学习 Python 之 Pygame 开发魂斗罗(十三)
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- 继续编写魂斗罗
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- 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
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
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
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
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
把子弹的初始速度变为0
修改构造函数参数
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
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
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
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
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
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
我们再运行游戏,看看问题
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
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
好,接下来我们再运行一下游戏,看看效果
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