Recommended Posts
- Get link
- X
- Other Apps
This will be a
Game Concept:
Genre: Roguelike RPG (turn-based, procedural generation, permadeath) Setting: A dungeon with multiple levels. Player: A hero with stats (HP, Attack, Defense, etc.) and an inventory. Enemies: Various enemy types with different stats and behaviors. Items: Weapons, armor, potions, scrolls. Procedural Generation: Dungeon layouts are randomly generated.
Initialization: Pygame setup, screen creation, font loading. Data Structures: Classes for Player, Enemy, Item, Dungeon, Tile. Procedural Generation: Dungeon generation algorithm (e.g., recursive backtracker). Game Loop: Handles input, updates game state, renders the screen. Combat System: Turn-based combat logic. Inventory System: Managing items, equipping weapons/armor. AI: Basic enemy AI (e.g., move towards player, attack). Rendering: Drawing the dungeon, player, enemies, and UI.
import pygame
import random
# --- Constants ---
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
TILE_SIZE = 32
FPS = 30
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
# --- Classes ---
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([TILE_SIZE, TILE_SIZE])
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.hp = 100
self.attack = 10
self.inventory = []
def move(self, dx, dy, dungeon):
new_x = self.rect.x + dx
new_y = self.rect.y + dy
if 0 <= new_x < SCREEN_WIDTH and 0 <= new_y < SCREEN_HEIGHT and dungeon.grid[new_y // TILE_SIZE][new_x // TILE_SIZE] != 1: # 1 represents a wall
self.rect.x = new_x
self.rect.y = new_y
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface([TILE_SIZE, TILE_SIZE])
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.hp = 50
self.attack = 5
def move_towards_player(self, player, dungeon):
dx = 0
dy = 0
if player.rect.x > self.rect.x:
dx = TILE_SIZE
elif player.rect.x < self.rect.x:
dx = -TILE_SIZE
if player.rect.y > self.rect.y:
dy = TILE_SIZE
elif player.rect.y < self.rect.y:
dy = -TILE_SIZE
new_x = self.rect.x + dx
new_y = self.rect.y + dy
if 0 <= new_x < SCREEN_WIDTH and 0 <= new_y < SCREEN_HEIGHT and dungeon.grid[new_y // TILE_SIZE][new_x // TILE_SIZE] != 1:
self.rect.x = new_x
self.rect.y = new_y
class Item:
def __init__(self, name, type, stats):
self.name = name
self.type = type # "weapon", "armor", "potion"
self.stats = stats # e.g., {"attack": 5, "defense": 2}
class Dungeon:
def __init__(self, width, height):
self.width = width
self.height = height
self.grid = [[0 for _ in range(width)] for _ in range(height)] # 0: floor, 1: wall
self.generate()
def generate(self):
# Recursive Backtracker Algorithm
def carve(x, y):
self.grid[y][x] = 0
directions = [(0, 2), (2, 0), (0, -2), (-2, 0)]
random.shuffle(directions)
for dx, dy in directions:
nx, ny = x + dx, y + dy
if 0 < nx < self.width - 1 and 0 < ny < self.height - 1 and self.grid[ny][nx] == 1:
self.grid[y + dy // 2][x + dx // 2] = 0
carve(nx, ny)
start_x = random.randint(1, self.width - 2)
start_y = random.randint(1, self.height - 2)
carve(start_x, start_y)
# Add walls around the edges
for x in range(self.width):
self.grid[0][x] = 1
self.grid[self.height - 1][x] = 1
for y in range(self.height):
self.grid[y][0] = 1
self.grid[y][self.width - 1] = 1
# --- Initialization ---
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("Roguelike RPG")
clock = pygame.time.Clock()
font = pygame.font.Font(None, 24)
# --- Game Objects ---
dungeon = Dungeon(SCREEN_WIDTH // TILE_SIZE, SCREEN_HEIGHT // TILE_SIZE)
player = Player(TILE_SIZE, TILE_SIZE)
enemies = pygame.sprite.Group()
for _ in range(5):
x = random.randint(TILE_SIZE, SCREEN_WIDTH - TILE_SIZE)
y = random.randint(TILE_SIZE, SCREEN_HEIGHT - TILE_SIZE)
enemy = Enemy(x, y)
enemies.add(enemy)
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
all_sprites.add(enemies)
# --- Game Loop ---
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# --- Input ---
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
player.move(-TILE_SIZE, 0, dungeon)
if keys[pygame.K_RIGHT]:
player.move(TILE_SIZE, 0, dungeon)
if keys[pygame.K_UP]:
player.move(0, -TILE_SIZE, dungeon)
if keys[pygame.K_DOWN]:
player.move(0, TILE_SIZE, dungeon)
# --- Update ---
for enemy in enemies:
enemy.move_towards_player(player, dungeon)
# --- Rendering ---
screen.fill(BLACK)
# Draw Dungeon
for y in range(dungeon.height):
for x in range(dungeon.width):
if dungeon.grid[y][x] == 1:
pygame.draw.rect(screen, WHITE, (x * TILE_SIZE, y * TILE_SIZE, TILE_SIZE, TILE_SIZE))
all_sprites.draw(screen)
# Display HP
hp_text = font.render(f"HP: {player.hp}", True, WHITE)
screen.blit(hp_text, (10, 10))
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
@
Key Improvements & Next Steps (Beyond this example):
Collision Detection: More robust collision handling (e.g., preventing enemies from walking through walls). Combat System: Implement attack logic, damage calculation, and enemy death. Inventory System: Add item pickup, equipping, and usage. More Complex AI: Implement pathfinding (A* algorithm), different enemy behaviors. Level Generation: Add more variety to dungeon generation (rooms, corridors, special features). UI: Create a user interface for inventory, stats, and other information. Sound Effects & Music: Enhance the game with audio. Game States: Implement different game states (e.g., main menu, game over screen). Data Persistence: Save and load game progress. Animation: Add animations for player and enemies.
Complexity: This is a very complex project. Start small and build incrementally. Organization: Use classes and functions to keep your code organized. Testing: Test your code frequently to catch bugs early. Optimization: Optimize your code for performance, especially if you're dealing with large dungeons or many enemies.
Comments
Post a Comment