学习 Python 之 Pygame 开发魂斗罗(四)
在上次的博客学习 Python 之 Pygame 开发魂斗罗(三)中,我们完成了角色的移动和跳跃,下面我们来继续写魂斗罗。
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly 提取码:hdly
1. 创建子弹类发射子弹首先要有子弹类 我们来创建一下
import pygame from Constants import * 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 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 72.5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: pass elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: pass elif 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: pass elif 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 * 2.5 self.ySpeed = 0 self.xSpeed = -7 # 根据角色的方向和状态设置子弹发射的位置 # 角色站着 if person.isStanding: # 判断方向 if person.direction == Direction.RIGHT: # 向上 if person.isUp: 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 = -7 elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: pass elif 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: pass elif 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 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0这里我微微调整了一下y的值,方向向上,所以子弹的y是逐渐减小的,所以y速度是负数
# 根据角色的方向和状态设置子弹发射的位置 # 角色站着 if person.isStanding: # 判断方向 if person.direction == Direction.RIGHT: # 向上 if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 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 = -7 elif person.isSquating and not person.isWalking: if person.direction == Direction.RIGHT: pass else: pass elif 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: pass elif 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 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 0 # 根据角色的方向和状态设置子弹发射的位置 # 角色站着 if person.isStanding: # 判断方向 if person.direction == Direction.RIGHT: # 向上 if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 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: pass else: pass elif 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: pass elif 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 * 2.5 self.rect.y += 25 * 2.5 self.ySpeed = 0 self.xSpeed = 7 # 根据角色的方向和状态设置子弹发射的位置 # 角色站着 if person.isStanding: # 判断方向 if person.direction == Direction.RIGHT: # 向上 if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 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: pass elif 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: pass elif 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 * 2.5 self.ySpeed = 0 self.xSpeed = -7 # 根据角色的方向和状态设置子弹发射的位置 # 角色站着 if person.isStanding: # 判断方向 if person.direction == Direction.RIGHT: # 向上 if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 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: pass elif person.isDown: pass else: pass else: if person.isUp: pass elif person.isDown: pass else: pass elif 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 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 7向斜左上方发射子弹时的子弹位置
self.rect.x += -3 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = -7向斜右下方发射子弹示意图
self.rect.x += 21 * 2.5 self.rect.y += 20 * 2.5 self.ySpeed = 7 self.xSpeed = 7向斜左下方发射子弹时的子弹位置
self.rect.x += -3 * 2.5 self.rect.y += 20 * 2.5 self.ySpeed = 7 self.xSpeed = -7 (6). 奔跑时发射子弹奔跑时发射子弹和站立发射子弹是一样的
向右
self.rect.x += 24 * 2.5 self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = 7向左
self.rect.y += 11 * 2.5 self.ySpeed = 0 self.xSpeed = -7完整的代码
if person.isStanding: if person.direction == Direction.RIGHT: if person.isUp: self.rect.x += 10 * 2.5 self.rect.y += -1 * 2.5 self.ySpeed = -7 self.xSpeed = 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: 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 pygame from 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 pygame from Constants import * from Bullet import Bullet class 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 sys import pygame from Constants import * from PlayerOne import PlayerOne def 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