学习 Python 之 Pygame 开发魂斗罗(十二)
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
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
defdamage(self, damage):ifnot self.isInvincible:
self.life -= damage
returnTruereturnFalse
再添加成员变量
self.isInvincible =True
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
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
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)
然后来到子弹类,修改collidePlayer()函数
defcollidePlayer(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 =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTruereturnFalse
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
好了,我们就修改完成了,运行一下,看看有没有问题
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
defcollidePlayer(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.x
y = 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 =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTrueelif player.isInWater:
x = player.rect.x
y = 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 =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTrueelse:if player.damage(1):
self.isDestroy =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTruereturnFalse
现在我们再运行一下,看看效果
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()
definitLand():
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
我们现在再来运行一下
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
把上面红框圈出的代码,提出来写成函数
但是,我们之前已经定义过generateEnemy()函数了
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
generateEnemy()表示创建的是全部敌人
defgenerateEnemy1(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 =[Truefor _ inrange(5)]
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:
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
defgenerateEnemy(self):if-1505< self.backRect.x <-1500:if self.enemyBoolList[0]:
self.enemyBoolList[0]=False
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())if-1705< self.backRect.x <-1700:if self.enemyBoolList[1]:
self.enemyBoolList[1]=False
generateEnemy1(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
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
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 Explode
defdrawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:
player1BulletList.remove(bullet)else:
bullet.draw(MainGame.window)
bullet.move()
bullet.collideEnemy(MainGame.enemyList, MainGame.explodeList)defenemyUpdate(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)defupdateEnemyPosition():# 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ifnot collide:
enemy.rect.y +=4
enemy.isFalling =True# 改变下落时的图片
enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImage
else:
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 =True
MainGame.explodeList.append(Explode(enemy))
t.rect.y -=1defdrawEnemyBullet(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)definitLand():
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)definitRiver():
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)defdrawExplode(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)definitPlayer1(life):if life ==0:pass
MainGame.allSprites.remove(MainGame.player1)
MainGame.player1 = PlayerOne(pygame.time.get_ticks(), life)
MainGame.player1.rect.x =80
MainGame.player1.rect.bottom =0# 把角色放入组中,方便统一管理
MainGame.allSprites.add(MainGame.player1)defgenerateEnemy1(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)classMainGame:
player1 =None
allSprites = 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 =None
self.backRect =None
self.enemyBoolList =[Truefor _ inrange(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 =60
self.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')defrun(self):whilenot 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()defgetPlayingModeEvent(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()defupdate(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ifnot 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iflen(MainGame.colliderStack)>0:
f = MainGame.colliderStack.pop()
MainGame.playerColliderGroup.add(f)
MainGame.playerRiverGroup.draw(window)defcamera(self):# 如果玩家的右边到达了屏幕的一半if self.player1.rect.right > SCREEN_WIDTH /2:ifnot(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()defmapObjectMove(self):for sprite in MainGame.allSprites:
sprite.rect.x -= self.cameraAdaption
for collider in MainGame.playerColliderGroup:
collider.rect.x -= self.cameraAdaption
for collider in MainGame.colliderStack:
collider.rect.x -= self.cameraAdaption
for collider in MainGame.enemyColliderGroup:
collider.rect.x -= self.cameraAdaption
defupdatePlayerPosition(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 -=1
self.player1.rect.x += self.player1.xSpeed
self.player1.rect.y += self.player1.ySpeed
self.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 =0
self.player1.state = State.WALK
self.player1.rect.bottom = collider.rect.top
else:# 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ifnot 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.FALL
tempPlayer.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.left
else:# 左边有碰撞体
self.player1.rect.left = collider.rect.right
self.player1.xSpeed =0
tempPlayer = 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 =True
tempPlayer.rect.y -=1defriverCollide(self):# 在河里设置isInWater
self.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.rightInWaterImage
else:
self.player1.image = self.player1.leftInWaterImage
defgenerateEnemy(self):if-1505< self.backRect.x <-1500:if self.enemyBoolList[0]:
self.enemyBoolList[0]=False
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())if-1705< self.backRect.x <-1700:if self.enemyBoolList[1]:
self.enemyBoolList[1]=False
generateEnemy1(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())definitBackground(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 =-1280defdrawLifeImage(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.life
rect = self.lifeImage.get_rect()# 设置生命值图标的显示位置
rect.y =5for i inrange(number):# 每个图标之间的距离为25像素
rect.x =5+ i *20
window.blit(self.lifeImage, rect)if __name__ =='__main__':
MainGame().run()
完整的玩家类代码
from Constants import*from Bullet import Bullet
classPlayerOne(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 = currentTime
self.fireLastTimer = currentTime
# 选择当前要显示的图片
self.image = self.standRightImage
# 获取图片的rect
self.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_SPEED
self.ySpeed =0
self.jumpSpeed =-11# 人物当前的状态标志
self.isStanding =False
self.isWalking =False
self.isJumping =True
self.isSquating =False
self.isFiring =False
self.isInWater =False# 重力加速度
self.gravity =0.8# 玩家上下方向
self.isUp =False
self.isDown =False
self.life = life
self.isInvincible =Truedefupdate(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()deflandUpdate(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.downRightImage
else:# 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.upRightImage
elif self.isDown:# 加载向右蹲下的图片
self.image = self.downRightImage
else:# 加载向右站着的图片
self.image = self.standRightImage
else:# 向左也是同样的效果if self.isUp:
self.image = self.upLeftImage
elif self.isDown:
self.image = self.downLeftImage
else:
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]defwaterUpdate(self):if self.isSquating:if self.direction == Direction.RIGHT:
self.image = self.diveRightImageInWater
else:
self.image = self.diveLeftImageInWater
if self.isStanding:if self.direction == Direction.RIGHT:if self.isFiring:if self.isUp:
self.image = self.upRightImageInWater
else:
self.image = self.fireRightInWater
else:if self.isUp:
self.image = self.upRightImageInWater
else:
self.image = self.standRightImageInWater
else:if self.isFiring:if self.isUp:
self.image = self.upLeftImageInWater
else:
self.image = self.fireLeftInWater
else:if self.isUp:
self.image = self.upLeftImageInWater
else:
self.image = self.standLeftImageInWater
if self.isWalking:if self.direction == Direction.RIGHT:if self.isUp:
self.image = self.obliqueRightInWater
else:if self.isFiring:
self.image = self.fireRightInWater
else:
self.image = self.standRightImageInWater
else:if self.isUp:
self.image = self.obliqueLeftInWater
else:if self.isFiring:
self.image = self.fireLeftInWater
else:
self.image = self.standLeftImageInWater
defstanding(self, keys, currentTime, playerBulletList):"""角色站立"""# 设置角色状态
self.isStanding =True
self.isWalking =False
self.isJumping =False
self.isSquating =False
self.isUp =False
self.isDown =False
self.isFiring =False# 设置速度
self.ySpeed =0
self.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True
self.isStanding =False
self.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True
self.isStanding =False
self.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]:ifnot 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 =False
self.isJumping =True# 设置速度,速度为负数,因为角色跳起后,要下落
self.isUp =True
self.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.STAND
self.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 =True
self.isStanding =True
self.isDown =False
self.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True
self.isUp =False
self.isStanding =False
self.isDown =True
self.isSquating =Trueif keys[pygame.K_j]:
self.fire(currentTime, playerBulletList)defwalking(self, keys, currentTime, playerBulletList):"""角色行走,每10帧变换一次图片"""
self.isStanding =False
self.isWalking =True
self.isJumping =False
self.isSquating =False
self.isFiring =False
self.ySpeed =0
self.xSpeed = PLAYER_X_SPEED
if self.isInWater:
self.walkingInWater(currentTime)else:
self.walkingInLand(currentTime)# 按下D键if keys[pygame.K_d]:
self.direction = Direction.RIGHT
self.xSpeed = PLAYER_X_SPEED
# 按下A键elif keys[pygame.K_a]:
self.direction = Direction.LEFT
self.xSpeed =-PLAYER_X_SPEED
# 按下S键elif keys[pygame.K_s]:
self.isStanding =False
self.isDown =True
self.isUp =False# 按下W键if keys[pygame.K_w]:
self.isUp =True
self.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ifnot self.isInWater:
self.state = State.JUMP
self.ySpeed = self.jumpSpeed
self.isJumping =True
self.isStanding =False
self.isUp =Trueif keys[pygame.K_j]:
self.fire(currentTime, playerBulletList)defwalkingInLand(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 andnot self.isUp:# 设置为向右站立的图片
self.image = self.standRightImage
elif self.direction == Direction.LEFT and self.isUp:
self.image = self.upLeftImage
elif self.direction == Direction.LEFT andnot self.isUp:
self.image = self.standLeftImage
# 记下当前时间
self.runLastTimer = currentTime
else:# 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 =0
self.runLastTimer = currentTime
else:
self.xSpeed =-PLAYER_X_SPEED
if self.isUp or self.isDown:if currentTime - self.runLastTimer >115:if self.obliqueImageIndex <2:
self.obliqueImageIndex +=1else:
self.obliqueImageIndex =0
self.runLastTimer = currentTime
else:if currentTime - self.runLastTimer >115:if self.imageIndex <2:
self.imageIndex +=1else:
self.imageIndex =0
self.runLastTimer = currentTime
defwalkingInWater(self, currentTime):if self.isStanding:# 设置为斜射if self.direction == Direction.RIGHT and self.isUp:
self.image = self.upRightImageInWater
elif self.direction == Direction.RIGHT andnot self.isUp:
self.image = self.standRightImageInWater
elif self.direction == Direction.LEFT and self.isUp:
self.image = self.upLeftImageInWater
elif self.direction == Direction.LEFT andnot self.isUp:
self.image = self.standLeftImageInWater
self.runLastTimer = currentTime
else:# 如果是走动的图片if self.direction == Direction.RIGHT:
self.xSpeed = PLAYER_X_SPEED
if self.isUp:
self.image = self.obliqueRightInWater
self.runLastTimer = currentTime
else:
self.image = self.standRightImageInWater
self.runLastTimer = currentTime
else:
self.xSpeed = PLAYER_X_SPEED
if self.isUp:
self.image = self.obliqueLeftInWater
self.runLastTimer = currentTime
else:
self.image = self.standLeftImageInWater
self.runLastTimer = currentTime
defjumping(self, keys, currentTime, playerBulletList):"""跳跃"""# 设置标志
self.isJumping =True
self.isStanding =False
self.isDown =False
self.isSquating =False
self.isFiring =False# 更新速度
self.ySpeed += self.gravity
if 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 = currentTime
if keys[pygame.K_d]:
self.direction = Direction.RIGHT
elif keys[pygame.K_a]:
self.direction = Direction.LEFT
# 按下W键if keys[pygame.K_w]:
self.isUp =True
self.isDown =Falseelif keys[pygame.K_s]:
self.isUp =False
self.isDown =Trueif self.ySpeed >=0:
self.state = State.FALL
ifnot keys[pygame.K_k]:
self.state = State.FALL
if keys[pygame.K_j]:
self.fire(currentTime, playerBulletList)deffalling(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.gravity
if currentTime - self.runLastTimer >115:if self.upImageIndex <3:
self.upImageIndex +=1else:
self.upImageIndex =0
self.runLastTimer = currentTime
if keys[pygame.K_d]:
self.direction = Direction.RIGHT
self.isWalking =Falseelif keys[pygame.K_a]:
self.direction = Direction.LEFT
self.isWalking =Falseif keys[pygame.K_j]:
self.fire(currentTime, playerBulletList)deffire(self, currentTime, playerBulletList):
self.isFiring =True# 潜水状态下不能开火ifnot(self.isInWater and self.isSquating):iflen(playerBulletList)< PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer >150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
defdamage(self, damage):ifnot self.isInvincible:
self.life -= damage
returnTruereturnFalsedefgetCenter(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 Explode
classBullet(pygame.sprite.Sprite):def__init__(self, person, isEnemy =False):
pygame.sprite.Sprite.__init__(self)
self.images =[
loadImage('../Image/Bullet/bullet1.png')]
self.index =0
self.image = self.images[self.index]# 速度
self.xSpeed =1
self.ySpeed =1
self.rect = pygame.Rect(person.rect)ifnot isEnemy:if person.isInWater:
self.waterPosition(person)else:
self.landPosition(person)else:if person.direction == Direction.RIGHT:
self.rect.x +=27* PLAYER_SCALE
self.rect.y +=7* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=7* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7# 销毁开关
self.isDestroy =FalsedeflandPosition(self, person):if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=10* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24* PLAYER_SCALE
self.rect.y +=11* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=10* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =0else:
self.rect.y +=11* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:
self.rect.x +=34* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=20* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =7elif person.isDown:
self.rect.x +=21* PLAYER_SCALE
self.rect.y +=20* PLAYER_SCALE
self.ySpeed =7
self.xSpeed =7else:
self.rect.x +=24* PLAYER_SCALE
self.rect.y +=11* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=-3* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =-7elif person.isDown:
self.rect.x +=-3* PLAYER_SCALE
self.rect.y +=20* PLAYER_SCALE
self.ySpeed =7
self.xSpeed =-7else:
self.rect.y +=11* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:
self.rect.x +=16* PLAYER_SCALE
self.rect.y +=8* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:
self.rect.x +=-2* PLAYER_SCALE
self.rect.y +=8* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7defwaterPosition(self, person):if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=14* PLAYER_SCALE
self.rect.y +=7* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=27* PLAYER_SCALE
self.rect.y +=29* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=7* PLAYER_SCALE
self.rect.y +=3* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=29* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=23* PLAYER_SCALE
self.rect.y +=17* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =7else:
self.rect.x +=27* PLAYER_SCALE
self.rect.y +=29* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=-3* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-7
self.xSpeed =-7else:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=29* PLAYER_SCALE
self.ySpeed =0
self.xSpeed =-7defmove(self):
self.rect.x += self.xSpeed
self.rect.y += self.ySpeed
self.checkBullet()defdraw(self, window):
window.blit(self.image, self.rect)defcheckBullet(self):
toDestroy =Falseif self.rect.top <0or self.rect.top >600:
toDestroy =Trueif self.rect.left <0or self.rect.right >900:
toDestroy =Trueif toDestroy:
self.isDestroy =TruedefcollideEnemy(self, enemyList, explodeList):for enemy in enemyList:if pygame.sprite.collide_rect(self, enemy):
self.isDestroy =True
enemy.isDestroy =True
explodeList.append(Explode(enemy))defcollidePlayer(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.x
y = 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 =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTrueelif player.isInWater:
x = player.rect.x
y = 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 =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTrueelse:if player.damage(1):
self.isDestroy =True
explodeList.append(Explode(player, ExplodeVariety.PLAYER1))returnTruereturnFalse
如果代码中有问题,请各位小伙伴们提出,我会进行修改的!
版权归原作者 _DiMinisH 所有, 如有侵权,请联系我们删除。