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
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:
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
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
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
下面运行一下,看看效果
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
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
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
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
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
上移的效果
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)
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
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
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
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()
完整的子弹类代码文章来源:https://www.toymoban.com/news/detail-435730.html
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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