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学习 Python 之 Pygame 开发魂斗罗(十一)

22 人参与  2023年03月15日 13:09  分类 : 《随便一记》  评论

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学习 Python 之 Pygame 开发魂斗罗(十一)

继续编写魂斗罗1. 改写主类函数中的代码顺序2. 修改玩家初始化3. 显示玩家生命值4. 设置玩家碰到敌人死亡5. 设置敌人子弹击中玩家6. 修改updatePlayerPosition()函数逻辑

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十)中,我们实现了敌人死亡的爆炸效果,这次咱们实现一下玩家被敌人击中或者碰到敌人死亡的效果

下面是图片的素材

链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly

1. 改写主类函数中的代码顺序

首先,我们改写一下update()函数中的代码顺序

def update(self, window, player1BulletList):    # 加载背景    window.blit(self.background, self.backRect)        # 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    if -1503 < self.backRect.x < -1500:        self.generateEnemy(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())        self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())    if -1703 < self.backRect.x < -1700:        self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())        self.generateEnemy(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,                           pygame.time.get_ticks())    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        if not 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                if len(MainGame.colliderStack) > 0:                    f = MainGame.colliderStack.pop()                    MainGame.playerColliderGroup.add(f)    MainGame.playerRiverGroup.draw(window)

其次,把camera()函数中的下面框出的代码,提出来写成一个函数

在这里插入图片描述

def mapObjectMove(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

在这里插入图片描述

最后,我们把加载背景图片的代码也单独写成一个函数

先找到加载背景图片代码的地方,在主类的构造函数里
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把红框圈出的代码提出来,写成一个函数,并且调用

在这里插入图片描述

def initBackground(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 = -1280

把使用到的两个成员变量在构造函数中创建一下

在这里插入图片描述
好,现在运行一下游戏,看看有没有问题

运行后发现,一切正常

2. 修改玩家初始化

现在我们给玩家加入生命值,当玩家生命值为0时,游戏结束

首先,在玩家类中的构造函数里,增加一个参数

在这里插入图片描述
用来指定玩家初始的生命值

其次,在玩家类的构造函数中加入一个成员变量

在这里插入图片描述
之后,在主类中,加入一个全局函数,用来初始化玩家

def initPlayer1(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)

这个函数的作用是:先把之前的玩家从组中删除,之后再创建一个新的玩家,新的玩家的生命值比上次的减少1,如果生命值为0,那么就游戏结束,现在先不着急写出游戏结束的函数

最后,把原来的玩家初始化代码改成调用这个函数

在这里插入图片描述
在这里插入图片描述
运行一下游戏,看看有没有问题

在这里插入图片描述
出现了问题

分析一下原因:第一次调用这个函数的时候,allSprites是None,如下图
在这里插入图片描述
我们把None改一下
在这里插入图片描述
这样就可以啦,再运行一下游戏,看看还有没有问题

在这里插入图片描述

这次就没有问题啦

3. 显示玩家生命值

在原版的魂斗罗中,玩家的生命值在左上角显示,我们来实现一下

首先,在构造函数中把生命值的图片加载进来

# 显示玩家生命值self.lifeImage = loadImage('../Image/Player/Player1/Life/life.png')

在这里插入图片描述
在主类中加入成员函数

def drawLifeImage(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 = 5    for i in range(number):        # 每个图标之间的距离为25像素        rect.x = 5 + i * 20        window.blit(self.lifeImage, rect)

在这里插入图片描述
之后我们调用一下这个函数,在update()中调用

在这里插入图片描述
好,现在运行一下游戏,看看效果

在这里插入图片描述
可以看到,左上角就显示玩家生命值啦

不过现在敌人的子弹击中我们,还有敌人碰到我们,我们都不会死亡,接下来我们来实现一下

4. 设置玩家碰到敌人死亡

我们找到主类中的updatePlayerPosition()函数,在其中加入下面这段代码

# 与敌人碰撞if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):    MainGame.player1.life -= 1    initPlayer1(MainGame.player1.life)

这段代码就是检测玩家和敌人是否发生碰撞,如果发生了,玩家生命值减少1,重新初始化玩家

在这里插入图片描述

def updatePlayerPosition(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 = False    else:        # 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 = 15        else:            # 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:                # 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            # 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:                # 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                if not 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):                MainGame.player1.life -= 1                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 += 1        if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):            if c in MainGame.playerLandGroup:                self.player1.isInWater = False            elif c in MainGame.playerRiverGroup:                self.player1.isInWater = True        tempPlayer.rect.y -= 1

好,现在运行一下游戏,看看效果

在这里插入图片描述
可以看到,玩家碰到敌人后就直接重新复活了,并且生命值减少了1

不过现在并没有实现敌人子弹击中玩家,玩家死亡,下面我们来实现

5. 设置敌人子弹击中玩家

首先,玩家死亡时,会有死亡的图片,我们要加入进去

修改Constants.py代码,加入爆炸种类
在这里插入图片描述

class ExplodeVariety(Enum):    CIRCLE = 1    BRIDGE = 2    PLAYER1 = 3

其次,在爆炸类中根据爆炸种类加载不同的图片

在这里插入图片描述
图片素材我已经更新了,在网盘里就可以下载到

完整的爆炸效果类代码

class Explode:    def __init__(self, object, variety = ExplodeVariety.CIRCLE, isUseTime = False):        # 获取爆炸对象的位置        self.rect = object.rect        if variety == ExplodeVariety.CIRCLE:            self.images = [                loadImage('../Image/Explode/circleExplode1.png'),                loadImage('../Image/Explode/circleExplode1.png'),                loadImage('../Image/Explode/circleExplode1.png'),                loadImage('../Image/Explode/circleExplode1.png'),                loadImage('../Image/Explode/circleExplode2.png'),                loadImage('../Image/Explode/circleExplode2.png'),                loadImage('../Image/Explode/circleExplode2.png'),                loadImage('../Image/Explode/circleExplode2.png'),                loadImage('../Image/Explode/circleExplode3.png'),                loadImage('../Image/Explode/circleExplode3.png'),                loadImage('../Image/Explode/circleExplode3.png'),                loadImage('../Image/Explode/circleExplode3.png'),            ]        elif variety == ExplodeVariety.BRIDGE:            self.images = [                loadImage('../Image/Explode/bridgeExplode1.png'),                loadImage('../Image/Explode/bridgeExplode2.png'),                loadImage('../Image/Explode/bridgeExplode3.png'),            ]        elif variety == ExplodeVariety.PLAYER1:            self.images = [                loadImage('../Image/Player/Player1/Death/death.png'),                loadImage('../Image/Player/Player1/Death/death.png'),                loadImage('../Image/Player/Player1/Death/death.png'),                loadImage('../Image/Player/Player1/Death/death.png'),                loadImage('../Image/Player/Player1/Death/death.png'),            ]        self.index = 0        self.image = self.images[self.index]        self.isDestroy = False        self.isUseTime = isUseTime        self.lastTime = None    def draw(self, window, currentTime = None):        if self.isUseTime:            if currentTime - self.lastTime > 115:                # 根据索引获取爆炸对象, 添加到主窗口                # 让图像加载五次,这里可以换成五张大小不一样的爆炸图片,可以实现让爆炸效果从小变大的效果                if self.index < len(self.images):                    self.image = self.images[self.index]                    self.index += 1                    window.blit(self.image, self.rect)                else:                    self.isDestroy = True                    self.index = 0                self.lastTime = currentTime            else:                window.blit(self.image, self.rect)        else:            # 根据索引获取爆炸对象, 添加到主窗口            # 让图像加载五次,这里可以换成五张大小不一样的爆炸图片,可以实现让爆炸效果从小变大的效果            if self.index < len(self.images):                self.image = self.images[self.index]                self.index += 1                window.blit(self.image, self.rect)            else:                self.isDestroy = True                self.index = 0

最后,我们就可以在子弹类中加入代码,让子弹击中玩家时,玩家死亡

def collidePlayer(self, player, explodeList):    # 函数的返回值用来表示是否要重新初始化玩家    # 如果当前子弹和玩家发生碰撞    if pygame.sprite.collide_rect(self, player):        self.isDestroy = True        # 玩家生命值减少1        player.life -= 1        # 加入玩家的死亡效果        explodeList.append(Explode(player, ExplodeVariety.PLAYER1))        # 返回True        return True    return False

函数的返回值用来表示是否要重新初始化玩家

在这里插入图片描述
接下来,在主类中调用这个函数,找到drawEnemyBullet()函数,在其中加入代码

在这里插入图片描述
之前敌人碰到玩家,玩家死亡,但是没有显示玩家死亡的图片,这里我们加入以下

来到updatePlayerPosition()函数,加入代码

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好,下面我们运行一下,看看效果

在这里插入图片描述
可以看到子弹击中玩家后,玩家就出现死亡效果啦

但是目前玩家会无限复活,即使左上角的生命值没了,也会复活,这是因为玩家生命值归0后的代码我们并没有写,所以会出现这样的情况,后面我们再加上

6. 修改updatePlayerPosition()函数逻辑

接下来,我们把主类中的有些代码提出来,单独形成新的函数

来到updatePlayerPosition()函数,把下面框出的代码提出来,形成新的函数

在这里插入图片描述

def riverCollide(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

原来的代码修改一下

在这里插入图片描述
运行一下游戏,看看有没有什么问题在这里插入图片描述

并没有发现什么问题

完整的主类代码

import copyimport sysimport pygamefrom Constants import *from PlayerOne import PlayerOnefrom Collider import Colliderfrom Enemy1 import Enemy1from Explode import Explodedef drawPlayerOneBullet(player1BulletList):    for bullet in player1BulletList:        if bullet.isDestroy:            player1BulletList.remove(bullet)        else:            bullet.draw(MainGame.window)            bullet.move()            bullet.collideEnemy(MainGame.enemyList, MainGame.explodeList)def enemyUpdate(enemyList, enemyBulletList):    # 遍历整个敌人列表    for enemy in enemyList:        # 如果敌人已经被摧毁了        if enemy.isDestroy:            # 删除它的相关信息            enemyList.remove(enemy)            MainGame.allSprites.remove(enemy)            MainGame.enemyGroup.remove(enemy)        # 否则        else:            # 检查位置            enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)            # 显示敌人            enemy.draw(pygame.time.get_ticks())            # 敌人移动            enemy.move(pygame.time.get_ticks())            # 敌人开火            enemy.fire(enemyBulletList)def updateEnemyPosition():    # 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        if not 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 -= 1def drawEnemyBullet(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)def initLand():    land1 = Collider(81, 119 * MAP_SCALE, 737 * 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)    MainGame.playerLandGroup = pygame.sprite.Group(        land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,        land11, land12, land13, land14, land15    )    eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland9)    MainGame.playerColliderGroup.add(MainGame.playerLandGroup)    MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)def initRiver():    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)def drawExplode(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)def initPlayer1(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)class MainGame:    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        # 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')    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):        # 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        if -1503 < self.backRect.x < -1500:            self.generateEnemy(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())            self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())        if -1703 < self.backRect.x < -1700:            self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())            self.generateEnemy(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,                               pygame.time.get_ticks())        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            if not 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                    if len(MainGame.colliderStack) > 0:                        f = MainGame.colliderStack.pop()                        MainGame.playerColliderGroup.add(f)        MainGame.playerRiverGroup.draw(window)    def camera(self):        # 如果玩家的右边到达了屏幕的一半        if self.player1.rect.right > SCREEN_WIDTH / 2:            if not (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()    def mapObjectMove(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    def updatePlayerPosition(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 = False        else:            # 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 = 15            else:                # 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:                    # 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                    if not 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):                    MainGame.player1.life -= 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 += 1            if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):                if c in MainGame.playerLandGroup:                    self.player1.isInWater = False                elif c in MainGame.playerRiverGroup:                    self.player1.isInWater = True            tempPlayer.rect.y -= 1    def riverCollide(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    def generateEnemy(self, x, y, direction, currentTime):        # 根据玩家的当前位置和方向产生一个敌人        enemy = Enemy1(x, y, direction, currentTime)        # 分别加入敌人列表,所有角色组,敌人碰撞组        MainGame.enemyList.append(enemy)        MainGame.allSprites.add(enemy)        MainGame.enemyGroup.add(enemy)    def initBackground(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 = -1280    def drawLifeImage(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 = 5        for i in range(number):            # 每个图标之间的距离为25像素            rect.x = 5 + i * 20            window.blit(self.lifeImage, rect)if __name__ == '__main__':    MainGame().run()

完整的子弹类代码

import pygamefrom Constants import *from Explode import Explodeclass Bullet(pygame.sprite.Sprite):    def __init__(self, person, isEnemy = False):        pygame.sprite.Sprite.__init__(self)        self.images = [            loadImage('../Image/Bullet/bullet1.png')        ]        self.index = 0        self.image = self.images[self.index]        # 速度        self.xSpeed = 1        self.ySpeed = 1        self.rect = pygame.Rect(person.rect)        if not isEnemy:            if person.isInWater:                self.waterPosition(person)            else:                self.landPosition(person)        else:            if person.direction == Direction.RIGHT:                self.rect.x += 27 * PLAYER_SCALE                self.rect.y += 7 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = 7            else:                self.rect.x += -1 * PLAYER_SCALE                self.rect.y += 7 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = -7        # 销毁开关        self.isDestroy = False    def landPosition(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 = 0                else:                    self.rect.x += 24 * PLAYER_SCALE                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += 10 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 0                else:                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7        elif person.isSquating and not person.isWalking:            if person.direction == Direction.RIGHT:                self.rect.x += 34 * PLAYER_SCALE                self.rect.y += 25 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = 7            else:                self.rect.y += 25 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = -7        elif 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 = 7                elif person.isDown:                    self.rect.x += 21 * PLAYER_SCALE                    self.rect.y += 20 * PLAYER_SCALE                    self.ySpeed = 7                    self.xSpeed = 7                else:                    self.rect.x += 24 * PLAYER_SCALE                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += -3 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = -7                elif person.isDown:                    self.rect.x += -3 * PLAYER_SCALE                    self.rect.y += 20 * PLAYER_SCALE                    self.ySpeed = 7                    self.xSpeed = -7                else:                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7        elif 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 = 7            else:                self.rect.x += -2 * PLAYER_SCALE                self.rect.y += 8 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = -7    def waterPosition(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 = 0                else:                    self.rect.x += 27 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += 7 * PLAYER_SCALE                    self.rect.y += 3 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 0                else:                    self.rect.x += -1 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7        elif 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 = 7                else:                    self.rect.x += 27 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += -3 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = -7                else:                    self.rect.x += -1 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7    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    def collideEnemy(self, enemyList, explodeList):        for enemy in enemyList:            if pygame.sprite.collide_rect(self, enemy):               self.isDestroy = True               enemy.isDestroy = True               explodeList.append(Explode(enemy))    def collidePlayer(self, player, explodeList):        # 函数的返回值用来表示是否要重新初始化玩家        # 如果当前子弹和玩家发生碰撞        if pygame.sprite.collide_rect(self, player):            self.isDestroy = True            # 玩家生命值减少1            player.life -= 1            # 加入玩家的死亡效果            explodeList.append(Explode(player, ExplodeVariety.PLAYER1))            # 返回True            return True        return False

完整的玩家类代码

import pygamefrom Constants import *from Bullet import Bulletclass PlayerOne(pygame.sprite.Sprite):    def __init__(self, currentTime, life):        pygame.sprite.Sprite.__init__(self)        # 加载角色图片        self.standRightImage = loadImage('../Image/Player/Player1/Right/stand.png')        self.standLeftImage = loadImage('../Image/Player/Player1/Left/stand.png')        self.upRightImage = loadImage('../Image/Player/Player1/Up/upRight(small).png')        self.upLeftImage = loadImage('../Image/Player/Player1/Up/upLeft(small).png')        self.downRightImage = loadImage('../Image/Player/Player1/Down/down.png')        self.downLeftImage = loadImage('../Image/Player/Player1/Down/down.png', True)        self.obliqueUpRightImages = [            loadImage('../Image/Player/Player1/Up/rightUp1.png'),            loadImage('../Image/Player/Player1/Up/rightUp2.png'),            loadImage('../Image/Player/Player1/Up/rightUp3.png'),        ]        self.obliqueUpLeftImages = [            loadImage('../Image/Player/Player1/Up/rightUp1.png', True),            loadImage('../Image/Player/Player1/Up/rightUp2.png', True),            loadImage('../Image/Player/Player1/Up/rightUp3.png', True),        ]        self.obliqueDownRightImages = [            loadImage('../Image/Player/Player1/ObliqueDown/1.png'),            loadImage('../Image/Player/Player1/ObliqueDown/2.png'),            loadImage('../Image/Player/Player1/ObliqueDown/3.png'),        ]        self.obliqueDownLeftImages = [            loadImage('../Image/Player/Player1/ObliqueDown/1.png', True),            loadImage('../Image/Player/Player1/ObliqueDown/2.png', True),            loadImage('../Image/Player/Player1/ObliqueDown/3.png', True),        ]        # 角色向右的全部图片        self.rightImages = [            loadImage('../Image/Player/Player1/Right/run1.png'),            loadImage('../Image/Player/Player1/Right/run2.png'),            loadImage('../Image/Player/Player1/Right/run3.png')        ]        # 角色向左的全部图片        self.leftImages = [            loadImage('../Image/Player/Player1/Left/run1.png'),            loadImage('../Image/Player/Player1/Left/run2.png'),            loadImage('../Image/Player/Player1/Left/run3.png')        ]        # 角色跳跃的全部图片        self.upRightImages = [            loadImage('../Image/Player/Player1/Jump/jump1.png'),            loadImage('../Image/Player/Player1/Jump/jump2.png'),            loadImage('../Image/Player/Player1/Jump/jump3.png'),            loadImage('../Image/Player/Player1/Jump/jump4.png'),        ]        self.upLeftImages = [            loadImage('../Image/Player/Player1/Jump/jump1.png', True),            loadImage('../Image/Player/Player1/Jump/jump2.png', True),            loadImage('../Image/Player/Player1/Jump/jump3.png', True),            loadImage('../Image/Player/Player1/Jump/jump4.png', True),        ]        self.rightFireImages = [            loadImage('../Image/Player/Player1/Right/fire1.png'),            loadImage('../Image/Player/Player1/Right/fire2.png'),            loadImage('../Image/Player/Player1/Right/fire3.png'),        ]        self.leftFireImages = [            loadImage('../Image/Player/Player1/Right/fire1.png', True),            loadImage('../Image/Player/Player1/Right/fire2.png', True),            loadImage('../Image/Player/Player1/Right/fire3.png', True),        ]        # 加载玩家在水中的图片        self.upRightImageInWater = loadImage('../Image/Player/Player1/Water/up.png')        self.upLeftImageInWater = loadImage('../Image/Player/Player1/Water/up.png', True)        self.diveRightImageInWater = loadImage('../Image/Player/Player1/Water/dive.png')        self.diveLeftImageInWater = loadImage('../Image/Player/Player1/Water/dive.png', True)        self.standRightImageInWater = loadImage('../Image/Player/Player1/Water/stand.png')        self.standLeftImageInWater = loadImage('../Image/Player/Player1/Water/stand.png', True)        self.fireRightInWater = loadImage('../Image/Player/Player1/Water/standFire.png')        self.fireLeftInWater = loadImage('../Image/Player/Player1/Water/standFire.png', True)        self.obliqueRightInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png')        self.obliqueLeftInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png', True)        self.rightInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png')        self.leftInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png', True)        # 角色左右移动下标        self.imageIndex = 0        # 角色跳跃下标        self.upImageIndex = 0        # 角色斜射下标        self.obliqueImageIndex = 0        # 上一次显示图片的时间        self.runLastTimer = currentTime        self.fireLastTimer = currentTime        # 选择当前要显示的图片        self.image = self.standRightImage        # 获取图片的rect        self.rect = self.image.get_rect()        # 设置角色的状态        self.state = State.FALL        # 角色的方向        self.direction = Direction.RIGHT        # 速度        self.xSpeed = PLAYER_X_SPEED        self.ySpeed = 0        self.jumpSpeed = -11        # 人物当前的状态标志        self.isStanding = False        self.isWalking = False        self.isJumping = True        self.isSquating = False        self.isFiring = False        self.isInWater = False        # 重力加速度        self.gravity = 0.8        # 玩家上下方向        self.isUp = False        self.isDown = False        self.life = life    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)        # 更新动画        if self.isInWater:            self.waterUpdate()        else:            self.landUpdate()    def landUpdate(self):        # 跳跃状态        if self.isJumping:            # 根据方向            if self.direction == Direction.RIGHT:                # 方向向右,角色加载向右跳起的图片                self.image = self.upRightImages[self.upImageIndex]            else:                # 否则,方向向左,角色加载向左跳起的图片                self.image = self.upLeftImages[self.upImageIndex]        # 角色蹲下        if self.isSquating:            if self.direction == Direction.RIGHT:                # 加载向右蹲下的图片                self.image = self.downRightImage            else:                # 加载向左蹲下的图片                self.image = self.downLeftImage        # 角色站着        if self.isStanding:            if self.direction == Direction.RIGHT:                if self.isUp:                    # 加载向右朝上的图片                    self.image = self.upRightImage                elif self.isDown:                    # 加载向右蹲下的图片                    self.image = self.downRightImage                else:                    # 加载向右站着的图片                    self.image = self.standRightImage            else:                # 向左也是同样的效果                if self.isUp:                    self.image = self.upLeftImage                elif self.isDown:                    self.image = self.downLeftImage                else:                    self.image = self.standLeftImage        # 角色移动        if self.isWalking:            if self.direction == Direction.RIGHT:                if self.isUp:                    # 加载斜右上的图片                    self.image = self.obliqueUpRightImages[self.obliqueImageIndex]                elif self.isDown:                    # 加载斜右下的图片                    self.image = self.obliqueDownRightImages[self.obliqueImageIndex]                else:                    # 加载向右移动的图片,根据开火状态是否加载向右开火移动的图片                    if self.isFiring:                        self.image = self.rightFireImages[self.imageIndex]                    else:                        self.image = self.rightImages[self.imageIndex]            else:                if self.isUp:                    self.image = self.obliqueUpLeftImages[self.obliqueImageIndex]                elif self.isDown:                    self.image = self.obliqueDownLeftImages[self.obliqueImageIndex]                else:                    if self.isFiring:                        self.image = self.leftFireImages[self.imageIndex]                    else:                        self.image = self.leftImages[self.imageIndex]    def waterUpdate(self):        if self.isSquating:            if self.direction == Direction.RIGHT:                self.image = self.diveRightImageInWater            else:                self.image = self.diveLeftImageInWater        if self.isStanding:            if self.direction == Direction.RIGHT:                if self.isFiring:                    if self.isUp:                        self.image = self.upRightImageInWater                    else:                        self.image = self.fireRightInWater                else:                    if self.isUp:                        self.image = self.upRightImageInWater                    else:                        self.image = self.standRightImageInWater            else:                if self.isFiring:                    if self.isUp:                        self.image = self.upLeftImageInWater                    else:                        self.image = self.fireLeftInWater                else:                    if self.isUp:                        self.image = self.upLeftImageInWater                    else:                        self.image = self.standLeftImageInWater        if self.isWalking:            if self.direction == Direction.RIGHT:                if self.isUp:                    self.image = self.obliqueRightInWater                else:                    if self.isFiring:                        self.image = self.fireRightInWater                    else:                        self.image = self.standRightImageInWater            else:                if self.isUp:                    self.image = self.obliqueLeftInWater                else:                    if self.isFiring:                        self.image = self.fireLeftInWater                    else:                        self.image = self.standLeftImageInWater    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]:            if not self.isInWater:                # K按下,角色进入跳跃状态,但是不会改变方向                self.state = State.JUMP                # 设置站立状态为False,跳跃状态为True                # 不改变移动状态,因为移动的时候也可以跳跃                self.isStanding = False                self.isJumping = True                # 设置速度,速度为负数,因为角色跳起后,要下落                self.isUp = True                self.ySpeed = self.jumpSpeed        # 没有按下按键        else:            # 没有按下按键,角色依然是站立状态            self.state = State.STAND            self.isStanding = True        # 按下w键        if keys[pygame.K_w]:            # W按下,角色向上,改变方向状态            self.isUp = True            self.isStanding = True            self.isDown = False            self.isSquating = False        # 按下s键        elif keys[pygame.K_s]:            # S按下,角色蹲下,改变方向状态,并且蹲下状态设置为True            self.isUp = False            self.isStanding = False            self.isDown = True            self.isSquating = True        if keys[pygame.K_j]:            self.fire(currentTime, playerBulletList)    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        if self.isInWater:            self.walkingInWater(currentTime)        else:            self.walkingInLand(currentTime)        # 按下D键        if keys[pygame.K_d]:            self.direction = Direction.RIGHT            self.xSpeed = PLAYER_X_SPEED        # 按下A键        elif keys[pygame.K_a]:            self.direction = Direction.LEFT            self.xSpeed = -PLAYER_X_SPEED         # 按下S键        elif keys[pygame.K_s]:            self.isStanding = False            self.isDown = True            self.isUp = False        # 按下W键        if keys[pygame.K_w]:            self.isUp = True            self.isDown = False        # 没有按键按下        else:            self.state = State.STAND        # 移动时按下K键        if keys[pygame.K_k]:            # 角色状态变为跳跃            if not self.isInWater:                self.state = State.JUMP                self.ySpeed = self.jumpSpeed                self.isJumping = True                self.isStanding = False                self.isUp = True        if keys[pygame.K_j]:            self.fire(currentTime, playerBulletList)    def walkingInLand(self, currentTime):        # 如果当前是站立的图片        if self.isStanding:            # 方向向右,方向向上            if self.direction == Direction.RIGHT and self.isUp:                # 设置为向右朝上的图片                self.image = self.upRightImage            # 方向向右            elif self.direction == Direction.RIGHT 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    def walkingInWater(self, currentTime):        if self.isStanding:            # 设置为斜射            if self.direction == Direction.RIGHT and self.isUp:                self.image = self.upRightImageInWater            elif self.direction == Direction.RIGHT and not self.isUp:                self.image = self.standRightImageInWater            elif self.direction == Direction.LEFT and self.isUp:                self.image = self.upLeftImageInWater            elif self.direction == Direction.LEFT and not self.isUp:                self.image = self.standLeftImageInWater            self.runLastTimer = currentTime        else:            # 如果是走动的图片            if self.direction == Direction.RIGHT:                self.xSpeed = PLAYER_X_SPEED                if self.isUp:                    self.image = self.obliqueRightInWater                    self.runLastTimer = currentTime                else:                    self.image = self.standRightImageInWater                    self.runLastTimer = currentTime            else:                self.xSpeed = PLAYER_X_SPEED                if self.isUp:                    self.image = self.obliqueLeftInWater                    self.runLastTimer = currentTime                else:                    self.image = self.standLeftImageInWater                    self.runLastTimer = currentTime    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.fire(currentTime, playerBulletList)    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        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.fire(currentTime, playerBulletList)    def fire(self, currentTime, playerBulletList):        self.isFiring = True        # 潜水状态下不能开火        if not (self.isInWater and self.isSquating):            if len(playerBulletList) < PLAYER_BULLET_NUMBER:                if currentTime - self.fireLastTimer > 150:                    playerBulletList.append(Bullet(self))                    self.fireLastTimer = currentTime

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