学习 Python 之 Pygame 开发魂斗罗(四)
继续编写魂斗罗1. 创建子弹类2. 根据玩家方向和状态设置子弹发射的位置(1). 站立向右发射子弹(2). 站立向左发射子弹(3). 站立朝上发射子弹(4). 蹲下发射子弹(5). 向斜方发射子弹(6). 奔跑时发射子弹(7). 跳跃时发射子弹 3. 在玩家类中加入开火4. 修改主类实现玩家开火
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 pygamefrom Constants import *class Bullet(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 = False def move(self): self.rect.x += self.xSpeed self.rect.y += self.ySpeed self.checkBullet() def draw(self, window): window.blit(self.image, self.rect) def checkBullet(self): toDestroy = False if self.rect.top < 0 or self.rect.top > 600: toDestroy = True if self.rect.left < 0 or self.rect.right > 900: toDestroy = True if 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 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.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: pass else: passelif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: passelif person.isWalking: if person.direction == Direction.RIGHT: if person.isUp: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: passelif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: pass
(2). 站立向左发射子弹
self.rect.y += 11 * 2.5self.ySpeed = 0self.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: pass else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: pass else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: passelif person.isWalking: if person.direction == Direction.RIGHT: if person.isUp: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: passelif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: pass
(3). 站立朝上发射子弹
站立向右朝上发射子弹
self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: pass else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: passelif person.isWalking: if person.direction == Direction.RIGHT: if person.isUp: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: passelif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: pass
站立向左朝上发射子弹也是同样的计算方式
self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: passelif person.isWalking: if person.direction == Direction.RIGHT: if person.isUp: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: passelif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: pass
(4). 蹲下发射子弹
向右示意图
self.rect.x += 34 * 2.5self.rect.y += 25 * 2.5self.ySpeed = 0self.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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: self.rect.x += 34 * 2.5self.rect.y += 25 * 2.5self.ySpeed = 0self.xSpeed = 7 else: passelif person.isWalking: if person.direction == Direction.RIGHT: if person.isUp: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: passelif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: pass
同样的,设置向左的发射位置
self.rect.y += 25 * 2.5self.ySpeed = 0self.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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: self.rect.x += 34 * 2.5self.rect.y += 25 * 2.5self.ySpeed = 0self.xSpeed = 7 else: self.rect.y += 25 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isWalking: if person.direction == Direction.RIGHT: if person.isUp: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: passelif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: 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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 7
向斜左上方发射子弹时的子弹位置
self.rect.x += -3 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = -7
向斜右下方发射子弹示意图
self.rect.x += 21 * 2.5self.rect.y += 20 * 2.5self.ySpeed = 7self.xSpeed = 7
向斜左下方发射子弹时的子弹位置
self.rect.x += -3 * 2.5self.rect.y += 20 * 2.5self.ySpeed = 7self.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 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7
向左
self.rect.y += 11 * 2.5self.ySpeed = 0self.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 = 0 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: self.rect.x += 34 * 2.5 self.rect.y += 25 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: 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 = 7 elif person.isDown: self.rect.x += 21 * 2.5 self.rect.y += 20 * 2.5 self.ySpeed = 7 self.xSpeed = 7 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += -3 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = -7 elif person.isDown: self.rect.x += -3 * 2.5 self.rect.y += 20 * 2.5 self.ySpeed = 7 self.xSpeed = -7 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7elif person.isJumping or person.state == State.FALL: if person.direction == Direction.RIGHT: pass else: 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 = 7 else: 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 pygamefrom Constants import *class Bullet(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 = 0 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7 elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: self.rect.x += 34 * 2.5 self.rect.y += 25 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: self.rect.y += 25 * 2.5 self.ySpeed = 0 self.xSpeed = -7 elif 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 = 7 elif person.isDown: self.rect.x += 21 * 2.5 self.rect.y += 20 * 2.5 self.ySpeed = 7 self.xSpeed = 7 else: self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7 else: if person.isUp: self.rect.x += -3 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = -7 elif person.isDown: self.rect.x += -3 * 2.5 self.rect.y += 20 * 2.5 self.ySpeed = 7 self.xSpeed = -7 else: self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7 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 = 7 else: self.rect.x += -2 * 2.5 self.rect.y += 8 * 2.5 self.ySpeed = 0 self.xSpeed = -7 # 销毁开关 self.isDestroy = False def move(self): self.rect.x += self.xSpeed self.rect.y += self.ySpeed self.checkBullet() def draw(self, window): window.blit(self.image, self.rect) def checkBullet(self): toDestroy = False if self.rect.top < 0 or self.rect.top > 600: toDestroy = True if self.rect.left < 0 or self.rect.right > 900: toDestroy = True if 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 = True if len(playerBulletList) < PLAYER_BULLET_NUMBER: # 设置子弹发射的间隔为150 if currentTime - self.fireLastTimer > 150: playerBulletList.append(Bullet(self)) self.fireLastTimer = currentTime
完整的玩家类
import pygamefrom Constants import *from Bullet import Bulletclass PlayerOne(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 = False def update(self, keys, currentTime, playerBulletList): # 更新站或者走的状态 # 根据状态响应按键 if self.state == State.STAND: self.standing(keys, currentTime, playerBulletList) elif self.state == State.WALK: self.walking(keys, currentTime, playerBulletList) elif self.state == State.JUMP: self.jumping(keys, currentTime, playerBulletList) elif self.state == State.FALL: self.falling(keys, currentTime, playerBulletList) # 更新位置 # 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] def standing(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 = True if keys[pygame.K_j]: self.isFiring = True if len(playerBulletList) < PLAYER_BULLET_NUMBER: if currentTime - self.fireLastTimer > 150: playerBulletList.append(Bullet(self)) self.fireLastTimer = currentTime def walking(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 and not 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 and not 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 += 1 else: 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 += 1 else: self.obliqueImageIndex = 0 self.runLastTimer = currentTime else: if currentTime - self.runLastTimer > 115: if self.imageIndex < 2: self.imageIndex += 1 else: 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 = False if keys[pygame.K_j]: self.isFiring = True if len(playerBulletList) < PLAYER_BULLET_NUMBER: if currentTime - self.fireLastTimer > 150: playerBulletList.append(Bullet(self)) self.fireLastTimer = currentTime def jumping(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 += 1 else: 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 = False elif keys[pygame.K_s]: self.isUp = False self.isDown = True if self.ySpeed >= 0: self.state = State.FALL if not keys[pygame.K_k]: self.state = State.FALL if keys[pygame.K_j]: self.isFiring = True if len(playerBulletList) < PLAYER_BULLET_NUMBER: if currentTime - self.fireLastTimer > 150: playerBulletList.append(Bullet(self)) self.fireLastTimer = currentTime def falling(self, keys, currentTime, playerBulletList): # 下落时速度越来越快,所以速度需要一直增加 self.ySpeed += self.gravity if currentTime - self.runLastTimer > 115: if self.upImageIndex < 3: self.upImageIndex += 1 else: 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 = False if keys[pygame.K_d]: self.direction = Direction.RIGHT self.isWalking = False elif keys[pygame.K_a]: self.direction = Direction.LEFT self.isWalking = False if keys[pygame.K_j]: self.isFiring = True if len(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
def run(self): while not 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
def update(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
def drawPlayerOneBullet(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 sysimport pygamefrom Constants import *from PlayerOne import PlayerOnedef drawPlayerOneBullet(player1BulletList): for bullet in player1BulletList: if bullet.isDestroy: player1BulletList.remove(bullet) else: bullet.draw(MainGame.window) bullet.move()class MainGame: 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) def run(self): while not self.isEnd: # 设置背景颜色 pygame.display.get_surface().fill((0, 0, 0)) # 游戏场景和景物更新函数 self.update(MainGame.window, MainGame.player1BulletList) # 获取窗口中的事件 self.getPlayingModeEvent() # 更新窗口 pygame.display.update() # 设置帧率 self.clock.tick(self.fps) fps = self.clock.get_fps() caption = '魂斗罗 - {:.2f}'.format(fps) pygame.display.set_caption(caption) else: sys.exit() def getPlayingModeEvent(self): # 获取事件列表 for event in pygame.event.get(): # 点击窗口关闭按钮 if event.type == pygame.QUIT: self.isEnd = True # 键盘按键按下 elif event.type == pygame.KEYDOWN: self.keys = pygame.key.get_pressed() # 键盘按键抬起 elif event.type == pygame.KEYUP: self.keys = pygame.key.get_pressed() def update(self, window, player1BulletList): # 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