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学习 Python 之 Pygame 开发魂斗罗(四)

11 人参与  2023年03月06日 17:05  分类 : 《随便一记》  评论

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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)

在这里插入图片描述
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

在这里插入图片描述

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
在这里插入图片描述

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

在这里插入图片描述

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
在这里插入图片描述

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
在这里插入图片描述

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

在这里插入图片描述

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 = []

在这里插入图片描述
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
在这里插入图片描述
哈哈,完成了


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