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ÈËÂí´óÕ½PYTHON´úÂë½Ì³Ì-È«ÃæÓëÊÃ÷ÈÕ½¼¼ÇÉ~_ÀûÂê×ÊѶ_Àû

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ÈËÂí´óÕ½Python´úÂë½Ì³Ì£º°ëÈËÂí¶ÔÕ½ÓÎÏ·¿ª·¢Ö¸ÄÏ £¬´ÓÁ㿪ʼÕÆÎÕ½ÇÉ«¿ØÖÆÓëÕ½¶·ÏµÍ³|

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ÔÚVisual Studio CodeÖÐ×°ÖÃPython3.10+°æ±¾ £¬Í¨¹ýpip×°ÖÃpygame 2.1.2¿â¡£´´Á¢ÏîĿĿ¼½á¹¹£º/images´æ·Å½ÇÉ«ËØ²Ä £¬/sounds°²ÅÅÒôЧÎļþ £¬main.py×÷ΪÖ÷³ÌÐò¡£½¨ÒéʹÓÃTiled Map EditorÖÆ×÷1280x720ÏñËصÄÓÎÏ·³¡¾°µØͼ £¬µ¼³öΪJSON»¨Ñù¹©³ÌÐòŲÓá£ÅäÖÃÐéÄâÇé¿öʱÐè×¢ÒâÌí¼ÓSDL2_imageºÍSDL2_mixerÀ©Õ¹Ö§³Ö £¬È·±£PNGÐòÁÐÖ¡¶¯»­ºÍWAVÒôЧÕý³£¼ÓÔØ¡£

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ʹÓþ«Áé±í(Sprite Sheet)¼¼Êõ´¦Àí½ÇÉ«¶¯»­ £¬½«Åܶ¯¡¢¹¥»÷¡¢ÊÜ»÷µÈÐж¯ÆÊÎöΪ60x80ÏñËصÄ֡ͼƬ¡£Í¨¹ýpygame.sprite.Sprite´´Á¢CentaurÀà £¬½ç˵velocity¡¢jump_powerµÈÎïÀíÊôÐÔ¡£×´Ì¬»úÖÎÀí½ÓÄÉö¾ÙÀàʵÏÖ£º

class State(Enum):
    IDLE = 0
    RUNNING = 1 
    ATTACKING = 2
    JUMPING = 3

def update_state(self):
    if self.attack_cooldown > 0:
        self.state = State.ATTACKING
    elif abs(self.velocity.x) > 0.5:
        self.state = State.RUNNING
    else:
        self.state = State.IDLE

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    def sat_collision(shape_a, shape_b):
        axes = get_normals(shape_a) + get_normals(shape_b)
        for axis in axes:
            proj_a = project(shape_a, axis)
            proj_b = project(shape_b, axis)
            if not overlap(proj_a, proj_b):
                return False
        return True
    
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    DAMAGE_MATRIX = {
        "head": {"sword": 2.
    0, "arrow": 1.5}, "torso": {"sword": 1.
    0, "arrow": 0.8}, "legs": {"sword": 0.
    7, "arrow": 0.5} } def calculate_damage(hit_area, weapon_type): return base_damage DAMAGE_MATRIX[hit_area][weapon_type]

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    ΪµÐ·½°ëÈËÂí´´Á¢»ùÓÚÐÐΪÊ÷µÄÖÇÄÜϵͳ £¬°üÀ¨Ñ²Âß¡¢×·»÷¡¢¹¥»÷µÈ½Úµã¡£Ê¹ÓÃpygame.time.get_ticks()ʵÏÖÀäȴʱ¼äÖÎÀí£º

    class AttackNode:
        def __init__(self, cooldown):
            self.last_attack = 0
            self.cooldown = cooldown
    
        def execute(self, enemy, player):
            if pygame.time.get_ticks() - self.last_attack > self.cooldown:
                enemy.attack()
                self.last_attack = pygame.time.get_ticks()
                return SUCCESS
            return FAILURE
    
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