学习 Python 之 Pygame 开发魂斗罗(六)
- 继续编写魂斗罗
- 1. 创建碰撞类
- 2. 给地图添加碰撞体
- 3. 让人物可以掉下去
- 4. 实现人物向下跳跃
- 5. 完整的代码
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(五)中,我们实现了加载地图和地图随玩家移动,接下来我们来实现一下物体碰撞
在魂斗罗中,有些地方玩家可以站在上面,但是有些地方是不可以的,下面我们来实现一下
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 创建碰撞类
import pygame
from Constants import *class Collider(pygame.sprite.Sprite):def __init__(self, x, y, width, height):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((width, height)).convert()self.image.fill((255, 0, 0))self.rect = self.image.get_rect()self.rect.x = xself.rect.y = ydef draw(self, window, y):window.blit(self.image, self.rect)
碰撞体要继承pygame.sprite.Sprite
类
下面的图中,标出了碰撞体的位置,在这些平台上,玩家不会掉了,如果没有站在这些平台上,玩家就会掉落
这些画线的地方,实际上也是图片
在碰撞类代码中,先创建了一个图片,然后指定颜色,我们设置为红色,方便在地图上看到这些碰撞体
self.image = pygame.Surface((width, height)).convert()
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
2. 给地图添加碰撞体
在主类中增加类变量
# 冲突
landGroup = pygame.sprite.Group()
colliderGroup = pygame.sprite.Group()
landGroup 来存放陆地碰撞体
colliderGroup 来存放所以的碰撞体
接下来实现一个函数用来创建陆地碰撞体
def initLand(self):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)MainGame.landGroup = pygame.sprite.Group(land1, land2, land3, land4, land5, land6)MainGame.colliderGroup.add(MainGame.landGroup)
首先单独创建6块陆地,然后加入陆地组,然后把陆地组加入碰撞体全体组
其中,这6块陆地的位置,是我在地图中计算出来的
LAND_THICKNESS是陆地的厚度,在Constants.py中增加变量
有了创建陆地碰撞体函数,我们来调用一下
在主类__init__()函数中增加代码
# 加载场景景物
self.initLand()
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/第一关BG.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self.initLand()
修改update()函数
def update(self, window, player1BulletList):# 加载背景window.blit(self.background, self.backRect)# 更新物体currentTime = pygame.time.get_ticks()MainGame.allSprites.update(self.keys, currentTime, player1BulletList)drawPlayerOneBullet(player1BulletList)# 摄像机移动self.camera()# 显示物体MainGame.allSprites.draw(window)for collider in MainGame.landGroup:collider.draw(window, self.player1.rect.y)
然后修改camera()函数,让所有碰撞体也要移动
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.colliderGroup:collider.rect.x -= self.cameraAdaption
之后我们来运行一下,看看有没有问题
我们发现玩家并没有落在红线上,这是为什么?
因为我们在玩家类中设置了,当高度到达指定位置时,就会停下,所以我们要修改玩家类的update()函数
把玩家类中的更新位置的代码注释掉,我们在主类中创建一个函数,用来更新位置
def updatePlayerPosition(self):# 首先更新y的位置self.player1.rect.y += self.player1.ySpeed# 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.colliderGroup)# 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.colliderGroup):# 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.colliderGroup)# 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 = 0
接下来调用一下这个函数
接下来运行游戏,看看效果
可以看到人物落到了线上
我们一直向左走,看看能不能掉下去
发现掉不下去,我们需要修改一下代码
3. 让人物可以掉下去
在人物的falling()函数中,我们之前是设置了人物不能掉到地面高度以下
正是这个原因,才让角色不会下落
我们把这段代码删了即可
再运行一下,看看能不能掉下去
走到桥头,没有红线了,就掉下去了,这就实现了人物掉下去,后面只需要设置一下,掉下去算玩家死亡,根据玩家生命值判断是否让玩家复活即可
4. 实现人物向下跳跃
当我们运行游戏时,按住s和k键,应该是可以跳到下面的台阶的,但是现在是不行的,我们来写一下代码
我们首先考虑一下,为什么向下跳玩家掉不下去?
玩家向下跳跃后,我们看到实际他是向上跳跃,并且回落到原来的位置上,与玩家脚下的陆地发生了碰撞,让玩家无法掉下去,那么我们得想一个办法,我们可以这样做:让玩家向下跳跃时,下方的陆地不进行碰撞检测,这样玩家就可以掉下去了,而且玩家向下跳跃时,起跳的高度不应该跟正常跳跃的高度一样高
玩家向下跳,isDown和isJumping都会为True,根据这个条件,我们来写实现
思路:当玩家向下跳跃时,让玩家在一定的时间内不进行碰撞检测,这样就可以不检测脚下的陆地,而检测落下去的陆地,只要时间设置的合适,就可以让当前脚下的陆地不进行碰撞检测,这个时间我们用循环来设置,即在指定的循环次数内,不进行碰撞检测
下面我们来实现一下
在主类__init__()函数中设置变量
index变量用来设置多少次循环内不进行碰撞检测
修改updatePlayerPosition()函数
def 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 = 35else:# 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.colliderGroup)# 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.colliderGroup):# 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.colliderGroup)# 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 = 0
当玩家按下向下跳跃后,在35次循环内,玩家不进行碰撞检测,35次是我自己调试得出的,大家可以自己试试,看看具体是多少次,也许每个人的是不一样的
我们运行一下,发现往下跳不下去
我们修改一下跳跃的加速度
改成0.8
再运行一下
现在就实现了往下跳了,但是不能往上跳,因为向上跳会碰撞检测,跳不上去,会出现问题(飞到线的边界掉落下去)
接下来我们来解决一下这个问题
为了让人物能够向上跳跃到上面的横线,我们可以这样做:当人物跳下去之后,上面的横线消失,当人物再次向上跳跃的时候,当人物过了线,线就会显示出来
如下方两幅图片所显示的
当玩家再向上跳的时候,线又重新出现了
尽管玩家没有踩上去,但是当玩家过了线的高度时,线又重新出现了
按照上面所说的思路,我们就可以实现玩家向上跳跃了
首先,我们要修改一下Collider类的draw()函数
当玩家的高度 大于 当前碰撞体的高度时,碰撞体不画出来,画出来返回True,没有画出来返回False
class Collider(pygame.sprite.Sprite):def __init__(self, x, y, width, height):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((width, height)).convert()self.image.fill((255, 0, 0))self.rect = self.image.get_rect()self.rect.x = xself.rect.y = ydef draw(self, window, y):if y > self.rect.bottom:return Falseelse:window.blit(self.image, self.rect)return True
虽然没有画出来,但是实际上是存在碰撞体的,只不过我们看不到,我们要根据返回值,把没画出来的碰撞体从总的碰撞体组中删除掉,等到玩家的高度超过删除掉的碰撞体的高度时,再把它显示出来
接下来,在主类中增加一个变量,用来保存刚才删除的碰撞体
# 冲突栈
colliderStack = []
修改update()函数中的代码
for collider in MainGame.landGroup: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.colliderGroup:# 删除并加入栈MainGame.colliderStack.insert(0, collider)MainGame.colliderGroup.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.colliderGroup.add(f)
然后在updatePlayerPosition()函数中增加代码
让玩家向上跳跃时,也不会进行碰撞检测,这样玩家向上跳跃时就可以直接跳过横线,刚一跳过横线,就开始碰撞检测,刚好就可以落到线上不掉下去了
下面我们运行一下看看效果
我们发现,直接按跳跃键,就会出问题
但是按住向上和跳跃键,就没有问题,可以跳上横线
我们需要修改一下代码,让普通跳跃也能触发向上的按键
修改玩家类的standing()函数,让玩家在跳跃时,方向就会向上
self.isUp = True
同样,在walking()函数中,也要加上
修改完后,我们再修改一下主类
在camera()函数中,放到碰撞体栈的物体也要更新,不然玩家跳下去了,向前移动后,再跳上来,原来的横线的位置会偏右,因为没有随地图的移动向后移动
到此,我们代码就完了,试试效果
我们发现没有任何问题啦
5. 完整的代码
主类代码
import copy
import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne
from Collider import Colliderdef 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 = []# 冲突landGroup = pygame.sprite.Group()colliderGroup = 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/第一关BG.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self.initLand()# 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)# 更新物体currentTime = pygame.time.get_ticks()MainGame.allSprites.update(self.keys, currentTime, player1BulletList)self.updatePlayerPosition()drawPlayerOneBullet(player1BulletList)# 摄像机移动self.camera()# 显示物体MainGame.allSprites.draw(window)for collider in MainGame.landGroup: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.colliderGroup:# 删除并加入栈MainGame.colliderStack.insert(0, collider)MainGame.colliderGroup.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.colliderGroup.add(f)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.colliderGroup:collider.rect.x -= self.cameraAdaptionfor collider in MainGame.colliderStack:collider.rect.x -= self.cameraAdaptiondef initLand(self):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)MainGame.landGroup = pygame.sprite.Group(land1, land2, land3, land4, land5, land6)MainGame.colliderGroup.add(MainGame.landGroup)def 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.colliderGroup)# 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.colliderGroup):# 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.colliderGroup)# 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 = 0if __name__ == '__main__':MainGame().run()
玩家类代码
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.FALL# 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 = 0.8# 玩家上下方向self.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.x# self.rect.x += self.xSpeed# self.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.isUp = Trueself.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 = Falseself.isUp = 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 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 > GROUND_HEIGHT:# self.state = State.WALK# self.ySpeed = 0# self.rect.bottom = GROUND_HEIGHT# self.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
碰撞体类代码
import pygame
from Constants import *class Collider(pygame.sprite.Sprite):def __init__(self, x, y, width, height):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((width, height)).convert()self.image.fill((255, 0, 0))self.rect = self.image.get_rect()self.rect.x = xself.rect.y = ydef draw(self, window, y):if y > self.rect.bottom:return Falseelse:window.blit(self.image, self.rect)return True
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 * 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 = -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
常量代码
from enum import Enum
import pygameclass State(Enum):STAND = 1WALK = 2JUMP = 3FALL = 4SQUAT = 5class Direction(Enum):RIGHT = 1LEFT = 2# 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 = 32