学习 Python 之 Pygame 开发魂斗罗(四)

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(三)中,我们完成了角色的移动和跳跃,下面我们来继续写魂斗罗。

下面是图片的素材

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

1. 创建子弹类

发射子弹首先要有子弹类
我们来创建一下

import pygame
from Constants import *

class Bullet(pygame.sprite.Sprite):

    def __init__(self, person):
        pygame.sprite.Sprite.__init__(self)
        self.images = [
            loadImage('../Image/Bullet/bullet1.png')
        ]
        self.index = 0
        self.image = self.images[self.index]
        # 速度
        self.xSpeed = 1
        self.ySpeed = 1
        self.rect = pygame.Rect(person.rect)

        # 销毁开关
        self.isDestroy = False

    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

2. 根据玩家方向和状态设置子弹发射的位置

由于玩家的方向和状态不一样,所以玩家开火后,子弹发射的位置也不一样

下面我们来看看角色状态和发射子弹的位置

(1). 站立向右发射子弹

(x,y) 是图片的位置,我们计算出,此状态下,子弹发射的位置是 (x+24,y+11)

在这里插入图片描述
下面我们来设置一下

self.rect.x += 24 * 2.5
self.rect.y += 11 * 2.5
self.ySpeed = 0
self.xSpeed = 7

2.5是人物放大的倍数,加载图像的时候把图像放大了2.5倍,所以设置子弹发射位置的时候,同样要乘以2.5

if person.isStanding:
	# 判断方向
	# 方向向右
    if person.direction == Direction.RIGHT:
    	# 向上
        if person.isUp:
            pass
        # 向右
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    # 方向向左
    else:
        if person.isUp:
            pass
        else:
            pass

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass
    else:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

(2). 站立向左发射子弹

在这里插入图片描述

self.rect.y += 11 * 2.5
self.ySpeed = 0
self.xSpeed = -7
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:
	# 判断方向
    if person.direction == Direction.RIGHT:
    	# 向上
        if person.isUp:
            pass
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            pass
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass
    else:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

(3). 站立朝上发射子弹

站立向右朝上发射子弹
在这里插入图片描述

self.rect.x += 10 * 2.5
self.rect.y += -1 * 2.5
self.ySpeed = -7
self.xSpeed = 0

这里我微微调整了一下y的值,方向向上,所以子弹的y是逐渐减小的,所以y速度是负数

# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:
	# 判断方向
    if person.direction == Direction.RIGHT:
    	# 向上
        if person.isUp:
            self.rect.x += 10 * 2.5
			self.rect.y += -1 * 2.5
			self.ySpeed = -7
			self.xSpeed = 0
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            pass
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass
    else:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

站立向左朝上发射子弹也是同样的计算方式

self.rect.x += 10 * 2.5
self.rect.y += -1 * 2.5
self.ySpeed = -7
self.xSpeed = 0
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:
	# 判断方向
    if person.direction == Direction.RIGHT:
    	# 向上
        if person.isUp:
            self.rect.x += 10 * 2.5
			self.rect.y += -1 * 2.5
			self.ySpeed = -7
			self.xSpeed = 0
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            self.rect.x += 10 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = 0
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass
    else:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

(4). 蹲下发射子弹

向右示意图

在这里插入图片描述

self.rect.x += 34 * 2.5
self.rect.y += 25 * 2.5
self.ySpeed = 0
self.xSpeed = 7
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:
	# 判断方向
    if person.direction == Direction.RIGHT:
    	# 向上
        if person.isUp:
            self.rect.x += 10 * 2.5
			self.rect.y += -1 * 2.5
			self.ySpeed = -7
			self.xSpeed = 0
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            self.rect.x += 10 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = 0
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        self.rect.x += 34 * 2.5
		self.rect.y += 25 * 2.5
		self.ySpeed = 0
		self.xSpeed = 7
    else:
        pass

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass
    else:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

同样的,设置向左的发射位置

self.rect.y += 25 * 2.5
self.ySpeed = 0
self.xSpeed = -7
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:
	# 判断方向
    if person.direction == Direction.RIGHT:
    	# 向上
        if person.isUp:
            self.rect.x += 10 * 2.5
			self.rect.y += -1 * 2.5
			self.ySpeed = -7
			self.xSpeed = 0
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            self.rect.x += 10 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = 0
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        self.rect.x += 34 * 2.5
		self.rect.y += 25 * 2.5
		self.ySpeed = 0
		self.xSpeed = 7
    else:
        self.rect.y += 25 * 2.5
		self.ySpeed = 0
		self.xSpeed = -7

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass
    else:
        if person.isUp:
            pass
        elif person.isDown:
            pass
        else:
            pass

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

(5). 向斜方发射子弹

向斜右上方发射子弹示意图
在这里插入图片描述

self.rect.x += 20 * 2.5
self.rect.y += -1 * 2.5
self.ySpeed = -7
self.xSpeed = 7

向斜左上方发射子弹时的子弹位置

self.rect.x += -3 * 2.5
self.rect.y += -1 * 2.5
self.ySpeed = -7
self.xSpeed = -7

向斜右下方发射子弹示意图
在这里插入图片描述

self.rect.x += 21 * 2.5
self.rect.y += 20 * 2.5
self.ySpeed = 7
self.xSpeed = 7

向斜左下方发射子弹时的子弹位置

self.rect.x += -3 * 2.5
self.rect.y += 20 * 2.5
self.ySpeed = 7
self.xSpeed = -7

(6). 奔跑时发射子弹

奔跑时发射子弹和站立发射子弹是一样的

向右

self.rect.x += 24 * 2.5
self.rect.y += 11 * 2.5
self.ySpeed = 0
self.xSpeed = 7

向左

self.rect.y += 11 * 2.5
self.ySpeed = 0
self.xSpeed = -7

完整的代码

if person.isStanding:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            self.rect.x += 10 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = 0
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            self.rect.x += 10 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = 0
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isSquating and not person.isWalking:
    if person.direction == Direction.RIGHT:
        self.rect.x += 34 * 2.5
        self.rect.y += 25 * 2.5
        self.ySpeed = 0
        self.xSpeed = 7
    else:
        self.rect.y += 25 * 2.5
        self.ySpeed = 0
        self.xSpeed = -7

elif person.isWalking:
    if person.direction == Direction.RIGHT:
        if person.isUp:
            self.rect.x += 20 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = 7
        elif person.isDown:
            self.rect.x += 21 * 2.5
            self.rect.y += 20 * 2.5
            self.ySpeed = 7
            self.xSpeed = 7
        else:
            self.rect.x += 24 * 2.5
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = 7
    else:
        if person.isUp:
            self.rect.x += -3 * 2.5
            self.rect.y += -1 * 2.5
            self.ySpeed = -7
            self.xSpeed = -7
        elif person.isDown:
            self.rect.x += -3 * 2.5
            self.rect.y += 20 * 2.5
            self.ySpeed = 7
            self.xSpeed = -7
        else:
            self.rect.y += 11 * 2.5
            self.ySpeed = 0
            self.xSpeed = -7

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        pass
    else:
        pass

(7). 跳跃时发射子弹

在这里插入图片描述

elif person.isJumping or person.state == State.FALL:
    if person.direction == Direction.RIGHT:
        self.rect.x += 16 * 2.5
        self.rect.y += 8 * 2.5
        self.ySpeed = 0
        self.xSpeed = 7
    else:
        self.rect.x += -2 * 2.5
        self.rect.y += 8 * 2.5
        self.ySpeed = 0
        self.xSpeed = -7

完整子弹类代码

import pygame
from Constants import *

class Bullet(pygame.sprite.Sprite):

    def __init__(self, person):
        pygame.sprite.Sprite.__init__(self)
        self.images = [
            loadImage('../Image/Bullet/bullet1.png')
        ]
        self.index = 0
        self.image = self.images[self.index]
        # 速度
        self.xSpeed = 1
        self.ySpeed = 1
        self.rect = pygame.Rect(person.rect)

        if person.isStanding:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 10 * 2.5
                    self.rect.y += -1 * 2.5
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += 24 * 2.5
                    self.rect.y += 11 * 2.5
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += 10 * 2.5
                    self.rect.y += -1 * 2.5
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.y += 11 * 2.5
                    self.ySpeed = 0
                    self.xSpeed = -7

        elif person.isSquating and not person.isWalking:
            if person.direction == Direction.RIGHT:
                self.rect.x += 34 * 2.5
                self.rect.y += 25 * 2.5
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.y += 25 * 2.5
                self.ySpeed = 0
                self.xSpeed = -7

        elif person.isWalking:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 20 * 2.5
                    self.rect.y += -1 * 2.5
                    self.ySpeed = -7
                    self.xSpeed = 7
                elif person.isDown:
                    self.rect.x += 21 * 2.5
                    self.rect.y += 20 * 2.5
                    self.ySpeed = 7
                    self.xSpeed = 7
                else:
                    self.rect.x += 24 * 2.5
                    self.rect.y += 11 * 2.5
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += -3 * 2.5
                    self.rect.y += -1 * 2.5
                    self.ySpeed = -7
                    self.xSpeed = -7
                elif person.isDown:
                    self.rect.x += -3 * 2.5
                    self.rect.y += 20 * 2.5
                    self.ySpeed = 7
                    self.xSpeed = -7
                else:
                    self.rect.y += 11 * 2.5
                    self.ySpeed = 0
                    self.xSpeed = -7

        elif person.isJumping or person.state == State.FALL:
            if person.direction == Direction.RIGHT:
                self.rect.x += 16 * 2.5
                self.rect.y += 8 * 2.5
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.x += -2 * 2.5
                self.rect.y += 8 * 2.5
                self.ySpeed = 0
                self.xSpeed = -7

        # 销毁开关
        self.isDestroy = False

    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

3. 在玩家类中加入开火

在常量文件中设置子弹上限

# 设置玩家子弹上限
PLAYER_BULLET_NUMBER = 15

在玩家类的四个状态函数中加入发射的代码

if keys[pygame.K_j]:
    self.isFiring = True
    if len(playerBulletList) < PLAYER_BULLET_NUMBER:
    	# 设置子弹发射的间隔为150
        if currentTime - self.fireLastTimer  > 150:
            playerBulletList.append(Bullet(self))
            self.fireLastTimer = currentTime

完整的玩家类

import pygame
from Constants import *
from Bullet import Bullet


class PlayerOne(pygame.sprite.Sprite):

    def __init__(self, currentTime):
        pygame.sprite.Sprite.__init__(self)
        # 加载角色图片
        self.standRightImage = loadImage('../Image/Player/Player1/Right/stand.png')
        self.standLeftImage = loadImage('../Image/Player/Player1/Left/stand.png')
        self.upRightImage = loadImage('../Image/Player/Player1/Up/upRight(small).png')
        self.upLeftImage = loadImage('../Image/Player/Player1/Up/upLeft(small).png')
        self.downRightImage = loadImage('../Image/Player/Player1/Down/down.png')
        self.downLeftImage = loadImage('../Image/Player/Player1/Down/down.png', True)
        self.obliqueUpRightImages = [
            loadImage('../Image/Player/Player1/Up/rightUp1.png'),
            loadImage('../Image/Player/Player1/Up/rightUp2.png'),
            loadImage('../Image/Player/Player1/Up/rightUp3.png'),
        ]
        self.obliqueUpLeftImages = [
            loadImage('../Image/Player/Player1/Up/rightUp1.png', True),
            loadImage('../Image/Player/Player1/Up/rightUp2.png', True),
            loadImage('../Image/Player/Player1/Up/rightUp3.png', True),
        ]
        self.obliqueDownRightImages = [
            loadImage('../Image/Player/Player1/ObliqueDown/1.png'),
            loadImage('../Image/Player/Player1/ObliqueDown/2.png'),
            loadImage('../Image/Player/Player1/ObliqueDown/3.png'),
        ]
        self.obliqueDownLeftImages = [
            loadImage('../Image/Player/Player1/ObliqueDown/1.png', True),
            loadImage('../Image/Player/Player1/ObliqueDown/2.png', True),
            loadImage('../Image/Player/Player1/ObliqueDown/3.png', True),
        ]
        # 角色向右的全部图片
        self.rightImages = [
            loadImage('../Image/Player/Player1/Right/run1.png'),
            loadImage('../Image/Player/Player1/Right/run2.png'),
            loadImage('../Image/Player/Player1/Right/run3.png')
        ]
        # 角色向左的全部图片
        self.leftImages = [
            loadImage('../Image/Player/Player1/Left/run1.png'),
            loadImage('../Image/Player/Player1/Left/run2.png'),
            loadImage('../Image/Player/Player1/Left/run3.png')
        ]
        # 角色跳跃的全部图片
        self.upRightImages = [
            loadImage('../Image/Player/Player1/Jump/jump1.png'),
            loadImage('../Image/Player/Player1/Jump/jump2.png'),
            loadImage('../Image/Player/Player1/Jump/jump3.png'),
            loadImage('../Image/Player/Player1/Jump/jump4.png'),
        ]
        self.upLeftImages = [
            loadImage('../Image/Player/Player1/Jump/jump1.png', True),
            loadImage('../Image/Player/Player1/Jump/jump2.png', True),
            loadImage('../Image/Player/Player1/Jump/jump3.png', True),
            loadImage('../Image/Player/Player1/Jump/jump4.png', True),
        ]
        self.rightFireImages = [
            loadImage('../Image/Player/Player1/Right/fire1.png'),
            loadImage('../Image/Player/Player1/Right/fire2.png'),
            loadImage('../Image/Player/Player1/Right/fire3.png'),
        ]
        self.leftFireImages = [
            loadImage('../Image/Player/Player1/Right/fire1.png', True),
            loadImage('../Image/Player/Player1/Right/fire2.png', True),
            loadImage('../Image/Player/Player1/Right/fire3.png', True),
        ]
        # 角色左右移动下标
        self.imageIndex = 0
        # 角色跳跃下标
        self.upImageIndex = 0
        # 角色斜射下标
        self.obliqueImageIndex = 0
        # 上一次显示图片的时间
        self.runLastTimer = currentTime
        self.fireLastTimer = currentTime

        # 选择当前要显示的图片
        self.image = self.standRightImage
        # 获取图片的rect
        self.rect = self.image.get_rect()
        # 设置角色的状态
        self.state = State.STAND
        # 角色的方向
        self.direction = Direction.RIGHT
        # 速度
        self.xSpeed = PLAYER_X_SPEED
        self.ySpeed = 0
        self.jumpSpeed = -11
        # 人物当前的状态标志
        self.isStanding = False
        self.isWalking = False
        self.isJumping = True
        self.isSquating = False
        self.isFiring = False
        # 重力加速度
        self.gravity = 0.7

        self.isUp = False
        self.isDown = False

    def update(self, keys, currentTime, playerBulletList):
        # 更新站或者走的状态
        # 根据状态响应按键
        if self.state == State.STAND:
            self.standing(keys, currentTime, playerBulletList)
        elif self.state == State.WALK:
            self.walking(keys, currentTime, playerBulletList)
        elif self.state == State.JUMP:
            self.jumping(keys, currentTime, playerBulletList)
        elif self.state == State.FALL:
            self.falling(keys, currentTime, playerBulletList)

        # 更新位置
        # 记录前一次的位置坐标
        pre = self.rect.x
        self.rect.x += self.xSpeed
        self.rect.y += self.ySpeed
        # 如果x位置小于0了,就不能移动,防止人物跑到屏幕左边
        if self.rect.x <= 0:
            self.rect.x = pre

        # 更新动画
        # 跳跃状态
        if self.isJumping:
            # 根据方向
            if self.direction == Direction.RIGHT:
                # 方向向右,角色加载向右跳起的图片
                self.image = self.upRightImages[self.upImageIndex]
            else:
                # 否则,方向向左,角色加载向左跳起的图片
                self.image = self.upLeftImages[self.upImageIndex]

        # 角色蹲下
        if self.isSquating:
            if self.direction == Direction.RIGHT:
                # 加载向右蹲下的图片
                self.image = self.downRightImage
            else:
                # 加载向左蹲下的图片
                self.image = self.downLeftImage

        # 角色站着
        if self.isStanding:
            if self.direction == Direction.RIGHT:
                if self.isUp:
                    # 加载向右朝上的图片
                    self.image = self.upRightImage
                elif self.isDown:
                    # 加载向右蹲下的图片
                    self.image = self.downRightImage
                else:
                    # 加载向右站着的图片
                    self.image = self.standRightImage
            else:
                # 向左也是同样的效果
                if self.isUp:
                    self.image = self.upLeftImage
                elif self.isDown:
                    self.image = self.downLeftImage
                else:
                    self.image = self.standLeftImage

        # 角色移动
        if self.isWalking:
            if self.direction == Direction.RIGHT:
                if self.isUp:
                    # 加载斜右上的图片
                    self.image = self.obliqueUpRightImages[self.obliqueImageIndex]
                elif self.isDown:
                    # 加载斜右下的图片
                    self.image = self.obliqueDownRightImages[self.obliqueImageIndex]
                else:
                    # 加载向右移动的图片,根据开火状态是否加载向右开火移动的图片
                    if self.isFiring:
                        self.image = self.rightFireImages[self.imageIndex]
                    else:
                        self.image = self.rightImages[self.imageIndex]
            else:
                if self.isUp:
                    self.image = self.obliqueUpLeftImages[self.obliqueImageIndex]
                elif self.isDown:
                    self.image = self.obliqueDownLeftImages[self.obliqueImageIndex]
                else:
                    if self.isFiring:
                        self.image = self.leftFireImages[self.imageIndex]
                    else:
                        self.image = self.leftImages[self.imageIndex]

    def standing(self, keys, currentTime, playerBulletList):
        """角色站立"""

        # 设置角色状态
        self.isStanding = True
        self.isWalking = False
        self.isJumping = False
        self.isSquating = False
        self.isUp = False
        self.isDown = False
        self.isFiring = False

        # 设置速度
        self.ySpeed = 0
        self.xSpeed = 0

        # 按下A键
        if keys[pygame.K_a]:
            # A按下,角色方向向左
            self.direction = Direction.LEFT
            # 改变角色的状态,角色进入移动状态
            self.state = State.WALK
            # 设置站立状态为False,移动状态为True
            self.isStanding = False
            self.isWalking = True
            # 向左移动,速度为负数,这样玩家的x坐标是减小的
            self.xSpeed = -PLAYER_X_SPEED
        # 按下D键
        elif keys[pygame.K_d]:
            # D按下,角色方向向右
            self.direction = Direction.RIGHT
            # 改变角色的状态,角色进入移动状态
            self.state = State.WALK
            # 设置站立状态为False,移动状态为True
            self.isStanding = False
            self.isWalking = True
            # 向右移动,速度为正数
            self.xSpeed = PLAYER_X_SPEED
        # 按下k键
        elif keys[pygame.K_k]:
            # K按下,角色进入跳跃状态,但是不会改变方向
            self.state = State.JUMP
            # 设置站立状态为False,跳跃状态为True
            # 不改变移动状态,因为移动的时候也可以跳跃
            self.isStanding = False
            self.isJumping = True
            # 设置速度,速度为负数,因为角色跳起后,要下落
            self.ySpeed = self.jumpSpeed
        # 没有按下按键
        else:
            # 没有按下按键,角色依然是站立状态
            self.state = State.STAND
            self.isStanding = True

        # 按下w键
        if keys[pygame.K_w]:
            # W按下,角色向上,改变方向状态
            self.isUp = True
            self.isStanding = True
            self.isDown = False
            self.isSquating = False
        # 按下s键
        elif keys[pygame.K_s]:
            # S按下,角色蹲下,改变方向状态,并且蹲下状态设置为True
            self.isUp = False
            self.isStanding = False
            self.isDown = True
            self.isSquating = True
            
        if keys[pygame.K_j]:
            self.isFiring = True
            if len(playerBulletList) < PLAYER_BULLET_NUMBER:
                if currentTime - self.fireLastTimer  > 150:
                    playerBulletList.append(Bullet(self))
                    self.fireLastTimer = currentTime


    def walking(self, keys, currentTime, playerBulletList):
        """角色行走,每10帧变换一次图片"""
        self.isStanding = False
        self.isWalking = True
        self.isJumping = False
        self.isSquating = False
        self.isFiring = False
        self.ySpeed = 0
        self.xSpeed = PLAYER_X_SPEED

        # 如果当前是站立的图片
        if self.isStanding:
            # 方向向右,方向向上
            if self.direction == Direction.RIGHT and self.isUp:
                # 设置为向右朝上的图片
                self.image = self.upRightImage
            # 方向向右
            elif self.direction == Direction.RIGHT and not self.isUp:
                # 设置为向右站立的图片
                self.image = self.standRightImage
            elif self.direction == Direction.LEFT and self.isUp:
                self.image = self.upLeftImage
            elif self.direction == Direction.LEFT and not self.isUp:
                self.image = self.standLeftImage
            # 记下当前时间
            self.runLastTimer = currentTime
        else:
            # 如果是走动的图片,先判断方向
            if self.direction == Direction.RIGHT:
                # 设置速度
                self.xSpeed = PLAYER_X_SPEED
                # 根据上下方向觉得是否角色要加载斜射的图片
                if self.isUp or self.isDown:
                    # isUp == True表示向上斜射
                    # isDown == True表示向下斜射
                    # 计算上一次加载图片到这次的时间,如果大于115,即11.5帧,即上次加载图片到这次加载图片之间,已经加载了11张图片
                    if currentTime - self.runLastTimer > 115:
                        # 那么就可以加载斜着奔跑的图片
                        # 如果角色加载的图片不是第三张,则加载下一张就行
                        if self.obliqueImageIndex < 2:
                            self.obliqueImageIndex += 1
                        # 否则就加载第一张图片
                        else:
                            self.obliqueImageIndex = 0
                        # 记录变换图片的时间,为下次变换图片做准备
                        self.runLastTimer = currentTime
                # 不是斜射
                else:
                    # 加载正常向右奔跑的图片
                    if currentTime - self.runLastTimer > 115:
                        if self.imageIndex < 2:
                            self.imageIndex += 1
                        else:
                            self.imageIndex = 0
                        self.runLastTimer = currentTime
            else:
                self.xSpeed = -PLAYER_X_SPEED
                if self.isUp or self.isDown:
                    if currentTime - self.runLastTimer > 115:
                        if self.obliqueImageIndex < 2:
                            self.obliqueImageIndex += 1
                        else:
                            self.obliqueImageIndex = 0
                        self.runLastTimer = currentTime
                else:
                    if currentTime - self.runLastTimer > 115:
                        if self.imageIndex < 2:
                            self.imageIndex += 1
                        else:
                            self.imageIndex = 0
                        self.runLastTimer = currentTime

        # 按下D键
        if keys[pygame.K_d]:
            self.direction = Direction.RIGHT
            self.xSpeed = PLAYER_X_SPEED
        # 按下A键
        elif keys[pygame.K_a]:
            self.direction = Direction.LEFT
            self.xSpeed = -PLAYER_X_SPEED
         # 按下S键
        elif keys[pygame.K_s]:
            self.isStanding = False
            self.isDown = True

        # 按下W键
        if keys[pygame.K_w]:
            self.isUp = True
            self.isDown = False
        # 没有按键按下
        else:
            self.state = State.STAND

        # 移动时按下K键
        if keys[pygame.K_k]:
            # 角色状态变为跳跃
            self.state = State.JUMP
            self.ySpeed = self.jumpSpeed
            self.isJumping = True
            self.isStanding = False
            
        if keys[pygame.K_j]:
            self.isFiring = True
            if len(playerBulletList) < PLAYER_BULLET_NUMBER:
                if currentTime - self.fireLastTimer  > 150:
                    playerBulletList.append(Bullet(self))
                    self.fireLastTimer = currentTime

    def jumping(self, keys, currentTime, playerBulletList):
        """跳跃"""
        # 设置标志
        self.isJumping = True
        self.isStanding = False
        self.isDown = False
        self.isSquating = False
        self.isFiring = False
        # 更新速度
        self.ySpeed += self.gravity
        if currentTime - self.runLastTimer > 115:
            if self.upImageIndex < 3:
                self.upImageIndex += 1
            else:
                self.upImageIndex = 0
            # 记录变换图片的时间,为下次变换图片做准备
            self.runLastTimer = currentTime

        if keys[pygame.K_d]:
            self.direction = Direction.RIGHT

        elif keys[pygame.K_a]:
            self.direction = Direction.LEFT

        # 按下W键
        if keys[pygame.K_w]:
            self.isUp = True
            self.isDown = False
        elif keys[pygame.K_s]:
            self.isUp = False
            self.isDown = True

        if self.ySpeed >= 0:
            self.state = State.FALL

        if not keys[pygame.K_k]:
            self.state = State.FALL
            
        if keys[pygame.K_j]:
            self.isFiring = True
            if len(playerBulletList) < PLAYER_BULLET_NUMBER:
                if currentTime - self.fireLastTimer  > 150:
                    playerBulletList.append(Bullet(self))
                    self.fireLastTimer = currentTime

    def falling(self, keys, currentTime, playerBulletList):
        # 下落时速度越来越快,所以速度需要一直增加
        self.ySpeed += self.gravity
        if currentTime - self.runLastTimer > 115:
            if self.upImageIndex < 3:
                self.upImageIndex += 1
            else:
                self.upImageIndex = 0
            self.runLastTimer = currentTime

        # 防止落到窗口外面,当落到一定高度时,就不会再掉落了
        if self.rect.bottom > SCREEN_HEIGHT - GROUND_HEIGHT:
            self.state = State.WALK
            self.ySpeed = 0
            self.rect.bottom = SCREEN_HEIGHT - GROUND_HEIGHT
            self.isJumping = False

        if keys[pygame.K_d]:
            self.direction = Direction.RIGHT
            self.isWalking = False

        elif keys[pygame.K_a]:
            self.direction = Direction.LEFT
            self.isWalking = False
            
        if keys[pygame.K_j]:
            self.isFiring = True
            if len(playerBulletList) < PLAYER_BULLET_NUMBER:
                if currentTime - self.fireLastTimer  > 150:
                    playerBulletList.append(Bullet(self))
                    self.fireLastTimer = currentTime


4. 修改主类实现玩家开火

由于玩家类中的update()方法多了一个子弹列表的参数,现在要修改主类

在主类中加入子弹列表

# 子弹
player1BulletList = []

在这里插入图片描述
修改run()函数,把子弹列表传入update()函数

def run(self):

    while not self.isEnd:

        # 获取窗口中的事件
        self.getPlayingModeEvent()

        # 游戏场景和景物更新函数
        self.update(MainGame.window, MainGame.player1BulletList)

        # 更新窗口
        pygame.display.update()

        # 设置帧率
        self.clock.tick(self.fps)
        fps = self.clock.get_fps()
        caption = '魂斗罗 - {:.2f}'.format(fps)
        pygame.display.set_caption(caption)
    else:
        sys.exit()

修改update()函数

def update(self, window, player1BulletList):
    # 更新物体
    currentTime = pygame.time.get_ticks()
    MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
    drawPlayerOneBullet(player1BulletList)
    # 显示物体
    MainGame.allSprites.draw(window)

创建显示子弹函数,在类外创建

def drawPlayerOneBullet(player1BulletList):
    for bullet in player1BulletList:
        if bullet.isDestroy:
            player1BulletList.remove(bullet)
        else:
            bullet.draw(MainGame.window)
            bullet.move()

完整的主类代码

import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne


def drawPlayerOneBullet(player1BulletList):
    for bullet in player1BulletList:
        if bullet.isDestroy:
            player1BulletList.remove(bullet)
        else:
            bullet.draw(MainGame.window)
            bullet.move()

class MainGame:

    player1 = None
    allSprites = None

    window = None

    # 子弹
    player1BulletList = []

    def __init__(self):
        # 初始化展示模块
        pygame.display.init()

        SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
        # 初始化窗口
        MainGame.window = pygame.display.set_mode(SCREEN_SIZE)
        # 设置窗口标题
        pygame.display.set_caption('魂斗罗角色')
        # 是否结束游戏
        self.isEnd = False
        # 获取按键
        self.keys = pygame.key.get_pressed()
        # 帧率
        self.fps = 60
        self.clock = pygame.time.Clock()

        # 初始化角色
        MainGame.player1 = PlayerOne(pygame.time.get_ticks())
        # 设置角色的初始位置
        # 这里设置为(0,80),可以实现一开始玩家掉下来的动画
        MainGame.player1.rect.x = 80
        MainGame.player1.rect.bottom = 300

        # 把角色放入组中,方便统一管理
        MainGame.allSprites = pygame.sprite.Group(MainGame.player1)

    def run(self):
        while not self.isEnd:

            # 设置背景颜色
            pygame.display.get_surface().fill((0, 0, 0))

            # 游戏场景和景物更新函数
            self.update(MainGame.window, MainGame.player1BulletList)

            # 获取窗口中的事件
            self.getPlayingModeEvent()

            # 更新窗口
            pygame.display.update()

            # 设置帧率
            self.clock.tick(self.fps)
            fps = self.clock.get_fps()
            caption = '魂斗罗 - {:.2f}'.format(fps)
            pygame.display.set_caption(caption)
        else:
            sys.exit()

    def getPlayingModeEvent(self):
        # 获取事件列表
        for event in pygame.event.get():
            # 点击窗口关闭按钮
            if event.type == pygame.QUIT:
                self.isEnd = True
            # 键盘按键按下
            elif event.type == pygame.KEYDOWN:
                self.keys = pygame.key.get_pressed()
            # 键盘按键抬起
            elif event.type == pygame.KEYUP:
                self.keys = pygame.key.get_pressed()

    def update(self, window, player1BulletList):
        # 更新物体
        currentTime = pygame.time.get_ticks()
        MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
        drawPlayerOneBullet(player1BulletList)
        # 显示物体
        MainGame.allSprites.draw(window)


if __name__ == '__main__':
    MainGame().run()

运行一下,看看效果
在这里插入图片描述
哈哈,完成了

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