学习 Python 之 Pygame 开发魂斗罗(十三)
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(十二)中,我们解决了一些问题,这次我们新加入一个敌人,那我们就开始吧
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 创建敌人2类
这次新加入一个敌人,首先创建敌人2的类
classEnemy2(pygame.sprite.Sprite):def__init__(self, x, y, direction, currentTime):
pygame.sprite.Sprite.__init__(self)
self.r =0.0
self.bulletPosition =0
self.rightImage = loadImage('../Image/Enemy/Enemy2/right.png')
self.rightUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png')
self.rightDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png')
self.leftImage = loadImage('../Image/Enemy/Enemy2/right.png',True)
self.leftUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png',True)
self.leftDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png',True)
self.type=2if direction == Direction.RIGHT:
self.image = self.rightImage
else:
self.image = self.leftImage
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.center = self.rect.x + self.rect.width /2, self.rect.y + self.rect.height /2
self.isDestroy =False
self.isFiring =False
self.life =1
self.lastTime = currentTime
self.n =0# 计算时间
self.t =0
这里设置了一下加载的图片,还有一些必要的属性
下面是这个敌人的图片
这个敌人发射子弹的放心是玩家的中心,所以我们要计算出玩家的中心,也要计算出敌人的中心,这样可以计算出玩家与敌人相距的x方向的距离和y方向的距离
所以我们要有一个计算敌人中心的函数
defgetCenter(self):return self.rect.x + self.rect.width /2, self.rect.y + self.rect.height /2
有了计算中心的函数,现在就可以写draw()函数了
2. 编写敌人2类的draw()函数
这个敌人一共有6种状态,下面是示意图
这六个姿势就是6个图片
敌人的枪口始终对着我们的中心位置,因为在魂斗罗游戏中,这个敌人发射的子弹是一直跟着玩家的,玩家移动,它就移动枪口的位置,因此就有这6中姿势
下面我们首先计算出敌人和玩家的距离
我们通过图,可以看出x和y分别都是用人物的中心进行计算而得来的
∠1是玩家与敌人中心连线与水平方向的夹角,这个交的大小决定着敌人的姿势
这张图片中的蓝色线,是45度的线,所以我们把姿势定下来
当玩家在敌人左边时,计算玩家与敌人的夹角,如果大于45度,敌人就是姿势6,如果小于-45度,敌人状态就是姿势5,其他敌人的姿势就是通过这样的方法计算出来的
下面我们写代码
defdraw(self, window: pygame.Surface, player: PlayerOne, currentTime):# 获取玩家中心
playerCenter = player.getCenter()# 获取敌人中心
center = self.getCenter()# 计算距离
y = playerCenter[1]- center[1]
x = playerCenter[0]- center[0]# 设置存放夹角的变量
r =0# 当 x = 0时,此时玩家在敌人的正上方,我们不做任何操作if x !=0:# 如果玩家在敌人的正上方,计算角度
r = math.atan(y / x)*180/ math.pi
# 设置变量,用来记录敌人的姿势,敌人的姿势就是发射子弹时的样子
self.bulletPosition =1# 根据距离的正负关系判断玩家在敌人的左边还是右边if x >=0:if-45< r <45:
self.bulletPosition =2
self.image = self.rightImage
elif r >=45:
self.bulletPosition =3
self.image = self.rightDownImage
elif r <=-45:
self.bulletPosition =1
self.image = self.rightUpImage
else:if-45< r <45:
self.bulletPosition =5
self.image = self.leftImage
elif r <=-45:
self.bulletPosition =4
self.image = self.leftDownImage
elif r >=45:
self.bulletPosition =6
self.image = self.leftUpImage
self.r = r
window.blit(self.image, self.rect)
代码中我写了注释,这段代码的意思上面也说明明白了,大概就是计算出玩家和敌人的x方向距离和y方向距离,然后计算夹角,根据夹角的度数设置敌人的姿势
现在关键的一步来了,发射子弹的位置有了,下面就是要思考:如何让敌人对着玩家中心发射?
我们来想一下,在高中我们学过 路程 = 时间×速度,现在我们知道了路程,就是敌人和玩家中心的距离差,要计算速度,那么需要知道时间,那么如何计算时间呢?有了时间,我们通过公式 速度 = 路程 / 时间 计算出速度了
我们可以把调用draw()函数的时间间隔记录下来,把这个的平均值设置为时间
于是我们在构造函数中,就有了这两个变量
self.n =0# 时间self.t =0
n记录总的间隔数,t记录当前间隔的平均值
下面是计算思路:把每次调用该函数的时间间隔记录下来,根据调用的次数,计算出平均调用该函数的时间间隔,这个时间间隔就作为子弹的发射速度
self.n +=1# 计算速度
total = self.t * self.n
total = total +abs(currentTime - self.lastTime)
self.lastTime = currentTime
self.t = total *1.0/(self.n +1)
首先我们把上次调用该函数的时间记录到lastTime中,这次调用函数时的时间记录在currentTime 中,通过函数参数把currentTime值传进来
total = self.t * self.n
这句代码来计算总的时间间隔,因为最后我们要求两次调用该函数间隔的平均值
其次,我们使用下面的代码,把总的时间间隔和求出来
total = total + abs(currentTime - self.lastTime)
之后 self.lastTime = currentTime 记录当前的时间,准备进行下一次计算
最后,计算间隔的平均值
self.t = total * 1.0 / (self.n + 1)
举一个例子:
第一次计算出调用该函数的时间间隔是7ms,此时n = 1,t = 7,子弹的速度就设置为7
第二次计算出调用该函数的时间间隔是8ms,此时我们要计算8和7的平均值,此时 n = 2, t = (1 * 7 + 8) / 2= 7.5,所以此时的子弹速度为7.5
第二次计算出调用该函数的时间间隔是8ms,此时我们还是要计算平均值,于是有t = (7.5 * 2 + 8)/ 3,这个结果还是记录为子弹的速度
以此类推,每次都会更新这个间隔时间,这个间隔时间就是子弹的速度
所以,我们最后就计算出来了子弹的速度了
把代码写到draw()函数中,就完成了draw()函数
defdraw(self, window: pygame.Surface, player: PlayerOne, currentTime):
self.n +=1# 计算时间
total = self.t * self.n
total = total +abs(currentTime - self.lastTime)
self.lastTime = currentTime
self.t = total *1.0/(self.n +1)# 获取玩家中心
playerCenter = player.getCenter()# 获取敌人中心
center = self.getCenter()# 计算距离
y = playerCenter[1]- center[1]
x = playerCenter[0]- center[0]# 设置存放夹角的变量
r =0# 当 x = 0时,此时玩家在敌人的正上方,我们不做任何操作if x !=0:# 如果玩家在敌人的正上方,计算角度
r = math.atan(y / x)*180/ math.pi
# 设置变量,用来记录敌人的姿势,敌人的姿势就是发射子弹时的样子
self.bulletPosition =1# 根据距离的正负关系判断玩家在敌人的左边还是右边if x >=0:if-45< r <45:
self.bulletPosition =2
self.image = self.rightImage
elif r >=45:
self.bulletPosition =3
self.image = self.rightDownImage
elif r <=-45:
self.bulletPosition =1
self.image = self.rightUpImage
else:if-45< r <45:
self.bulletPosition =5
self.image = self.leftImage
elif r <=-45:
self.bulletPosition =4
self.image = self.leftDownImage
elif r >=45:
self.bulletPosition =6
self.image = self.leftUpImage
self.r = r
window.blit(self.image, self.rect)
3. 编写敌人越界消失函数
当敌人创建出来后,我们没有消灭,他就会随着玩家向右移动消失在玩家的窗口中,为了方式程序中存在大量的无效的敌人数据,我们要检查程序,让那些离开窗口的敌人自动销毁
编写检查函数
defcheckPosition(self, x, y):ifabs(self.rect.x - x)>2000:
self.isDestroy =Trueelifabs(self.rect.y - y)>600:
self.isDestroy =True
当然,敌人1类也有该函数
4. 编写敌人开火函数
由于敌人2发射的子弹要对着玩家的方向发射,这里我们要修改子弹类
把子弹的初始速度变为0
修改构造函数参数
enemyType 是敌人的类型,类型不一样,发射位置不一样
parameter是一些额外的参数,敌人2发射子弹时,这里面就是传入一些必要的信息,用来计算
接下来将原来的逻辑进行修改
大部分代码没有改变,加了一个if-else语句
下面我们来写敌人2的子弹逻辑代码
elif enemyType ==2:
self.index =0
bulletPosition = parameter[0]
player = parameter[1]
playerCenter = player.getCenter()if player.isDown or player.isSquating:# 下蹲、蹲下、在水中时,让人物中心下移动,下移动代表y坐标的值相加
playerCenter =(playerCenter[0], playerCenter[1]+8)elif player.isInWater:
playerCenter =(playerCenter[0], playerCenter[1]+15)
t = parameter[2]# t *= 15
r = parameter[3]if bulletPosition ==1:
self.rect.x +=19* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==2:
self.rect.x +=25* PLAYER_SCALE
self.rect.y +=10* PLAYER_SCALE
s =-1if r >0:
s =1
self.ySpeed = s *abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==3:
self.rect.x +=25* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==4:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==5:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=10* PLAYER_SCALE
s =1if r >0:
s =-1
self.ySpeed = s *abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==6:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
self.xSpeed /=5
self.ySpeed /=5
self.image = self.images[self.index]
完整的子弹类构造函数
def__init__(self, person, enemyType =0, parameter =None):
pygame.sprite.Sprite.__init__(self)
self.images =[
loadImage('../Image/Bullet/bullet1.png')]
self.index =0# 速度
self.xSpeed =1
self.ySpeed =1
self.rect = pygame.Rect(person.rect)# 类型0表示不是敌人if enemyType ==0:if person.isInWater:
self.waterPosition(person)else:
self.landPosition(person)# 敌人1elif enemyType ==1:
self.index =0if 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# 敌人2elif enemyType ==2:
self.index =0# 从额外参数中获取敌人的姿势,即子弹的发射位置
bulletPosition = parameter[0]# 获取玩家对象
player = parameter[1]# 获取玩家中心
playerCenter = player.getCenter()# 让人物中心下移if player.isDown or player.isSquating:# 下蹲、蹲下、在水中时,让人物中心下移动,下移动代表y坐标的值相加
playerCenter =(playerCenter[0], playerCenter[1]+8)elif player.isInWater:
playerCenter =(playerCenter[0], playerCenter[1]+15)# 获取子弹移动的时间
t = parameter[2]# t *= 15# 获取敌人与玩家连线与水平方向的夹角
r = parameter[3]# 根据子弹的发射位置(敌人的姿势)计算敌人的发射子弹的位置和子弹的速度if bulletPosition ==1:
self.rect.x +=19* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
# 计算公式,|x0 - x1| / t = v
self.ySpeed =-abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==2:
self.rect.x +=25* PLAYER_SCALE
self.rect.y +=10* PLAYER_SCALE
# s 表示方向这里可以直接根据r的大小,计算出子弹的速度是减少还是增加# 减少表示向负方向移动
s =-1if r >0:
s =1
self.ySpeed = s *abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==3:
self.rect.x +=25* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==4:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==5:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=10* PLAYER_SCALE
s =1if r >0:
s =-1
self.ySpeed = s *abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==6:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
self.xSpeed /=5
self.ySpeed /=5
self.image = self.images[self.index]# 销毁开关
self.isDestroy =False
之后我们来写玩家2类的开火函数了
deffire(self, enemyBulletList, player):
i = random.randint(0,30)if i ==5:
self.isFiring =True
enemyBulletList.append(Bullet(self,2,(self.bulletPosition, player, self.t, self.r)))
设置开火的频率,开火就创建一个子弹对象,把相应的额外参数传入
好,至此就完成了敌人2类
5. 把敌人2加入地图进行测试
来到主类,编写全局函数,用来创建敌人2
defgenerateEnemy2(x, y):
enemy = Enemy2(x, y, MainGame.player1, pygame.time.get_ticks())
MainGame.enemyList.append(enemy)
MainGame.allSprites.add(enemy)
MainGame.enemyGroup.add(enemy)
之后在generateEnemy()函数中调用
这个代码就是在指定的位置上创建一个敌人2
if-2005< self.backRect.x <-2000:if self.enemyBoolList[2]:
self.enemyBoolList[2]=False
generateEnemy2(MainGame.player1.rect.x +540,465)
接下来运行一下游戏,看看效果
出现了报错信息,应该是子弹类的构造函数进行了修改,所有创建子弹的函数都要修改,我们下面一一进行修改
首先进入enemyUpdate()函数,由于我们加入了敌人2,所以调用draw()函数的时候要进行判断了,因为敌人1和敌人2的draw()函数参数不一样
将代码进行修改
defenemyUpdate(enemyList, enemyBulletList):# 遍历整个敌人列表for enemy in enemyList:if enemy.type==1:if enemy.isDestroy:
enemyList.remove(enemy)
MainGame.allSprites.remove(enemy)
MainGame.enemyGroup.remove(enemy)else:
enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
enemy.draw(pygame.time.get_ticks())
enemy.move(pygame.time.get_ticks())
enemy.fire(enemyBulletList)elif enemy.type==2:if enemy.isDestroy:
enemyList.remove(enemy)
MainGame.allSprites.remove(enemy)
MainGame.enemyGroup.remove(enemy)else:
enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
enemy.draw(MainGame.window, MainGame.player1, pygame.time.get_ticks())
enemy.fire(enemyBulletList, MainGame.player1)
变化的地方就是敌人2的draw()函数和fire()函数多了一个参数
之后给敌人1类加入成员变量type
self.type =1
我们再运行游戏,看看问题
可以看到敌人发射子弹的方向一直向着玩家
但是还有个问题,就是玩家屏幕向右移动的时候,子弹会停下来
这应该是窗口移动时,没让子弹也一起移动
我们修改一下mapObjectMove()函数,加入下面的代码
理论上,爆炸也应该加入进去,我们没有加入,我们把爆炸也一同加入
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
for bullet in MainGame.enemyBulletList:
bullet.rect.x -= self.cameraAdaption
for explode in MainGame.explodeList:
explode.rect.x -= self.cameraAdaption
好,接下来我们再运行一下游戏,看看效果
可以看到,子弹也会随着窗口移动而移动啦
我们现在就完了敌人2了,下面就是加入其他敌人和BOSS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
from Enemy2 import Enemy2
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:if enemy.type==1:if enemy.isDestroy:
enemyList.remove(enemy)
MainGame.allSprites.remove(enemy)
MainGame.enemyGroup.remove(enemy)else:
enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
enemy.draw(pygame.time.get_ticks())
enemy.move(pygame.time.get_ticks())
enemy.fire(enemyBulletList)elif enemy.type==2:if enemy.isDestroy:
enemyList.remove(enemy)
MainGame.allSprites.remove(enemy)
MainGame.enemyGroup.remove(enemy)else:
enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
enemy.draw(MainGame.window, MainGame.player1, pygame.time.get_ticks())
enemy.fire(enemyBulletList, MainGame.player1)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)defgenerateEnemy2(x, y):
enemy = Enemy2(x, y, MainGame.player1, pygame.time.get_ticks())
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
for bullet in MainGame.enemyBulletList:
bullet.rect.x -= self.cameraAdaption
for explode in MainGame.explodeList:
explode.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())if-2005< self.backRect.x <-2000:if self.enemyBoolList[2]:
self.enemyBoolList[2]=False
generateEnemy2(MainGame.player1.rect.x +540,465)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()
完整敌人1类代码
import random
import pygame
from Constants import*from Bullet import Bullet
classEnemy1(pygame.sprite.Sprite):def__init__(self, x, y, direction, currentTime):
pygame.sprite.Sprite.__init__(self)
self.lastTime = currentTime
self.fireTime = currentTime
self.rightImages =[
loadImage('../Image/Enemy/Enemy1/1.png'),
loadImage('../Image/Enemy/Enemy1/2.png'),
loadImage('../Image/Enemy/Enemy1/3.png')]
self.leftImages =[
loadImage('../Image/Enemy/Enemy1/1.png',True),
loadImage('../Image/Enemy/Enemy1/2.png',True),
loadImage('../Image/Enemy/Enemy1/3.png',True)]
self.rightFireImage = loadImage('../Image/Enemy/Enemy1/fire.png')
self.leftFireImage = loadImage('../Image/Enemy/Enemy1/fire.png',True)
self.fallImage = loadImage('../Image/Enemy/Enemy1/fall.png',True)
self.rightFireImage = loadImage('../Image/Enemy/Enemy1/fire.png')
self.leftFireImage = loadImage('../Image/Enemy/Enemy1/fire.png',True)
self.rightFallImage = loadImage('../Image/Enemy/Enemy1/fall.png')
self.leftFallImage = loadImage('../Image/Enemy/Enemy1/fall.png',True)
self.index =0
self.direction = direction
if self.direction == Direction.RIGHT:
self.image = self.rightImages[self.index]else:
self.image = self.leftImages[self.index]
self.rect = self.image.get_rect()
self.isFalling =False
self.rect.x = x
self.rect.y = y
self.speed =3
self.isDestroy =False
self.isFiring =False
self.life =1
self.type=1defmove(self, currentTime):# 首先判断敌人是否开火,如果是开火状态,就不能移动ifnot self.isFiring:# 没有开火,就根据方向移动,这里我设置敌人只能向一个方向移动,不能转身if self.direction == Direction.RIGHT:
self.rect.left += self.speed
else:
self.rect.left -= self.speed
else:# 如果此时是开火状态,判断一下上次开火的时间和这次的时间是否相差1000# 这个的作用在于让敌人开火的时候站在那里不动,因为敌人移动时是不能开火的if currentTime - self.fireTime >1000:# 如果两次开火间隔相差很大,那么就可以让敌人再次开火
self.isFiring =False
self.fireTime = currentTime
defdraw(self, currentTime):if self.isFiring:if self.direction == Direction.RIGHT:
self.image = self.rightFireImage
else:
self.image = self.leftFireImage
else:if currentTime - self.lastTime >115:if self.index <2:
self.index +=1else:
self.index =0
self.lastTime = currentTime
if self.direction == Direction.RIGHT:
self.image = self.rightImages[self.index]else:
self.image = self.leftImages[self.index]deffire(self, enemyBulletList):ifnot self.isFalling:
i = random.randint(0,50)if i ==5:ifnot self.isFiring:
self.isFiring =True
enemyBulletList.append(Bullet(self,True))defcheckPosition(self, x, y):ifabs(self.rect.x - x)>1000:
self.isDestroy =Trueelifabs(self.rect.y - y)>600:
self.isDestroy =True
完整的敌人2类代码
import math
import random
import pygame
from Constants import*from Bullet import Bullet
from PlayerOne import PlayerOne
classEnemy2(pygame.sprite.Sprite):def__init__(self, x, y, direction, currentTime):
pygame.sprite.Sprite.__init__(self)
self.r =0.0
self.bulletPosition =0
self.rightImage = loadImage('../Image/Enemy/Enemy2/right.png')
self.rightUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png')
self.rightDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png')
self.leftImage = loadImage('../Image/Enemy/Enemy2/right.png',True)
self.leftUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png',True)
self.leftDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png',True)
self.type=2if direction == Direction.RIGHT:
self.image = self.rightImage
else:
self.image = self.leftImage
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.center = self.rect.x + self.rect.width /2, self.rect.y + self.rect.height /2
self.isDestroy =False
self.isFiring =False
self.life =1
self.lastTime = currentTime
self.n =0# 计算时间
self.t =0defgetCenter(self):return self.rect.x + self.rect.width /2, self.rect.y + self.rect.height /2defdraw(self, window: pygame.Surface, player: PlayerOne, currentTime):
self.n +=1# 计算时间
total = self.t * self.n
total = total +abs(currentTime - self.lastTime)
self.lastTime = currentTime
self.t = total *1.0/(self.n +1)# 获取玩家中心
playerCenter = player.getCenter()# 获取敌人中心
center = self.getCenter()# 计算距离
y = playerCenter[1]- center[1]
x = playerCenter[0]- center[0]# 设置存放夹角的变量
r =0# 当 x = 0时,此时玩家在敌人的正上方,我们不做任何操作if x !=0:# 如果玩家在敌人的正上方,计算角度
r = math.atan(y / x)*180/ math.pi
# 设置变量,用来记录敌人的姿势,敌人的姿势就是发射子弹时的样子
self.bulletPosition =1# 根据距离的正负关系判断玩家在敌人的左边还是右边if x >=0:if-45< r <45:
self.bulletPosition =2
self.image = self.rightImage
elif r >=45:
self.bulletPosition =3
self.image = self.rightDownImage
elif r <=-45:
self.bulletPosition =1
self.image = self.rightUpImage
else:if-45< r <45:
self.bulletPosition =5
self.image = self.leftImage
elif r <=-45:
self.bulletPosition =4
self.image = self.leftDownImage
elif r >=45:
self.bulletPosition =6
self.image = self.leftUpImage
self.r = r
window.blit(self.image, self.rect)deffire(self, enemyBulletList, player):
i = random.randint(0,30)if i ==5:
self.isFiring =True
enemyBulletList.append(Bullet(self,2,(self.bulletPosition, player, self.t, self.r)))defcheckPosition(self, x, y):ifabs(self.rect.x - x)>2000:
self.isDestroy =Trueelifabs(self.rect.y - y)>600:
self.isDestroy =True
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, enemyType =0, parameter =None):
pygame.sprite.Sprite.__init__(self)
self.images =[
loadImage('../Image/Bullet/bullet1.png')]
self.index =0# 速度
self.xSpeed =1
self.ySpeed =1
self.rect = pygame.Rect(person.rect)# 类型0表示不是敌人if enemyType ==0:if person.isInWater:
self.waterPosition(person)else:
self.landPosition(person)# 敌人1elif enemyType ==1:
self.index =0if 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# 敌人2elif enemyType ==2:
self.index =0# 从额外参数中获取敌人的姿势,即子弹的发射位置
bulletPosition = parameter[0]# 获取玩家对象
player = parameter[1]# 获取玩家中心
playerCenter = player.getCenter()# 让人物中心下移if player.isDown or player.isSquating:# 下蹲、蹲下、在水中时,让人物中心下移动,下移动代表y坐标的值相加
playerCenter =(playerCenter[0], playerCenter[1]+8)elif player.isInWater:
playerCenter =(playerCenter[0], playerCenter[1]+15)# 获取子弹移动的时间
t = parameter[2]# t *= 15# 获取敌人与玩家连线与水平方向的夹角
r = parameter[3]# 根据子弹的发射位置(敌人的姿势)计算敌人的发射子弹的位置和子弹的速度if bulletPosition ==1:
self.rect.x +=19* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
# 计算公式,|x0 - x1| / t = v
self.ySpeed =-abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==2:
self.rect.x +=25* PLAYER_SCALE
self.rect.y +=10* PLAYER_SCALE
# s 表示方向这里可以直接根据r的大小,计算出子弹的速度是减少还是增加# 减少表示向负方向移动
s =-1if r >0:
s =1
self.ySpeed = s *abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==3:
self.rect.x +=25* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==4:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=25* PLAYER_SCALE
self.ySpeed =abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==5:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=10* PLAYER_SCALE
s =1if r >0:
s =-1
self.ySpeed = s *abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
elif bulletPosition ==6:
self.rect.x +=-1* PLAYER_SCALE
self.rect.y +=-1* PLAYER_SCALE
self.ySpeed =-abs(self.rect.y - playerCenter[1])*1.0/ t
self.xSpeed =-abs(self.rect.x - playerCenter[0])*1.0/ t
self.xSpeed /=5
self.ySpeed /=5
self.image = self.images[self.index]# 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,所以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
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