学习 Python 之 Pygame 开发魂斗罗(十五)

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给魂斗罗游戏加入Boss

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十四)中,我们加入桥和修复了一些问题,在这篇博客中我加入boss。

下面是图片的素材和源码,我把源码也放到了网盘

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

网盘中,代码如下

学习 Python 之 Pygame 开发魂斗罗(十五)
Teach是博客中发的代码,每发一篇博客就修改一次这个文件夹里的代码

Code是测试的代码,我先在这个文件夹中把代码写好并且测试好,在发博客的时候,把对应的代码复制到Teach文件夹中

1. 分析boss

魂斗罗中,第一关的boss有三个位置需要我们进行刻画,如下图:

学习 Python 之 Pygame 开发魂斗罗(十五)

这三个位置分别是两个子弹发射口和Boss弱点,这三个地方如果被玩家攻击一定的次数,该位置就会被破坏,我们在写代码的时候只需要写这三个地方即可

由于地图图片带有了boss图片,所以我们只需要在上述分析的三个位置创建对象,如果地图没有自带boss图片,就需要自己加载boss图片。

2. 创建boss类

上述分析的三个位置分别创建三个对象,所以创建的BossPart类需要指定位置

这里设置boss枪口的enemyType = 3,设置弱点的enemyType = 4

class BossPart(pygame.sprite.Sprite):
    
    def __init__(self, x, y, currentTime, type = 3):
        pygame.sprite.Sprite.__init__(self)
        # 上一次开火时间
        self.lastTime = currentTime
        # 创建图片,用来测试创建的位置是否在地图中boss的位置
        self.image = pygame.Surface((20, 20)).convert()
        self.image.fill((255, 0, 0))
        
        # 位置
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.type = type
        self.life = 30
        self.isDestroy = False
        
    def draw(self, window) -> None:
        window.blit(self.image, self.rect)
        
        
    def fire(self, currentTime, enemyBulletList):
        if self.type == 3:
            # 判断时间,如果两次时间间隔大于800,就开火一次
            if currentTime - self.lastTime > 800:
                enemyBulletList.append(Bullet(self, 3))
                self.lastTime = currentTime
    

3. 在主类中加载Boss

在主类中,加入如下成员函数

def initBoss(self):
    # boss枪管口1
    boss = BossPart(5920 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
    # boss = BossPart(320 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
    MainGame.enemyList.append(boss)
    MainGame.allSprites.add(boss)
    MainGame.enemyGroup.add(boss)
    self.boss.append(boss)
    # boss枪管口2
    boss = BossPart(5965 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
    # boss = BossPart(365 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
    MainGame.enemyList.append(boss)
    MainGame.allSprites.add(boss)
    MainGame.enemyGroup.add(boss)
    self.boss.append(boss)
    # boss弱点
    boss = BossPart(5950 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks())
    # boss = BossPart(350 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks(), 4)
    MainGame.enemyList.append(boss)
    MainGame.allSprites.add(boss)
    MainGame.enemyGroup.add(boss)
    self.boss.append(boss)

在构造函数中加入变量self.boss

学习 Python 之 Pygame 开发魂斗罗(十五)
这个变量存放boss的关键部分

有了初始化boss的函数,我们进行调用

学习 Python 之 Pygame 开发魂斗罗(十五)
在主类的构造函数中调用

下面是完整的构造函数代码

    def __init__(self):

        # 设置成员变量
        self.boss = []
        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)
        
        #Boss
        self.initBoss()

        # 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 = []

注意,导入BossPart模块,不然会出现以下错误

学习 Python 之 Pygame 开发魂斗罗(十五)
下面运行一下,看看效果

学习 Python 之 Pygame 开发魂斗罗(十五)
来到boss位置,我们看到了boss的三个位置已经画出来我们创建的对象

由于bossPart的类型属于enemyType的3和4,目前子弹类和敌人更新函数并没有写对应的逻辑,所以boss并不能开火,接下来就是让boss开火

4. 修改子弹类逻辑,让boss可以开火

修改图片的代码,把boss发射的子弹的图片加载到程序中

学习 Python 之 Pygame 开发魂斗罗(十五)

这个图片已经在最新的素材文件夹中加入了

再为子弹加入两个属性,加速度

学习 Python 之 Pygame 开发魂斗罗(十五)

由于boss发射的子弹是平抛运动,所以y方向有加速度,这里我把x方向也设置了加速度

学习 Python 之 Pygame 开发魂斗罗(十五)

再加入一个子弹发射者的类型

之后加入类型3的子弹代码

学习 Python 之 Pygame 开发魂斗罗(十五)
这里设置了速度和加速度

    def __init__(self, person, enemyType = 0, parameter = None):
        pygame.sprite.Sprite.__init__(self)
        self.images = [
            loadImage('../Image/Bullet/bullet1.png'),
            loadImage('../Image/Bullet/bullet2.png'),
            loadImage('../Image/Bullet/bullet3.png'),
        ]
        self.index = 0
        # 速度
        self.xSpeed = 1
        self.ySpeed = 1
        # 加速度
        self.xAcc = 0
        self.yAcc = 0
        self.rect = pygame.Rect(person.rect)
        self.enemyType = enemyType
        # 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
        elif enemyType == 3:
            self.index = 2
            self.xSpeed = -5
            self.ySpeed = 3
            self.xAcc = 0.2
            self.yAcc = 0.4
        self.image = self.images[self.index]

        # 销毁开关
        self.isDestroy = False

在原来的move()函数中没有加速度影响速度的代码,所以我们需要修改move()函数

    def move(self):
        self.xSpeed += self.xAcc
        self.ySpeed += self.yAcc
        self.rect.x += self.xSpeed
        self.rect.y += self.ySpeed
        self.checkBullet()

修改collideEnemy()函数,增加玩家击中boss让boss减少血量

 def collideEnemy(self, enemyList, explodeList):
        for enemy in enemyList:
            if pygame.sprite.collide_rect(self, enemy):
            	# 如果是boss类型,就减少生命值
                if enemy.type == 3 or enemy.type == 4:
                    enemy.life -= 1
                    生命值小于等于0
                    if enemy.life <= 0:
                    	# 这部分boss被破坏
                        self.isDestroy = True
                        enemy.isDestroy = True
                        # boss爆炸是桥爆炸的效果
                        explodeList.append(Explode(enemy, ExplodeVariety.BRIDGE))
                else:
                    self.isDestroy = True
                    enemy.isDestroy = True
                    explodeList.append(Explode(enemy))

最后,再在子弹类新增一个函数,让boss发射的子弹落地爆炸

    def collideLand(self, enemyLandGroup, explodeList):
        # 如果子弹是由enemyType为3的敌人发射的,就要检测地面碰撞,否则不检测
        if self.enemyType == 3:
            for land in enemyLandGroup:
                if pygame.sprite.collide_rect(self, land):
                    self.isDestroy = True
                    # 让子弹爆炸的位置上移20像素,这样爆炸效果不会显示到陆地下面
                    self.rect.y -= 20
                    explodeList.append(Explode(self, ExplodeVariety.BRIDGE))

这里要上移,下面是不上移的效果

学习 Python 之 Pygame 开发魂斗罗(十五)
上移的效果

学习 Python 之 Pygame 开发魂斗罗(十五)

5. 修改主类逻辑,让boss正常开火

修改initLand()函数,加入boss子弹落地这块地到敌人碰撞组

def initLand():
    land1 = Collider(81, 119 * MAP_SCALE, 737 * 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)
    eland37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10, eland37)
    MainGame.playerColliderGroup.add(MainGame.playerLandGroup)
    MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)

学习 Python 之 Pygame 开发魂斗罗(十五)
在drawEnemyBullet()函数,加入如下代码,调用刚才写的函数,让boss发射的子弹落地会爆炸

学习 Python 之 Pygame 开发魂斗罗(十五)

def drawEnemyBullet(enemyBulletList):
    for bullet in enemyBulletList:
        if bullet.isDestroy:
            enemyBulletList.remove(bullet)
        else:
            bullet.draw(MainGame.window)
            bullet.move()
            bullet.collideLand(MainGame.enemyLandGroup, MainGame.explodeList)
            if bullet.collidePlayer(MainGame.player1, MainGame.explodeList):
                initPlayer1(MainGame.player1.life)

完善敌人更新函数,加入处理boss的逻辑

学习 Python 之 Pygame 开发魂斗罗(十五)

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
        elif enemy.type == 3:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.fire(pygame.time.get_ticks(), MainGame.enemyBulletList)
        elif enemy.type == 4:
            # 如果4被消灭,表示玩家第一关通过
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
                endGame()

来到initBoss()函数,修改一下代码,之前写的不对,boss弱点的代码,要加入一个参数4

boss = BossPart(5950 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks(), 4)

    def initBoss(self):
        # boss枪管口1
        boss = BossPart(5920 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        # boss = BossPart(320 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        MainGame.enemyList.append(boss)
        MainGame.allSprites.add(boss)
        MainGame.enemyGroup.add(boss)
        self.boss.append(boss)
        # boss枪管口2
        boss = BossPart(5965 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        # boss = BossPart(365 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        MainGame.enemyList.append(boss)
        MainGame.allSprites.add(boss)
        MainGame.enemyGroup.add(boss)
        self.boss.append(boss)
        # boss弱点
        boss = BossPart(5950 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks(), 4)
        # boss = BossPart(350 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks(), 4)
        MainGame.enemyList.append(boss)
        MainGame.allSprites.add(boss)
        MainGame.enemyGroup.add(boss)
        self.boss.append(boss)

之后运行游戏,看看效果

学习 Python 之 Pygame 开发魂斗罗(十五)
可以看到,boss加入成功

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
from BossPart import BossPart

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
        elif enemy.type == 3:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.fire(pygame.time.get_ticks(), MainGame.enemyBulletList)
        elif enemy.type == 4:
            # 如果4被消灭,表示玩家第一关通过
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
                endGame()
        
def drawEnemyBullet(enemyBulletList):
    for bullet in enemyBulletList:
        if bullet.isDestroy:
            enemyBulletList.remove(bullet)
        else:
            bullet.draw(MainGame.window)
            bullet.move()
            bullet.collideLand(MainGame.enemyLandGroup, MainGame.explodeList)
            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)
    eland37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10, eland37)
    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.boss = []
        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)
        
        #Boss
        self.initBoss()

        # 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)
    def initBoss(self):
        # boss枪管口1
        boss = BossPart(5920 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        # boss = BossPart(320 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        MainGame.enemyList.append(boss)
        MainGame.allSprites.add(boss)
        MainGame.enemyGroup.add(boss)
        self.boss.append(boss)
        # boss枪管口2
        boss = BossPart(5965 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        # boss = BossPart(365 * RATIO, 131 * MAP_SCALE, pygame.time.get_ticks())
        MainGame.enemyList.append(boss)
        MainGame.allSprites.add(boss)
        MainGame.enemyGroup.add(boss)
        self.boss.append(boss)
        # boss弱点
        boss = BossPart(5950 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks(), 4)
        # boss = BossPart(350 * RATIO, 170 * MAP_SCALE, pygame.time.get_ticks(), 4)
        MainGame.enemyList.append(boss)
        MainGame.allSprites.add(boss)
        MainGame.enemyGroup.add(boss)
        self.boss.append(boss)
    
if __name__ == '__main__':
    MainGame().run()

完整的子弹类代码

import pygame
from Constants import *
from Explode import Explode


class Bullet(pygame.sprite.Sprite):

    def __init__(self, person, enemyType = 0, parameter = None):
        pygame.sprite.Sprite.__init__(self)
        self.images = [
            loadImage('../Image/Bullet/bullet1.png'),
            loadImage('../Image/Bullet/bullet2.png'),
            loadImage('../Image/Bullet/bullet3.png'),
        ]
        self.index = 0
        # 速度
        self.xSpeed = 1
        self.ySpeed = 1
        # 加速度
        self.xAcc = 0
        self.yAcc = 0
        self.rect = pygame.Rect(person.rect)
        self.enemyType = enemyType
        # 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
        elif enemyType == 3:
            self.index = 2
            self.xSpeed = -5
            self.ySpeed = 3
            self.xAcc = 0.2
            self.yAcc = 0.4
        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.xSpeed += self.xAcc
        self.ySpeed += self.yAcc
        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):
                if enemy.type == 3 or enemy.type == 4:
                    enemy.life -= 1
                    if enemy.life <= 0:
                        self.isDestroy = True
                        enemy.isDestroy = True
                        explodeList.append(Explode(enemy, ExplodeVariety.BRIDGE))
                else:
                    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,所有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

    def collideLand(self, enemyLandGroup, explodeList):
        # 如果子弹是由enemyType为3的敌人发射的,就要检测地面碰撞,否则不检测
        if self.enemyType == 3:
            for land in enemyLandGroup:
                if pygame.sprite.collide_rect(self, land):
                    self.isDestroy = True
                    # 让子弹爆炸的位置上移20像素,这样爆炸效果不会显示到陆地下面
                    self.rect.y -= 20
                    explodeList.append(Explode(self, ExplodeVariety.BRIDGE))

完整的Boss类代码文章来源地址https://www.toymoban.com/news/detail-435730.html

import pygame
from Constants import *
from Bullet import Bullet
from PlayerOne import PlayerOne


class BossPart(pygame.sprite.Sprite):
    
    def __init__(self, x, y, currentTime, type = 3):
        pygame.sprite.Sprite.__init__(self)
        # 上一次开火时间
        self.lastTime = currentTime
        self.image = pygame.Surface((20, 20)).convert()
        self.image.fill((255, 0, 0))
        
        # 位置
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.type = type
        self.life = 30
        self.isDestroy = False
        
    def draw(self, window) -> None:
        window.blit(self.image, self.rect)
        
        
    def fire(self, currentTime, enemyBulletList):
        if self.type == 3:
            # 判断时间,如果两次时间间隔大于800,就开火一次
            if currentTime - self.lastTime > 800:
                enemyBulletList.append(Bullet(self, 3))
                self.lastTime = currentTime

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