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学习 Python 之 Pygame 开发魂斗罗(十二)

学习 Python 之 Pygame 开发魂斗罗(十二)

    • 继续编写魂斗罗
      • 1. 修改玩家扣减生命值
      • 2. 解决玩家下蹲子弹不会击中玩家而是直接让玩家死亡的问题
      • 3. 完善地图
      • 4. 增加产生敌人函数,解决一直产生敌人的问题
      • 5. 给玩家类增加计算玩家中心的方法

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十一)中,我们实现了敌人击中玩家碰到玩家,玩家死亡的效果,但是还有一点问题,这次我们来解决一下,之后加入一下地图碰撞体,调整一下整体代码,为加入新的敌人做准备

下面是图片的素材

链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly

1. 修改玩家扣减生命值

下面是玩家碰到敌人子弹的函数,我们看到玩家生命值减少是修改变量的值

在这里插入图片描述
我们对代码进行修改,把玩家扣减生命值的代码写成函数的形式

在玩家类中新增函数

def damage(self, damage):if not self.isInvincible:self.life -= damagereturn Truereturn False

再添加成员变量

self.isInvincible = True

在这里插入图片描述
self.isInvincible变量用来让玩家有无敌时间,当玩家复活后,没有落地之前,应该是无敌的,这样防止玩家刚复活就被子弹击中死亡了
在这里插入图片描述
damage函数用来扣减玩家生命值,返回值表示是否扣减成功

我们来到主类,把damage()函数调用一下

进入updatePlayerPosition()函数,找到下方红框中的位置
在这里插入图片描述
修改代码

# 与敌人碰撞
if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):if MainGame.player1.damage(1):MainGame.explodeList.append(Explode(MainGame.player1, ExplodeVariety.PLAYER1))initPlayer1(MainGame.player1.life)

在这里插入图片描述
然后来到子弹类,修改collidePlayer()函数

def collidePlayer(self, player, explodeList):# 函数的返回值用来表示是否要重新初始化玩家# 如果当前子弹和玩家发生碰撞if pygame.sprite.collide_rect(self, player):if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Truereturn False

刚才我们设置了isInvincible变量,此时运行游戏,玩家一定是无敌的,因为isInvincible初始值是True,我们让玩家一落地变成不是无敌的

进入updatePlayerPosition()函数,增加下面的代码

if MainGame.player1.isInvincible:# 玩家落地不无敌MainGame.player1.isInvincible = False

在这里插入图片描述

好了,我们就修改完成了,运行一下,看看有没有问题

在这里插入图片描述

运行成功,没有问题

2. 解决玩家下蹲子弹不会击中玩家而是直接让玩家死亡的问题

当我们蹲下时,子弹不会从玩家上面飞过,而是判断为玩家被击中

这个原因是因为玩家的图片很大,判定碰撞的时候要进行判断,如果玩家是蹲下的情况,要计算子弹是否进入了玩家中心以下的范围

我们来到子弹类,对colliderPlayer函数修改

在这里插入图片描述

def collidePlayer(self, player, explodeList):if pygame.sprite.collide_rect(self, player):# 蹲下的时候,由于图片上半部分是空白,所有子弹必须击中下半部分,才判断为玩家被击中if player.isDown or player.isSquating:x = player.rect.xy = player.rect.y + player.rect.height / 2 + 5if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Trueelif player.isInWater:x = player.rect.xy = player.rect.y + player.rect.height / 2if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Trueelse:if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Truereturn False

现在我们再运行一下,看看效果
在这里插入图片描述
我们看到玩家蹲下时,子弹会从玩家上面过去了

3. 完善地图

接下来,我们把地图碰撞体完善一下,修改主类函数initLand()

def initLand():land1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)# land1 = Collider(81, 119 * MAP_SCALE, 8000 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land2 = Collider(400, 151 * MAP_SCALE, 96 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land3 = Collider(640, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land4 = Collider(880, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land5 = Collider(720, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land6 = Collider(1040, 154 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land7 = Collider(1600, 166 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land11 = Collider(2595 * RATIO, 215 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land12 = Collider(2770 * RATIO, 167 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land13 = Collider(2535 * RATIO, 87 * MAP_SCALE, 16 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land14 = Collider(2950 * RATIO, 151 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land15 = Collider(3185 * RATIO, 215 * MAP_SCALE, 6 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land16 = Collider(3420 * RATIO, 119 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land17 = Collider(3537 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land18 = Collider(3715 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land19 = Collider(3890 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land20 = Collider(3775 * RATIO, 87 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land21 = Collider(4010 * RATIO, 151 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land22 = Collider(4125 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land23 = Collider(4304 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land24 = Collider(4304 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land25 = Collider(4361 * RATIO, 183 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land26 = Collider(4537 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land27 = Collider(4598 * RATIO, 87 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land28 = Collider(4657 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land29 = Collider(4598 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land30 = Collider(4776 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land31 = Collider(4835 * RATIO, 151 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land32 = Collider(5010 * RATIO, 216 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land33 = Collider(5250 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land34 = Collider(5423 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land35 = Collider(5543 * RATIO, 119 * MAP_SCALE, 4 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land36 = Collider(5601 * RATIO, 167 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land38 = Collider(5776 * RATIO, 151 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land39 = Collider(5836 * RATIO, 183 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)MainGame.playerLandGroup = pygame.sprite.Group(land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,land11, land12, land13, land14, land15, land16, land17, land18, land19, land20,land21, land22, land23, land24, land25, land26, land27, land28, land29, land30,land31, land32, land33, land34, land35, land36, land37, land38, land39)eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10)MainGame.playerColliderGroup.add(MainGame.playerLandGroup)MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)

这张图是碰撞体图

在这里插入图片描述
我们现在再来运行一下

在这里插入图片描述
我们可以看到,现在地图后面都有陆地碰撞体,一直持续到boss那里

4. 增加产生敌人函数,解决一直产生敌人的问题

在现在的代码中,我们产生敌人的逻辑直接写在了update()函数里,为了方便管理,我们把代码提出来写成函数

在这里插入图片描述
把上面红框圈出的代码,提出来写成函数

在这里插入图片描述
但是,我们之前已经定义过generateEnemy()函数了

在这里插入图片描述
我们把原来的generateEnemy()函数改名为generateEnemy1(),表示创建的是敌人1,并且把它变为全局函数

在这里插入图片描述

generateEnemy()表示创建的是全部敌人

def generateEnemy1(self, x, y, direction, currentTime):# 根据玩家的当前位置和方向产生一个敌人enemy = Enemy1(x, y, direction, currentTime)# 分别加入敌人列表,所有角色组,敌人碰撞组MainGame.enemyList.append(enemy)MainGame.allSprites.add(enemy)MainGame.enemyGroup.add(enemy)

之后添加成员变量

self.enemyBoolList = [True for _ in range(5)]

在这里插入图片描述
这个数组用来指定敌人产生个数的,这里写的5,表示有五个位置产生敌人

那么为什么要有这个数组呢

在原来的产生敌人代码中

if -1505 < self.backRect.x < -1500:generateEnemy1(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())

我们可以看到,当玩家进入了这个范围(实际是地图移动到了这个范围),就会产生敌人,但是如果移动到这个范围后,玩家停止移动了,那么就会一直产生敌人,这显然不是我们想看到的,我们想的是玩家走到范围内,就产生敌人,代码只执行一次,但是按照原来的逻辑,如果玩家一直站在范围里面,代码就会一直执行,所以我们得设置一个enemyBoolList,如果是True,就执行代码,否则就不执行

修改后的产生敌人的代码如下:在这里插入图片描述

这里就设置了只执行一次产生敌人的代码,列表的长度表示敌人产生点的个数

def generateEnemy(self):if -1505 < self.backRect.x < -1500:if self.enemyBoolList[0]:self.enemyBoolList[0] = FalsegenerateEnemy1(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())if -1705 < self.backRect.x < -1700:if self.enemyBoolList[1]:self.enemyBoolList[1] = FalsegenerateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,pygame.time.get_ticks())

我们运行一下游戏,看看有没有问题

在这里插入图片描述
ok,一切正常

5. 给玩家类增加计算玩家中心的方法

敌人2发射的子弹带有追踪效果,因此我们要时刻计算玩家的中心

我们给玩家类加入代码

def getCenter(self):return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2 + y0

这个代码是计算玩家中心位置的

y0是中心的偏移量,我们在Constants.py中设置

在这里插入图片描述
至此,就完啦,接下来就是创建敌人2了

完整的主类代码

import copy
import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne
from Collider import Collider
from Enemy1 import Enemy1
from Explode import Explodedef drawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:player1BulletList.remove(bullet)else:bullet.draw(MainGame.window)bullet.move()bullet.collideEnemy(MainGame.enemyList, MainGame.explodeList)def enemyUpdate(enemyList, enemyBulletList):# 遍历整个敌人列表for enemy in enemyList:# 如果敌人已经被摧毁了if enemy.isDestroy:# 删除它的相关信息enemyList.remove(enemy)MainGame.allSprites.remove(enemy)MainGame.enemyGroup.remove(enemy)# 否则else:# 检查位置enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)# 显示敌人enemy.draw(pygame.time.get_ticks())# 敌人移动enemy.move(pygame.time.get_ticks())# 敌人开火enemy.fire(enemyBulletList)def updateEnemyPosition():# 遍历全部敌人列表for enemy in MainGame.enemyList:# 创建一个复制t = copy.copy(enemy)t.rect.y += 1# 让复制的y加1,看看有没有发生碰撞,这里看的碰撞是enemyColliderGroup中的碰撞collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup)# 没有发生碰撞,让敌人下落if not collide:enemy.rect.y += 4enemy.isFalling = True# 改变下落时的图片enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImageelse:enemy.isFalling = False# 如果与河发生碰撞,表示敌人落到了水中,那么敌人直接死亡if collide in MainGame.enemyRiverGroup:enemy.isDestroy = TrueMainGame.explodeList.append(Explode(enemy))t.rect.y -= 1def drawEnemyBullet(enemyBulletList):for bullet in enemyBulletList:if bullet.isDestroy:enemyBulletList.remove(bullet)else:bullet.draw(MainGame.window)bullet.move()if bullet.collidePlayer(MainGame.player1, MainGame.explodeList):initPlayer1(MainGame.player1.life)def initLand():land1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)# land1 = Collider(81, 119 * MAP_SCALE, 8000 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land2 = Collider(400, 151 * MAP_SCALE, 96 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land3 = Collider(640, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land4 = Collider(880, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land5 = Collider(720, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land6 = Collider(1040, 154 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land7 = Collider(1600, 166 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land11 = Collider(2595 * RATIO, 215 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land12 = Collider(2770 * RATIO, 167 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land13 = Collider(2535 * RATIO, 87 * MAP_SCALE, 16 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land14 = Collider(2950 * RATIO, 151 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land15 = Collider(3185 * RATIO, 215 * MAP_SCALE, 6 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land16 = Collider(3420 * RATIO, 119 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land17 = Collider(3537 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land18 = Collider(3715 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land19 = Collider(3890 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land20 = Collider(3775 * RATIO, 87 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land21 = Collider(4010 * RATIO, 151 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land22 = Collider(4125 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land23 = Collider(4304 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land24 = Collider(4304 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land25 = Collider(4361 * RATIO, 183 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land26 = Collider(4537 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land27 = Collider(4598 * RATIO, 87 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land28 = Collider(4657 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land29 = Collider(4598 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land30 = Collider(4776 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land31 = Collider(4835 * RATIO, 151 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land32 = Collider(5010 * RATIO, 216 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land33 = Collider(5250 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land34 = Collider(5423 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land35 = Collider(5543 * RATIO, 119 * MAP_SCALE, 4 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land36 = Collider(5601 * RATIO, 167 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land38 = Collider(5776 * RATIO, 151 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land39 = Collider(5836 * RATIO, 183 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)MainGame.playerLandGroup = pygame.sprite.Group(land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,land11, land12, land13, land14, land15, land16, land17, land18, land19, land20,land21, land22, land23, land24, land25, land26, land27, land28, land29, land30,land31, land32, land33, land34, land35, land36, land37, land38, land39)eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10)MainGame.playerColliderGroup.add(MainGame.playerLandGroup)MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)def initRiver():river1 = Collider(0, 215 * MAP_SCALE, 289 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))river2 = Collider(880, 215 * MAP_SCALE, 255 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))river3 = Collider(1680, 215 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))eRiver1 = Collider(0, 215 * MAP_SCALE, 289 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))eRiver3 = Collider(1680, 215 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))MainGame.playerRiverGroup = pygame.sprite.Group(river1, river2, river3)MainGame.enemyRiverGroup = pygame.sprite.Group(eRiver1, eRiver3)MainGame.playerColliderGroup.add(MainGame.playerRiverGroup)MainGame.enemyColliderGroup.add(MainGame.enemyRiverGroup)def drawExplode(explodeList):for explode in explodeList:if explode.isDestroy:explodeList.remove(explode)else:if explode.isUseTime:explode.draw(MainGame.window, pygame.time.get_ticks())else:explode.draw(MainGame.window)def initPlayer1(life):if life == 0:passMainGame.allSprites.remove(MainGame.player1)MainGame.player1 = PlayerOne(pygame.time.get_ticks(), life)MainGame.player1.rect.x = 80MainGame.player1.rect.bottom = 0# 把角色放入组中,方便统一管理MainGame.allSprites.add(MainGame.player1)def generateEnemy1(x, y, direction, currentTime):# 根据玩家的当前位置和方向产生一个敌人enemy = Enemy1(x, y, direction, currentTime)# 分别加入敌人列表,所有角色组,敌人碰撞组MainGame.enemyList.append(enemy)MainGame.allSprites.add(enemy)MainGame.enemyGroup.add(enemy)class MainGame:player1 = NoneallSprites = pygame.sprite.Group()# 敌人enemyList = []window = None# 子弹player1BulletList = []enemyBulletList = []# 爆炸效果explodeList = []# 冲突playerLandGroup = pygame.sprite.Group()playerRiverGroup = pygame.sprite.Group()enemyLandGroup = pygame.sprite.Group()enemyRiverGroup = pygame.sprite.Group()playerColliderGroup = pygame.sprite.Group()enemyColliderGroup = pygame.sprite.Group()enemyGroup = pygame.sprite.Group()bridgeGroup = pygame.sprite.Group()# 冲突栈colliderStack = []def __init__(self):# 设置成员变量self.background = Noneself.backRect = Noneself.enemyBoolList = [True for _ in range(5)]# 初始化展示模块pygame.display.init()SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(SCREEN_SIZE)# 设置窗口标题pygame.display.set_caption('魂斗罗角色')# 是否结束游戏self.isEnd = False# 获取按键self.keys = pygame.key.get_pressed()# 帧率self.fps = 60self.clock = pygame.time.Clock()# 角色initPlayer1(3)# 加载背景self.initBackground()# 摄像头调整self.cameraAdaption = 0# 加载场景景物initLand()initRiver()# 碰撞失效间隔self.index = 0# 显示玩家生命值self.lifeImage = loadImage('../Image/Player/Player1/Life/life.png')def run(self):while not self.isEnd:# 设置背景颜色pygame.display.get_surface().fill((0, 0, 0))# 游戏场景和景物更新函数self.update(MainGame.window, MainGame.player1BulletList)# 获取窗口中的事件self.getPlayingModeEvent()# 更新窗口pygame.display.update()# 设置帧率self.clock.tick(self.fps)fps = self.clock.get_fps()caption = '魂斗罗 - {:.2f}'.format(fps)pygame.display.set_caption(caption)else:sys.exit()def getPlayingModeEvent(self):# 获取事件列表for event in pygame.event.get():# 点击窗口关闭按钮if event.type == pygame.QUIT:self.isEnd = True# 键盘按键按下elif event.type == pygame.KEYDOWN:self.keys = pygame.key.get_pressed()# 键盘按键抬起elif event.type == pygame.KEYUP:self.keys = pygame.key.get_pressed()def update(self, window, player1BulletList):# 加载背景window.blit(self.background, self.backRect)# 显示生命图标self.drawLifeImage(MainGame.window)# 敌人更新enemyUpdate(MainGame.enemyList, MainGame.enemyBulletList)drawExplode(MainGame.explodeList)drawPlayerOneBullet(MainGame.player1BulletList)drawEnemyBullet(MainGame.enemyBulletList)# 更新人物currentTime = pygame.time.get_ticks()MainGame.allSprites.update(self.keys, currentTime, player1BulletList)self.updatePlayerPosition()updateEnemyPosition()# 摄像机移动self.camera()# 显示物体MainGame.allSprites.draw(window)# 加载敌人self.generateEnemy()for collider in MainGame.playerLandGroup:r = collider.draw(window, self.player1.rect.y)# 如果没有画出来,表示玩家高度低于直线,所有把直线从组中删除if not r:# 删除前先检查一下是不是在组中if collider in MainGame.playerColliderGroup:# 删除并加入栈MainGame.colliderStack.insert(0, collider)MainGame.playerColliderGroup.remove(collider)else:# 如果画出来了,判断一下玩家距离是否高于线的距离if collider.rect.y > self.player1.rect.bottom:# 如果是的话,且冲突栈不为空,那么从栈中取出一个元素放入冲突组,最前面的元素一定是先如队列的if len(MainGame.colliderStack) > 0:f = MainGame.colliderStack.pop()MainGame.playerColliderGroup.add(f)MainGame.playerRiverGroup.draw(window)def camera(self):# 如果玩家的右边到达了屏幕的一半if self.player1.rect.right > SCREEN_WIDTH / 2:if not (self.backRect.x <= -3500 * MAP_SCALE):# 计算出超过的距离self.cameraAdaption = self.player1.rect.right - SCREEN_WIDTH / 2# 让背景向右走这么多距离self.backRect.x -= self.cameraAdaption# 场景中的物体都走这么多距离self.mapObjectMove()def mapObjectMove(self):for sprite in MainGame.allSprites:sprite.rect.x -= self.cameraAdaptionfor collider in MainGame.playerColliderGroup:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.colliderStack:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.enemyColliderGroup:collider.rect.x -= self.cameraAdaptiondef updatePlayerPosition(self):# 在index的循环次数中,不进行碰撞检测,用来让玩家向下跳跃if self.index > 0:self.index -= 1self.player1.rect.x += self.player1.xSpeedself.player1.rect.y += self.player1.ySpeedself.player1.isDown = Falseelse:# 首先更新y的位置self.player1.rect.y += self.player1.ySpeed# 玩家向下跳跃,35次循环内不进行碰撞检测if self.player1.state == State.JUMP and self.player1.isDown:self.index = 35# 玩家向上跳跃,15次循环内不进行碰撞检测elif self.player1.state == State.JUMP and self.player1.isUp:self.index = 15else:# 检测碰撞# 这里是玩家和所有碰撞组中的碰撞体检测碰撞,如果发生了碰撞,就会返回碰撞到的碰撞体对象collider = pygame.sprite.spritecollideany(self.player1, MainGame.playerColliderGroup)# 如果发生碰撞,判断是不是在河里if collider in MainGame.playerRiverGroup:self.riverCollide()# 判断是不是在陆地上elif collider in MainGame.playerLandGroup:self.player1.isInWater = False# 如果发生碰撞if collider:if MainGame.player1.isInvincible:# 玩家落地不无敌MainGame.player1.isInvincible = False# 判断一下人物的y速度,如果大于0,则说明玩家已经接触到了碰撞体表面,需要让玩家站在表面,不掉下去if self.player1.ySpeed > 0:self.player1.ySpeed = 0self.player1.state = State.WALKself.player1.rect.bottom = collider.rect.topelse:# 否则的话,我们创建一个玩家的复制tempPlayer = copy.copy(self.player1)# 让玩家的纵坐标—+1,看看有没有发生碰撞tempPlayer.rect.y += 1# 如果没有发生碰撞,就说明玩家下面不是碰撞体,是空的if not pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):# 如果此时不是跳跃状态,那么就让玩家变成下落状态,因为玩家在跳跃时,是向上跳跃,不需要对下面的物体进行碰撞检测if tempPlayer.state != State.JUMP:self.player1.state = State.FALLtempPlayer.rect.y -= 1# 与敌人碰撞if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):if MainGame.player1.damage(1):MainGame.explodeList.append(Explode(MainGame.player1, ExplodeVariety.PLAYER1))initPlayer1(MainGame.player1.life)# 更新x的位置self.player1.rect.x += self.player1.xSpeed# 同样的检查碰撞collider = pygame.sprite.spritecollideany(self.player1, MainGame.playerColliderGroup)# 如果发生了碰撞if collider:# 判断玩家的x方向速度,如果大于0,表示右边有碰撞体if self.player1.xSpeed > 0:# 设置玩家的右边等于碰撞体的左边self.player1.rect.right = collider.rect.leftelse:# 左边有碰撞体self.player1.rect.left = collider.rect.rightself.player1.xSpeed = 0tempPlayer = copy.copy(self.player1)tempPlayer.rect.y += 1if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):if c in MainGame.playerLandGroup:self.player1.isInWater = Falseelif c in MainGame.playerRiverGroup:self.player1.isInWater = TruetempPlayer.rect.y -= 1def riverCollide(self):# 在河里设置isInWaterself.player1.isInWater = True# 设置玩家在河里不能跳跃self.player1.isJumping = False# 默认落下去是站在河里的self.player1.isStanding = True# 玩家方向不能向下self.player1.isDown = False# 根据玩家方向,加载落入河中的一瞬间的图片if self.player1.direction == Direction.RIGHT:self.player1.image = self.player1.rightInWaterImageelse:self.player1.image = self.player1.leftInWaterImagedef generateEnemy(self):if -1505 < self.backRect.x < -1500:if self.enemyBoolList[0]:self.enemyBoolList[0] = FalsegenerateEnemy1(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())if -1705 < self.backRect.x < -1700:if self.enemyBoolList[1]:self.enemyBoolList[1] = FalsegenerateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,pygame.time.get_ticks())def initBackground(self):# 读取背景图片self.background = pygame.image.load('../Image/Map/1/Background/First(No Bridge).png')self.backRect = self.background.get_rect()self.background = pygame.transform.scale(self.background,(int(self.backRect.width * MAP_SCALE),int(self.backRect.height * MAP_SCALE)))self.backRect.x = -1280def drawLifeImage(self, window):# 如果玩家的生命值大于3,那么生命值图标就显示3个if MainGame.player1.life > 3:number = 3# 否则,有几个显示几个,肯定不超过三个else:number = MainGame.player1.liferect = self.lifeImage.get_rect()# 设置生命值图标的显示位置rect.y = 5for i in range(number):# 每个图标之间的距离为25像素rect.x = 5 + i * 20window.blit(self.lifeImage, rect)if __name__ == '__main__':MainGame().run()

完整的玩家类代码


from Constants import *
from Bullet import Bulletclass PlayerOne(pygame.sprite.Sprite):def __init__(self, currentTime, life):pygame.sprite.Sprite.__init__(self)# 加载角色图片self.standRightImage = loadImage('../Image/Player/Player1/Right/stand.png')self.standLeftImage = loadImage('../Image/Player/Player1/Left/stand.png')self.upRightImage = loadImage('../Image/Player/Player1/Up/upRight(small).png')self.upLeftImage = loadImage('../Image/Player/Player1/Up/upLeft(small).png')self.downRightImage = loadImage('../Image/Player/Player1/Down/down.png')self.downLeftImage = loadImage('../Image/Player/Player1/Down/down.png', True)self.obliqueUpRightImages = [loadImage('../Image/Player/Player1/Up/rightUp1.png'),loadImage('../Image/Player/Player1/Up/rightUp2.png'),loadImage('../Image/Player/Player1/Up/rightUp3.png'),]self.obliqueUpLeftImages = [loadImage('../Image/Player/Player1/Up/rightUp1.png', True),loadImage('../Image/Player/Player1/Up/rightUp2.png', True),loadImage('../Image/Player/Player1/Up/rightUp3.png', True),]self.obliqueDownRightImages = [loadImage('../Image/Player/Player1/ObliqueDown/1.png'),loadImage('../Image/Player/Player1/ObliqueDown/2.png'),loadImage('../Image/Player/Player1/ObliqueDown/3.png'),]self.obliqueDownLeftImages = [loadImage('../Image/Player/Player1/ObliqueDown/1.png', True),loadImage('../Image/Player/Player1/ObliqueDown/2.png', True),loadImage('../Image/Player/Player1/ObliqueDown/3.png', True),]# 角色向右的全部图片self.rightImages = [loadImage('../Image/Player/Player1/Right/run1.png'),loadImage('../Image/Player/Player1/Right/run2.png'),loadImage('../Image/Player/Player1/Right/run3.png')]# 角色向左的全部图片self.leftImages = [loadImage('../Image/Player/Player1/Left/run1.png'),loadImage('../Image/Player/Player1/Left/run2.png'),loadImage('../Image/Player/Player1/Left/run3.png')]# 角色跳跃的全部图片self.upRightImages = [loadImage('../Image/Player/Player1/Jump/jump1.png'),loadImage('../Image/Player/Player1/Jump/jump2.png'),loadImage('../Image/Player/Player1/Jump/jump3.png'),loadImage('../Image/Player/Player1/Jump/jump4.png'),]self.upLeftImages = [loadImage('../Image/Player/Player1/Jump/jump1.png', True),loadImage('../Image/Player/Player1/Jump/jump2.png', True),loadImage('../Image/Player/Player1/Jump/jump3.png', True),loadImage('../Image/Player/Player1/Jump/jump4.png', True),]self.rightFireImages = [loadImage('../Image/Player/Player1/Right/fire1.png'),loadImage('../Image/Player/Player1/Right/fire2.png'),loadImage('../Image/Player/Player1/Right/fire3.png'),]self.leftFireImages = [loadImage('../Image/Player/Player1/Right/fire1.png', True),loadImage('../Image/Player/Player1/Right/fire2.png', True),loadImage('../Image/Player/Player1/Right/fire3.png', True),]# 加载玩家在水中的图片self.upRightImageInWater = loadImage('../Image/Player/Player1/Water/up.png')self.upLeftImageInWater = loadImage('../Image/Player/Player1/Water/up.png', True)self.diveRightImageInWater = loadImage('../Image/Player/Player1/Water/dive.png')self.diveLeftImageInWater = loadImage('../Image/Player/Player1/Water/dive.png', True)self.standRightImageInWater = loadImage('../Image/Player/Player1/Water/stand.png')self.standLeftImageInWater = loadImage('../Image/Player/Player1/Water/stand.png', True)self.fireRightInWater = loadImage('../Image/Player/Player1/Water/standFire.png')self.fireLeftInWater = loadImage('../Image/Player/Player1/Water/standFire.png', True)self.obliqueRightInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png')self.obliqueLeftInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png', True)self.rightInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png')self.leftInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png', True)# 角色左右移动下标self.imageIndex = 0# 角色跳跃下标self.upImageIndex = 0# 角色斜射下标self.obliqueImageIndex = 0# 上一次显示图片的时间self.runLastTimer = currentTimeself.fireLastTimer = currentTime# 选择当前要显示的图片self.image = self.standRightImage# 获取图片的rectself.rect = self.image.get_rect()# 设置角色的状态self.state = State.FALL# 角色的方向self.direction = Direction.RIGHT# 速度self.xSpeed = PLAYER_X_SPEEDself.ySpeed = 0self.jumpSpeed = -11# 人物当前的状态标志self.isStanding = Falseself.isWalking = Falseself.isJumping = Trueself.isSquating = Falseself.isFiring = Falseself.isInWater = False# 重力加速度self.gravity = 0.8# 玩家上下方向self.isUp = Falseself.isDown = Falseself.life = lifeself.isInvincible = Truedef update(self, keys, currentTime, playerBulletList):# 更新站或者走的状态# 根据状态响应按键if self.state == State.STAND:self.standing(keys, currentTime, playerBulletList)elif self.state == State.WALK:self.walking(keys, currentTime, playerBulletList)elif self.state == State.JUMP:self.jumping(keys, currentTime, playerBulletList)elif self.state == State.FALL:self.falling(keys, currentTime, playerBulletList)# 更新动画if self.isInWater:self.waterUpdate()else:self.landUpdate()def landUpdate(self):# 跳跃状态if self.isJumping:# 根据方向if self.direction == Direction.RIGHT:# 方向向右,角色加载向右跳起的图片self.image = self.upRightImages[self.upImageIndex]else:# 否则,方向向左,角色加载向左跳起的图片self.image = self.upLeftImages[self.upImageIndex]# 角色蹲下if self.isSquating:if self.direction == Direction.RIGHT:# 加载向右蹲下的图片self.image = self.downRightImageelse:# 加载向左蹲下的图片self.image = self.downLeftImage# 角色站着if self.isStanding:if self.direction == Direction.RIGHT:if self.isUp:# 加载向右朝上的图片self.image = self.upRightImageelif self.isDown:# 加载向右蹲下的图片self.image = self.downRightImageelse:# 加载向右站着的图片self.image = self.standRightImageelse:# 向左也是同样的效果if self.isUp:self.image = self.upLeftImageelif self.isDown:self.image = self.downLeftImageelse:self.image = self.standLeftImage# 角色移动if self.isWalking:if self.direction == Direction.RIGHT:if self.isUp:# 加载斜右上的图片self.image = self.obliqueUpRightImages[self.obliqueImageIndex]elif self.isDown:# 加载斜右下的图片self.image = self.obliqueDownRightImages[self.obliqueImageIndex]else:# 加载向右移动的图片,根据开火状态是否加载向右开火移动的图片if self.isFiring:self.image = self.rightFireImages[self.imageIndex]else:self.image = self.rightImages[self.imageIndex]else:if self.isUp:self.image = self.obliqueUpLeftImages[self.obliqueImageIndex]elif self.isDown:self.image = self.obliqueDownLeftImages[self.obliqueImageIndex]else:if self.isFiring:self.image = self.leftFireImages[self.imageIndex]else:self.image = self.leftImages[self.imageIndex]def waterUpdate(self):if self.isSquating:if self.direction == Direction.RIGHT:self.image = self.diveRightImageInWaterelse:self.image = self.diveLeftImageInWaterif self.isStanding:if self.direction == Direction.RIGHT:if self.isFiring:if self.isUp:self.image = self.upRightImageInWaterelse:self.image = self.fireRightInWaterelse:if self.isUp:self.image = self.upRightImageInWaterelse:self.image = self.standRightImageInWaterelse:if self.isFiring:if self.isUp:self.image = self.upLeftImageInWaterelse:self.image = self.fireLeftInWaterelse:if self.isUp:self.image = self.upLeftImageInWaterelse:self.image = self.standLeftImageInWaterif self.isWalking:if self.direction == Direction.RIGHT:if self.isUp:self.image = self.obliqueRightInWaterelse:if self.isFiring:self.image = self.fireRightInWaterelse:self.image = self.standRightImageInWaterelse:if self.isUp:self.image = self.obliqueLeftInWaterelse:if self.isFiring:self.image = self.fireLeftInWaterelse:self.image = self.standLeftImageInWaterdef standing(self, keys, currentTime, playerBulletList):"""角色站立"""# 设置角色状态self.isStanding = Trueself.isWalking = Falseself.isJumping = Falseself.isSquating = Falseself.isUp = Falseself.isDown = Falseself.isFiring = False# 设置速度self.ySpeed = 0self.xSpeed = 0# 按下A键if keys[pygame.K_a]:# A按下,角色方向向左self.direction = Direction.LEFT# 改变角色的状态,角色进入移动状态self.state = State.WALK# 设置站立状态为False,移动状态为Trueself.isStanding = Falseself.isWalking = True# 向左移动,速度为负数,这样玩家的x坐标是减小的self.xSpeed = -PLAYER_X_SPEED# 按下D键elif keys[pygame.K_d]:# D按下,角色方向向右self.direction = Direction.RIGHT# 改变角色的状态,角色进入移动状态self.state = State.WALK# 设置站立状态为False,移动状态为Trueself.isStanding = Falseself.isWalking = True# 向右移动,速度为正数self.xSpeed = PLAYER_X_SPEED# 按下k键elif keys[pygame.K_k]:if not self.isInWater:# K按下,角色进入跳跃状态,但是不会改变方向self.state = State.JUMP# 设置站立状态为False,跳跃状态为True# 不改变移动状态,因为移动的时候也可以跳跃self.isStanding = Falseself.isJumping = True# 设置速度,速度为负数,因为角色跳起后,要下落self.isUp = Trueself.ySpeed = self.jumpSpeed# 没有按下按键else:# 没有按下按键,角色依然是站立状态self.state = State.STANDself.isStanding = True# 按下w键if keys[pygame.K_w]:# W按下,角色向上,改变方向状态self.isUp = Trueself.isStanding = Trueself.isDown = Falseself.isSquating = False# 按下s键elif keys[pygame.K_s]:# S按下,角色蹲下,改变方向状态,并且蹲下状态设置为Trueself.isUp = Falseself.isStanding = Falseself.isDown = Trueself.isSquating = Trueif keys[pygame.K_j]:self.fire(currentTime, playerBulletList)def walking(self, keys, currentTime, playerBulletList):"""角色行走,每10帧变换一次图片"""self.isStanding = Falseself.isWalking = Trueself.isJumping = Falseself.isSquating = Falseself.isFiring = Falseself.ySpeed = 0self.xSpeed = PLAYER_X_SPEEDif self.isInWater:self.walkingInWater(currentTime)else:self.walkingInLand(currentTime)# 按下D键if keys[pygame.K_d]:self.direction = Direction.RIGHTself.xSpeed = PLAYER_X_SPEED# 按下A键elif keys[pygame.K_a]:self.direction = Direction.LEFTself.xSpeed = -PLAYER_X_SPEED# 按下S键elif keys[pygame.K_s]:self.isStanding = Falseself.isDown = Trueself.isUp = False# 按下W键if keys[pygame.K_w]:self.isUp = Trueself.isDown = False# 没有按键按下else:self.state = State.STAND# 移动时按下K键if keys[pygame.K_k]:# 角色状态变为跳跃if not self.isInWater:self.state = State.JUMPself.ySpeed = self.jumpSpeedself.isJumping = Trueself.isStanding = Falseself.isUp = Trueif keys[pygame.K_j]:self.fire(currentTime, playerBulletList)def walkingInLand(self, currentTime):# 如果当前是站立的图片if self.isStanding:# 方向向右,方向向上if self.direction == Direction.RIGHT and self.isUp:# 设置为向右朝上的图片self.image = self.upRightImage# 方向向右elif self.direction == Direction.RIGHT and not self.isUp:# 设置为向右站立的图片self.image = self.standRightImageelif self.direction == Direction.LEFT and self.isUp:self.image = self.upLeftImageelif self.direction == Direction.LEFT and not self.isUp:self.image = self.standLeftImage# 记下当前时间self.runLastTimer = currentTimeelse:# 如果是走动的图片,先判断方向if self.direction == Direction.RIGHT:# 设置速度self.xSpeed = PLAYER_X_SPEED# 根据上下方向觉得是否角色要加载斜射的图片if self.isUp or self.isDown:# isUp == True表示向上斜射# isDown == True表示向下斜射# 计算上一次加载图片到这次的时间,如果大于115,即11.5帧,即上次加载图片到这次加载图片之间,已经加载了11张图片if currentTime - self.runLastTimer > 115:# 那么就可以加载斜着奔跑的图片# 如果角色加载的图片不是第三张,则加载下一张就行if self.obliqueImageIndex < 2:self.obliqueImageIndex += 1# 否则就加载第一张图片else:self.obliqueImageIndex = 0# 记录变换图片的时间,为下次变换图片做准备self.runLastTimer = currentTime# 不是斜射else:# 加载正常向右奔跑的图片if currentTime - self.runLastTimer > 115:if self.imageIndex < 2:self.imageIndex += 1else:self.imageIndex = 0self.runLastTimer = currentTimeelse:self.xSpeed = -PLAYER_X_SPEEDif self.isUp or self.isDown:if currentTime - self.runLastTimer > 115:if self.obliqueImageIndex < 2:self.obliqueImageIndex += 1else:self.obliqueImageIndex = 0self.runLastTimer = currentTimeelse:if currentTime - self.runLastTimer > 115:if self.imageIndex < 2:self.imageIndex += 1else:self.imageIndex = 0self.runLastTimer = currentTimedef walkingInWater(self, currentTime):if self.isStanding:# 设置为斜射if self.direction == Direction.RIGHT and self.isUp:self.image = self.upRightImageInWaterelif self.direction == Direction.RIGHT and not self.isUp:self.image = self.standRightImageInWaterelif self.direction == Direction.LEFT and self.isUp:self.image = self.upLeftImageInWaterelif self.direction == Direction.LEFT and not self.isUp:self.image = self.standLeftImageInWaterself.runLastTimer = currentTimeelse:# 如果是走动的图片if self.direction == Direction.RIGHT:self.xSpeed = PLAYER_X_SPEEDif self.isUp:self.image = self.obliqueRightInWaterself.runLastTimer = currentTimeelse:self.image = self.standRightImageInWaterself.runLastTimer = currentTimeelse:self.xSpeed = PLAYER_X_SPEEDif self.isUp:self.image = self.obliqueLeftInWaterself.runLastTimer = currentTimeelse:self.image = self.standLeftImageInWaterself.runLastTimer = currentTimedef jumping(self, keys, currentTime, playerBulletList):"""跳跃"""# 设置标志self.isJumping = Trueself.isStanding = Falseself.isDown = Falseself.isSquating = Falseself.isFiring = False# 更新速度self.ySpeed += self.gravityif currentTime - self.runLastTimer > 115:if self.upImageIndex < 3:self.upImageIndex += 1else:self.upImageIndex = 0# 记录变换图片的时间,为下次变换图片做准备self.runLastTimer = currentTimeif keys[pygame.K_d]:self.direction = Direction.RIGHTelif keys[pygame.K_a]:self.direction = Direction.LEFT# 按下W键if keys[pygame.K_w]:self.isUp = Trueself.isDown = Falseelif keys[pygame.K_s]:self.isUp = Falseself.isDown = Trueif self.ySpeed >= 0:self.state = State.FALLif not keys[pygame.K_k]:self.state = State.FALLif keys[pygame.K_j]:self.fire(currentTime, playerBulletList)def falling(self, keys, currentTime, playerBulletList):# 下落时速度越来越快,所以速度需要一直增加self.ySpeed += self.gravityif currentTime - self.runLastTimer > 115:if self.upImageIndex < 3:self.upImageIndex += 1else:self.upImageIndex = 0self.runLastTimer = currentTimeif keys[pygame.K_d]:self.direction = Direction.RIGHTself.isWalking = Falseelif keys[pygame.K_a]:self.direction = Direction.LEFTself.isWalking = Falseif keys[pygame.K_j]:self.fire(currentTime, playerBulletList)def fire(self, currentTime, playerBulletList):self.isFiring = True# 潜水状态下不能开火if not (self.isInWater and self.isSquating):if len(playerBulletList) < PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer > 150:playerBulletList.append(Bullet(self))self.fireLastTimer = currentTimedef damage(self, damage):if not self.isInvincible:self.life -= damagereturn Truereturn Falsedef getCenter(self):return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2 + y0

完整的子弹类代码

import pygame
from Constants import *
from Explode import Explodeclass Bullet(pygame.sprite.Sprite):def __init__(self, person, isEnemy = False):pygame.sprite.Sprite.__init__(self)self.images = [loadImage('../Image/Bullet/bullet1.png')]self.index = 0self.image = self.images[self.index]# 速度self.xSpeed = 1self.ySpeed = 1self.rect = pygame.Rect(person.rect)if not isEnemy:if person.isInWater:self.waterPosition(person)else:self.landPosition(person)else:if person.direction == Direction.RIGHT:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7# 销毁开关self.isDestroy = Falsedef landPosition(self, person):if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 10 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * PLAYER_SCALEself.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isSquating and not person.isWalking:if person.direction == Direction.RIGHT:self.rect.x += 34 * PLAYER_SCALEself.rect.y += 25 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.y += 25 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 20 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 7elif person.isDown:self.rect.x += 21 * PLAYER_SCALEself.rect.y += 20 * PLAYER_SCALEself.ySpeed = 7self.xSpeed = 7else:self.rect.x += 24 * PLAYER_SCALEself.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += -3 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = -7elif person.isDown:self.rect.x += -3 * PLAYER_SCALEself.rect.y += 20 * PLAYER_SCALEself.ySpeed = 7self.xSpeed = -7else:self.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:self.rect.x += 16 * PLAYER_SCALEself.rect.y += 8 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.x += -2 * PLAYER_SCALEself.rect.y += 8 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7def waterPosition(self, person):if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 14 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 7 * PLAYER_SCALEself.rect.y += 3 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 23 * PLAYER_SCALEself.rect.y += 17 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 7else:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += -3 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = -7else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7def move(self):self.rect.x += self.xSpeedself.rect.y += self.ySpeedself.checkBullet()def draw(self, window):window.blit(self.image, self.rect)def checkBullet(self):toDestroy = Falseif self.rect.top < 0 or self.rect.top > 600:toDestroy = Trueif self.rect.left < 0 or self.rect.right > 900:toDestroy = Trueif toDestroy:self.isDestroy = Truedef collideEnemy(self, enemyList, explodeList):for enemy in enemyList:if pygame.sprite.collide_rect(self, enemy):self.isDestroy = Trueenemy.isDestroy = TrueexplodeList.append(Explode(enemy))def collidePlayer(self, player, explodeList):if pygame.sprite.collide_rect(self, player):# 蹲下的时候,由于图片上半部分是空白,所有子弹必须击中下半部分,才判断为玩家被击中if player.isDown or player.isSquating:x = player.rect.xy = player.rect.y + player.rect.height / 2 + 5if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Trueelif player.isInWater:x = player.rect.xy = player.rect.y + player.rect.height / 2if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Trueelse:if player.damage(1):self.isDestroy = TrueexplodeList.append(Explode(player, ExplodeVariety.PLAYER1))return Truereturn False

如果代码中有问题,请各位小伙伴们提出,我会进行修改的!

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