铁道部建设监理协会网站查询,怎么建立,生意参谋官网,自己做的网站怎么接入网页游戏学习 Python 之 Pygame 开发魂斗罗#xff08;四#xff09;继续编写魂斗罗1. 创建子弹类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…
学习 Python 之 Pygame 开发魂斗罗四继续编写魂斗罗1. 创建子弹类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?pwdhdly 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 True2. 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 (x24,y11) 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 * 2.5self.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 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
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 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
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 * 2.5self.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 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 []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080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 哈哈完成了