学习 Python 之 Pygame 开发魂斗罗(十三)

    • 继续编写魂斗罗
      • 1. 创建敌人2类
      • 2. 编写敌人2类的draw()函数
      • 3. 编写敌人越界消失函数
      • 4. 编写敌人开火函数
      • 5. 把敌人2加入地图进行测试

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十二)中,我们解决了一些问题,这次我们新加入一个敌人,那我们就开始吧

下面是图片的素材

链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly

1. 创建敌人2类

这次新加入一个敌人,首先创建敌人2的类

class Enemy2(pygame.sprite.Sprite):
    def __init__(self, x, y, direction, currentTime):
        pygame.sprite.Sprite.__init__(self)
        self.r = 0.0
        self.bulletPosition = 0
        self.rightImage = loadImage('../Image/Enemy/Enemy2/right.png')
        self.rightUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png')
        self.rightDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png')
        self.leftImage = loadImage('../Image/Enemy/Enemy2/right.png', True)
        self.leftUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png', True)
        self.leftDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png', True)
        self.type = 2
        if direction == Direction.RIGHT:
            self.image = self.rightImage
        else:
            self.image = self.leftImage
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.center = self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2
        self.isDestroy = False
        self.isFiring = False
        self.life = 1
        self.lastTime = currentTime
        self.n = 0
        # 计算时间
        self.t = 0

这里设置了一下加载的图片,还有一些必要的属性

下面是这个敌人的图片

学习 Python 之 Pygame 开发魂斗罗(十三)
这个敌人发射子弹的放心是玩家的中心,所以我们要计算出玩家的中心,也要计算出敌人的中心,这样可以计算出玩家与敌人相距的x方向的距离和y方向的距离

所以我们要有一个计算敌人中心的函数

def getCenter(self):
    return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2

有了计算中心的函数,现在就可以写draw()函数了

2. 编写敌人2类的draw()函数

这个敌人一共有6种状态,下面是示意图
学习 Python 之 Pygame 开发魂斗罗(十三)

这六个姿势就是6个图片

敌人的枪口始终对着我们的中心位置,因为在魂斗罗游戏中,这个敌人发射的子弹是一直跟着玩家的,玩家移动,它就移动枪口的位置,因此就有这6中姿势

下面我们首先计算出敌人和玩家的距离

学习 Python 之 Pygame 开发魂斗罗(十三)

我们通过图,可以看出x和y分别都是用人物的中心进行计算而得来的

∠1是玩家与敌人中心连线与水平方向的夹角,这个交的大小决定着敌人的姿势

学习 Python 之 Pygame 开发魂斗罗(十三)
这张图片中的蓝色线,是45度的线,所以我们把姿势定下来

当玩家在敌人左边时,计算玩家与敌人的夹角,如果大于45度,敌人就是姿势6,如果小于-45度,敌人状态就是姿势5,其他敌人的姿势就是通过这样的方法计算出来的

下面我们写代码

def draw(self, window: pygame.Surface, player: PlayerOne, currentTime):
    # 获取玩家中心
    playerCenter = player.getCenter()
    # 获取敌人中心
    center = self.getCenter()
    # 计算距离
    y = playerCenter[1] - center[1]
    x = playerCenter[0] - center[0]
    # 设置存放夹角的变量
    r = 0
    # 当 x = 0时,此时玩家在敌人的正上方,我们不做任何操作
    if x != 0:
        # 如果玩家在敌人的正上方,计算角度
        r = math.atan(y / x) * 180 / math.pi
    # 设置变量,用来记录敌人的姿势,敌人的姿势就是发射子弹时的样子
    self.bulletPosition = 1
    # 根据距离的正负关系判断玩家在敌人的左边还是右边
    if x >= 0:
        if -45 < r < 45:
            self.bulletPosition = 2
            self.image = self.rightImage
        elif r >= 45:
            self.bulletPosition = 3
            self.image = self.rightDownImage
        elif r <= -45:
            self.bulletPosition = 1
            self.image = self.rightUpImage
    else:
        if -45 < r < 45:
            self.bulletPosition = 5
            self.image = self.leftImage
        elif r <= -45:
            self.bulletPosition = 4
            self.image = self.leftDownImage
        elif r >= 45:
            self.bulletPosition = 6
            self.image = self.leftUpImage
    self.r = r
    window.blit(self.image, self.rect)

代码中我写了注释,这段代码的意思上面也说明明白了,大概就是计算出玩家和敌人的x方向距离和y方向距离,然后计算夹角,根据夹角的度数设置敌人的姿势

现在关键的一步来了,发射子弹的位置有了,下面就是要思考:如何让敌人对着玩家中心发射?

我们来想一下,在高中我们学过 路程 = 时间×速度,现在我们知道了路程,就是敌人和玩家中心的距离差,要计算速度,那么需要知道时间,那么如何计算时间呢?有了时间,我们通过公式 速度 = 路程 / 时间 计算出速度了

我们可以把调用draw()函数的时间间隔记录下来,把这个的平均值设置为时间

于是我们在构造函数中,就有了这两个变量

self.n = 0
# 时间
self.t = 0

n记录总的间隔数,t记录当前间隔的平均值

下面是计算思路:把每次调用该函数的时间间隔记录下来,根据调用的次数,计算出平均调用该函数的时间间隔,这个时间间隔就作为子弹的发射速度

self.n += 1
# 计算速度
total = self.t * self.n
total = total + abs(currentTime - self.lastTime)
self.lastTime = currentTime
self.t = total * 1.0 / (self.n + 1)

首先我们把上次调用该函数的时间记录到lastTime中,这次调用函数时的时间记录在currentTime 中,通过函数参数把currentTime值传进来

total = self.t * self.n

这句代码来计算总的时间间隔,因为最后我们要求两次调用该函数间隔的平均值

其次,我们使用下面的代码,把总的时间间隔和求出来

total = total + abs(currentTime - self.lastTime)

之后 self.lastTime = currentTime 记录当前的时间,准备进行下一次计算

最后,计算间隔的平均值

self.t = total * 1.0 / (self.n + 1)

举一个例子:

第一次计算出调用该函数的时间间隔是7ms,此时n = 1,t = 7,子弹的速度就设置为7

第二次计算出调用该函数的时间间隔是8ms,此时我们要计算8和7的平均值,此时 n = 2, t = (1 * 7 + 8) / 2= 7.5,所以此时的子弹速度为7.5

第二次计算出调用该函数的时间间隔是8ms,此时我们还是要计算平均值,于是有t = (7.5 * 2 + 8)/ 3,这个结果还是记录为子弹的速度

以此类推,每次都会更新这个间隔时间,这个间隔时间就是子弹的速度

所以,我们最后就计算出来了子弹的速度了

把代码写到draw()函数中,就完成了draw()函数

def draw(self, window: pygame.Surface, player: PlayerOne, currentTime):
    self.n += 1
    # 计算时间
    total = self.t * self.n
    total = total + abs(currentTime - self.lastTime)
    self.lastTime = currentTime
    self.t = total * 1.0 / (self.n + 1)
    # 获取玩家中心
    playerCenter = player.getCenter()
    # 获取敌人中心
    center = self.getCenter()
    # 计算距离
    y = playerCenter[1] - center[1]
    x = playerCenter[0] - center[0]
    # 设置存放夹角的变量
    r = 0
    # 当 x = 0时,此时玩家在敌人的正上方,我们不做任何操作
    if x != 0:
        # 如果玩家在敌人的正上方,计算角度
        r = math.atan(y / x) * 180 / math.pi
    # 设置变量,用来记录敌人的姿势,敌人的姿势就是发射子弹时的样子
    self.bulletPosition = 1
    # 根据距离的正负关系判断玩家在敌人的左边还是右边
    if x >= 0:
        if -45 < r < 45:
            self.bulletPosition = 2
            self.image = self.rightImage
        elif r >= 45:
            self.bulletPosition = 3
            self.image = self.rightDownImage
        elif r <= -45:
            self.bulletPosition = 1
            self.image = self.rightUpImage
    else:
        if -45 < r < 45:
            self.bulletPosition = 5
            self.image = self.leftImage
        elif r <= -45:
            self.bulletPosition = 4
            self.image = self.leftDownImage
        elif r >= 45:
            self.bulletPosition = 6
            self.image = self.leftUpImage
    self.r = r
    window.blit(self.image, self.rect)

3. 编写敌人越界消失函数

当敌人创建出来后,我们没有消灭,他就会随着玩家向右移动消失在玩家的窗口中,为了方式程序中存在大量的无效的敌人数据,我们要检查程序,让那些离开窗口的敌人自动销毁

编写检查函数

def checkPosition(self, x, y):
    if abs(self.rect.x - x) > 2000:
        self.isDestroy = True
    elif abs(self.rect.y - y) > 600:
        self.isDestroy = True

当然,敌人1类也有该函数

4. 编写敌人开火函数

由于敌人2发射的子弹要对着玩家的方向发射,这里我们要修改子弹类

学习 Python 之 Pygame 开发魂斗罗(十三)
把子弹的初始速度变为0

修改构造函数参数

学习 Python 之 Pygame 开发魂斗罗(十三)
enemyType 是敌人的类型,类型不一样,发射位置不一样

parameter是一些额外的参数,敌人2发射子弹时,这里面就是传入一些必要的信息,用来计算

接下来将原来的逻辑进行修改

学习 Python 之 Pygame 开发魂斗罗(十三)
大部分代码没有改变,加了一个if-else语句

下面我们来写敌人2的子弹逻辑代码

elif enemyType == 2:
    self.index = 0
    bulletPosition = parameter[0]
    player = parameter[1]
    playerCenter = player.getCenter()
    if player.isDown or player.isSquating:
        # 下蹲、蹲下、在水中时,让人物中心下移动,下移动代表y坐标的值相加
        playerCenter = (playerCenter[0], playerCenter[1] + 8)
    elif player.isInWater:
        playerCenter = (playerCenter[0], playerCenter[1] + 15)
    t = parameter[2]
    # t *= 15
    r = parameter[3]
    if bulletPosition == 1:
        self.rect.x += 19 * PLAYER_SCALE
        self.rect.y += -1 * PLAYER_SCALE
        self.ySpeed = - abs(self.rect.y - playerCenter[1]) * 1.0 / t
        self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
    elif bulletPosition == 2:
        self.rect.x += 25 * PLAYER_SCALE
        self.rect.y += 10 * PLAYER_SCALE
        s = -1
        if r > 0:
            s = 1
        self.ySpeed = s * abs(self.rect.y - playerCenter[1]) * 1.0 / t
        self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
    elif bulletPosition == 3:
        self.rect.x += 25 * PLAYER_SCALE
        self.rect.y += 25 * PLAYER_SCALE
        self.ySpeed = abs(self.rect.y - playerCenter[1]) * 1.0 / t
        self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
    elif bulletPosition == 4:
        self.rect.x += -1 * PLAYER_SCALE
        self.rect.y += 25 * PLAYER_SCALE
        self.ySpeed = abs(self.rect.y - playerCenter[1]) * 1.0 / t
        self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
    elif bulletPosition == 5:
        self.rect.x += -1 * PLAYER_SCALE
        self.rect.y += 10 * PLAYER_SCALE
        s = 1
        if r > 0:
            s = -1
        self.ySpeed = s * abs(self.rect.y - playerCenter[1]) * 1.0 / t
        self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
    elif bulletPosition == 6:
        self.rect.x += -1 * PLAYER_SCALE
        self.rect.y += -1 * PLAYER_SCALE
        self.ySpeed = - abs(self.rect.y - playerCenter[1]) * 1.0 / t
        self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
    self.xSpeed /= 5
    self.ySpeed /= 5
self.image = self.images[self.index]

完整的子弹类构造函数

def __init__(self, person, enemyType = 0, parameter = None):
    pygame.sprite.Sprite.__init__(self)
    self.images = [
        loadImage('../Image/Bullet/bullet1.png')
    ]
    self.index = 0
    # 速度
    self.xSpeed = 1
    self.ySpeed = 1
    self.rect = pygame.Rect(person.rect)
    # 类型0表示不是敌人
    if enemyType == 0:
        if person.isInWater:
            self.waterPosition(person)
        else:
            self.landPosition(person)
    # 敌人1
    elif enemyType == 1:
        self.index = 0
        if person.direction == Direction.RIGHT:
            self.rect.x += 27 * PLAYER_SCALE
            self.rect.y += 7 * PLAYER_SCALE
            self.ySpeed = 0
            self.xSpeed = 7
        else:
            self.rect.x += -1 * PLAYER_SCALE
            self.rect.y += 7 * PLAYER_SCALE
            self.ySpeed = 0
            self.xSpeed = -7
    # 敌人2
    elif enemyType == 2:
        self.index = 0
        # 从额外参数中获取敌人的姿势,即子弹的发射位置
        bulletPosition = parameter[0]
        # 获取玩家对象
        player = parameter[1]
        # 获取玩家中心
        playerCenter = player.getCenter()
        # 让人物中心下移
        if player.isDown or player.isSquating:
            # 下蹲、蹲下、在水中时,让人物中心下移动,下移动代表y坐标的值相加
            playerCenter = (playerCenter[0], playerCenter[1] + 8)
        elif player.isInWater:
            playerCenter = (playerCenter[0], playerCenter[1] + 15)
        # 获取子弹移动的时间
        t = parameter[2]
        # t *= 15
        # 获取敌人与玩家连线与水平方向的夹角
        r = parameter[3]
        # 根据子弹的发射位置(敌人的姿势)计算敌人的发射子弹的位置和子弹的速度
        if bulletPosition == 1:
            self.rect.x += 19 * PLAYER_SCALE
            self.rect.y += -1 * PLAYER_SCALE
            # 计算公式,|x0 - x1| / t = v
            self.ySpeed = - abs(self.rect.y - playerCenter[1]) * 1.0 / t
            self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
        elif bulletPosition == 2:
            self.rect.x += 25 * PLAYER_SCALE
            self.rect.y += 10 * PLAYER_SCALE
            # s 表示方向这里可以直接根据r的大小,计算出子弹的速度是减少还是增加
            # 减少表示向负方向移动
            s = -1
            if r > 0:
                s = 1
            self.ySpeed = s * abs(self.rect.y - playerCenter[1]) * 1.0 / t
            self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
        elif bulletPosition == 3:
            self.rect.x += 25 * PLAYER_SCALE
            self.rect.y += 25 * PLAYER_SCALE
            self.ySpeed = abs(self.rect.y - playerCenter[1]) * 1.0 / t
            self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
        elif bulletPosition == 4:
            self.rect.x += -1 * PLAYER_SCALE
            self.rect.y += 25 * PLAYER_SCALE
            self.ySpeed = abs(self.rect.y - playerCenter[1]) * 1.0 / t
            self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
        elif bulletPosition == 5:
            self.rect.x += -1 * PLAYER_SCALE
            self.rect.y += 10 * PLAYER_SCALE
            s = 1
            if r > 0:
                s = -1
            self.ySpeed = s * abs(self.rect.y - playerCenter[1]) * 1.0 / t
            self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
        elif bulletPosition == 6:
            self.rect.x += -1 * PLAYER_SCALE
            self.rect.y += -1 * PLAYER_SCALE
            self.ySpeed = - abs(self.rect.y - playerCenter[1]) * 1.0 / t
            self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
        self.xSpeed /= 5
        self.ySpeed /= 5
    self.image = self.images[self.index]
    # 销毁开关
    self.isDestroy = False

之后我们来写玩家2类的开火函数了

def fire(self, enemyBulletList, player):
    i = random.randint(0, 30)
    if i == 5:
        self.isFiring = True
        enemyBulletList.append(Bullet(self, 2, (self.bulletPosition, player, self.t, self.r)))

设置开火的频率,开火就创建一个子弹对象,把相应的额外参数传入

好,至此就完成了敌人2类

5. 把敌人2加入地图进行测试

来到主类,编写全局函数,用来创建敌人2

学习 Python 之 Pygame 开发魂斗罗(十三)

def generateEnemy2(x, y):
    enemy = Enemy2(x, y, MainGame.player1, pygame.time.get_ticks())
    MainGame.enemyList.append(enemy)
    MainGame.allSprites.add(enemy)
    MainGame.enemyGroup.add(enemy)

之后在generateEnemy()函数中调用

学习 Python 之 Pygame 开发魂斗罗(十三)
这个代码就是在指定的位置上创建一个敌人2

if -2005 < self.backRect.x < -2000:
    if self.enemyBoolList[2]:
        self.enemyBoolList[2] = False
        generateEnemy2(MainGame.player1.rect.x + 540, 465)

接下来运行一下游戏,看看效果

学习 Python 之 Pygame 开发魂斗罗(十三)
出现了报错信息,应该是子弹类的构造函数进行了修改,所有创建子弹的函数都要修改,我们下面一一进行修改

首先进入enemyUpdate()函数,由于我们加入了敌人2,所以调用draw()函数的时候要进行判断了,因为敌人1和敌人2的draw()函数参数不一样

学习 Python 之 Pygame 开发魂斗罗(十三)
将代码进行修改

def enemyUpdate(enemyList, enemyBulletList):
    # 遍历整个敌人列表
    for enemy in enemyList:
        if enemy.type == 1:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
                enemy.draw(pygame.time.get_ticks())
                enemy.move(pygame.time.get_ticks())
                enemy.fire(enemyBulletList)
        elif enemy.type == 2:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
                enemy.draw(MainGame.window, MainGame.player1, pygame.time.get_ticks())
                enemy.fire(enemyBulletList, MainGame.player1)

变化的地方就是敌人2的draw()函数和fire()函数多了一个参数

之后给敌人1类加入成员变量type

self.type = 1

学习 Python 之 Pygame 开发魂斗罗(十三)
我们再运行游戏,看看问题

学习 Python 之 Pygame 开发魂斗罗(十三)
可以看到敌人发射子弹的方向一直向着玩家

但是还有个问题,就是玩家屏幕向右移动的时候,子弹会停下来

这应该是窗口移动时,没让子弹也一起移动

我们修改一下mapObjectMove()函数,加入下面的代码

学习 Python 之 Pygame 开发魂斗罗(十三)
理论上,爆炸也应该加入进去,我们没有加入,我们把爆炸也一同加入

def mapObjectMove(self):
    for sprite in MainGame.allSprites:
        sprite.rect.x -= self.cameraAdaption
    for collider in MainGame.playerColliderGroup:
        collider.rect.x -= self.cameraAdaption
    for collider in MainGame.colliderStack:
        collider.rect.x -= self.cameraAdaption
    for collider in MainGame.enemyColliderGroup:
        collider.rect.x -= self.cameraAdaption
    for bullet in MainGame.enemyBulletList:
        bullet.rect.x -= self.cameraAdaption
    for explode in MainGame.explodeList:
        explode.rect.x -= self.cameraAdaption

学习 Python 之 Pygame 开发魂斗罗(十三)
好,接下来我们再运行一下游戏,看看效果

学习 Python 之 Pygame 开发魂斗罗(十三)
可以看到,子弹也会随着窗口移动而移动啦

我们现在就完了敌人2了,下面就是加入其他敌人和BOSS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 Enemy1
from Explode import Explode
from Enemy2 import Enemy2
def drawPlayerOneBullet(player1BulletList):
    for bullet in player1BulletList:
        if bullet.isDestroy:
            player1BulletList.remove(bullet)
        else:
            bullet.draw(MainGame.window)
            bullet.move()
            bullet.collideEnemy(MainGame.enemyList, MainGame.explodeList)
def enemyUpdate(enemyList, enemyBulletList):
    # 遍历整个敌人列表
    for enemy in enemyList:
        if enemy.type == 1:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
                enemy.draw(pygame.time.get_ticks())
                enemy.move(pygame.time.get_ticks())
                enemy.fire(enemyBulletList)
        elif enemy.type == 2:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
                enemy.draw(MainGame.window, MainGame.player1, pygame.time.get_ticks())
                enemy.fire(enemyBulletList, MainGame.player1)
def updateEnemyPosition():
    # 遍历全部敌人列表
    for enemy in MainGame.enemyList:
        # 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 += 4
            enemy.isFalling = True
            # 改变下落时的图片
            enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImage
        else:
            enemy.isFalling = False
            # 如果与河发生碰撞,表示敌人落到了水中,那么敌人直接死亡
            if collide in MainGame.enemyRiverGroup:
                enemy.isDestroy = True
                MainGame.explodeList.append(Explode(enemy))
        t.rect.y -= 1
def drawEnemyBullet(enemyBulletList):
    for bullet in enemyBulletList:
        if bullet.isDestroy:
            enemyBulletList.remove(bullet)
        else:
            bullet.draw(MainGame.window)
            bullet.move()
            if bullet.collidePlayer(MainGame.player1, MainGame.explodeList):
                initPlayer1(MainGame.player1.life)
def initLand():
    land1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    # land1 = Collider(81, 119 * MAP_SCALE, 8000 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land2 = Collider(400, 151 * MAP_SCALE, 96 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land3 = Collider(640, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land4 = Collider(880, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land5 = Collider(720, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land6 = Collider(1040, 154 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land7 = Collider(1600, 166 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land11 = Collider(2595 * RATIO, 215 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land12 = Collider(2770 * RATIO, 167 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land13 = Collider(2535 * RATIO, 87 * MAP_SCALE, 16 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land14 = Collider(2950 * RATIO, 151 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land15 = Collider(3185 * RATIO, 215 * MAP_SCALE, 6 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land16 = Collider(3420 * RATIO, 119 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land17 = Collider(3537 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land18 = Collider(3715 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land19 = Collider(3890 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land20 = Collider(3775 * RATIO, 87 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land21 = Collider(4010 * RATIO, 151 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land22 = Collider(4125 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land23 = Collider(4304 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land24 = Collider(4304 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land25 = Collider(4361 * RATIO, 183 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land26 = Collider(4537 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land27 = Collider(4598 * RATIO, 87 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land28 = Collider(4657 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land29 = Collider(4598 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land30 = Collider(4776 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land31 = Collider(4835 * RATIO, 151 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land32 = Collider(5010 * RATIO, 216 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land33 = Collider(5250 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land34 = Collider(5423 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land35 = Collider(5543 * RATIO, 119 * MAP_SCALE, 4 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land36 = Collider(5601 * RATIO, 167 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land38 = Collider(5776 * RATIO, 151 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    land39 = Collider(5836 * RATIO, 183 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    MainGame.playerLandGroup = pygame.sprite.Group(
        land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,
        land11, land12, land13, land14, land15, land16, land17, land18, land19, land20,
        land21, land22, land23, land24, land25, land26, land27, land28, land29, land30,
        land31, land32, land33, land34, land35, land36, land37, land38, land39
    )
    eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    eland8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    eland10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10)
    MainGame.playerColliderGroup.add(MainGame.playerLandGroup)
    MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)
def initRiver():
    river1 = Collider(0, 215 * MAP_SCALE, 289 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))
    river2 = Collider(880, 215 * MAP_SCALE, 255 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))
    river3 = Collider(1680, 215 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))
    eRiver1 = Collider(0, 215 * MAP_SCALE, 289 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))
    eRiver3 = Collider(1680, 215 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))
    MainGame.playerRiverGroup = pygame.sprite.Group(river1, river2, river3)
    MainGame.enemyRiverGroup = pygame.sprite.Group(eRiver1, eRiver3)
    MainGame.playerColliderGroup.add(MainGame.playerRiverGroup)
    MainGame.enemyColliderGroup.add(MainGame.enemyRiverGroup)
def drawExplode(explodeList):
    for explode in explodeList:
        if explode.isDestroy:
            explodeList.remove(explode)
        else:
            if explode.isUseTime:
                explode.draw(MainGame.window, pygame.time.get_ticks())
            else:
                explode.draw(MainGame.window)
def initPlayer1(life):
    if life == 0:
        pass
    MainGame.allSprites.remove(MainGame.player1)
    MainGame.player1 = PlayerOne(pygame.time.get_ticks(), life)
    MainGame.player1.rect.x = 80
    MainGame.player1.rect.bottom = 0
    # 把角色放入组中,方便统一管理
    MainGame.allSprites.add(MainGame.player1)
def generateEnemy1(x, y, direction, currentTime):
    # 根据玩家的当前位置和方向产生一个敌人
    enemy = Enemy1(x, y, direction, currentTime)
    # 分别加入敌人列表,所有角色组,敌人碰撞组
    MainGame.enemyList.append(enemy)
    MainGame.allSprites.add(enemy)
    MainGame.enemyGroup.add(enemy)
def generateEnemy2(x, y):
    enemy = Enemy2(x, y, MainGame.player1, pygame.time.get_ticks())
    MainGame.enemyList.append(enemy)
    MainGame.allSprites.add(enemy)
    MainGame.enemyGroup.add(enemy)
class MainGame:
    player1 = None
    allSprites = pygame.sprite.Group()
    # 敌人
    enemyList = []
    window = None
    # 子弹
    player1BulletList = []
    enemyBulletList = []
    # 爆炸效果
    explodeList = []
    # 冲突
    playerLandGroup = pygame.sprite.Group()
    playerRiverGroup = pygame.sprite.Group()
    enemyLandGroup = pygame.sprite.Group()
    enemyRiverGroup = pygame.sprite.Group()
    playerColliderGroup = pygame.sprite.Group()
    enemyColliderGroup = pygame.sprite.Group()
    enemyGroup = pygame.sprite.Group()
    bridgeGroup = pygame.sprite.Group()
    # 冲突栈
    colliderStack = []
    def __init__(self):
        # 设置成员变量
        self.background = None
        self.backRect = None
        self.enemyBoolList = [True for _ in range(5)]
        # 初始化展示模块
        pygame.display.init()
        SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
        # 初始化窗口
        MainGame.window = pygame.display.set_mode(SCREEN_SIZE)
        # 设置窗口标题
        pygame.display.set_caption('魂斗罗角色')
        # 是否结束游戏
        self.isEnd = False
        # 获取按键
        self.keys = pygame.key.get_pressed()
        # 帧率
        self.fps = 60
        self.clock = pygame.time.Clock()
        # 角色
        initPlayer1(3)
        # 加载背景
        self.initBackground()
        # 摄像头调整
        self.cameraAdaption = 0
        # 加载场景景物
        initLand()
        initRiver()
        # 碰撞失效间隔
        self.index = 0
        # 显示玩家生命值
        self.lifeImage = loadImage('../Image/Player/Player1/Life/life.png')
    def run(self):
        while not self.isEnd:
            # 设置背景颜色
            pygame.display.get_surface().fill((0, 0, 0))
            # 游戏场景和景物更新函数
            self.update(MainGame.window, MainGame.player1BulletList)
            # 获取窗口中的事件
            self.getPlayingModeEvent()
            # 更新窗口
            pygame.display.update()
            # 设置帧率
            self.clock.tick(self.fps)
            fps = self.clock.get_fps()
            caption = '魂斗罗 - {:.2f}'.format(fps)
            pygame.display.set_caption(caption)
        else:
            sys.exit()
    def getPlayingModeEvent(self):
        # 获取事件列表
        for event in pygame.event.get():
            # 点击窗口关闭按钮
            if event.type == pygame.QUIT:
                self.isEnd = True
            # 键盘按键按下
            elif event.type == pygame.KEYDOWN:
                self.keys = pygame.key.get_pressed()
            # 键盘按键抬起
            elif event.type == pygame.KEYUP:
                self.keys = pygame.key.get_pressed()
    def update(self, window, player1BulletList):
        # 加载背景
        window.blit(self.background, self.backRect)
        # 显示生命图标
        self.drawLifeImage(MainGame.window)
        # 敌人更新
        enemyUpdate(MainGame.enemyList, MainGame.enemyBulletList)
        drawExplode(MainGame.explodeList)
        drawPlayerOneBullet(MainGame.player1BulletList)
        drawEnemyBullet(MainGame.enemyBulletList)
        # 更新人物
        currentTime = pygame.time.get_ticks()
        MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
        self.updatePlayerPosition()
        updateEnemyPosition()
        # 摄像机移动
        self.camera()
        # 显示物体
        MainGame.allSprites.draw(window)
        # 加载敌人
        self.generateEnemy()
        for collider in MainGame.playerLandGroup:
            r = collider.draw(window, self.player1.rect.y)
            # 如果没有画出来,表示玩家高度低于直线,所有把直线从组中删除
            if not r:
                # 删除前先检查一下是不是在组中
                if collider in MainGame.playerColliderGroup:
                    # 删除并加入栈
                    MainGame.colliderStack.insert(0, collider)
                    MainGame.playerColliderGroup.remove(collider)
            else:
                # 如果画出来了,判断一下玩家距离是否高于线的距离
                if collider.rect.y > self.player1.rect.bottom:
                    # 如果是的话,且冲突栈不为空,那么从栈中取出一个元素放入冲突组,最前面的元素一定是先如队列的
                    if len(MainGame.colliderStack) > 0:
                        f = MainGame.colliderStack.pop()
                        MainGame.playerColliderGroup.add(f)
        MainGame.playerRiverGroup.draw(window)
    def camera(self):
        # 如果玩家的右边到达了屏幕的一半
        if self.player1.rect.right > SCREEN_WIDTH / 2:
            if not (self.backRect.x <= -3500 * MAP_SCALE):
                # 计算出超过的距离
                self.cameraAdaption = self.player1.rect.right - SCREEN_WIDTH / 2
                # 让背景向右走这么多距离
                self.backRect.x -= self.cameraAdaption
                # 场景中的物体都走这么多距离
                self.mapObjectMove()
    def mapObjectMove(self):
        for sprite in MainGame.allSprites:
            sprite.rect.x -= self.cameraAdaption
        for collider in MainGame.playerColliderGroup:
            collider.rect.x -= self.cameraAdaption
        for collider in MainGame.colliderStack:
            collider.rect.x -= self.cameraAdaption
        for collider in MainGame.enemyColliderGroup:
            collider.rect.x -= self.cameraAdaption
        for bullet in MainGame.enemyBulletList:
            bullet.rect.x -= self.cameraAdaption
        for explode in MainGame.explodeList:
            explode.rect.x -= self.cameraAdaption
    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 -= 1
            self.player1.rect.x += self.player1.xSpeed
            self.player1.rect.y += self.player1.ySpeed
            self.player1.isDown = False
        else:
            # 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 = 15
            else:
                # 检测碰撞
                # 这里是玩家和所有碰撞组中的碰撞体检测碰撞,如果发生了碰撞,就会返回碰撞到的碰撞体对象
                collider = pygame.sprite.spritecollideany(self.player1, MainGame.playerColliderGroup)
                # 如果发生碰撞,判断是不是在河里
                if collider in MainGame.playerRiverGroup:
                    self.riverCollide()
                # 判断是不是在陆地上
                elif collider in MainGame.playerLandGroup:
                        self.player1.isInWater = False
                # 如果发生碰撞
                if collider:
                    if MainGame.player1.isInvincible:
                        # 玩家落地不无敌
                        MainGame.player1.isInvincible = False
                    # 判断一下人物的y速度,如果大于0,则说明玩家已经接触到了碰撞体表面,需要让玩家站在表面,不掉下去
                    if self.player1.ySpeed > 0:
                        self.player1.ySpeed = 0
                        self.player1.state = State.WALK
                        self.player1.rect.bottom = collider.rect.top
                else:
                    # 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.FALL
                    tempPlayer.rect.y -= 1
                # 与敌人碰撞
                if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):
                    if MainGame.player1.damage(1):
                        MainGame.explodeList.append(Explode(MainGame.player1, ExplodeVariety.PLAYER1))
                        initPlayer1(MainGame.player1.life)
            # 更新x的位置
            self.player1.rect.x += self.player1.xSpeed
            # 同样的检查碰撞
            collider = pygame.sprite.spritecollideany(self.player1, MainGame.playerColliderGroup)
            # 如果发生了碰撞
            if collider:
                # 判断玩家的x方向速度,如果大于0,表示右边有碰撞体
                if self.player1.xSpeed > 0:
                    # 设置玩家的右边等于碰撞体的左边
                    self.player1.rect.right = collider.rect.left
                else:
                    # 左边有碰撞体
                    self.player1.rect.left = collider.rect.right
                self.player1.xSpeed = 0
            tempPlayer = copy.copy(self.player1)
            tempPlayer.rect.y += 1
            if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):
                if c in MainGame.playerLandGroup:
                    self.player1.isInWater = False
                elif c in MainGame.playerRiverGroup:
                    self.player1.isInWater = True
            tempPlayer.rect.y -= 1
    def riverCollide(self):
        # 在河里设置isInWater
        self.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.rightInWaterImage
        else:
            self.player1.image = self.player1.leftInWaterImage
    def generateEnemy(self):
        if -1505 < self.backRect.x < -1500:
            if self.enemyBoolList[0]:
                self.enemyBoolList[0] = False
                generateEnemy1(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())
                generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())
        if -1705 < self.backRect.x < -1700:
            if self.enemyBoolList[1]:
                self.enemyBoolList[1] = False
                generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())
                generateEnemy1(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,
                               pygame.time.get_ticks())
        if -2005 < self.backRect.x < -2000:
            if self.enemyBoolList[2]:
                self.enemyBoolList[2] = False
                generateEnemy2(MainGame.player1.rect.x + 540, 465)
    def initBackground(self):
        # 读取背景图片
        self.background = pygame.image.load('../Image/Map/1/Background/First(No Bridge).png')
        self.backRect = self.background.get_rect()
        self.background = pygame.transform.scale(
            self.background,
            (int(self.backRect.width * MAP_SCALE),
             int(self.backRect.height * MAP_SCALE))
        )
        self.backRect.x = -1280
    def drawLifeImage(self, window):
        # 如果玩家的生命值大于3,那么生命值图标就显示3个
        if MainGame.player1.life > 3:
            number = 3
        # 否则,有几个显示几个,肯定不超过三个
        else:
            number = MainGame.player1.life
        rect = self.lifeImage.get_rect()
        # 设置生命值图标的显示位置
        rect.y = 5
        for i in range(number):
            # 每个图标之间的距离为25像素
            rect.x = 5 + i * 20
            window.blit(self.lifeImage, rect)
if __name__ == '__main__':
    MainGame().run()

完整敌人1类代码

import random
import pygame
from Constants import *
from Bullet import Bullet
class Enemy1(pygame.sprite.Sprite):
    def __init__(self, x, y, direction, currentTime):
        pygame.sprite.Sprite.__init__(self)
        self.lastTime = currentTime
        self.fireTime = currentTime
        self.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 = 0
        self.direction = direction
        if 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 = False
        self.rect.x = x
        self.rect.y = y
        self.speed = 3
        self.isDestroy = False
        self.isFiring = False
        self.life = 1
        self.type = 1
    def 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.speed
            else:
                self.rect.left -= self.speed
        else:
            # 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 = False
                self.fireTime = currentTime
    def draw(self, currentTime):
        if self.isFiring:
            if self.direction == Direction.RIGHT:
                self.image = self.rightFireImage
            else:
                self.image = self.leftFireImage
        else:
            if currentTime - self.lastTime > 115:
                if self.index < 2:
                    self.index += 1
                else:
                    self.index = 0
                self.lastTime = currentTime
            if 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 = True
                    enemyBulletList.append(Bullet(self, True))
    def checkPosition(self, x, y):
        if abs(self.rect.x - x) > 1000:
            self.isDestroy = True
        elif abs(self.rect.y - y) > 600:
            self.isDestroy = True

完整的敌人2类代码

import math
import random
import pygame
from Constants import *
from Bullet import Bullet
from PlayerOne import PlayerOne
class Enemy2(pygame.sprite.Sprite):
    def __init__(self, x, y, direction, currentTime):
        pygame.sprite.Sprite.__init__(self)
        self.r = 0.0
        self.bulletPosition = 0
        self.rightImage = loadImage('../Image/Enemy/Enemy2/right.png')
        self.rightUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png')
        self.rightDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png')
        self.leftImage = loadImage('../Image/Enemy/Enemy2/right.png', True)
        self.leftUpImage = loadImage('../Image/Enemy/Enemy2/rightUp.png', True)
        self.leftDownImage = loadImage('../Image/Enemy/Enemy2/rightDown.png', True)
        self.type = 2
        if direction == Direction.RIGHT:
            self.image = self.rightImage
        else:
            self.image = self.leftImage
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.center = self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2
        self.isDestroy = False
        self.isFiring = False
        self.life = 1
        self.lastTime = currentTime
        self.n = 0
        # 计算时间
        self.t = 0
    def getCenter(self):
        return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2
    def draw(self, window: pygame.Surface, player: PlayerOne, currentTime):
        self.n += 1
        # 计算时间
        total = self.t * self.n
        total = total + abs(currentTime - self.lastTime)
        self.lastTime = currentTime
        self.t = total * 1.0 / (self.n + 1)
        # 获取玩家中心
        playerCenter = player.getCenter()
        # 获取敌人中心
        center = self.getCenter()
        # 计算距离
        y = playerCenter[1] - center[1]
        x = playerCenter[0] - center[0]
        # 设置存放夹角的变量
        r = 0
        # 当 x = 0时,此时玩家在敌人的正上方,我们不做任何操作
        if x != 0:
            # 如果玩家在敌人的正上方,计算角度
            r = math.atan(y / x) * 180 / math.pi
        # 设置变量,用来记录敌人的姿势,敌人的姿势就是发射子弹时的样子
        self.bulletPosition = 1
        # 根据距离的正负关系判断玩家在敌人的左边还是右边
        if x >= 0:
            if -45 < r < 45:
                self.bulletPosition = 2
                self.image = self.rightImage
            elif r >= 45:
                self.bulletPosition = 3
                self.image = self.rightDownImage
            elif r <= -45:
                self.bulletPosition = 1
                self.image = self.rightUpImage
        else:
            if -45 < r < 45:
                self.bulletPosition = 5
                self.image = self.leftImage
            elif r <= -45:
                self.bulletPosition = 4
                self.image = self.leftDownImage
            elif r >= 45:
                self.bulletPosition = 6
                self.image = self.leftUpImage
        self.r = r
        window.blit(self.image, self.rect)
    def fire(self, enemyBulletList, player):
        i = random.randint(0, 30)
        if i == 5:
            self.isFiring = True
            enemyBulletList.append(Bullet(self, 2, (self.bulletPosition, player, self.t, self.r)))
    def checkPosition(self, x, y):
        if abs(self.rect.x - x) > 2000:
            self.isDestroy = True
        elif abs(self.rect.y - y) > 600:
            self.isDestroy = True

完整的子弹类代码

import pygame
from Constants import *
from Explode import Explode
class Bullet(pygame.sprite.Sprite):
    def __init__(self, person, enemyType = 0, parameter = None):
        pygame.sprite.Sprite.__init__(self)
        self.images = [
            loadImage('../Image/Bullet/bullet1.png')
        ]
        self.index = 0
        # 速度
        self.xSpeed = 1
        self.ySpeed = 1
        self.rect = pygame.Rect(person.rect)
        # 类型0表示不是敌人
        if enemyType == 0:
            if person.isInWater:
                self.waterPosition(person)
            else:
                self.landPosition(person)
        # 敌人1
        elif enemyType == 1:
            self.index = 0
            if person.direction == Direction.RIGHT:
                self.rect.x += 27 * PLAYER_SCALE
                self.rect.y += 7 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.x += -1 * PLAYER_SCALE
                self.rect.y += 7 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = -7
        # 敌人2
        elif enemyType == 2:
            self.index = 0
            # 从额外参数中获取敌人的姿势,即子弹的发射位置
            bulletPosition = parameter[0]
            # 获取玩家对象
            player = parameter[1]
            # 获取玩家中心
            playerCenter = player.getCenter()
            # 让人物中心下移
            if player.isDown or player.isSquating:
                # 下蹲、蹲下、在水中时,让人物中心下移动,下移动代表y坐标的值相加
                playerCenter = (playerCenter[0], playerCenter[1] + 8)
            elif player.isInWater:
                playerCenter = (playerCenter[0], playerCenter[1] + 15)
            # 获取子弹移动的时间
            t = parameter[2]
            # t *= 15
            # 获取敌人与玩家连线与水平方向的夹角
            r = parameter[3]
            # 根据子弹的发射位置(敌人的姿势)计算敌人的发射子弹的位置和子弹的速度
            if bulletPosition == 1:
                self.rect.x += 19 * PLAYER_SCALE
                self.rect.y += -1 * PLAYER_SCALE
                # 计算公式,|x0 - x1| / t = v
                self.ySpeed = - abs(self.rect.y - playerCenter[1]) * 1.0 / t
                self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
            elif bulletPosition == 2:
                self.rect.x += 25 * PLAYER_SCALE
                self.rect.y += 10 * PLAYER_SCALE
                # s 表示方向这里可以直接根据r的大小,计算出子弹的速度是减少还是增加
                # 减少表示向负方向移动
                s = -1
                if r > 0:
                    s = 1
                self.ySpeed = s * abs(self.rect.y - playerCenter[1]) * 1.0 / t
                self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
            elif bulletPosition == 3:
                self.rect.x += 25 * PLAYER_SCALE
                self.rect.y += 25 * PLAYER_SCALE
                self.ySpeed = abs(self.rect.y - playerCenter[1]) * 1.0 / t
                self.xSpeed = abs(self.rect.x - playerCenter[0]) * 1.0 / t
            elif bulletPosition == 4:
                self.rect.x += -1 * PLAYER_SCALE
                self.rect.y += 25 * PLAYER_SCALE
                self.ySpeed = abs(self.rect.y - playerCenter[1]) * 1.0 / t
                self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
            elif bulletPosition == 5:
                self.rect.x += -1 * PLAYER_SCALE
                self.rect.y += 10 * PLAYER_SCALE
                s = 1
                if r > 0:
                    s = -1
                self.ySpeed = s * abs(self.rect.y - playerCenter[1]) * 1.0 / t
                self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
            elif bulletPosition == 6:
                self.rect.x += -1 * PLAYER_SCALE
                self.rect.y += -1 * PLAYER_SCALE
                self.ySpeed = - abs(self.rect.y - playerCenter[1]) * 1.0 / t
                self.xSpeed = - abs(self.rect.x - playerCenter[0]) * 1.0 / t
            self.xSpeed /= 5
            self.ySpeed /= 5
        self.image = self.images[self.index]
        # 销毁开关
        self.isDestroy = False
    def landPosition(self, person):
        if person.isStanding:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 10 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += 24 * PLAYER_SCALE
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += 10 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7
        elif person.isSquating and not person.isWalking:
            if person.direction == Direction.RIGHT:
                self.rect.x += 34 * PLAYER_SCALE
                self.rect.y += 25 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.y += 25 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = -7
        elif person.isWalking:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 20 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 7
                elif person.isDown:
                    self.rect.x += 21 * PLAYER_SCALE
                    self.rect.y += 20 * PLAYER_SCALE
                    self.ySpeed = 7
                    self.xSpeed = 7
                else:
                    self.rect.x += 24 * PLAYER_SCALE
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += -3 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = -7
                elif person.isDown:
                    self.rect.x += -3 * PLAYER_SCALE
                    self.rect.y += 20 * PLAYER_SCALE
                    self.ySpeed = 7
                    self.xSpeed = -7
                else:
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7
        elif person.isJumping or person.state == State.FALL:
            if person.direction == Direction.RIGHT:
                self.rect.x += 16 * PLAYER_SCALE
                self.rect.y += 8 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.x += -2 * PLAYER_SCALE
                self.rect.y += 8 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = -7
    def waterPosition(self, person):
        if person.isStanding:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 14 * PLAYER_SCALE
                    self.rect.y += 7 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += 27 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += 7 * PLAYER_SCALE
                    self.rect.y += 3 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += -1 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7
        elif person.isWalking:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 23 * PLAYER_SCALE
                    self.rect.y += 17 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 7
                else:
                    self.rect.x += 27 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += -3 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = -7
                else:
                    self.rect.x += -1 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7
    def move(self):
        self.rect.x += self.xSpeed
        self.rect.y += self.ySpeed
        self.checkBullet()
    def draw(self, window):
        window.blit(self.image, self.rect)
    def checkBullet(self):
        toDestroy = False
        if self.rect.top < 0 or self.rect.top > 600:
            toDestroy = True
        if self.rect.left < 0 or self.rect.right > 900:
            toDestroy = True
        if toDestroy:
            self.isDestroy = True
    def collideEnemy(self, enemyList, explodeList):
        for enemy in enemyList:
            if pygame.sprite.collide_rect(self, enemy):
               self.isDestroy = True
               enemy.isDestroy = True
               explodeList.append(Explode(enemy))
    def collidePlayer(self, player, explodeList):
        if pygame.sprite.collide_rect(self, player):
            # 蹲下的时候,由于图片上半部分是空白,所以子弹必须击中下半部分,才判断为玩家被击中
            if player.isDown or player.isSquating:
                x = player.rect.x
                y = player.rect.y + player.rect.height / 2 + 5
                if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):
                    if player.damage(1):
                        self.isDestroy = True
                        explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                        return True
            elif player.isInWater:
                x = player.rect.x
                y = player.rect.y + player.rect.height / 2
                if (x < self.rect.x < player.rect.x + player.rect.width) and (
                        y < self.rect.y < player.rect.y + player.rect.height):
                    if player.damage(1):
                        self.isDestroy = True
                        explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                        return True
            else:
                if player.damage(1):
                    self.isDestroy = True
                    explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                    return True
        return False

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