学习 Python 之 Pygame 开发魂斗罗(十四)
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(十三)中,我们加入了敌人2的类,创建了新的敌人,这次我们加入桥。
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 创建桥类
import pygame
from Constants import *class Bridge:def __init__(self, x, y, typeInfo):if typeInfo == BridgeType.ON:self.image = loadImage('../Image/Map/1/Bridge/bridgeOn.png')elif typeInfo == BridgeType.BODY:self.image = loadImage('../Image/Map/1/Bridge/bridgeBody.png')else:self.image = loadImage('../Image/Map/1/Bridge/bridgeDown.png')self.rect = self.image.get_rect()self.rect.x = xself.rect.y = yself.isDestroy = Falsedef draw(self, window: pygame.Surface):window.blit(self.image, self.rect)
这里会有报错,因为在Constants.py中没有定义BridgeType.ON
BridgeType是桥的类型,魂斗罗中桥的图片有三种,所以对应三个类型
我们在Constants.py中定义一下
class BridgeType(Enum):ON = 1BODY = 2DOWN = 3
2. 在主类中加入一些类变量
加入一个列表,用来存放桥
加入一个通用碰撞体组,存放敌人和玩家都可以碰的碰撞体
commonColliderGroup = None
bridgeList = []
有了列表和碰撞体组后,现在就可以创建桥了
魂斗罗的第一关有两座桥,下面是创建桥的函数
def initBridge():bridge1_1 = Bridge(1920, int(113 * MAP_SCALE), BridgeType.ON)bridge1_2 = Bridge(1980, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_3 = Bridge(2040, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_4 = Bridge(2100, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_5 = Bridge(2160, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_6 = Bridge(2180, int(113 * MAP_SCALE), BridgeType.DOWN)bridge2_1 = Bridge(2640, int(113 * MAP_SCALE), BridgeType.ON)bridge2_2 = Bridge(2700, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_3 = Bridge(2760, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_4 = Bridge(2820, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_5 = Bridge(2880, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_6 = Bridge(2900, int(113 * MAP_SCALE), BridgeType.DOWN)# 桥的碰撞体,设置为绿色bridgeCollide1_1 = Collider(1920, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_2 = Collider(1980, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_3 = Collider(2040, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_4 = Collider(2100, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_5 = Collider(2160, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_6 = Collider(2180, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_1 = Collider(2640, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_2 = Collider(2700, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_3 = Collider(2760, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_4 = Collider(2820, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_5 = Collider(2880, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_6 = Collider(2900, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))# 把桥加入列表MainGame.bridgeList.append(bridge1_1)MainGame.bridgeList.append(bridge1_2)MainGame.bridgeList.append(bridge1_3)MainGame.bridgeList.append(bridge1_4)MainGame.bridgeList.append(bridge1_5)MainGame.bridgeList.append(bridge1_6)MainGame.bridgeList.append(bridge2_1)MainGame.bridgeList.append(bridge2_2)MainGame.bridgeList.append(bridge2_3)MainGame.bridgeList.append(bridge2_4)MainGame.bridgeList.append(bridge2_5)MainGame.bridgeList.append(bridge2_6)# 把桥碰撞体加入通用碰撞体组MainGame.commonColliderGroup = pygame.sprite.Group(bridgeCollide1_1, bridgeCollide1_2, bridgeCollide1_3, bridgeCollide1_4, bridgeCollide1_5, bridgeCollide1_6,bridgeCollide2_1, bridgeCollide2_2, bridgeCollide2_3, bridgeCollide2_4, bridgeCollide2_5, bridgeCollide2_6,)
有了创建桥的函数,下面要调用一下,在主类的__init__
函数中调用
接下来修改主类的mapObjectMove
函数,让桥也随着玩家的镜头移动
def mapObjectMove(self):for sprite in MainGame.allSprites:sprite.rect.x -= self.cameraAdaptionfor collider in MainGame.playerColliderGroup:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.colliderStack:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.enemyColliderGroup:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.commonColliderGroup:collider.rect.x -= self.cameraAdaptionfor bridge in MainGame.bridgeList:bridge.rect.x -= self.cameraAdaptionfor explode in MainGame.explodeList:explode.rect.x -= self.cameraAdaptionfor bullet in MainGame.enemyBulletList:bullet.rect.x -= self.cameraAdaption
3. 显示桥
在主类的update
函数中,写一个显示桥的函数
def drawBridge(bridgeList):for b in bridgeList:if b.isDestroy:bridgeList.remove(b)else:b.draw(MainGame.window)
这是一个全局函数,写在主类外面
现在,运行一下程序,看看效果
桥就出现了,但是碰撞体没有起作用,玩家还是会从桥上掉下来,下面就来解决一下这个问题
4. 解决玩家与桥的碰撞体问题
首先在update
函数中加入如下代码,让桥的碰撞体的绿线显示出来
此时运行游戏就看到了绿线了
接下来需要增加一些变量,用来出来桥的行为
self.bridgeExploding = False
这个变量用来记录当前桥是否处于爆炸的状态
在__init__
函数的最后加入如下代码
该列表的作用是,记录下来哪一个桥发生了碰撞
处理桥的总体逻辑思路是这样的:当玩家碰到桥时,记录下来发生碰撞的桥,让self.bridgeExploding=True,表示有桥发生了碰撞,然后把发生碰撞的桥加入hasCollidedBridge列表,这个列表用于记录上一个玩家发生碰撞的是哪一个桥,之后在一个函数中,处理爆炸的桥。
下面修改一下玩家与物体碰撞的逻辑
来到updatePlayerPosition
函数,在下面的位置加入逻辑
加入玩家与桥发生碰撞的逻辑
# 玩家与桥碰撞的逻辑
if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.commonColliderGroup):MainGame.player1.isInWater = False# 玩家碰到桥if not self.bridgeExploding:self.bridgeExploding = True# 把碰到的桥放到列表里self.hasCollidedBridge.append(c)# MainGame.commonColliderGroup.remove(c)
else:# 获取玩家中心center = MainGame.player1.getCenter()# 遍历桥列表,看看玩家中心当前在哪一个桥的范围内for bridge in MainGame.bridgeList:# 计算位置,是不是当前的桥(桥有好几块,判断当前块)走到了2/3if bridge.rect.x + bridge.rect.width * 2 / 3 < center[0] < bridge.rect.x + bridge.rect.width:# 找到了,那么就让这个桥爆炸self.bridgeExploding = True# 删除碰撞体for collider in MainGame.commonColliderGroup:if collider.rect.x < center[0] < collider.rect.x + collider.rect.width:MainGame.commonColliderGroup.remove(collider)
这个的逻辑分为两个,一个是玩家走到桥上,桥要爆炸,还有一个是玩家走到桥的位置,桥要爆炸
在“玩家走到桥的位置,桥要爆炸”的逻辑里,我设置了一个范围,当玩家走到桥的三分之二的位置时,那么当前的这个位置的桥就要发生爆炸
接下来写一下处理桥爆炸的逻辑
def bridgeExplode(self):if self.bridgeExploding:self.bridgeExploding = Falseif len(MainGame.bridgeList) > 0:# 取出第一个, 创建爆炸,放入爆炸列表bridge = MainGame.bridgeList[0]# 把该桥移除MainGame.bridgeList.remove(bridge)# 创建爆炸,指定爆炸类型,并且是按照时间来显示爆炸图片explode = Explode(bridge, ExplodeVariety.BRIDGE, True)# 设置时间explode.lastTime = pygame.time.get_ticks()MainGame.explodeList.append(explode)# 检查列表中是不是有元素if len(self.hasCollidedBridge) > 0:# 把第一个元素取出来,并且删除这个元素,这里是碰撞的桥会被放到列表里,所以删除的是碰到的桥c = self.hasCollidedBridge.pop()MainGame.commonColliderGroup.remove(c)
之后在update
函数中调用一下
ok,现在就应该实现了桥爆炸了
可以看到玩家经过,桥就会爆炸了
此时敌人踩到桥上,会落下去,我们把这个问题解决一下
5. 解决敌人与桥的碰撞体问题
来到主类的全局函数updateEnemyPosition
修改一下其中的逻辑
因为敌人分为两种,一个可以移动,一个不能移动
在类型1的敌人里,加入如下代码,让它可以与通用类碰撞体进行碰撞检测
好了,我们运行一下游戏,看看情况
成功实现敌人可以在桥上走动
下面是完整的代码
完整的主类代码
import copy
import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne
from Collider import Collider
from Enemy1 import Enemy1
from Explode import Explode
from Enemy2 import Enemy2
from Bridge import Bridgedef 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:if enemy.type == 1:if enemy.isDestroy:enemyList.remove(enemy)MainGame.allSprites.remove(enemy)MainGame.enemyGroup.remove(enemy)else:enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)enemy.draw(pygame.time.get_ticks())enemy.move(pygame.time.get_ticks())enemy.fire(enemyBulletList)elif enemy.type == 2:if enemy.isDestroy:enemyList.remove(enemy)MainGame.allSprites.remove(enemy)MainGame.enemyGroup.remove(enemy)else:enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)enemy.draw(MainGame.window, MainGame.player1, pygame.time.get_ticks())enemy.fire(enemyBulletList, MainGame.player1)def updateEnemyPosition():# 遍历全部敌人列表for enemy in MainGame.enemyList:if enemy.type == 1:# 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和commonColliderGroup中的碰撞collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup) \\or pygame.sprite.spritecollideany(t, MainGame.commonColliderGroup)# 没有发生碰撞,让敌人下落if not collide:enemy.rect.y += 4enemy.isFalling = True# 改变下落时的图片enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImageelse: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 = TrueMainGame.explodeList.append(Explode(enemy))t.rect.y -= 1elif enemy.type == 2:t = copy.copy(enemy)t.rect.y += 1collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup)if not collide:enemy.rect.y += 1t.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)# land1 = Collider(81, 119 * MAP_SCALE, 8000 * 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)land16 = Collider(3420 * RATIO, 119 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land17 = Collider(3537 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land18 = Collider(3715 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land19 = Collider(3890 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land20 = Collider(3775 * RATIO, 87 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land21 = Collider(4010 * RATIO, 151 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land22 = Collider(4125 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land23 = Collider(4304 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land24 = Collider(4304 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land25 = Collider(4361 * RATIO, 183 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land26 = Collider(4537 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land27 = Collider(4598 * RATIO, 87 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land28 = Collider(4657 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land29 = Collider(4598 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land30 = Collider(4776 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land31 = Collider(4835 * RATIO, 151 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land32 = Collider(5010 * RATIO, 216 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land33 = Collider(5250 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land34 = Collider(5423 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land35 = Collider(5543 * RATIO, 119 * MAP_SCALE, 4 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land36 = Collider(5601 * RATIO, 167 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land38 = Collider(5776 * RATIO, 151 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)land39 = Collider(5836 * RATIO, 183 * MAP_SCALE, 1 * 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, land16, land17, land18, land19, land20,land21, land22, land23, land24, land25, land26, land27, land28, land29, land30,land31, land32, land33, land34, land35, land36, land37, land38, land39)eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)eland10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10)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 drawBridge(bridgeList):for b in bridgeList:if b.isDestroy:bridgeList.remove(b)else:b.draw(MainGame.window)def initPlayer1(life):if life == 0:passMainGame.allSprites.remove(MainGame.player1)MainGame.player1 = PlayerOne(pygame.time.get_ticks(), life)MainGame.player1.rect.x = 80MainGame.player1.rect.bottom = 0# 把角色放入组中,方便统一管理MainGame.allSprites.add(MainGame.player1)def generateEnemy1(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 generateEnemy2(x, y):enemy = Enemy2(x, y, MainGame.player1, pygame.time.get_ticks())MainGame.enemyList.append(enemy)MainGame.allSprites.add(enemy)MainGame.enemyGroup.add(enemy)def initBridge():bridge1_1 = Bridge(1920, int(113 * MAP_SCALE), BridgeType.ON)bridge1_2 = Bridge(1980, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_3 = Bridge(2040, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_4 = Bridge(2100, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_5 = Bridge(2160, int(113 * MAP_SCALE), BridgeType.BODY)bridge1_6 = Bridge(2180, int(113 * MAP_SCALE), BridgeType.DOWN)bridge2_1 = Bridge(2640, int(113 * MAP_SCALE), BridgeType.ON)bridge2_2 = Bridge(2700, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_3 = Bridge(2760, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_4 = Bridge(2820, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_5 = Bridge(2880, int(113 * MAP_SCALE), BridgeType.BODY)bridge2_6 = Bridge(2900, int(113 * MAP_SCALE), BridgeType.DOWN)bridgeCollide1_1 = Collider(1920, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_2 = Collider(1980, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_3 = Collider(2040, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_4 = Collider(2100, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_5 = Collider(2160, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide1_6 = Collider(2180, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_1 = Collider(2640, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_2 = Collider(2700, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_3 = Collider(2760, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_4 = Collider(2820, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_5 = Collider(2880, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))bridgeCollide2_6 = Collider(2900, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))MainGame.bridgeList.append(bridge1_1)MainGame.bridgeList.append(bridge1_2)MainGame.bridgeList.append(bridge1_3)MainGame.bridgeList.append(bridge1_4)MainGame.bridgeList.append(bridge1_5)MainGame.bridgeList.append(bridge1_6)MainGame.bridgeList.append(bridge2_1)MainGame.bridgeList.append(bridge2_2)MainGame.bridgeList.append(bridge2_3)MainGame.bridgeList.append(bridge2_4)MainGame.bridgeList.append(bridge2_5)MainGame.bridgeList.append(bridge2_6)MainGame.commonColliderGroup = pygame.sprite.Group(bridgeCollide1_1, bridgeCollide1_2, bridgeCollide1_3, bridgeCollide1_4, bridgeCollide1_5, bridgeCollide1_6,bridgeCollide2_1, bridgeCollide2_2, bridgeCollide2_3, bridgeCollide2_4, bridgeCollide2_5, bridgeCollide2_6,)class MainGame:player1 = NoneallSprites = pygame.sprite.Group()# 敌人enemyList = []window = None# 子弹player1BulletList = []enemyBulletList = []bridgeList = []# 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()commonColliderGroup = None# 冲突栈colliderStack = []def __init__(self):# 设置成员变量self.background = Noneself.backRect = Noneself.bridgeExploding = Falseself.enemyBoolList = [True for _ in range(5)]# 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()# 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()initBridge()# 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')self.hasCollidedBridge = []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)# 加载桥drawBridge(MainGame.bridgeList)self.bridgeExplode()# 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self.generateEnemy()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)MainGame.commonColliderGroup.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.cameraAdaptionfor collider in MainGame.playerColliderGroup:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.colliderStack:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.enemyColliderGroup:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.commonColliderGroup:collider.rect.x -= self.cameraAdaptionfor bridge in MainGame.bridgeList:bridge.rect.x -= self.cameraAdaptionfor explode in MainGame.explodeList:explode.rect.x -= self.cameraAdaptionfor bullet in MainGame.enemyBulletList:bullet.rect.x -= self.cameraAdaptiondef 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 -= 1self.player1.rect.x += self.player1.xSpeedself.player1.rect.y += self.player1.ySpeedself.player1.isDown = Falseelse:# 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 = 15else:# 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:if MainGame.player1.isInvincible:# 玩家落地不无敌MainGame.player1.isInvincible = False# 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 = 0self.player1.state = State.WALKself.player1.rect.bottom = collider.rect.topelse:# 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.FALLtempPlayer.rect.y -= 1# 与敌人碰撞if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):if MainGame.player1.damage(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.leftelse:# 左边有碰撞体self.player1.rect.left = collider.rect.rightself.player1.xSpeed = 0tempPlayer = copy.copy(self.player1)tempPlayer.rect.y += 1if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):if c in MainGame.playerLandGroup:self.player1.isInWater = Falseelif c in MainGame.playerRiverGroup:self.player1.isInWater = True# 玩家与桥碰撞的逻辑if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.commonColliderGroup):MainGame.player1.isInWater = False# 玩家碰到桥if not self.bridgeExploding:self.bridgeExploding = True# 把碰到的桥放到列表里self.hasCollidedBridge.append(c)# MainGame.commonColliderGroup.remove(c)else:# 获取玩家中心center = MainGame.player1.getCenter()# 遍历桥列表,看看玩家中心当前在哪一个桥的范围内for bridge in MainGame.bridgeList:if bridge.rect.x + bridge.rect.width * 2 / 3 < center[0] < bridge.rect.x + bridge.rect.width:# 找到了,那么就让这个桥爆炸self.bridgeExploding = True# 删除碰撞体for collider in MainGame.commonColliderGroup:if collider.rect.x < center[0] < collider.rect.x + collider.rect.width:MainGame.commonColliderGroup.remove(collider)tempPlayer.rect.y -= 1def riverCollide(self):# 在河里设置isInWaterself.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.rightInWaterImageelse:self.player1.image = self.player1.leftInWaterImagedef generateEnemy(self):if -1505 < self.backRect.x < -1500:if self.enemyBoolList[0]:self.enemyBoolList[0] = FalsegenerateEnemy1(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())if -1705 < self.backRect.x < -1700:if self.enemyBoolList[1]:self.enemyBoolList[1] = FalsegenerateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())generateEnemy1(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,pygame.time.get_ticks())if -2005 < self.backRect.x < -2000:if self.enemyBoolList[2]:self.enemyBoolList[2] = FalsegenerateEnemy2(MainGame.player1.rect.x + 540, 465)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 = -1280def 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.liferect = self.lifeImage.get_rect()# 设置生命值图标的显示位置rect.y = 5for i in range(number):# 每个图标之间的距离为25像素rect.x = 5 + i * 20window.blit(self.lifeImage, rect)def bridgeExplode(self):if self.bridgeExploding:self.bridgeExploding = Falseif len(MainGame.bridgeList) > 0:# 取出第一个, 创建爆炸,放入爆炸列表bridge = MainGame.bridgeList[0]# 把该桥移除MainGame.bridgeList.remove(bridge)# 创建爆炸,指定爆炸类型,并且是按照时间来显示爆炸图片explode = Explode(bridge, ExplodeVariety.BRIDGE, True)# 设置时间explode.lastTime = pygame.time.get_ticks()MainGame.explodeList.append(explode)# 检查列表中是不是有元素if len(self.hasCollidedBridge) > 0:# 把第一个元素取出来,并且删除这个元素,这里是碰撞的桥会被放到列表里,所以删除的是碰到的桥c = self.hasCollidedBridge.pop()MainGame.commonColliderGroup.remove(c)if __name__ == '__main__':MainGame().run()
完整的Constant.py代码
from enum import Enum
import pygameclass State(Enum):STAND = 1WALK = 2JUMP = 3FALL = 4SQUAT = 5class Direction(Enum):RIGHT = 1LEFT = 2class ExplodeVariety(Enum):CIRCLE = 1BRIDGE = 2PLAYER1 = 3# 玩家放缩倍数
PLAYER_SCALE = 1.9def loadImage(filename, hReverse = False):image = pygame.image.load(filename)if hReverse:image = pygame.transform.flip(image, True, False)rect = image.get_rect()image = pygame.transform.scale(image,(int(rect.width * PLAYER_SCALE), int(rect.height * PLAYER_SCALE)))image = image.convert_alpha()return image# 设置窗口大小
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 800
GROUND_HEIGHT = 295# 玩家x方向速度
PLAYER_X_SPEED = 3
# 设置玩家子弹上限
PLAYER_BULLET_NUMBER = 15# 地图放缩倍数
MAP_SCALE = 2.5# 陆地的厚度
LAND_THICKNESS = 1
# 一块地的长度
LAND_LENGTH = 32POSITION_1 = 233RATIO = 1.3571428571428572#中心偏移量
y0 = 0class BridgeType(Enum):ON = 1BODY = 2DOWN = 3
完整的桥类代码
import pygame
from Constants import *class Bridge:def __init__(self, x, y, typeInfo):if typeInfo == BridgeType.ON:self.image = loadImage('../Image/Map/1/Bridge/bridgeOn.png')elif typeInfo == BridgeType.BODY:self.image = loadImage('../Image/Map/1/Bridge/bridgeBody.png')else:self.image = loadImage('../Image/Map/1/Bridge/bridgeDown.png')self.rect = self.image.get_rect()self.rect.x = xself.rect.y = yself.isDestroy = Falsedef draw(self, window: pygame.Surface):window.blit(self.image, self.rect)