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学习 Python 之 Pygame 开发魂斗罗(四)

学习 Python 之 Pygame 开发魂斗罗(四)

学习 Python 之 Pygame 开发魂斗罗(四)

    • 继续编写魂斗罗
      • 1. 创建子弹
      • 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(二)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 = 0self.image = self.images[self.index]# 速度self.xSpeed = 1self.ySpeed = 1self.rect = pygame.Rect(person.rect)# 销毁开关self.isDestroy = Falsedef move(self):self.rect.x += self.xSpeedself.rect.y += self.ySpeedself.checkBullet()def draw(self, window):window.blit(self.image, self.rect)def checkBullet(self):toDestroy = Falseif self.rect.top < 0 or self.rect.top > 600:toDestroy = Trueif self.rect.left < 0 or self.rect.right > 900:toDestroy = Trueif toDestroy:self.isDestroy = True

2. 根据玩家方向和状态设置子弹发射的位置

由于玩家的方向和状态不一样,所以玩家开火后,子弹发射的位置也不一样

下面我们来看看角色状态和发射子弹的位置

(1). 站立向右发射子弹

(x,y) 是图片的位置,我们计算出,此状态下,子弹发射的位置是 (x+24,y+11)

在这里插入图片描述
下面我们来设置一下

self.rect.x += 24 * 2.5
self.rect.y += 11 * 2.5
self.ySpeed = 0
self.xSpeed = 7

2.5是人物放大的倍数,加载图像的时候把图像放大了2.5倍,所以设置子弹发射位置的时候,同样要乘以2.5

if person.isStanding:# 判断方向# 方向向右if person.direction == Direction.RIGHT:# 向上if person.isUp:pass# 向右else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7# 方向向左else:if person.isUp:passelse:passelif person.isSquating and not person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass

(2). 站立向左发射子弹

在这里插入图片描述

self.rect.y += 11 * 2.5
self.ySpeed = 0
self.xSpeed = -7
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:passelse:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:passelse:self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isSquating and not person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass

(3). 站立朝上发射子弹

站立向右朝上发射子弹
在这里插入图片描述

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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:passelse:self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isSquating and not person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass

站立向左朝上发射子弹也是同样的计算方式

self.rect.x += 10 * 2.5
self.rect.y += -1 * 2.5
self.ySpeed = -7
self.xSpeed = 0
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isSquating and not person.isWalking:if person.direction == Direction.RIGHT:passelse:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass

(4). 蹲下发射子弹

向右示意图

在这里插入图片描述

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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * 2.5self.ySpeed = 0self.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 = 7else:passelif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass

同样的,设置向左的发射位置

self.rect.y += 25 * 2.5
self.ySpeed = 0
self.xSpeed = -7
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction == Direction.RIGHT:# 向上if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * 2.5self.ySpeed = 0self.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 = 7else:self.rect.y += 25 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse:pass

(5). 向斜方发射子弹

向斜右上方发射子弹示意图
在这里插入图片描述

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
在这里插入图片描述

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 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * 2.5self.ySpeed = 0self.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 = 7else:self.rect.y += 25 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 20 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 7elif person.isDown:self.rect.x += 21 * 2.5self.rect.y += 20 * 2.5self.ySpeed = 7self.xSpeed = 7else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += -3 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = -7elif person.isDown:self.rect.x += -3 * 2.5self.rect.y += 20 * 2.5self.ySpeed = 7self.xSpeed = -7else:self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:passelse: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 * 2.5self.rect.y += 8 * 2.5self.ySpeed = 0self.xSpeed = 7else:self.rect.x += -2 * 2.5self.rect.y += 8 * 2.5self.ySpeed = 0self.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 = 0self.image = self.images[self.index]# 速度self.xSpeed = 1self.ySpeed = 1self.rect = pygame.Rect(person.rect)if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * 2.5self.ySpeed = 0self.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 = 7else:self.rect.y += 25 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 20 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = 7elif person.isDown:self.rect.x += 21 * 2.5self.rect.y += 20 * 2.5self.ySpeed = 7self.xSpeed = 7else:self.rect.x += 24 * 2.5self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += -3 * 2.5self.rect.y += -1 * 2.5self.ySpeed = -7self.xSpeed = -7elif person.isDown:self.rect.x += -3 * 2.5self.rect.y += 20 * 2.5self.ySpeed = 7self.xSpeed = -7else:self.rect.y += 11 * 2.5self.ySpeed = 0self.xSpeed = -7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:self.rect.x += 16 * 2.5self.rect.y += 8 * 2.5self.ySpeed = 0self.xSpeed = 7else:self.rect.x += -2 * 2.5self.rect.y += 8 * 2.5self.ySpeed = 0self.xSpeed = -7# 销毁开关self.isDestroy = Falsedef move(self):self.rect.x += self.xSpeedself.rect.y += self.ySpeedself.checkBullet()def draw(self, window):window.blit(self.image, self.rect)def checkBullet(self):toDestroy = Falseif self.rect.top < 0 or self.rect.top > 600:toDestroy = Trueif self.rect.left < 0 or self.rect.right > 900:toDestroy = Trueif toDestroy:self.isDestroy = True

3. 在玩家类中加入开火

在常量文件中设置子弹上限

# 设置玩家子弹上限
PLAYER_BULLET_NUMBER = 15

在玩家类的四个状态函数中加入发射的代码

if keys[pygame.K_j]:self.isFiring = Trueif len(playerBulletList) < PLAYER_BULLET_NUMBER:# 设置子弹发射的间隔为150if currentTime - self.fireLastTimer  > 150:playerBulletList.append(Bullet(self))self.fireLastTimer = currentTime

完整的玩家类

import pygame
from Constants import *
from Bullet import 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 = currentTimeself.fireLastTimer = currentTime# 选择当前要显示的图片self.image = self.standRightImage# 获取图片的rectself.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_SPEEDself.ySpeed = 0self.jumpSpeed = -11# 人物当前的状态标志self.isStanding = Falseself.isWalking = Falseself.isJumping = Trueself.isSquating = Falseself.isFiring = False# 重力加速度self.gravity = 0.7self.isUp = Falseself.isDown = Falsedef 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.xself.rect.x += self.xSpeedself.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.downRightImageelse:# 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.upRightImageelif self.isDown:# 加载向右蹲下的图片self.image = self.downRightImageelse:# 加载向右站着的图片self.image = self.standRightImageelse:# 向左也是同样的效果if self.isUp:self.image = self.upLeftImageelif self.isDown:self.image = self.downLeftImageelse: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 = Trueself.isWalking = Falseself.isJumping = Falseself.isSquating = Falseself.isUp = Falseself.isDown = Falseself.isFiring = False# 设置速度self.ySpeed = 0self.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Trueself.isStanding = Falseself.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Trueself.isStanding = Falseself.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 = Falseself.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.STANDself.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 = Trueself.isStanding = Trueself.isDown = Falseself.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Trueself.isUp = Falseself.isStanding = Falseself.isDown = Trueself.isSquating = Trueif keys[pygame.K_j]:self.isFiring = Trueif len(playerBulletList) < PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer  > 150:playerBulletList.append(Bullet(self))self.fireLastTimer = currentTimedef walking(self, keys, currentTime, playerBulletList):"""角色行走,每10帧变换一次图片"""self.isStanding = Falseself.isWalking = Trueself.isJumping = Falseself.isSquating = Falseself.isFiring = Falseself.ySpeed = 0self.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.standRightImageelif self.direction == Direction.LEFT and self.isUp:self.image = self.upLeftImageelif self.direction == Direction.LEFT and not self.isUp:self.image = self.standLeftImage# 记下当前时间self.runLastTimer = currentTimeelse:# 如果是走动的图片,先判断方向if self.direction == Direction.RIGHT:# 设置速度self.xSpeed = PLAYER_X_SPEED# 根据上下方向觉得是否角色要加载斜射的图片if self.isUp or self.isDown:# isUp == True表示向上斜射# isDown == True表示向下斜射# 计算上一次加载图片到这次的时间,如果大于115,即11.5帧,即上次加载图片到这次加载图片之间,已经加载了11张图片if currentTime - self.runLastTimer > 115:# 那么就可以加载斜着奔跑的图片# 如果角色加载的图片不是第三张,则加载下一张就行if self.obliqueImageIndex < 2:self.obliqueImageIndex += 1# 否则就加载第一张图片else:self.obliqueImageIndex = 0# 记录变换图片的时间,为下次变换图片做准备self.runLastTimer = currentTime# 不是斜射else:# 加载正常向右奔跑的图片if currentTime - self.runLastTimer > 115:if self.imageIndex < 2:self.imageIndex += 1else:self.imageIndex = 0self.runLastTimer = currentTimeelse:self.xSpeed = -PLAYER_X_SPEEDif self.isUp or self.isDown:if currentTime - self.runLastTimer > 115:if self.obliqueImageIndex < 2:self.obliqueImageIndex += 1else:self.obliqueImageIndex = 0self.runLastTimer = currentTimeelse:if currentTime - self.runLastTimer > 115:if self.imageIndex < 2:self.imageIndex += 1else:self.imageIndex = 0self.runLastTimer = currentTime# 按下D键if keys[pygame.K_d]:self.direction = Direction.RIGHTself.xSpeed = PLAYER_X_SPEED# 按下A键elif keys[pygame.K_a]:self.direction = Direction.LEFTself.xSpeed = -PLAYER_X_SPEED# 按下S键elif keys[pygame.K_s]:self.isStanding = Falseself.isDown = True# 按下W键if keys[pygame.K_w]:self.isUp = Trueself.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.JUMPself.ySpeed = self.jumpSpeedself.isJumping = Trueself.isStanding = Falseif keys[pygame.K_j]:self.isFiring = Trueif len(playerBulletList) < PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer  > 150:playerBulletList.append(Bullet(self))self.fireLastTimer = currentTimedef jumping(self, keys, currentTime, playerBulletList):"""跳跃"""# 设置标志self.isJumping = Trueself.isStanding = Falseself.isDown = Falseself.isSquating = Falseself.isFiring = False# 更新速度self.ySpeed += self.gravityif currentTime - self.runLastTimer > 115:if self.upImageIndex < 3:self.upImageIndex += 1else:self.upImageIndex = 0# 记录变换图片的时间,为下次变换图片做准备self.runLastTimer = currentTimeif keys[pygame.K_d]:self.direction = Direction.RIGHTelif keys[pygame.K_a]:self.direction = Direction.LEFT# 按下W键if keys[pygame.K_w]:self.isUp = Trueself.isDown = Falseelif keys[pygame.K_s]:self.isUp = Falseself.isDown = Trueif self.ySpeed >= 0:self.state = State.FALLif not keys[pygame.K_k]:self.state = State.FALLif keys[pygame.K_j]:self.isFiring = Trueif len(playerBulletList) < PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer  > 150:playerBulletList.append(Bullet(self))self.fireLastTimer = currentTimedef 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.gravityif currentTime - self.runLastTimer > 115:if self.upImageIndex < 3:self.upImageIndex += 1else:self.upImageIndex = 0self.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.WALKself.ySpeed = 0self.rect.bottom = SCREEN_HEIGHT - GROUND_HEIGHTself.isJumping = Falseif keys[pygame.K_d]:self.direction = Direction.RIGHTself.isWalking = Falseelif keys[pygame.K_a]:self.direction = Direction.LEFTself.isWalking = Falseif keys[pygame.K_j]:self.isFiring = Trueif 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 sys
import pygame
from 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 = NoneallSprites = Nonewindow = 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 = 60self.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 = 80MainGame.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

组装电脑配置单