学习 Python 之 Pygame 开发魂斗罗(四)
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(三)中,我们完成了角色的移动和跳跃,下面我们来继续写魂斗罗。
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 创建子弹类
发射子弹首先要有子弹类
我们来创建一下
import pygame
from Constants import*classBullet(pygame.sprite.Sprite):def__init__(self, person):
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)# 销毁开关
self.isDestroy =Falsedefmove(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 =True
2. 根据玩家方向和状态设置子弹发射的位置
由于玩家的方向和状态不一样,所以玩家开火后,子弹发射的位置也不一样
下面我们来看看角色状态和发射子弹的位置
(1). 站立向右发射子弹
(x,y) 是图片的位置,我们计算出,此状态下,子弹发射的位置是 (x+24,y+11)
下面我们来设置一下
self.rect.x +=24 * 2.5
self.rect.y +=11 * 2.5
self.ySpeed =0
self.xSpeed =7
2.5是人物放大的倍数,加载图像的时候把图像放大了2.5倍,所以设置子弹发射位置的时候,同样要乘以2.5
if person.isStanding:# 判断方向# 方向向右if person.direction == Direction.RIGHT:# 向上if person.isUp:pass# 向右else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7# 方向向左else:if person.isUp:passelse:passelif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
(2). 站立向左发射子弹
self.rect.y +=11 * 2.5
self.ySpeed =0
self.xSpeed =-7
# 根据角色的方向和状态设置子弹发射的位置# 角色站着if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:passelse:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:passelse:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
(3). 站立朝上发射子弹
站立向右朝上发射子弹
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0
这里我微微调整了一下y的值,方向向上,所以子弹的y是逐渐减小的,所以y速度是负数
# 根据角色的方向和状态设置子弹发射的位置# 角色站着if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:passelse:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
站立向左朝上发射子弹也是同样的计算方式
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0
# 根据角色的方向和状态设置子弹发射的位置# 角色站着if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
(4). 蹲下发射子弹
向右示意图
self.rect.x +=34 * 2.5
self.rect.y +=25 * 2.5
self.ySpeed =0
self.xSpeed =7
# 根据角色的方向和状态设置子弹发射的位置# 角色站着if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:
self.rect.x +=34*2.5
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =7else:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
同样的,设置向左的发射位置
self.rect.y +=25 * 2.5
self.ySpeed =0
self.xSpeed =-7
# 根据角色的方向和状态设置子弹发射的位置# 角色站着if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:
self.rect.x +=34*2.5
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =7else:
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
(5). 向斜方发射子弹
向斜右上方发射子弹示意图
self.rect.x +=20 * 2.5
self.rect.y +=-1 * 2.5
self.ySpeed =-7
self.xSpeed =7
向斜左上方发射子弹时的子弹位置
self.rect.x +=-3 * 2.5
self.rect.y +=-1 * 2.5
self.ySpeed =-7
self.xSpeed =-7
向斜右下方发射子弹示意图
self.rect.x +=21 * 2.5
self.rect.y +=20 * 2.5
self.ySpeed =7
self.xSpeed =7
向斜左下方发射子弹时的子弹位置
self.rect.x +=-3 * 2.5
self.rect.y +=20 * 2.5
self.ySpeed =7
self.xSpeed =-7
(6). 奔跑时发射子弹
奔跑时发射子弹和站立发射子弹是一样的
向右
self.rect.x +=24 * 2.5
self.rect.y +=11 * 2.5
self.ySpeed =0
self.xSpeed =7
向左
self.rect.y +=11 * 2.5
self.ySpeed =0
self.xSpeed =-7
完整的代码
if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:
self.rect.x +=34*2.5
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =7else:
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=20*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =7elif person.isDown:
self.rect.x +=21*2.5
self.rect.y +=20*2.5
self.ySpeed =7
self.xSpeed =7else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=-3*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =-7elif person.isDown:
self.rect.x +=-3*2.5
self.rect.y +=20*2.5
self.ySpeed =7
self.xSpeed =-7else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass
(7). 跳跃时发射子弹
elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:
self.rect.x +=16*2.5
self.rect.y +=8*2.5
self.ySpeed =0
self.xSpeed =7else:
self.rect.x +=-2*2.5
self.rect.y +=8*2.5
self.ySpeed =0
self.xSpeed =-7
完整子弹类代码
import pygame
from Constants import*classBullet(pygame.sprite.Sprite):def__init__(self, person):
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)if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=10*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =0else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isSquating andnot person.isWalking:if person.direction == Direction.RIGHT:
self.rect.x +=34*2.5
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =7else:
self.rect.y +=25*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:
self.rect.x +=20*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =7elif person.isDown:
self.rect.x +=21*2.5
self.rect.y +=20*2.5
self.ySpeed =7
self.xSpeed =7else:
self.rect.x +=24*2.5
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =7else:if person.isUp:
self.rect.x +=-3*2.5
self.rect.y +=-1*2.5
self.ySpeed =-7
self.xSpeed =-7elif person.isDown:
self.rect.x +=-3*2.5
self.rect.y +=20*2.5
self.ySpeed =7
self.xSpeed =-7else:
self.rect.y +=11*2.5
self.ySpeed =0
self.xSpeed =-7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:
self.rect.x +=16*2.5
self.rect.y +=8*2.5
self.ySpeed =0
self.xSpeed =7else:
self.rect.x +=-2*2.5
self.rect.y +=8*2.5
self.ySpeed =0
self.xSpeed =-7# 销毁开关
self.isDestroy =Falsedefmove(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 =True
3. 在玩家类中加入开火
在常量文件中设置子弹上限
# 设置玩家子弹上限
PLAYER_BULLET_NUMBER =15
在玩家类的四个状态函数中加入发射的代码
if keys[pygame.K_j]:
self.isFiring =Trueiflen(playerBulletList)< PLAYER_BULLET_NUMBER:# 设置子弹发射的间隔为150if currentTime - self.fireLastTimer >150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
完整的玩家类
import pygame
from Constants import*from Bullet import Bullet
classPlayerOne(pygame.sprite.Sprite):def__init__(self, currentTime):
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),]# 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.STAND
# 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# 重力加速度
self.gravity =0.7
self.isUp =False
self.isDown =Falsedefupdate(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)# 更新位置# 记录前一次的位置坐标
pre = self.rect.x
self.rect.x += self.xSpeed
self.rect.y += self.ySpeed
# 如果x位置小于0了,就不能移动,防止人物跑到屏幕左边if self.rect.x <=0:
self.rect.x = pre
# 更新动画# 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]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]:# 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.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.isFiring =Trueiflen(playerBulletList)< PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer >150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
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
# 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
# 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# 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
self.state = State.JUMP
self.ySpeed = self.jumpSpeed
self.isJumping =True
self.isStanding =Falseif keys[pygame.K_j]:
self.isFiring =Trueiflen(playerBulletList)< PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer >150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = 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.isFiring =Trueiflen(playerBulletList)< PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer >150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
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
# 防止落到窗口外面,当落到一定高度时,就不会再掉落了if self.rect.bottom > SCREEN_HEIGHT - GROUND_HEIGHT:
self.state = State.WALK
self.ySpeed =0
self.rect.bottom = SCREEN_HEIGHT - GROUND_HEIGHT
self.isJumping =Falseif 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.isFiring =Trueiflen(playerBulletList)< PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer >150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
4. 修改主类实现玩家开火
由于玩家类中的update()方法多了一个子弹列表的参数,现在要修改主类
在主类中加入子弹列表
# 子弹
player1BulletList =[]
修改run()函数,把子弹列表传入update()函数
defrun(self):whilenot self.isEnd:# 获取窗口中的事件
self.getPlayingModeEvent()# 游戏场景和景物更新函数
self.update(MainGame.window, MainGame.player1BulletList)# 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()
修改update()函数
defupdate(self, window, player1BulletList):# 更新物体
currentTime = pygame.time.get_ticks()
MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
drawPlayerOneBullet(player1BulletList)# 显示物体
MainGame.allSprites.draw(window)
创建显示子弹函数,在类外创建
defdrawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:
player1BulletList.remove(bullet)else:
bullet.draw(MainGame.window)
bullet.move()
完整的主类代码
import sys
import pygame
from Constants import*from PlayerOne import PlayerOne
defdrawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:
player1BulletList.remove(bullet)else:
bullet.draw(MainGame.window)
bullet.move()classMainGame:
player1 =None
allSprites =None
window =None# 子弹
player1BulletList =[]def__init__(self):# 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()# 初始化角色
MainGame.player1 = PlayerOne(pygame.time.get_ticks())# 设置角色的初始位置# 这里设置为(0,80),可以实现一开始玩家掉下来的动画
MainGame.player1.rect.x =80
MainGame.player1.rect.bottom =300# 把角色放入组中,方便统一管理
MainGame.allSprites = pygame.sprite.Group(MainGame.player1)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):# 更新物体
currentTime = pygame.time.get_ticks()
MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
drawPlayerOneBullet(player1BulletList)# 显示物体
MainGame.allSprites.draw(window)if __name__ =='__main__':
MainGame().run()
运行一下,看看效果
哈哈,完成了
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