纯文字的冒险游戏,用到的库都是Python自带的标准库。武器防具名字参考自传奇类游戏,怪物名称参考自其他RPG类游戏,技能名字参考自传奇类游戏、洛克王国。
效果如下
代码如下
import random as rd
import re
# import threading
import tkinter.ttk
from tkinter import *
import tkinter.messagebox
from tkinter.simpledialog import askstring
root = Tk()
root.title("文字勇者冒险闯关小游戏v1.0")
root.geometry("1000x600+300+100")
# 画辅助线
def line():
w = Canvas(root,width=1000,height=600)
w.place(x=0,y=0)
#左边竖线
line01 = w.create_line(250,0,250,600,fill='blue',width=2)
#底边横线
line02 = w.create_line(0,400,1000,400,fill='blue',width=2)
#右边竖线
line03 = w.create_line(750,0,750,600,fill='blue',width=2)
line()
class Warrior: #定义一个勇者的类
#传入的参数((名称,等级,金钱,剩余血,剩余蓝,当前经验,穿戴武器序号,穿戴防具序号,当前层,当前关),背包物品{[武器编号,数量],[防具编号,数量],[药剂编号,数量]})
def __init__(self,params=('汤姆',1,0,100,10,0,0,0,1,1),baggage = {'我的武器':[0,1],'我的防具':[0,1],'我的药剂':[0,1]}):
self.Name = params[0]
self.Lv = params[1]
self.Money = params[2]
self.My_Hp = params[3]
self.My_Mp = params[4]
self.My_Exp = params[5]
self.My_Weapon = (Items.weapons[params[6]],params[6]) #((武器数据),武器编号)
self.My_Aromr = (Items.armors[params[7]],params[7])
self.floor = params[8]
self.level = params[9]
self.MExp = 50+(self.Lv-1)*10 #升级所需经验值每升一级在50基础上加10
self.MHp = 100+(self.Lv-1)*10 #基础最大生命值是100,每升一级加10上限
self.MMp = 10+(self.Lv-1)*10 #最大魔法值计算同上
self.Atk = 20+(self.Lv-1)*2+(self.My_Weapon[0][1]) #总攻击力为基础攻击力20加每升一级增加的2加武器攻击力
self.Def = (self.Lv-1)*2+ self.My_Aromr[0][1] # 默认为无基础防御力,每升一级加2点防御加防具的防御力
self.Baggage = baggage
#更新玩家数据
def renew_data(self):
self.MExp = 50+(self.Lv-1)*10
self.MHp = 100+(self.Lv-1)*10
self.MMp = 10+(self.Lv-1)*10
self.Atk = 20+(self.Lv-1)*2+(self.My_Weapon[0][1])
self.Def = (self.Lv-1)*2+ self.My_Aromr[0][1]
# 血量、蓝变化(p为0时hm_value是血量变化量,p为其他时hm_value是蓝变化量)
def hp_mp(self,p,hm_value):
if p==0 :
if player.My_Hp+hm_value >= player.MHp:
player.My_Hp = player.MHp
elif player.My_Hp+hm_value <= 0:
player.My_Hp = 0
print('您已阵亡')
else:
player.My_Hp +=hm_value
cl.lb_hp1.config(text=f'{player.My_Hp}/{player.MHp}')
else:
if player.My_Mp+hm_value >= player.MMp:
player.My_Mp = player.MMp
else:
player.My_Mp += hm_value
cl.lb_mp1.config(text=f'{player.My_Mp}/{player.MMp}')
# 金钱、经验值变化
def gold_exp(self,add_gold,add_exp):
player.Money += add_gold
if add_gold > 0 :
cl.txt_infor.insert(0.0, "获得金币%d!\n" % add_gold)
else:
cl.txt_infor.insert(0.0, "花费金币%d\n" % add_gold)
cl.lb_money1.config(text=player.Money)
if add_exp+player.My_Exp >= player.MExp:
if player.Lv==100:
cl.txt_infor.insert(0.0, "您已满级!无法再升级\n")
else:
over_exp = add_exp + player.My_Exp - player.MExp
player.Lv += 1
player.renew_data()
while True:
if over_exp >= player.MExp:
over_exp -= player.MExp
player.Lv += 1
player.renew_data()
continue
else:
player.My_Exp = over_exp
break
else:
player.My_Exp = over_exp
player.My_Hp = player.MHp
player.My_Mp = player.MMp
cl.lb_lv1.config(text=player.Lv)
cl.lb_hp1.config(text=f'{player.My_Hp}/{player.MHp}')
cl.lb_mp1.config(text=f'{player.My_Mp}/{player.MMp}')
cl.txt_infor.insert(0.0, "升级啦,当前等级为:%d级\n"%player.Lv)
else:
if add_exp == 0:
return
else:
player.My_Exp += add_exp
cl.txt_infor.insert(0.0, "获得经验值%d\n"%add_exp)
cl.lb_money1.config(text=player.Money)
cl.lb_exp1.config(text=f'{player.My_Exp}/{player.MExp}')
# 背包物品变化(变化类型:武器\防具\药剂,编号,变化量)
def bag_chg(self,typ,number,value):
item = player.Baggage[typ]
for i in range(0,len(item),2):
if item[i] == number: #判断背包中是否已有该编号的物品
if player.Baggage[typ][i+1]+value <=0: #如果该物品变化后数目为0
player.Baggage[typ][i+1] = 0
cl.renew_bag(p=1)
cl.renew_wear(p=1)
return
else:
player.Baggage[typ][i+1] += value #已有的该物品数量+value
cl.renew_bag(w=1,a=1,p=1)
cl.renew_wear(w=1,a=1,p=1)
return
player.Baggage[typ].append(number)
player.Baggage[typ].append(value)
if typ =='我的武器': #更新装备栏和背包栏信息
cl.renew_bag(w=1)
cl.renew_wear(w=1)
elif typ =='我的防具':
cl.renew_bag(a=1)
cl.renew_wear(a=1)
else:
cl.renew_bag(p=1)
cl.renew_wear(p=1)
class Items:
#weapons 武器一览表,武器编号:(武器名称,攻击力,稀有度颜色,售价)
weapons = {
0:('无',0,"#fffef9",0),
1:('生锈的短剑',60,"#f2eada",50),2:('铁剑',70,"#f2eada",50),
3:('青铜剑',80,"#90d7ec",60),4:('玄铁剑',90,"#90d7ec",60),
5:('黄金剑',100,"#00ae9d",80),6:('青虹镰刀',110,"#00ae9d",80),
7:('赤炎剑',120,"#1d953f",100),8:('青影剑',130,"#1d953f",100),
9:('血月长刃',145,"#afb4db",120),10:('冥王剑',155,"#afb4db",120),
11:('雷霆·鸳鸯钺',170,"#694d9f",140),12:('雷霆·虎慑',180,"#694d9f",140),
13:('虚空·炎龙',195,"#f8aba6",200),14:('虚空·裂空斩',215,"#f8aba6",200),
15:('龙域·龙渊之狱',230,"#de773f",250),16:('上古·鲲',270,"#de773f",250),
17:('流光·祝融之怒',310,"#694d9f",310),18:('流光·天师法杖',310,"#694d9f",310),
99:('创世·诛仙',99999,"#fcf16e",99999,"外挂神器,无法正常获得")
}
#armors 装备一览表,装备编号:(装备名称,防御力,稀有度颜色,售价)
armors = {
0:('无',0,"#fffef9",0),
1:('破旧的布衣',40,"#f2eada",50),2:('铁锁甲',50,"#f2eada",50),
3:('青铜锁甲',60,"#90d7ec",60),4:('玄铁盔甲',70,"#90d7ec",60),
5:('黄金盔甲',90,"#00ae9d",80),6:('青光项甲',100,"#00ae9d",80),
7:('赤炎项甲',120,"#1d953f",100),8:('彩虹长袍',130,"#1d953f",100),
9:('长者斗篷',150,"#afb4db",120),10:('冥王守护',160,"#afb4db",120),
11:('雷霆·鸳鸯斗篷',180,"#694d9f",140),12:('雷霆·虎啸刺甲',190,"#694d9f",140),
13:('虚空·龙吟战袍',220,"#f8aba6",200),14:('虚空·虚无斗篷',230,"#f8aba6",200),
15:('龙域·黑龙鳞甲',250,"#de773f",250),16:('上古·泰坦',260,"#de773f",250),
17:('流光·蛮王守护',280,"#694d9f",310),18:('流光·天师长袍',290,"#694d9f",310),
99:('创世·圣言',99999,"#fcf16e",99999,"外挂神器,无法正常获得")
}
#药剂一览表,药剂编号:(药剂名称,回复血量,回复蓝量,售价)
potions = {
0:('无',0,0,0),
1:("小瓶Hp药剂",100,0,30),2:('中瓶Hp药剂',200,0,70),3:('大瓶Hp药剂',400,0,110),
4:('特制Hp药剂',600,0,150),5:('生命之源',900,0,300),
6:("小瓶Mp药剂",0,60,30),7:('中瓶Mp药剂',0,100,70),8:('大瓶Mp药剂',0,150,110),
9:('特制Mp药剂',0,200,150),10:('魔力之源',0,600,300)
}
#技能一览表_玩家,技能编号:(技能名称,伤害值(攻击力),所需蓝)
skills_player = {
0:('普通攻击',40,0),1:('蓄力斩击',80,0),2:('威慑',0,0),3:('逃跑',0,0),
4:('暗影突刺',80,6),5:('破甲强袭',100,9),6:('十字斩',140,12),7:('生命回复',0,20),8:('恶灵诅咒',170,30),
9:('乱舞',220,40),10:('尘虚剑意',340,60),11:('银月狼爪',450,80),12:('治愈之心',550,90),13:('神罚',610,150)
}
# 技能一览表_怪物,技能编号:(技能名称,伤害值(攻击力))
skills_monster = {
0:('泥浆弹',30),1:('冲撞',30),2:('撕咬',30),
3:('生命虹吸',30),4:('高速冲击',30),5:('寒影蛇息',30),
6:('贯穿长矛',30),7:('砍击',30),8:('冲撞',30),
9:('獠牙击',30),10:('死亡冲撞',30),11:('狂乱',30),
12:('岩浆弹',30),13:('炽热灯火',30),14:('七月流火',30),
15:('食梦',30),16:('幽灵诅咒',30),17:('冲击死光',30),
18:('电磁风暴',30),19:('电弧',30),20:('雷霆之怒',30),
21:('不灭之炎',30),22:('威慑咆哮',30),23:('湮灭',30),
24:('冰咆哮',30),25:('虚无打击',30),26:('扫尾',30),
27:('摄魂夺取',30),28:('骑士之拳',30),29:('堕落深渊',30),
30:('圣光十字',30),31:('破魔圣光',30),32:('传说力量',30)
}
#monster怪物一览表,怪物编号:(怪物名称,攻击力,防御力,血量,基础掉落经验值,基础掉落金币,'(可能使用的技能)')
monster = {
0:('史莱姆',10,0,80,28,10,'(0,1)'),1:('食人虫',15,0,90,30,10,'(0,1)'),2:('巨型食人花',40,15,400,200,50,'(0,1,2)'),
3:('吸血蝙蝠',25,7,100,40,14,'(3,4)'),4:('蜘蛛怪',30,8,110,45,16,"(3,4)"),5:('独眼蛇怪',50,25,500,300,60,'(3,4,5)'),
6:('哥布林投手',40,15,150,70,20,"(6,7)"),7:('哥布林战士',42,18,165,75,22,"(6,7)"),8:('哥布林首领',60,30,600,400,65,"(6,7,8)"),
9:('荒漠狼',47,20,200,90,23,"(9,10)"),10:('披毛犀',50,22,210,93,25,"(9,10)"),11:('魔化剑齿虎',70,35,700,500,70,"(9,10,11)"),
12:('岩浆虫',55,25,225,110,30,"(12,13)"),13:('火蜥蜴',58,27,230,113,35,"(12,13)"),14:('熔岩领主',80,40,800,600,90,"(12,13,14)"),
15:('梦魇',65,40,400,115,40,'(15,16)'),16:('无主幽灵',68,45,410,117,45,'(15,16)'),17:('幽冥之主',90,45,900,700,110,'(15,16,17)'),
18:('雷鸟',75,50,500,130,50,'(18,19)'),19:('闪电豹',77,55,510,135,52,'(18,19)'),20:('雷霆虎王',120,55,1000,750,130,'(18,19,20)'),
21:('火凤',90,70,610,155,57,'(21,22)'),22:('浴火麒麟',95,75,620,160,59,'(21,22)'),23:('虚空领主',150,70,1100,810,150,'(21,22,23)'),
24:('冰祝龙',100,90,700,180,65,'(24,25)'),25:('裂空玄鸟',110,100,720,185,67,'(24,25)'),26:('硬甲黑龙',180,90,1200,920,160,'(24,25,26)'),
27:('堕天使',120,100,800,208,70,'(27,28)'),28:('暗黑骑士',130,110,820,210,74,'(27,28)'),29:('暗黑阿努比斯',270,150,1500,1100,170,'(27,28,29)'),
30:('六翼天使',250,200,1100,400,100,'(30,31)'),31:('流光独角兽',280,250,1300,400,110,'(30,31)'),32:('远古利维坦',350,350,2000,1000,500,'(30,31,32)')
}
class Action(Warrior):
def __init__(self):
self.war_peace = False #True为战斗中 False为战斗外
self.boss = False #True为boss, False为普通小怪
self.welfare = False #True战胜boss时的奖励关闭,False为奖励关闭,用于第10层和11层
self.rounds = False #True为怪物回合 False玩家回合
self.monster = Items.monster[0] #怪物的数据
self.monster_name = self.monster[0]
self.monster_atk = self.monster[1]
self.monster_def = self.monster[2]
self.monster_hp = self.monster[3]
self.monster_skill = self.monster[6] #怪物可使用的技能
#怪物回合
def monster_round(self):
num = rd.choice(eval(self.monster_skill)) # 随机一个技能
skill = Items.skills_monster[num] #随机到的技能信息
hp_value = self.monster_atk + skill[1] - player.Def # 造成的伤害=怪物攻击力+怪物技能伤害-玩家防御力
if hp_value < 0 : #如果计算出来的的伤害值为负,则伤害值变成1
hp_value = 1
player.hp_mp(0, -hp_value)
cl.lb_hp1.config(text=f'{player.My_Hp}/{player.MHp}')
cl.txt_infor.insert(0.0, f'{self.monster_name} 使用了: {skill[0]} ,造成了 {hp_value} 点伤害\n')
self.rounds = False # 怪物回合结束
#判断玩家是否阵亡
if player.My_Hp <= 0:
cl.txt_infor.insert(0.0, '很遗憾,您已阵亡!\n游戏结束!\n')
ac.war_peace = False # 战斗结束
self.welfare = False
Y_N = tkinter.messagebox.askyesno('游戏结束', '您已阵亡,是否复活?(不限次数)') # 是/否,返回值true/false
if Y_N:
cl.txt_infor.insert(0.0, '===========您已复活!==========\n===========战斗终止==========\n')
player.My_Hp = player.MHp
player.My_Mp = player.MMp
cl.lb_hp1.config(text=f'{player.My_Hp}/{player.MHp}')
cl.lb_mp1.config(text=f'{player.My_Mp}/{player.MMp}')
return
else:
cl.txt_infor.delete(0.0, END)
cl.txt_infor.insert(0.0, '===========您已开始新游戏==========\n')
player.Lv = 1
player.Money = 0
player.My_Hp = 100
player.My_Mp = 10
player.My_Exp = 0
player.My_Weapon = (Items.weapons[0], 0) # ((武器数据),武器编号)
player.My_Aromr = (Items.armors[0], 0)
player.floor = 1
player.level = 1
player.Baggage = {'我的武器': [0, 1], '我的防具': [0, 1], '我的药剂': [0, 1]}
player.renew_data()
cl.renew_infor()
cl.renew_wear(w=1,a=1,p=1)
cl.renew_bag(w=1,a=1,p=1)
return
# 战斗函数(怪物序号)
def war(self, num):
ac.war_peace = True #切换战斗状态为 战斗中
self.monster_num = num #怪物编号
self.monster = Items.monster[num] #对应的怪物信息
self.monster_name = self.monster[0]
self.monster_atk = self.monster[1]
self.monster_def = self.monster[2]
self.monster_hp = self.monster[3]
self.monster_skill = self.monster[6] #怪物可使用的技能
cl.txt_infor.insert(0.0, f'{"战斗开始!":=^20}\n')
if (num+1)%3 == 0:
self.boss = True #确定为boss
if player.floor < 10:
self.welfare = True #战胜boss时的奖励激活
cl.txt_infor.insert(0.0,'/////遭遇本层领主!击败可获得专属奖励!/////\n')
else:
cl.txt_infor.insert(0.0, '/////////boss较强,谨慎行动////////\n')
cl.txt_infor.insert(0.0, f'boss信息:\nboss名称:{self.monster_name}, 血量:{self.monster_hp}, '
f'攻击力:{self.monster_atk}, 防御力:{self.monster_def}\n')
else:
cl.txt_infor.insert(0.0, f'怪物信息:\n怪物名称:{self.monster_name}, 血量:{self.monster_hp}, '
f'攻击力:{self.monster_atk}, 防御力:{self.monster_def}\n')
# 读档函数
def read_data(self):
try:
f = open('文字冒险小游戏玩家数据.txt', 'r+', encoding='UTF-8')
file1 = f.readline() # 读取文件第一行的内容
file2 = f.readline() # 读取文件第二行的内容
print('读档开始')
data1 = re.findall("(\(.*?\))", file1)[0]
data2 = re.findall("(\{.*?\})", file2)[0]
params = eval(data1)
baggage = eval(data2)
player.__init__(params,baggage)
player.renew_data()
cl.renew_infor()
if player.level != 1: #判断是否在每层的第一关,不是则关闭窗口
cl.btn_shop.place(x=0, y=0, width=0, height=0)
else:
cl.btn_shop.place(x=650, y=300, width=60, height=50)
cl.txt_infor.insert(0.0,'存档读取成功!游戏继续!\n')
print('读档结束')
except FileNotFoundError:
cl.txt_infor.insert(0.0,'没有存档或存档出错,将开始新游戏\n')
cl.txt_infor.insert(0.0,'==========开始新游戏=========\n')
print('没有存档或存档出错')
# 存档函数,每5分钟自动存档
def save_data(self):
w_items = []
a_items = []
p_items = []
params = (player.Name,player.Lv,player.Money,player.My_Hp,\
player.My_Mp,player.My_Exp,player.My_Weapon[1],player.My_Aromr[1],
player.floor,player.level)
for i in range(0,len(player.Baggage['我的武器']),2):
if player.Baggage['我的武器'][i+1] != 0 :
w_items.append(i) #武器编号
w_items.append(player.Baggage['我的武器'][i+1]) #武器数量
for j in range(0,len(player.Baggage['我的防具']),2):
if player.Baggage['我的防具'][j+1] != 0 :
a_items.append(j)
a_items.append(player.Baggage['我的防具'][j+1])
for k in range(0,len(player.Baggage['我的药剂']),2):
if player.Baggage['我的药剂'][k+1] != 0 :
p_items.append(k)
p_items.append(player.Baggage['我的药剂'][k+1])
f = open('文字冒险小游戏玩家数据.txt', 'w+', encoding='UTF-8')
f.write(f'人物基本数据:{params}\n')
f.write("背包数据:{'我的武器':%s,'我的防具':%s,'我的药剂':%s}" %(w_items,a_items,p_items))
f.close()
cl.txt_infor.insert(0.0,'保存成功\n')
print('保存成功')
#金手指添加物品函数,可选择添加其中一项(等级,金钱,药剂,武器,防具,数量,编号)
def vip_add(self,lv=0,moy=0,p=0,w=0,a=0,num=0,item=0):
if item == -1:
print('未选中')
return
elif num == '':
print('未输入数值')
return
try:
num = int(num)
if lv:
lv_num = num
if player.Lv+lv_num < 1:
player.Lv =1
cl.txt_infor.insert(0.0,f'等级降低{-lv_num},当前等级Lv=1\n')
elif player.Lv+lv_num >100:
player.Lv = 100
cl.txt_infor.insert(0.0, f'等级增加{lv_num},当前等级Lv=100\n')
else:
player.Lv += lv_num
cl.txt_infor.insert(0.0, f'等级增加{lv_num},当前等级Lv={player.Lv}\n')
player.renew_data()
cl.lb_lv1.config(text=player.Lv)
cl.lb_exp1.config(text=f'{player.My_Exp}/{player.MExp}')
cl.lb_hp1.config(text=f'{player.My_Hp}/{player.MHp}')
cl.lb_mp1.config(text=f'{player.My_Mp}/{player.MMp}')
if moy:
moy_num = num
if player.Money+moy_num <= 0:
player.gold_exp(-player.Money,0)
else:
player.gold_exp(moy_num,0)
if p:
potion_num = num
if potion_num < 0: #输入的数量如果小于0,则默认+1
potion_num = 1
player.bag_chg('我的药剂',item,potion_num)
cl.txt_infor.insert(0.0,f'---获得药剂“{Items.potions[item][0]}”×{potion_num}\n')
if w:
if item == 19:
player.bag_chg('我的武器',99,1)
cl.txt_infor.insert(0.0,'>>>获得神器:“创世·诛仙”×1\n')
else:
player.bag_chg("我的武器",item,1)
cl.txt_infor.insert(0.0, f'---获得武器:“{Items.weapons[item][0]}”×1\n')
if a:
if item == 19:
player.bag_chg('我的防具',99,1)
cl.txt_infor.insert(0.0,'>>>获得神器:“创世·圣言”×1\n')
else:
player.bag_chg("我的防具",item,1)
cl.txt_infor.insert(0.0, f'---获得防具:“{Items.armors[item][0]}”×1\n')
except :
print("获取出错")
# 打开金手指窗口
def vip(self):
win1 = Toplevel(root) # 金手指窗体
win1.geometry('260x170+30+100')
win1.title('金手指')
cv = Canvas(win1, width="260", height="200", bg="pink") # 制作画布,在窗口中设置
cv.place(x=0, y=0)
inp_lv = Entry(win1)
inp_lv.place(x=100, y=10, width=40, height=20)
btn_addlv = Button(win1, text='等级增加', bg='#afb4db', font=('黑体', 12),
command=(lambda :ac.vip_add(lv=1,num=inp_lv.get())))
btn_addlv.place(x=15, y=10, width=80, height=20) # 等级增加按钮
inp_gold = Entry(win1)
inp_gold.place(x=100, y=40, width=40, height=20)
btn_addgold = Button(win1, text='金钱增加', bg='#afb4db', font=('黑体', 12),
command=(lambda :ac.vip_add(moy=1,num=inp_gold.get()))) # 金钱增加按钮
btn_addgold.place(x=15, y=40, width=80, height=20)
inp_p = Entry(win1)
inp_p.place(x=100, y=70, width=40, height=20)
var1 = StringVar()
items_p = []
for i in range(0, 11):
items_p.append(Items.potions[i][0])
comb1 = tkinter.ttk.Combobox(win1, textvariable=var1, value=items_p) # 药剂的组合选择框
comb1.place(x=150, y=70, width=90, height=20)
btn_getp = Button(win1, text='获得药剂', bg='#afb4db', font=('黑体', 12),
command=(lambda :ac.vip_add(p=1,num=inp_p.get(),item=comb1.current()))) # 药剂获得按钮
btn_getp.place(x=15, y=70, width=80, height=20)
var2 = StringVar()
items_w = []
for j in range(0, 19):
items_w.append(Items.weapons[j][0])
items_w.append(Items.weapons[99][0])
comb2 = tkinter.ttk.Combobox(win1, textvariable=var2, value=items_w) # 武器的组合选择框
comb2.place(x=100, y=100, width=110, height=20)
btn_getw = Button(win1, text='获得武器', bg='#afb4db', font=('黑体', 12),
command=(lambda :ac.vip_add(w=1,item=comb2.current()))) # 获得武器按钮
btn_getw.place(x=15, y=100, width=80, height=20)
var3 = StringVar()
items_a = []
for k in range(0, 19):
items_a.append(Items.armors[k][0])
items_a.append(Items.armors[99][0])
comb3 = tkinter.ttk.Combobox(win1, textvariable=var3, value=items_a) # 防具的组合选择框
comb3.place(x=100, y=130, width=110, height=20)
btn_geta = Button(win1, text='获得防具', bg='#afb4db', font=('黑体', 12),
command=(lambda :ac.vip_add(a=1,item=comb3.current()))) # 获得防具按钮
btn_geta.place(x=15, y=130, width=80, height=20)
#修改昵称
def id_edit(self):
new_id = askstring('改名','请输入玩家名字')
player.Name = new_id
cl.lb_name1.config(text=new_id)
#探索函数
def explore(self):
if ac.war_peace: # True为战斗内,False在战斗外
cl.txt_infor.insert(0.0, '战斗中,无法探索!\n')
elif player.floor == 11:
monster = rd.choice([30,31])
cl.txt_infor.insert(0.0,'///遭遇最后一层守卫 "%s"///\n'%Items.monster[monster][0])
ac.war(monster)
else:
event = rd.choice(['无事发生','遇到怪物!','发现了一个宝箱!'])
if event == '遇到怪物!':
monster = rd.choice([player.floor*3-3,player.floor*3-2])
ac.war(monster)
cl.txt_infor.insert(0.0, "!!遇到怪物!!\n")
elif event == '发现了一个宝箱!':
cl.txt_infor.insert(0.0, ">>>发现了一个宝箱<<<\n")
if player.floor == 10:
item = rd.choices(['我的药剂','金钱'],weights=[1, 1])
else:
item = rd.choices(['我的武器','我的防具','我的药剂','金钱'],weights=[1, 1, 2, 2])
if item[0] =='金钱':
gold = player.floor*6
player.gold_exp(gold,0)
elif item[0] =='我的药剂':
number = rd.choice([round(player.floor/2+0.2),round(player.floor/2+5)])
player.bag_chg(item[0],number,1)
cl.txt_infor.insert(0.0,'获得药剂“%s”×1\n'%(Items.potions[number][0]))
elif item[0] =='我的武器':
number = player.floor * 2 - 1
player.bag_chg(item[0],number,1)
cl.txt_infor.insert(0.0,'获得武器“%s”×1\n'%(Items.weapons[number][0]))
else:
number = player.floor * 2 - 1
player.bag_chg(item[0], number, 1)
cl.txt_infor.insert(0.0, '获得防具“%s”×1\n' % (Items.armors[number][0]))
walfale = 0
else:
cl.txt_infor.insert(0.0, "无事发生\n")
#上一关
def backlevel(self):
if ac.war_peace: # True为战斗内,False在战斗外
cl.txt_infor.insert(0.0, '战斗中,无法前往上一关!\n')
return
else:
if player.level == 1:
if player.floor == 1:
cl.txt_infor.insert(0.0,'当前在第一关,无法再后退\n')
return
else:
player.floor -= 1
player.level = 5
else:
player.level -= 1
if player.level != 1:
cl.btn_shop.place(x=0, y=0, width=0, height=0)
else:
cl.btn_shop.place(x=650, y=300, width=60, height=50)
cl.txt_infor.insert(0.0, '成功前往上一关,当前在%d-%d\n' % (player.floor, player.level))
cl.lb_level1.config(text=f'{player.floor}-{player.level}')
#下一关
def nextlevel(self):
if ac.war_peace: # 判断是否在战斗中,True为战斗内,False在战斗外
cl.txt_infor.insert(0.0, '战斗中,无法前往下一关!\n')
return
elif player.floor == 11: #判断是否在最后一层
if player.level == 5:
boss_war = tkinter.messagebox.askyesno(
'最终boss', '即将挑战本游戏最终boss\n是否继续?') # 是/否,返回值true/false
if boss_war :
num = player.floor*3-1
ac.war(num)
return
else:
player.level += 1
else:
if player.level == 5:
boss_war = tkinter.messagebox.askyesno(
'遭遇强敌', '继续前往下一关需要先挑战本层boss\n是否继续?') # 是/否,返回值true/false
if boss_war :
num = player.floor*3-1
ac.war(num)
return
else:
pass
else:
player.level += 1
if player.level != 1:
cl.btn_shop.place(x=0, y=0, width=0, height=0)
else:
cl.btn_shop.place(x=650, y=300, width=60, height=50)
cl.txt_infor.insert(0.0, '成功前往下一关,当前在%d-%d\n' % (player.floor, player.level))
cl.lb_level1.config(text=f'{player.floor}-{player.level}')
#购买商品(购买武器,防具,药剂,是否购买)
def shop_buy(self,w_num=0,a_num=0,p_num=0):
if w_num:
price = Items.weapons[w_num][3]
if player.Money < price:
cl.txt_infor.insert(0.0,'金钱不足\n')
else:
player.gold_exp(-price,0)
player.bag_chg('我的武器',w_num,1)
cl.txt_infor.insert(0.0,'购买成功!\n')
elif a_num:
price = Items.armors[a_num][3]
if player.Money < price:
cl.txt_infor.insert(0.0,'金钱不足\n')
else:
player.gold_exp(-price,0)
player.bag_chg('我的防具',a_num,1)
cl.txt_infor.insert(0.0,'购买成功!\n')
elif p_num:
price = Items.potions[p_num][3]
if player.Money < price:
cl.txt_infor.insert(0.0,'金钱不足\n')
else:
player.gold_exp(-price,0)
player.bag_chg('我的药剂',p_num,1)
cl.txt_infor.insert(0.0,'购买成功!\n')
else:
pass
# 打开商店窗口
def shop_win(self,price=0):
win = Toplevel(root)
win.title("商店")
win.geometry('310x150+600+200')
cv = Canvas(win, width="310", height="150", bg="#d3d7d4") # 制作画布,在窗口中放置
cv.place(x=0, y=0)
lb_price1 = Label(win, text='售价', bg='#afb4db', font=('黑体', 12))
lb_price1.place(x=210, y=10, width=80, height=20)
var1 = StringVar()
items_w = []
i = 0
for i in range(0,19):
items_w.append(Items.weapons[i][0])
comb1 = tkinter.ttk.Combobox(win, textvariable=var1, value=items_w)
comb1.place(x=100, y=10, width=100, height=20)
comb1.bind('<<ComboboxSelected>>',
lambda event:lb_price1.config(text=f"售价:{Items.weapons[comb1.current()][3]}"))
btn_buy_w = Button(win, text='购买武器', bg='#fab27b', font=('黑体', 12),
command=lambda :ac.shop_buy(w_num=comb1.current()))
btn_buy_w.place(x=15, y=10, width=80, height=20) # 购买武器按钮
lb_price2 = Label(win, text='售价', bg='#afb4db', font=('黑体', 12))
lb_price2.place(x=210, y=50, width=80, height=20)
var2 = StringVar()
items_a = []
i = 0
for i in range(0,19):
items_a.append(Items.armors[i][0])
comb2 = tkinter.ttk.Combobox(win, textvariable=var2, value=items_a)
comb2.place(x=100, y=50, width=100, height=20)
comb2.bind('<<ComboboxSelected>>',
lambda event:lb_price2.config(text=f"售价:{Items.armors[comb2.current()][3]}"))
btn_buy_a = Button(win, text='购买防具', bg='#fab27b', font=('黑体', 12),
command=lambda :ac.shop_buy(a_num=comb2.current()))
btn_buy_a.place(x=15, y=50, width=80, height=20) # 购买防具按钮
lb_price3 = Label(win, text='售价', bg='#afb4db', font=('黑体', 12))
lb_price3.place(x=210, y=90, width=80, height=20)
var3 = StringVar()
items_p = []
i = 0
for i in range(0,11):
items_p.append(Items.potions[i][0])
comb3 = tkinter.ttk.Combobox(win, textvariable=var3, value=items_p)
comb3.place(x=100, y=90, width=100, height=20)
comb3.bind('<<ComboboxSelected>>',
lambda event:lb_price3.config(text=f"售价:{Items.potions[comb3.current()][3]}"))
btn_buy_p = Button(win, text='购买药剂', bg='#fab27b', font=('黑体', 12),
command=lambda :ac.shop_buy(p_num=comb3.current()))
btn_buy_p.place(x=15, y=90, width=80, height=20) # 购买药剂按钮
#穿戴装备/防具/使用药剂(武器,防具,药剂,装备在背包内的位置)
def wear_w_a_p(self,w=0,a=0,p=0,num=0):
try:
if num < 0:
print('未选中任何武器/防具/药剂')
return
else:
num = num*2
if w:
if ac.war_peace:
cl.txt_infor.insert(0.0,'战斗中不能更换装备\n')
return
else:
item = player.Baggage['我的武器'][num] #此时item为武器所在Item库中的的序号
player.My_Weapon = (Items.weapons[item],item)
cl.lb_weapon1.config(text=Items.weapons[item][0],bg=player.My_Weapon[0][2])
cl.txt_infor.insert(0.0,f'成功装备武器“{Items.weapons[item][0]}”\n')
if a:
if ac.war_peace:
cl.txt_infor.insert(0.0,'战斗中不能更换装备\n')
return
else:
item = player.Baggage['我的防具'][num] # 此时item为防具所在Item库中的的序号
player.My_Aromr = (Items.armors[item], item)
cl.lb_armor1.config(text=Items.armors[item][0],bg=player.My_Aromr[0][2])
cl.txt_infor.insert(0.0, f'成功装备防具“{Items.armors[item][0]}”\n')
if p:
if num == 0 :
return
if player.Baggage['我的药剂'][num+1] < 1:
cl.txt_infor.insert(0.0,'药剂数量不足,无法使用\n')
else:
item = player.Baggage['我的药剂'][num] #此时item为药剂所在Item库中的的序号
if item < 6: #序号1-5是血瓶
player.Baggage['我的药剂'][num+1] -= 1
player.hp_mp(0,Items.potions[item][1])
cl.txt_infor.insert(0.0,f'使用了{Items.potions[item][0]},血量增加{Items.potions[item][1]}\n')
else:
player.Baggage['我的药剂'][num + 1] -= 1
player.hp_mp(1, Items.potions[item][2])
cl.txt_infor.insert(0.0,f'使用了{Items.potions[item][0]},魔法值增加{Items.potions[item][2]}\n')
cl.renew_bag(p=1)
player.renew_data()
except :
print('出错')
#背包栏选中的装备信息
def infor_w_a_p(self,w=0,a=0,p=0):
if w:
num = cl.w_list.curselection()[0]
item = player.Baggage['我的武器'][num*2] #此时item是Item中武器对应的编号
cl.w_infor.config(text=f'攻击力:\n{Items.weapons[item][1]}')
if a:
num = cl.a_list.curselection()[0]
item = player.Baggage['我的防具'][num*2] # 此时item是Item中防具对应的编号
cl.a_infor.config(text=f'防御力:\n{Items.armors[item][1]}')
if p:
num = cl.p_list.curselection()[0]
item = player.Baggage['我的药剂'][num*2] # 此时item是Item中药剂对应的编号
cl.p_infor.config(text=f'回血量:{Items.potions[item][1]}\n回蓝量:{Items.potions[item][2]}')
#玩家使用技能(技能编号,技能使用所需等级)
def use_skill(self,num,able):
if ac.war_peace:
if self.rounds:
cl.txt_infor.insert(0.0,'当前是怪物回合,无法使用技能\n')
return
else:
need_mp = Items.skills_player[num][2]
if player.Lv < able:
cl.txt_infor.insert(0.0,'等级不足,%d级才能使用\n'%able)
return
elif player.My_Mp < need_mp:
cl.txt_infor.insert(0.0,'当前魔法值不足,使用失败,所需魔法值:%d\n'%need_mp)
return
else:
if num < 3 :
skill_name = Items.skills_player[num][0]
hp_lavue = Items.skills_player[num][1] + player.Atk
self.monster_hp -= hp_lavue
cl.txt_infor.insert(0.0,f'{player.Name}使用了 {skill_name} 造成了 {hp_lavue} 点伤害\n')
self.rounds = True
elif num == 3:
ac.war_peace = False
self.rounds = False
cl.txt_infor.insert(0.0,'=====逃跑成功,战斗结束=====\n')
return
elif num == 7:
skill_name = Items.skills_player[num][0]
hp_lavue = int(player.MHp * 0.1) #'生命回复'技能增加最大生命值的10%
player.hp_mp(1,-need_mp)
player.hp_mp(0,hp_lavue)
cl.txt_infor.insert(0.0,f'{player.Name}使用了 {skill_name},生命值增加{hp_lavue}\n')
elif num == 12:
skill_name = Items.skills_player[num][0]
hp_lavue = int(player.MHp * 0.3) #'治愈之心'技能增加最大生命值的30%'
player.hp_mp(1,-need_mp)
player.hp_mp(0,hp_lavue)
cl.txt_infor.insert(0.0,f'{player.Name}使用了 {skill_name},生命值增加{hp_lavue}\n')
else:
skill_name = Items.skills_player[num][0]
hp_lavue = Items.skills_player[num][1] + int(player.Atk * 0.6)#技能造成的伤害值等于武器攻击力加60%玩家攻击力
player.hp_mp(1,-need_mp)
self.monster_hp -= hp_lavue
cl.txt_infor.insert(0.0,f'{player.Name}使用了 {skill_name} 造成了 {hp_lavue} 点伤害\n')
self.rounds = True
if self.monster_hp <= 0:
cl.txt_infor.insert(0.0, "怪物已阵亡,战斗胜利!\n")
add_gold = int(self.monster[5] * rd.uniform(1.0, 1.3)) # 掉落金币在基础值上增加0到0.3倍
add_exp = int(self.monster[4] * rd.uniform(1.0, 1.3))
player.gold_exp(add_gold, add_exp)
if self.boss:
self.boss = False
if self.welfare:
num = int((self.monster_num + 1) / 3 * 2) #获取武器的编号
typ = rd.choice(["我的武器", "我的防具"])
self.welfare = False
if typ == "我的武器":
player.bag_chg(typ, num, 1)
cl.txt_infor.insert(0.0, f'获得boss专属武器{Items.weapons[num][0]}×1\n')
else:
player.bag_chg(typ, num, 1)
cl.txt_infor.insert(0.0, f'获得boss专属防具{Items.armors[num][0]}×1\n')
player.floor += 1
player.level = 1
cl.btn_shop.place(x=650, y=300, width=60, height=50)
cl.lb_level1.config(text=f'{player.floor}-{player.level}')
elif player.floor == 10:
player.floor += 1
player.level = 1
cl.btn_shop.place(x=650, y=300, width=60, height=50)
cl.txt_infor.insert(0.0, "本层boss没有专属奖励\n")
cl.lb_level1.config(text=f'{player.floor}-{player.level}')
else:
player.floor = 11
player.level = 5
cl.txt_infor.insert(0.0,'>>>您已战胜最后一关boss,恭喜通关!<<<')
cl.txt_infor.insert(0.0,'===========♬♪✪✪✪✪✪♪♬==========')
print('您已战胜最后一关boss,恭喜通关!')
cl.txt_infor.insert(0.0, f"{'战斗结束':=^20}\n")
self.war_peace = False
self.rounds = False
return
else:
ac.monster_round()
else:
cl.txt_infor.insert(0.0,'当前不在战斗内,无法使用技能\n')
#初始化玩家信息
player = Warrior()
ac = Action()
#按钮类
class Control:
# 菜单栏
mainmenu = Menu(root)
menuFile = Menu(mainmenu)
mainmenu.add_cascade(label='文件',menu=menuFile)
menuFile.add_command(label='保存存档',command=ac.save_data)
menuFile.add_command(label='读取存档',command=ac.read_data)
menuEdit = Menu(mainmenu)
mainmenu.add_cascade(label='工具',menu=menuEdit)
menuEdit.add_command(label='金手指',command=ac.vip)
root.config(menu=mainmenu)
#菜单栏结束
#个人信息栏
lb_infor = Label(root,text='个人信息',bg='#f391a9',bd=2,font=('黑体',20))
lb_infor.place(x=50,y=40,width=150,height=50)
lb_name0 = Label(root,text='昵称:',bg='pink',font=('黑体',10))
lb_name0.place(x=15,y=100,width=50,height=20)
lb_name1 = Label(root,text=player.Name,bg='#f391a9',font=('黑体',15)) #名字变量
lb_name1.place(x=80,y=100,width=150,height=20)
btn_id_edit = Button(root, text='✎',bg='#cde6c7',font=('黑体',20) ,command=ac.id_edit)
btn_id_edit.place(x=225, y=100, width=20, height=20)
lb_lv0 = Label(root,text='当前等级:',bg='pink',font=('黑体',10))
lb_lv0.place(x=15,y=135,width=80,height=20)
lb_lv1 = Label(root,text=player.Lv,font=('黑体',15)) #等级变量
lb_lv1.place(x=100,y=135,width=145,height=20)
lb_exp0 = Label(root,text='当前经验:',bg='pink',font=('黑体',10))
lb_exp0.place(x=15,y=170,width=80,height=20)
lb_exp1 = Label(root,text=f'{player.My_Exp}/{player.MExp}',font=('黑体',13)) #当前经验变量
lb_exp1.place(x=100,y=170,width=145,height=20)
lb_hp0 = Label(root,text='剩余生命:',bg='pink',font=('黑体',10))
lb_hp0.place(x=15,y=205,width=80,height=20)
lb_hp1 = Label(root,text=f"{player.My_Hp}/{player.MHp}",font=('黑体',13)) #当前生命变量
lb_hp1.place(x=100,y=205,width=145,height=20)
lb_mp0 = Label(root,text='剩余魔法:',bg='pink',font=('黑体',10))
lb_mp0.place(x=15,y=240,width=80,height=20)
lb_mp1 = Label(root,text=f'{player.My_Mp}/{player.MMp}',font=('黑体',13)) #当前魔法变量
lb_mp1.place(x=100,y=240,width=145,height=20)
lb_money0 = Label(root,text='持有金钱:',bg='pink',font=('黑体',10))
lb_money0.place(x=15,y=275,width=80,height=20)
lb_money1 = Label(root,text=player.Money,font=('黑体',15)) #金钱变量
lb_money1.place(x=100,y=275,width=145,height=20)
lb_weapon0 = Label(root,text='当前武器:',bg='pink',font=('黑体',10))
lb_weapon0.place(x=15,y=305,width=80,height=20)
lb_weapon1 = Label(root,text=player.My_Weapon[0][0],bg=player.My_Weapon[0][2],font=('黑体',13)) #当前武器变量
lb_weapon1.place(x=100,y=305,width=145,height=20)
lb_armor0 = Label(root,text='当前防具:',bg='pink',font=('黑体',10))
lb_armor0.place(x=15,y=340,width=80,height=20)
lb_armor1 = Label(root,text=player.My_Aromr[0][0],bg=player.My_Aromr[0][2],font=('黑体',13)) #当前防具变量
lb_armor1.place(x=100,y=340,width=145,height=20)
lb_level0 = Label(root,text='当前关卡:',bg='pink',font=('黑体',10))
lb_level0.place(x=15,y=375,width=80,height=20)
lb_level1 = Label(root,text=f'{player.floor}-{player.level}',bg='#f2eada',font=('黑体',13)) #当前关卡变量
lb_level1.place(x=100,y=375,width=145,height=20)
#个人信息栏结束
#操作栏
btn_explore = Button(root, text='探索本层', bg='#d3d7d4', font=('黑体', 15), command=ac.explore)
btn_explore.place(x=50, y=420, width=150, height=40)
btn_backlevel = Button(root, text='上一关', bg='#d3d7d4', font=('黑体', 15), command=ac.backlevel)
btn_backlevel.place(x=50, y=480, width=150, height=40)
btn_nextlevel = Button(root, text='下一关', bg='#d3d7d4', font=('黑体', 15), command=ac.nextlevel)
btn_nextlevel.place(x=50, y=540, width=150, height=40)
lb_fight = Label(root,text='战斗行动',fg='#006c54',font=('黑体',12))
lb_fight.place(x=260,y=405,width=80,height=20)
lb_basic_action = Label(root,text='基本技能:',fg='#006c54',font=('黑体',15))
lb_basic_action.place(x=260,y=430,width=100,height=40)
lb_special_action = Label(root,text='特殊技能:',fg='#006c54',font=('黑体',15))
lb_special_action.place(x=260,y=480,width=100,height=40)
btn_basic_skill0 = Button(root,text=Items.skills_player[0][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(0,0)) #传入的参数:(技能编号,使用等级),下同
btn_basic_skill0.place(x=370,y=430,width=70,height=30)
btn_basic_skill1 = Button(root,text=Items.skills_player[1][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(1,0))
btn_basic_skill1.place(x=460,y=430,width=70,height=30)
btn_basic_skill2 = Button(root,text=Items.skills_player[2][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(2,0))
btn_basic_skill2.place(x=550,y=430,width=70,height=30)
btn_basic_skill3 = Button(root,text=Items.skills_player[3][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(3,0))
btn_basic_skill3.place(x=640,y=430,width=70,height=30)
btn_special_skill4 = Button(root,text=Items.skills_player[4][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(4,5))
btn_special_skill4.place(x=370,y=480,width=70,height=30)
btn_special_skill5 = Button(root,text=Items.skills_player[5][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(5,10))
btn_special_skill5.place(x=460,y=480,width=70,height=30)
btn_special_skill6 = Button(root,text=Items.skills_player[6][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(6,15))
btn_special_skill6.place(x=550,y=480,width=70,height=30)
btn_special_skill7 = Button(root,text=Items.skills_player[7][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(7,25))
btn_special_skill7.place(x=640,y=480,width=70,height=30)
btn_special_skill8 = Button(root,text=Items.skills_player[8][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(8,35))
btn_special_skill8.place(x=370,y=520,width=70,height=30)
btn_special_skill9 = Button(root,text=Items.skills_player[9][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(9,45))
btn_special_skill9.place(x=460,y=520,width=70,height=30)
btn_special_skill10 = Button(root,text=Items.skills_player[10][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(10,55))
btn_special_skill10.place(x=550,y=520,width=70,height=30)
btn_special_skill11 = Button(root,text=Items.skills_player[11][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(11,65))
btn_special_skill11.place(x=640,y=520,width=70,height=30)
btn_special_skill12 = Button(root,text=Items.skills_player[12][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(12,75))
btn_special_skill12.place(x=370,y=560,width=70,height=30)
btn_special_skill13 = Button(root,text=Items.skills_player[13][0], bg='#d3d7d4',
font=('黑体',12), command=lambda :ac.use_skill(13,85))
btn_special_skill13.place(x=460,y=560,width=70,height=30)
items_w = []
i=0
for i in range(0,len(player.Baggage['我的武器']),2):
items_w.append(Items.weapons[player.Baggage['我的武器'][i]][0])
var0 = StringVar()
comb_w = tkinter.ttk.Combobox(root, textvariable=var0, value=items_w)
comb_w.place(x=850, y=430, width=100, height=30)
btn_wear_w = Button(root, text='装备武器', bg='#d3d7d4', font=('黑体', 12),
command=(lambda :ac.wear_w_a_p(w=1,num=cl.comb_w.current())))
btn_wear_w.place(x=760, y=430, width=80, height=30) # 装备武器按钮
items_a = []
for j in range(0,len(player.Baggage['我的防具']),2):
items_a.append(Items.armors[player.Baggage['我的防具'][j]][0])
var1 = StringVar()
comb_a = tkinter.ttk.Combobox(root, textvariable=var1, value=items_a)
comb_a.place(x=850, y=480, width=100, height=30)
btn_wear_a = Button(root, text='装备防具', bg='#d3d7d4', font=('黑体', 12),
command=(lambda :ac.wear_w_a_p(a=1,num=cl.comb_a.current())))
btn_wear_a.place(x=760, y=480, width=80, height=30) # 装备防具按钮
items_p = []
for k in range(0,len(player.Baggage['我的药剂']),2):
# if player.Baggage['我的药剂'][k+1] != 0:
items_p.append(Items.potions[player.Baggage['我的药剂'][k]][0])
var2 = StringVar()
comb_p = tkinter.ttk.Combobox(root, textvariable=var2, value=items_p)
comb_p.place(x=850, y=530, width=100, height=30)
btn_drink_p = Button(root, text='饮用药剂', bg='#d3d7d4', font=('黑体', 12),
command=(lambda :ac.wear_w_a_p(p=1,num=cl.comb_p.current())))
btn_drink_p.place(x=760, y=530, width=80, height=30) # 使用药剂按钮
#操作栏结束
#背包栏
lb_bag = Label(root,text='背包',bg='#f391a9',bd=2,font=('黑体',20))
lb_bag.place(x=830,y=20,width=100,height=30)
lb_my_wearpon = Label(root,text='我的武器',bg='pink',bd=2,font=('黑体',12))
lb_my_wearpon.place(x=760,y=60,width=80,height=20)
list_var0 = StringVar()
w_list = Listbox(root,listvariable=list_var0,font=('黑体',12))
for l in range(0, len(player.Baggage['我的武器']), 2):
w_list.insert(END, f'{Items.weapons[player.Baggage["我的武器"][l]][0]}×{player.Baggage["我的武器"][l + 1]}')
w_list.place(x=840,y=80,width=150,height=100)
w_list.bind('<ButtonRelease-1>', (lambda event:ac.infor_w_a_p(w=1))) # 当鼠标点击背包内的物品时,调用函数
w_infor = Label(root,text='攻击力:\n',bg='#f2eada',font=('黑体',12))
w_infor.place(x=760,y=110,width=80,height=40)
lb_my_aromr = Label(root,text='我的防具',bg='pink',bd=2,font=('黑体',12))
lb_my_aromr.place(x=760,y=180,width=80,height=20)
list_var1 = StringVar()
a_list = Listbox(root,listvariable=list_var1,font=('黑体',12))
j=0
for j in range(0, len(player.Baggage['我的防具']), 2) :
a_list.insert(END, f'{Items.armors[player.Baggage["我的防具"][j]][0]}×{player.Baggage["我的防具"][j + 1]}')
a_list.place(x=840,y=200,width=150,height=100)
a_list.bind('<ButtonRelease-1>', lambda event:ac.infor_w_a_p(a=1)) # 当鼠标点击背包内的物品时,调用函数
a_infor = Label(root,text='防御力:\n',bg='#f2eada',font=('黑体',12))
a_infor.place(x=760,y=230,width=80,height=40)
list_var2 = StringVar()
lb_my_potions = Label(root,text='我的药剂',bg='pink',bd=2,font=('黑体',12))
lb_my_potions.place(x=760,y=300,width=80,height=20)
p_list = Listbox(root,listvariable=list_var2,font=('黑体',12))
k=0
for k in range(0, len(player.Baggage['我的药剂']), 2) :
# if player.Baggage['我的药剂'][k + 1] != 0:
p_list.insert(END, f'{Items.potions[player.Baggage["我的药剂"][k]][0]}×{player.Baggage["我的药剂"][k + 1]}')
p_list.place(x=840,y=320,width=150,height=70)
p_list.bind('<ButtonRelease-1>', lambda event:ac.infor_w_a_p(p=1)) # 当鼠标点击背包内的物品时,调用函数
p_infor = Label(root,text='回血量:\n回蓝量:',bg='#f2eada',font=('黑体',12))
p_infor.place(x=760,y=340,width=80,height=40)
#背包栏结束
#消息栏
txt_infor = Text(root,bg='#f2eada',font=('黑体',12))
txt_infor.place(x=255,y=10,width=490,height=380)
l=0
# 商店按钮
btn_shop = Button(root, text='商店', bg='#d3d7d4', command=ac.shop_win)
btn_shop.place(x=650, y=300, width=60, height=50)
#更新信息栏所有信息(昵称,等级,经验,生命,魔法,金钱,武器,防具,关卡)
def renew_infor(self):
cl.lb_name1.config(text=player.Name)
cl.lb_lv1.config(text=player.Lv)
cl.lb_exp1.config(text=f'{player.My_Exp}/{player.MExp}')
cl.lb_hp1.config(text=f'{player.My_Hp}/{player.MHp}')
cl.lb_mp1.config(text=f'{player.My_Mp}/{player.MMp}')
cl.lb_money1.config(text=player.Money)
cl.lb_weapon1.config(text=player.My_Weapon[0][0],bg=player.My_Weapon[0][2])
cl.lb_armor1.config(text=player.My_Aromr[0][0],bg=player.My_Aromr[0][2])
cl.lb_level1.config(text=f'{player.floor}-{player.level}')
#更新操作栏穿戴部分装备选择信息,可选择更新武器、防具、药剂(w=1,a=1,p=1)
def renew_wear(self,w=0,a=0,p=0):
if w:
items_w = []
for i in range(0, len(player.Baggage['我的武器']), 2):
items_w.append(Items.weapons[player.Baggage['我的武器'][i]][0])
cl.comb_w.config(value=items_w)
if a:
items_a = []
for i in range(0, len(player.Baggage['我的防具']), 2):
items_a.append(Items.armors[player.Baggage['我的防具'][i]][0])
cl.comb_a.config(value=items_a)
if p:
items_p = []
for i in range(0, len(player.Baggage['我的药剂']), 2):
name = Items.potions[player.Baggage['我的药剂'][i]][0]
items_p.append(f"{name}")
cl.comb_p.config(value=items_p)
#更新背包栏信息,可选择更新武器、防具、药剂(w=1,a=1,p=1)
def renew_bag(self,w=0,a=0,p=0):
if w:
cl.w_list.delete(0,END)
i=0
for i in range(0, len(player.Baggage['我的武器']), 2):
cl.w_list.insert(END,f'{Items.weapons[player.Baggage["我的武器"][i]][0]}×{player.Baggage["我的武器"][i+1]}')
if a:
cl.a_list.delete(0,END)
i=0
for i in range(0, len(player.Baggage['我的防具']), 2):
cl.a_list.insert(END,f'{Items.armors[player.Baggage["我的防具"][i]][0]}×{player.Baggage["我的防具"][i+1]}')
if p:
cl.p_list.delete(0,END)
i=0
for i in range(0, len(player.Baggage['我的药剂']), 2):
# if player.Baggage['我的药剂'][i + 1] != 0:
cl.p_list.insert(END,f'{Items.potions[player.Baggage["我的药剂"][i]][0]} × {player.Baggage["我的药剂"][i+1]}')
cl = Control()
#判断是否读档
Y_N = tkinter.messagebox.askyesno('开始游戏', '是否读取存档')#是/否,返回值true/false
if Y_N:
ac.read_data()
else:
cl.txt_infor.insert(0.0, '==========开始新游戏=========\n')
root.mainloop()
学习来自:https://www.52pojie.cn/thread-1620912-1-10.html