学习 Python 之 Pygame 开发魂斗罗(九)
学习 Python 之 Pygame 开发魂斗罗(九)
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(八)中,我们加入了敌人,但是敌人不能发射子弹,而且也没有碰撞体,接下来我们来实现一下
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 在子弹类中修改敌人发射子弹的位置
敌人和玩家的图片不一样,所以发射子弹的位置就不一样
下面是敌人发射子弹的图片
通过这个图片,我们就可以计算出发射子弹的位置了
我们修改子弹类代码
在__init__()函数中增加一个参数,isEnemy,用来指定这个子弹是不是敌人发射的
class Bullet(pygame.sprite.Sprite):def __init__(self, person, isEnemy = False):pygame.sprite.Sprite.__init__(self)self.images = [loadImage('../Image/Bullet/bullet1.png')]
然后把下面红框框出的代码进行修改
def __init__(self, person, isEnemy = False):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 not isEnemy:if person.isInWater:self.waterPosition(person)else:self.landPosition(person)else:if person.direction == Direction.RIGHT:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7# 销毁开关self.isDestroy = False
接下来来到敌人1类
打开下面框出的代码的注释
好,我们现在运行一下游戏,看看效果
没有报错信息,但是没看到敌人的子弹,这是为什么呢?
原来是我们没有写显示敌人子弹的函数
2. 创建显示敌人子弹的函数
下面我们来写一下,进入主类
在主类外面创建全局函数
def drawEnemyBullet(enemyBulletList):for bullet in enemyBulletList:if bullet.isDestroy:enemyBulletList.remove(bullet)else:bullet.draw(MainGame.window)bullet.move()
该函数用来显示子弹,并让子弹移动
之后在update()函数中调用
现在运行一下游戏
敌人确实发射子弹了
3. 解决敌人不会向下掉落的问题
我们走到桥边,发现敌人没办法掉下去,这不对,我们需要解决这个问题
在主类外面写一个全局函数,用来让检测敌人碰撞问题,敌人下落是垂直方向的碰撞问题
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 += 4enemy.isFalling = True# 改变下落时的图片enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImageelse:# 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 = Truet.rect.y -= 1
之后调用一下这个函数,在主类的update()函数中加入该函数
然后我们给敌人加入下降时的图片
来到敌人1类,在__init__()函数中加入下面的代码
self.rightFireImage = loadImage('../Image/Enemy/Enemy1/fire.png')
self.leftFireImage = loadImage('../Image/Enemy/Enemy1/fire.png', True)
self.rightFallImage = loadImage('../Image/Enemy/Enemy1/fall.png')
self.leftFallImage = loadImage('../Image/Enemy/Enemy1/fall.png', True)
接下来运行一下游戏
我们看到敌人直接掉下去了,这是为什么?
4. 给敌人碰撞体组增加碰撞体
这是因为现在敌人碰撞体组中什么都没有,敌人脚下是空的,当地人出现后,就直接会掉下去啦
接下来我们给敌人增加碰撞体
注意看这个图,position one表示这是产生敌人的第一个地区,之前我们在Constants.py中设置了,这个变量记录着敌人产生的高度
我们给敌人增加碰撞体,需要清楚哪些地方需要增加
2的位置需要吗?不需要,因为敌人不会向下跳
1的位置需要吗?需要,因为敌人一出来就会在这个地方
根据分析我们得到
1需要增加陆地碰撞体,r1和r3需要增加河碰撞体
下面我们来添加一下
修改initLand()函数河initRiver()函数
先把这两个函数拿出来,作为全局函数
修改代码
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)
e开头的是敌人碰撞体,这里我多加入了一些碰撞体,为地图后面的陆地也增加了
我们在Constants.py中加入
RATIO = 1.3571428571428572
我其实不太确定地图中冲突的尺寸,在图片中1000的位置应该是一个陆地,但是在窗口中,这个地方不是陆地,里面有一个对应的系数,我试了放大倍数2.5,发现对不上,所以我就想找一个系数1.3571428571428572,但是这个系数也有问题,窗口上面的图片的系数和下面的系数不一样
我觉得这个地方不需要明白,能在地图中的对应位置设置碰撞体就行,至于位置大家可以自己探索
把碰撞体加入不同的组
接下来修改camera()函数,让敌人碰撞体也随地图移动而移动
之后运行一下游戏,看看效果
我们可以看到敌人掉不下去了,我们来到河边看看
哈哈,敌人掉下去了
但是又遇到了新的问题,敌人会出现多个叠加在一起,看上去重合了
下面来修复一下
5. 解决敌人叠加在一起的问题
敌人出现重叠的问题,是产生敌人时,两个敌人产生的地方很近导致的
我们修改产生敌人的代码即可
也可以增加玩家速度
我们让这两个if语句只执行一次就行,执行多次就会出现敌人重叠
把代码改成3,试试
运行后发现问题解决了
现在,敌人有了,子弹有了,下一步就是实现玩家死亡和子弹消灭敌人了
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 Enemy1def drawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:player1BulletList.remove(bullet)else:bullet.draw(MainGame.window)bullet.move()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 += 4enemy.isFalling = True# 改变下落时的图片enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImageelse:# 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()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)class MainGame:player1 = NoneallSprites = None# 敌人enemyList = []window = None# 子弹player1BulletList = []enemyBulletList = []# 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):# 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MainGame.player1.rect.x = 80MainGame.player1.rect.bottom = 0# 把角色放入组中,方便统一管理MainGame.allSprites = pygame.sprite.Group(MainGame.player1)# 读取背景图片self.background = pygame.image.load('../Image/Map/1/Background/First(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# 摄像头调整self.cameraAdaption = 0# 加载场景景物initLand()initRiver()# 碰撞失效间隔self.index = 0def 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)enemyUpdate(MainGame.enemyList, MainGame.enemyBulletList)# 更新物体currentTime = pygame.time.get_ticks()MainGame.allSprites.update(self.keys, currentTime, player1BulletList)self.updatePlayerPosition()drawPlayerOneBullet(player1BulletList)drawEnemyBullet(MainGame.enemyBulletList)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.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:# 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.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 = 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# 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 = TruetempPlayer.rect.y -= 1def 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)if __name__ == '__main__':MainGame().run()
完整的敌人1类代码
import randomimport pygame
from Constants import *
from Bullet import Bulletclass Enemy1(pygame.sprite.Sprite):def __init__(self, x, y, direction, currentTime):pygame.sprite.Sprite.__init__(self)self.lastTime = currentTimeself.fireTime = currentTimeself.rightImages = [loadImage('../Image/Enemy/Enemy1/1.png'),loadImage('../Image/Enemy/Enemy1/2.png'),loadImage('../Image/Enemy/Enemy1/3.png')]self.leftImages = [loadImage('../Image/Enemy/Enemy1/1.png', True),loadImage('../Image/Enemy/Enemy1/2.png', True),loadImage('../Image/Enemy/Enemy1/3.png', True)]self.rightFireImage = loadImage('../Image/Enemy/Enemy1/fire.png')self.leftFireImage = loadImage('../Image/Enemy/Enemy1/fire.png', True)self.fallImage = loadImage('../Image/Enemy/Enemy1/fall.png', True)self.rightFireImage = loadImage('../Image/Enemy/Enemy1/fire.png')self.leftFireImage = loadImage('../Image/Enemy/Enemy1/fire.png', True)self.rightFallImage = loadImage('../Image/Enemy/Enemy1/fall.png')self.leftFallImage = loadImage('../Image/Enemy/Enemy1/fall.png', True)self.index = 0self.direction = directionif self.direction == Direction.RIGHT:self.image = self.rightImages[self.index]else:self.image = self.leftImages[self.index]self.rect = self.image.get_rect()self.isFalling = Falseself.rect.x = xself.rect.y = yself.speed = 3self.isDestroy = Falseself.isFiring = Falseself.life = 1def move(self, currentTime):# 首先判断敌人是否开火,如果是开火状态,就不能移动if not self.isFiring:# 没有开火,就根据方向移动,这里我设置敌人只能向一个方向移动,不能转身if self.direction == Direction.RIGHT:self.rect.left += self.speedelse:self.rect.left -= self.speedelse:# 如果此时是开火状态,判断一下上次开火的时间和这次的时间是否相差1000# 这个的作用在于让敌人开火的时候站在那里不动,因为敌人移动时是不能开火的if currentTime - self.fireTime > 1000:# 如果两次开火间隔相差很大,那么就可以让敌人再次开火self.isFiring = Falseself.fireTime = currentTimedef draw(self, currentTime):if self.isFiring:if self.direction == Direction.RIGHT:self.image = self.rightFireImageelse:self.image = self.leftFireImageelse:if currentTime - self.lastTime > 115:if self.index < 2:self.index += 1else:self.index = 0self.lastTime = currentTimeif self.direction == Direction.RIGHT:self.image = self.rightImages[self.index]else:self.image = self.leftImages[self.index]def fire(self, enemyBulletList):if not self.isFalling:i = random.randint(0, 50)if i == 5:if not self.isFiring:self.isFiring = TrueenemyBulletList.append(Bullet(self, True))def checkPosition(self, x, y):if abs(self.rect.x - x) > 1000:self.isDestroy = Trueelif abs(self.rect.y - y) > 600:self.isDestroy = True
完整的子弹类代码
import pygame
from Constants import *class Bullet(pygame.sprite.Sprite):def __init__(self, person, isEnemy = False):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 not isEnemy:if person.isInWater:self.waterPosition(person)else:self.landPosition(person)else:if person.direction == Direction.RIGHT:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7# 销毁开关self.isDestroy = Falsedef landPosition(self, person):if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 10 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.x += 24 * PLAYER_SCALEself.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 10 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isSquating and not person.isWalking:if person.direction == Direction.RIGHT:self.rect.x += 34 * PLAYER_SCALEself.rect.y += 25 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.y += 25 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 20 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 7elif person.isDown:self.rect.x += 21 * PLAYER_SCALEself.rect.y += 20 * PLAYER_SCALEself.ySpeed = 7self.xSpeed = 7else:self.rect.x += 24 * PLAYER_SCALEself.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += -3 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = -7elif person.isDown:self.rect.x += -3 * PLAYER_SCALEself.rect.y += 20 * PLAYER_SCALEself.ySpeed = 7self.xSpeed = -7else:self.rect.y += 11 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isJumping or person.state == State.FALL:if person.direction == Direction.RIGHT:self.rect.x += 16 * PLAYER_SCALEself.rect.y += 8 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:self.rect.x += -2 * PLAYER_SCALEself.rect.y += 8 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7def waterPosition(self, person):if person.isStanding:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 14 * PLAYER_SCALEself.rect.y += 7 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += 7 * PLAYER_SCALEself.rect.y += 3 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 0else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7elif person.isWalking:if person.direction == Direction.RIGHT:if person.isUp:self.rect.x += 23 * PLAYER_SCALEself.rect.y += 17 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = 7else:self.rect.x += 27 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = 7else:if person.isUp:self.rect.x += -3 * PLAYER_SCALEself.rect.y += -1 * PLAYER_SCALEself.ySpeed = -7self.xSpeed = -7else:self.rect.x += -1 * PLAYER_SCALEself.rect.y += 29 * PLAYER_SCALEself.ySpeed = 0self.xSpeed = -7def 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