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学习 Python 之 Pygame 开发魂斗罗(十三)(python怎样学)

发布时间:2024-01-17
学习 Python 之 Pygame 开发魂斗罗(十三) 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

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

学习 Python 之 Pygame 开发魂斗罗(十三)(python怎样学)

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 /= 5self.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 copyimport sysimport pygamefrom Constants import *from PlayerOne import PlayerOnefrom Collider import Colliderfrom Enemy1 import Enemy1from Explode import Explodefrom Enemy2 import Enemy2def 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 -= 1def 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 randomimport pygamefrom Constants import *from Bullet import Bulletclass 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 mathimport randomimport pygamefrom Constants import *from Bullet import Bulletfrom PlayerOne import PlayerOneclass 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 pygamefrom Constants import *from Explode import Explodeclass 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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