律师网站建设哪家专业,网站设计需要的元素,网站验证,页面设计的简短概念学习 Python 之 Pygame 开发魂斗罗#xff08;九#xff09;继续编写魂斗罗1. 在子弹类中修改敌人发射子弹的位置2. 创建显示敌人子弹的函数3. 解决敌人不会向下掉落的问题4. 给敌人碰撞体组增加碰撞体5. 解决敌人叠加在一起的问题继续编写魂斗罗
在上次的博客学习 Python 之…
学习 Python 之 Pygame 开发魂斗罗九继续编写魂斗罗1. 在子弹类中修改敌人发射子弹的位置2. 创建显示敌人子弹的函数3. 解决敌人不会向下掉落的问题4. 给敌人碰撞体组增加碰撞体5. 解决敌人叠加在一起的问题继续编写魂斗罗
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?pwdhdly 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