以下是一个简单的 CS:GO 刀型代码,可以让你快速切换武器并精准瞄准。请注意,这只是一个示例代码,你需要根据你的游戏设置和脚本编写方式进行修改和定制。
``` import pygame import random
# 定义颜色 BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) RED = (255, 0, 0)
# 定义游戏窗口 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 600 screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption("Cs:GO")
# 定义游戏时钟 clock = pygame.time.Clock()
# 定义游戏元素 pygame.init()
# 定义武器类型 剑 = (255, 0, 0) 枪 = (0, 255, 0) 刀 = (255, 255, 0) 手枪 = (255, 0, 0) 护甲 = (255, 255, 255) 盾 = (0, 0, 255)
# 定义武器切换函数 def switch_的武器(武器): if武器 == 剑: pygame.draw.rect(screen, GREEN, (50, 50, 50, 20)) elif武器 == 枪: pygame.draw.rect(screen, RED, (50, 50, 50, 20)) elif武器 == 刀: pygame.draw.rect(screen, GREEN, (20, 50, 50, 20)) elif武器 == 手枪: pygame.draw.rect(screen, RED, (50, 50, 50, 20)) else: pygame.draw.rect(screen, RED, (50, 50, 50, 20))
# 定义子弹类型 子弹 = (255, 0, 0) 弹夹 = (255, 255, 255)
# 定义子弹切换函数 def switch_的子弹(子弹): if子弹 == 弹夹: pygame.draw.rect(screen, WHITE, (50, 50, 50, 20)) elif子弹 == 枪: pygame.draw.rect(screen, RED, (50, 50, 50, 20)) elif子弹 == 刀: pygame.draw.rect(screen, GREEN, (20, 50, 50, 20)) elif子弹 == 手枪: pygame.draw.rect(screen, RED, (50, 50, 50, 20)) else: pygame.draw.rect(screen, RED, (50, 50, 50, 20))
# 定义玩家模型 class Player(pygame.sprite.Sprite): def __init__(self): super().__init__() self.rect = pygame.Rect(0, 0, 200, 200) self.image = pygame.image.load("player.png").convert_alpha() self.rect.centerx = self.image.get_rect().centerx self.rect.width = self.image.get_rect().width self.rect.height = self.image.get_rect().height self.speed_x = 0 self.speed_y = 0 self.speed_alpha = 0 self.direction = "up"
def draw(self, surface): pygame.draw.rect(surface, GREEN, (self.rect.x, self.rect.y, self.rect.width, self.rect.height)) pygame.draw.rect(surface, RED, (self.rect.x, self.rect.y, self.rect.width, self.rect.height)) pygame.draw.rect(surface, WHITE, (self.rect.x, self.rect.y, self.rect.width, self.rect.height)) pygame.draw.rect(surface, BLACK, (self.rect.x, self.rect.y, self.rect.width, self.rect.height))
def move(self, dx, dy): self.speed_x += dx self.speed_y += dy self.direction = self.direction.replace("up", "down")
def update(self): if self.direction == "up": self.speed_y -= self.speed_alpha * 0.1 elif self.direction == "down": self.speed_y += self.speed_alpha * 0.1 elif self.direction == "left": self.speed_x -= self.speed_alpha * 0.1 elif self.direction == "right": self.speed_x += self.speed_alpha * 0.1 self.speed_alpha = self.speed_alpha * 0.8
def get_speed(self): return self.speed_x / 255.0 + self.speed_y / 255.0
def get_direction(self): return self.direction
# 定义玩家模型 player = Player()
# 定义子弹模型 子弹 = (255, 0, 0) 弹夹 = (255, 255, 255)
# 定义子弹切换函数 def switch_的子弹(子弹): if子弹 == 弹夹: pygame.draw.rect(screen, WHITE, (50, 50, 50, 20)) elif子弹 == 枪: pygame.draw.rect(screen, RED, (50, 50, 50, 20)) elif子弹 == 刀: pygame.draw.rect(screen, GREEN, (20, 50, 50, 20)) elif子弹 == 手枪: pygame.draw.rect(screen, RED, (50, 50, 50, 20)) else: pygame.draw.rect(screen, RED, (50, 50, 50, 20))
# 定义玩家模型 player.speed_x = 0 player.speed_y = 0 player.direction = "up"
# 开始游戏 screen.fill(BLACK) pygame.display.set_caption("Cs:GO")
while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT and player.direction != "up": player.speed_x -= 1 elif event.key == pygame.K_RIGHT and player.direction != "down": player.speed_x += 1 elif event.key == pygame.K_UP and player.direction != "up": player.speed_y -= 1 elif event.key == pygame.K_DOWN and player.direction != "down": player.speed_y += 1 player.direction = player.direction.replace("up", "down")
player.update() player.get_speed() screen.fill(WHITE) pygame.display.update() pygame.display.set_caption("Cs:GO") pygame.time.Clock().tick(60)
# 游戏结束 pygame.quit() ```