学习 Python 之 Pygame 开发魂斗罗(十四)
学习 Python 之 Pygame 开发魂斗罗(十四)
- 继续编写魂斗罗
- 1. 创建桥类
- 2. 在主类中加入一些类变量
- 3. 显示桥
- 4. 解决玩家与桥的碰撞体问题
- 5. 解决敌人与桥的碰撞体问题
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(十三)中,我们加入了敌人2的类,创建了新的敌人,这次我们加入桥。
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 创建桥类
import pygame
from Constants import *
class Bridge:
def __init__(self, x, y, typeInfo):
if typeInfo == BridgeType.ON:
self.image = loadImage('../Image/Map/1/Bridge/bridgeOn.png')
elif typeInfo == BridgeType.BODY:
self.image = loadImage('../Image/Map/1/Bridge/bridgeBody.png')
else:
self.image = loadImage('../Image/Map/1/Bridge/bridgeDown.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.isDestroy = False
def draw(self, window: pygame.Surface):
window.blit(self.image, self.rect)
这里会有报错,因为在Constants.py中没有定义BridgeType.ON
BridgeType是桥的类型,魂斗罗中桥的图片有三种,所以对应三个类型
我们在Constants.py中定义一下
class BridgeType(Enum):
ON = 1
BODY = 2
DOWN = 3
2. 在主类中加入一些类变量
加入一个列表,用来存放桥
加入一个通用碰撞体组,存放敌人和玩家都可以碰的碰撞体
commonColliderGroup = None
bridgeList = []
有了列表和碰撞体组后,现在就可以创建桥了
魂斗罗的第一关有两座桥,下面是创建桥的函数
def initBridge():
bridge1_1 = Bridge(1920, int(113 * MAP_SCALE), BridgeType.ON)
bridge1_2 = Bridge(1980, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_3 = Bridge(2040, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_4 = Bridge(2100, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_5 = Bridge(2160, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_6 = Bridge(2180, int(113 * MAP_SCALE), BridgeType.DOWN)
bridge2_1 = Bridge(2640, int(113 * MAP_SCALE), BridgeType.ON)
bridge2_2 = Bridge(2700, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_3 = Bridge(2760, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_4 = Bridge(2820, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_5 = Bridge(2880, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_6 = Bridge(2900, int(113 * MAP_SCALE), BridgeType.DOWN)
# 桥的碰撞体,设置为绿色
bridgeCollide1_1 = Collider(1920, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_2 = Collider(1980, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_3 = Collider(2040, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_4 = Collider(2100, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_5 = Collider(2160, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_6 = Collider(2180, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_1 = Collider(2640, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_2 = Collider(2700, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_3 = Collider(2760, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_4 = Collider(2820, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_5 = Collider(2880, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_6 = Collider(2900, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
# 把桥加入列表
MainGame.bridgeList.append(bridge1_1)
MainGame.bridgeList.append(bridge1_2)
MainGame.bridgeList.append(bridge1_3)
MainGame.bridgeList.append(bridge1_4)
MainGame.bridgeList.append(bridge1_5)
MainGame.bridgeList.append(bridge1_6)
MainGame.bridgeList.append(bridge2_1)
MainGame.bridgeList.append(bridge2_2)
MainGame.bridgeList.append(bridge2_3)
MainGame.bridgeList.append(bridge2_4)
MainGame.bridgeList.append(bridge2_5)
MainGame.bridgeList.append(bridge2_6)
# 把桥碰撞体加入通用碰撞体组
MainGame.commonColliderGroup = pygame.sprite.Group(
bridgeCollide1_1, bridgeCollide1_2, bridgeCollide1_3, bridgeCollide1_4, bridgeCollide1_5, bridgeCollide1_6,
bridgeCollide2_1, bridgeCollide2_2, bridgeCollide2_3, bridgeCollide2_4, bridgeCollide2_5, bridgeCollide2_6,
)
有了创建桥的函数,下面要调用一下,在主类的__init__
函数中调用
接下来修改主类的mapObjectMove
函数,让桥也随着玩家的镜头移动
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 collider in MainGame.commonColliderGroup:
collider.rect.x -= self.cameraAdaption
for bridge in MainGame.bridgeList:
bridge.rect.x -= self.cameraAdaption
for explode in MainGame.explodeList:
explode.rect.x -= self.cameraAdaption
for bullet in MainGame.enemyBulletList:
bullet.rect.x -= self.cameraAdaption
3. 显示桥
在主类的update
函数中,写一个显示桥的函数
def drawBridge(bridgeList):
for b in bridgeList:
if b.isDestroy:
bridgeList.remove(b)
else:
b.draw(MainGame.window)
这是一个全局函数,写在主类外面
现在,运行一下程序,看看效果
桥就出现了,但是碰撞体没有起作用,玩家还是会从桥上掉下来,下面就来解决一下这个问题
4. 解决玩家与桥的碰撞体问题
首先在update
函数中加入如下代码,让桥的碰撞体的绿线显示出来
此时运行游戏就看到了绿线了
接下来需要增加一些变量,用来出来桥的行为
self.bridgeExploding = False
这个变量用来记录当前桥是否处于爆炸的状态
在__init__
函数的最后加入如下代码
该列表的作用是,记录下来哪一个桥发生了碰撞
处理桥的总体逻辑思路是这样的:当玩家碰到桥时,记录下来发生碰撞的桥,让self.bridgeExploding=True,表示有桥发生了碰撞,然后把发生碰撞的桥加入hasCollidedBridge列表,这个列表用于记录上一个玩家发生碰撞的是哪一个桥,之后在一个函数中,处理爆炸的桥。
下面修改一下玩家与物体碰撞的逻辑
来到updatePlayerPosition
函数,在下面的位置加入逻辑
加入玩家与桥发生碰撞的逻辑
# 玩家与桥碰撞的逻辑
if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.commonColliderGroup):
MainGame.player1.isInWater = False
# 玩家碰到桥
if not self.bridgeExploding:
self.bridgeExploding = True
# 把碰到的桥放到列表里
self.hasCollidedBridge.append(c)
# MainGame.commonColliderGroup.remove(c)
else:
# 获取玩家中心
center = MainGame.player1.getCenter()
# 遍历桥列表,看看玩家中心当前在哪一个桥的范围内
for bridge in MainGame.bridgeList:
# 计算位置,是不是当前的桥(桥有好几块,判断当前块)走到了2/3
if bridge.rect.x + bridge.rect.width * 2 / 3 < center[0] < bridge.rect.x + bridge.rect.width:
# 找到了,那么就让这个桥爆炸
self.bridgeExploding = True
# 删除碰撞体
for collider in MainGame.commonColliderGroup:
if collider.rect.x < center[0] < collider.rect.x + collider.rect.width:
MainGame.commonColliderGroup.remove(collider)
这个的逻辑分为两个,一个是玩家走到桥上,桥要爆炸,还有一个是玩家走到桥的位置,桥要爆炸
在“玩家走到桥的位置,桥要爆炸”的逻辑里,我设置了一个范围,当玩家走到桥的三分之二的位置时,那么当前的这个位置的桥就要发生爆炸
接下来写一下处理桥爆炸的逻辑
def bridgeExplode(self):
if self.bridgeExploding:
self.bridgeExploding = False
if len(MainGame.bridgeList) > 0:
# 取出第一个, 创建爆炸,放入爆炸列表
bridge = MainGame.bridgeList[0]
# 把该桥移除
MainGame.bridgeList.remove(bridge)
# 创建爆炸,指定爆炸类型,并且是按照时间来显示爆炸图片
explode = Explode(bridge, ExplodeVariety.BRIDGE, True)
# 设置时间
explode.lastTime = pygame.time.get_ticks()
MainGame.explodeList.append(explode)
# 检查列表中是不是有元素
if len(self.hasCollidedBridge) > 0:
# 把第一个元素取出来,并且删除这个元素,这里是碰撞的桥会被放到列表里,所以删除的是碰到的桥
c = self.hasCollidedBridge.pop()
MainGame.commonColliderGroup.remove(c)
之后在update
函数中调用一下
ok,现在就应该实现了桥爆炸了
可以看到玩家经过,桥就会爆炸了
此时敌人踩到桥上,会落下去,我们把这个问题解决一下
5. 解决敌人与桥的碰撞体问题
来到主类的全局函数updateEnemyPosition
修改一下其中的逻辑
因为敌人分为两种,一个可以移动,一个不能移动
在类型1的敌人里,加入如下代码,让它可以与通用类碰撞体进行碰撞检测
好了,我们运行一下游戏,看看情况
成功实现敌人可以在桥上走动
下面是完整的代码
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
from Bridge import Bridge
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:
if enemy.type == 1:
# 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和commonColliderGroup中的碰撞
collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup) \
or pygame.sprite.spritecollideany(t, MainGame.commonColliderGroup)
# 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
elif enemy.type == 2:
t = copy.copy(enemy)
t.rect.y += 1
collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup)
if not collide:
enemy.rect.y += 1
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 drawBridge(bridgeList):
for b in bridgeList:
if b.isDestroy:
bridgeList.remove(b)
else:
b.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)
def initBridge():
bridge1_1 = Bridge(1920, int(113 * MAP_SCALE), BridgeType.ON)
bridge1_2 = Bridge(1980, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_3 = Bridge(2040, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_4 = Bridge(2100, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_5 = Bridge(2160, int(113 * MAP_SCALE), BridgeType.BODY)
bridge1_6 = Bridge(2180, int(113 * MAP_SCALE), BridgeType.DOWN)
bridge2_1 = Bridge(2640, int(113 * MAP_SCALE), BridgeType.ON)
bridge2_2 = Bridge(2700, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_3 = Bridge(2760, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_4 = Bridge(2820, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_5 = Bridge(2880, int(113 * MAP_SCALE), BridgeType.BODY)
bridge2_6 = Bridge(2900, int(113 * MAP_SCALE), BridgeType.DOWN)
bridgeCollide1_1 = Collider(1920, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_2 = Collider(1980, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_3 = Collider(2040, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_4 = Collider(2100, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_5 = Collider(2160, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide1_6 = Collider(2180, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_1 = Collider(2640, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_2 = Collider(2700, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_3 = Collider(2760, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_4 = Collider(2820, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_5 = Collider(2880, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
bridgeCollide2_6 = Collider(2900, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
MainGame.bridgeList.append(bridge1_1)
MainGame.bridgeList.append(bridge1_2)
MainGame.bridgeList.append(bridge1_3)
MainGame.bridgeList.append(bridge1_4)
MainGame.bridgeList.append(bridge1_5)
MainGame.bridgeList.append(bridge1_6)
MainGame.bridgeList.append(bridge2_1)
MainGame.bridgeList.append(bridge2_2)
MainGame.bridgeList.append(bridge2_3)
MainGame.bridgeList.append(bridge2_4)
MainGame.bridgeList.append(bridge2_5)
MainGame.bridgeList.append(bridge2_6)
MainGame.commonColliderGroup = pygame.sprite.Group(
bridgeCollide1_1, bridgeCollide1_2, bridgeCollide1_3, bridgeCollide1_4, bridgeCollide1_5, bridgeCollide1_6,
bridgeCollide2_1, bridgeCollide2_2, bridgeCollide2_3, bridgeCollide2_4, bridgeCollide2_5, bridgeCollide2_6,
)
class MainGame:
player1 = None
allSprites = pygame.sprite.Group()
# 敌人
enemyList = []
window = None
# 子弹
player1BulletList = []
enemyBulletList = []
bridgeList = []
# 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()
commonColliderGroup = None
# 冲突栈
colliderStack = []
def __init__(self):
# 设置成员变量
self.background = None
self.backRect = None
self.bridgeExploding = False
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()
initBridge()
# 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')
self.hasCollidedBridge = []
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)
# 加载桥
drawBridge(MainGame.bridgeList)
self.bridgeExplode()
# 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)
MainGame.commonColliderGroup.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 collider in MainGame.commonColliderGroup:
collider.rect.x -= self.cameraAdaption
for bridge in MainGame.bridgeList:
bridge.rect.x -= self.cameraAdaption
for explode in MainGame.explodeList:
explode.rect.x -= self.cameraAdaption
for bullet in MainGame.enemyBulletList:
bullet.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
# 玩家与桥碰撞的逻辑
if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.commonColliderGroup):
MainGame.player1.isInWater = False
# 玩家碰到桥
if not self.bridgeExploding:
self.bridgeExploding = True
# 把碰到的桥放到列表里
self.hasCollidedBridge.append(c)
# MainGame.commonColliderGroup.remove(c)
else:
# 获取玩家中心
center = MainGame.player1.getCenter()
# 遍历桥列表,看看玩家中心当前在哪一个桥的范围内
for bridge in MainGame.bridgeList:
if bridge.rect.x + bridge.rect.width * 2 / 3 < center[0] < bridge.rect.x + bridge.rect.width:
# 找到了,那么就让这个桥爆炸
self.bridgeExploding = True
# 删除碰撞体
for collider in MainGame.commonColliderGroup:
if collider.rect.x < center[0] < collider.rect.x + collider.rect.width:
MainGame.commonColliderGroup.remove(collider)
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)
def bridgeExplode(self):
if self.bridgeExploding:
self.bridgeExploding = False
if len(MainGame.bridgeList) > 0:
# 取出第一个, 创建爆炸,放入爆炸列表
bridge = MainGame.bridgeList[0]
# 把该桥移除
MainGame.bridgeList.remove(bridge)
# 创建爆炸,指定爆炸类型,并且是按照时间来显示爆炸图片
explode = Explode(bridge, ExplodeVariety.BRIDGE, True)
# 设置时间
explode.lastTime = pygame.time.get_ticks()
MainGame.explodeList.append(explode)
# 检查列表中是不是有元素
if len(self.hasCollidedBridge) > 0:
# 把第一个元素取出来,并且删除这个元素,这里是碰撞的桥会被放到列表里,所以删除的是碰到的桥
c = self.hasCollidedBridge.pop()
MainGame.commonColliderGroup.remove(c)
if __name__ == '__main__':
MainGame().run()
完整的Constant.py代码
from enum import Enum
import pygame
class State(Enum):
STAND = 1
WALK = 2
JUMP = 3
FALL = 4
SQUAT = 5
class Direction(Enum):
RIGHT = 1
LEFT = 2
class ExplodeVariety(Enum):
CIRCLE = 1
BRIDGE = 2
PLAYER1 = 3
# 玩家放缩倍数
PLAYER_SCALE = 1.9
def loadImage(filename, hReverse = False):
image = pygame.image.load(filename)
if hReverse:
image = pygame.transform.flip(image, True, False)
rect = image.get_rect()
image = pygame.transform.scale(
image,
(int(rect.width * PLAYER_SCALE), int(rect.height * PLAYER_SCALE))
)
image = image.convert_alpha()
return image
# 设置窗口大小
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 800
GROUND_HEIGHT = 295
# 玩家x方向速度
PLAYER_X_SPEED = 3
# 设置玩家子弹上限
PLAYER_BULLET_NUMBER = 15
# 地图放缩倍数
MAP_SCALE = 2.5
# 陆地的厚度
LAND_THICKNESS = 1
# 一块地的长度
LAND_LENGTH = 32
POSITION_1 = 233
RATIO = 1.3571428571428572
#中心偏移量
y0 = 0
class BridgeType(Enum):
ON = 1
BODY = 2
DOWN = 3
完整的桥类代码
import pygame
from Constants import *
class Bridge:
def __init__(self, x, y, typeInfo):
if typeInfo == BridgeType.ON:
self.image = loadImage('../Image/Map/1/Bridge/bridgeOn.png')
elif typeInfo == BridgeType.BODY:
self.image = loadImage('../Image/Map/1/Bridge/bridgeBody.png')
else:
self.image = loadImage('../Image/Map/1/Bridge/bridgeDown.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.isDestroy = False
def draw(self, window: pygame.Surface):
window.blit(self.image, self.rect)