个人的非赢利性网站,转载的文章遵循原作者的版权声明,如果原文没有版权声明,按照目前互联网开放的原则,我们将在不通知作者的情况下,转载文章;如果原文明确注明“禁止转载”,我们一定不会转载。如果我们转载的文章不符合作者的版权声明或者作者不想让我们转载您的文章的话,请您发送邮箱:Cdnjson@163.com提供相关证明,我们将积极配合您!
2、本网站转载文章仅为传播更多信息之目的,凡在本网站出现的信息,均仅供参考。本网站将尽力确保所提供信息的准确性及可靠性,但不保证信息的正确性和完整性,且不对因信息的不正确或遗漏导致的任何损失或损害承担责任。
3、任何透过本网站网页而链接及得到的资讯、产品及服务,本网站概不负责,亦不负任何法律责任。
4、本网站所刊发、转载的文章,其版权均归原作者所有,如其他媒体、网站或个人从本网下载使用,请在转载有关文章时务必尊重该文章的著作权,保留本网注明的“稿件来源”,并自负版权等法律责任。
|