学习 Python 之 Pygame 开发魂斗罗(五)
- 继续编写魂斗罗
- 1. 加载地图
- 2. 修改角色尺寸和地面高度
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(四)中,我们完成了角色的移动和跳跃还有射击,由于博主没有射击的音效,所以我们下面直接来写地图场景的代码,那我们就开始吧。
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 加载地图
首先设置一下地图缩放的尺寸,在Constants.py中加入代码
# 地图放缩倍数
MAP_SCALE = 2.5
其次,在主类中加载地图图片,修改__init__()函数
# 读取背景图片
self.background = pygame.image.load('../Image/Map/第一关BG.png')
self.backRect = self.background.get_rect()
# 放大2.5倍
self.background = pygame.transform.scale(
self.background,
(int(self.backRect.width * MAP_SCALE),
int(self.backRect.height * MAP_SCALE))
)
# 设置地图初始位置
self.backRect.x = -1280
对于窗口而言,我们要把地图加载到 (-1280, 0) 的位置
地图加载以后,我们要把它显示出来,修改update()函数
def update(self, window, player1BulletList):
# 加载背景
window.blit(self.background, self.backRect)
# 更新物体
currentTime = pygame.time.get_ticks()
MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
drawPlayerOneBullet(player1BulletList)
# 显示物体
MainGame.allSprites.draw(window)
现在看看效果,来运行一下
此时可以看到,成功加载了地图
2. 修改角色尺寸和地面高度
我们可以发现,角色有一点大了,调整小一点,修改Constants.py中的代码
新增变量
# 玩家放缩倍数
PLAYER_SCALE = 1.9
修改加载图片函数,把其中的2.5改成我们设置的倍数
def loadImage(filename, hReverse = False):
image = pygame.image.load(filename)
if hReverse:
image = pygame.transform.flip(image, True, False)
rect = image.get_rect()
image = pygame.transform.scale(
image,
(int(rect.width * PLAYER_SCALE), int(rect.height * PLAYER_SCALE))
)
image = image.convert_alpha()
return image
再运行一下,看看效果
可以看到人物变小了,那么就设置成功了
然后我们条约一下试试
发现掉下去了,这是因为在falling()函数中,设置了高度
SCREEN_HEIGHT - GROUND_HEIGHT = 600 - 63 = 537
所以高度永远不会低于537,这次我们修改一下,把高度调整的高一点,即让人物站的高一点
修改地面高度为295
GROUND_HEIGHT = 295
修改falling()函数中的代码,直接改成GROUND_HEIGHT
我们再看看效果
这次不管怎么跳,也不会下去了
接下来我们设置一下出场动画
在玩家类中,修改角色的初始状态
改为掉落
接下来把角色的位置修改一下,修改主类创建角色的代码
这样就好啦
我们再运行一下,看看效果
可以看到,人物掉下来出场的
完整的主类代码
import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne
def drawPlayerOneBullet(player1BulletList):
for bullet in player1BulletList:
if bullet.isDestroy:
player1BulletList.remove(bullet)
else:
bullet.draw(MainGame.window)
bullet.move()
class MainGame:
player1 = None
allSprites = None
window = None
# 子弹
player1BulletList = []
def __init__(self):
# 初始化展示模块
pygame.display.init()
SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)
# 初始化窗口
MainGame.window = pygame.display.set_mode(SCREEN_SIZE)
# 设置窗口标题
pygame.display.set_caption('魂斗罗角色')
# 是否结束游戏
self.isEnd = False
# 获取按键
self.keys = pygame.key.get_pressed()
# 帧率
self.fps = 60
self.clock = pygame.time.Clock()
# 初始化角色
MainGame.player1 = PlayerOne(pygame.time.get_ticks())
# 设置角色的初始位置
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 = pygame.sprite.Group(MainGame.player1)
# 读取背景图片
self.background = pygame.image.load('../Image/Map/第一关BG.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 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)
# 更新物体
currentTime = pygame.time.get_ticks()
MainGame.allSprites.update(self.keys, currentTime, player1BulletList)
drawPlayerOneBullet(player1BulletList)
# 显示物体
MainGame.allSprites.draw(window)
if __name__ == '__main__':
MainGame().run()
完整角色类代码
import pygame
from Constants import *
from Bullet import Bullet
class PlayerOne(pygame.sprite.Sprite):
def __init__(self, currentTime):
pygame.sprite.Sprite.__init__(self)
# 加载角色图片
self.standRightImage = loadImage('../Image/Player/Player1/Right/stand.png')
self.standLeftImage = loadImage('../Image/Player/Player1/Left/stand.png')
self.upRightImage = loadImage('../Image/Player/Player1/Up/upRight(small).png')
self.upLeftImage = loadImage('../Image/Player/Player1/Up/upLeft(small).png')
self.downRightImage = loadImage('../Image/Player/Player1/Down/down.png')
self.downLeftImage = loadImage('../Image/Player/Player1/Down/down.png', True)
self.obliqueUpRightImages = [
loadImage('../Image/Player/Player1/Up/rightUp1.png'),
loadImage('../Image/Player/Player1/Up/rightUp2.png'),
loadImage('../Image/Player/Player1/Up/rightUp3.png'),
]
self.obliqueUpLeftImages = [
loadImage('../Image/Player/Player1/Up/rightUp1.png', True),
loadImage('../Image/Player/Player1/Up/rightUp2.png', True),
loadImage('../Image/Player/Player1/Up/rightUp3.png', True),
]
self.obliqueDownRightImages = [
loadImage('../Image/Player/Player1/ObliqueDown/1.png'),
loadImage('../Image/Player/Player1/ObliqueDown/2.png'),
loadImage('../Image/Player/Player1/ObliqueDown/3.png'),
]
self.obliqueDownLeftImages = [
loadImage('../Image/Player/Player1/ObliqueDown/1.png', True),
loadImage('../Image/Player/Player1/ObliqueDown/2.png', True),
loadImage('../Image/Player/Player1/ObliqueDown/3.png', True),
]
# 角色向右的全部图片
self.rightImages = [
loadImage('../Image/Player/Player1/Right/run1.png'),
loadImage('../Image/Player/Player1/Right/run2.png'),
loadImage('../Image/Player/Player1/Right/run3.png')
]
# 角色向左的全部图片
self.leftImages = [
loadImage('../Image/Player/Player1/Left/run1.png'),
loadImage('../Image/Player/Player1/Left/run2.png'),
loadImage('../Image/Player/Player1/Left/run3.png')
]
# 角色跳跃的全部图片
self.upRightImages = [
loadImage('../Image/Player/Player1/Jump/jump1.png'),
loadImage('../Image/Player/Player1/Jump/jump2.png'),
loadImage('../Image/Player/Player1/Jump/jump3.png'),
loadImage('../Image/Player/Player1/Jump/jump4.png'),
]
self.upLeftImages = [
loadImage('../Image/Player/Player1/Jump/jump1.png', True),
loadImage('../Image/Player/Player1/Jump/jump2.png', True),
loadImage('../Image/Player/Player1/Jump/jump3.png', True),
loadImage('../Image/Player/Player1/Jump/jump4.png', True),
]
self.rightFireImages = [
loadImage('../Image/Player/Player1/Right/fire1.png'),
loadImage('../Image/Player/Player1/Right/fire2.png'),
loadImage('../Image/Player/Player1/Right/fire3.png'),
]
self.leftFireImages = [
loadImage('../Image/Player/Player1/Right/fire1.png', True),
loadImage('../Image/Player/Player1/Right/fire2.png', True),
loadImage('../Image/Player/Player1/Right/fire3.png', True),
]
# 角色左右移动下标
self.imageIndex = 0
# 角色跳跃下标
self.upImageIndex = 0
# 角色斜射下标
self.obliqueImageIndex = 0
# 上一次显示图片的时间
self.runLastTimer = currentTime
self.fireLastTimer = currentTime
# 选择当前要显示的图片
self.image = self.standRightImage
# 获取图片的rect
self.rect = self.image.get_rect()
# 设置角色的状态
self.state = State.FALL
# 角色的方向
self.direction = Direction.RIGHT
# 速度
self.xSpeed = PLAYER_X_SPEED
self.ySpeed = 0
self.jumpSpeed = -11
# 人物当前的状态标志
self.isStanding = False
self.isWalking = False
self.isJumping = True
self.isSquating = False
self.isFiring = False
# 重力加速度
self.gravity = 0.7
self.isUp = False
self.isDown = False
def update(self, keys, currentTime, playerBulletList):
# 更新站或者走的状态
# 根据状态响应按键
if self.state == State.STAND:
self.standing(keys, currentTime, playerBulletList)
elif self.state == State.WALK:
self.walking(keys, currentTime, playerBulletList)
elif self.state == State.JUMP:
self.jumping(keys, currentTime, playerBulletList)
elif self.state == State.FALL:
self.falling(keys, currentTime, playerBulletList)
# 更新位置
# 记录前一次的位置坐标
pre = self.rect.x
self.rect.x += self.xSpeed
self.rect.y += self.ySpeed
# 如果x位置小于0了,就不能移动,防止人物跑到屏幕左边
if self.rect.x <= 0:
self.rect.x = pre
# 更新动画
# 跳跃状态
if self.isJumping:
# 根据方向
if self.direction == Direction.RIGHT:
# 方向向右,角色加载向右跳起的图片
self.image = self.upRightImages[self.upImageIndex]
else:
# 否则,方向向左,角色加载向左跳起的图片
self.image = self.upLeftImages[self.upImageIndex]
# 角色蹲下
if self.isSquating:
if self.direction == Direction.RIGHT:
# 加载向右蹲下的图片
self.image = self.downRightImage
else:
# 加载向左蹲下的图片
self.image = self.downLeftImage
# 角色站着
if self.isStanding:
if self.direction == Direction.RIGHT:
if self.isUp:
# 加载向右朝上的图片
self.image = self.upRightImage
elif self.isDown:
# 加载向右蹲下的图片
self.image = self.downRightImage
else:
# 加载向右站着的图片
self.image = self.standRightImage
else:
# 向左也是同样的效果
if self.isUp:
self.image = self.upLeftImage
elif self.isDown:
self.image = self.downLeftImage
else:
self.image = self.standLeftImage
# 角色移动
if self.isWalking:
if self.direction == Direction.RIGHT:
if self.isUp:
# 加载斜右上的图片
self.image = self.obliqueUpRightImages[self.obliqueImageIndex]
elif self.isDown:
# 加载斜右下的图片
self.image = self.obliqueDownRightImages[self.obliqueImageIndex]
else:
# 加载向右移动的图片,根据开火状态是否加载向右开火移动的图片
if self.isFiring:
self.image = self.rightFireImages[self.imageIndex]
else:
self.image = self.rightImages[self.imageIndex]
else:
if self.isUp:
self.image = self.obliqueUpLeftImages[self.obliqueImageIndex]
elif self.isDown:
self.image = self.obliqueDownLeftImages[self.obliqueImageIndex]
else:
if self.isFiring:
self.image = self.leftFireImages[self.imageIndex]
else:
self.image = self.leftImages[self.imageIndex]
def standing(self, keys, currentTime, playerBulletList):
"""角色站立"""
# 设置角色状态
self.isStanding = True
self.isWalking = False
self.isJumping = False
self.isSquating = False
self.isUp = False
self.isDown = False
self.isFiring = False
# 设置速度
self.ySpeed = 0
self.xSpeed = 0
# 按下A键
if keys[pygame.K_a]:
# A按下,角色方向向左
self.direction = Direction.LEFT
# 改变角色的状态,角色进入移动状态
self.state = State.WALK
# 设置站立状态为False,移动状态为True
self.isStanding = False
self.isWalking = True
# 向左移动,速度为负数,这样玩家的x坐标是减小的
self.xSpeed = -PLAYER_X_SPEED
# 按下D键
elif keys[pygame.K_d]:
# D按下,角色方向向右
self.direction = Direction.RIGHT
# 改变角色的状态,角色进入移动状态
self.state = State.WALK
# 设置站立状态为False,移动状态为True
self.isStanding = False
self.isWalking = True
# 向右移动,速度为正数
self.xSpeed = PLAYER_X_SPEED
# 按下k键
elif keys[pygame.K_k]:
# K按下,角色进入跳跃状态,但是不会改变方向
self.state = State.JUMP
# 设置站立状态为False,跳跃状态为True
# 不改变移动状态,因为移动的时候也可以跳跃
self.isStanding = False
self.isJumping = True
# 设置速度,速度为负数,因为角色跳起后,要下落
self.ySpeed = self.jumpSpeed
# 没有按下按键
else:
# 没有按下按键,角色依然是站立状态
self.state = State.STAND
self.isStanding = True
# 按下w键
if keys[pygame.K_w]:
# W按下,角色向上,改变方向状态
self.isUp = True
self.isStanding = True
self.isDown = False
self.isSquating = False
# 按下s键
elif keys[pygame.K_s]:
# S按下,角色蹲下,改变方向状态,并且蹲下状态设置为True
self.isUp = False
self.isStanding = False
self.isDown = True
self.isSquating = True
if keys[pygame.K_j]:
self.isFiring = True
if len(playerBulletList) < PLAYER_BULLET_NUMBER:
if currentTime - self.fireLastTimer > 150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
def walking(self, keys, currentTime, playerBulletList):
"""角色行走,每10帧变换一次图片"""
self.isStanding = False
self.isWalking = True
self.isJumping = False
self.isSquating = False
self.isFiring = False
self.ySpeed = 0
self.xSpeed = PLAYER_X_SPEED
# 如果当前是站立的图片
if self.isStanding:
# 方向向右,方向向上
if self.direction == Direction.RIGHT and self.isUp:
# 设置为向右朝上的图片
self.image = self.upRightImage
# 方向向右
elif self.direction == Direction.RIGHT and not self.isUp:
# 设置为向右站立的图片
self.image = self.standRightImage
elif self.direction == Direction.LEFT and self.isUp:
self.image = self.upLeftImage
elif self.direction == Direction.LEFT and not self.isUp:
self.image = self.standLeftImage
# 记下当前时间
self.runLastTimer = currentTime
else:
# 如果是走动的图片,先判断方向
if self.direction == Direction.RIGHT:
# 设置速度
self.xSpeed = PLAYER_X_SPEED
# 根据上下方向觉得是否角色要加载斜射的图片
if self.isUp or self.isDown:
# isUp == True表示向上斜射
# isDown == True表示向下斜射
# 计算上一次加载图片到这次的时间,如果大于115,即11.5帧,即上次加载图片到这次加载图片之间,已经加载了11张图片
if currentTime - self.runLastTimer > 115:
# 那么就可以加载斜着奔跑的图片
# 如果角色加载的图片不是第三张,则加载下一张就行
if self.obliqueImageIndex < 2:
self.obliqueImageIndex += 1
# 否则就加载第一张图片
else:
self.obliqueImageIndex = 0
# 记录变换图片的时间,为下次变换图片做准备
self.runLastTimer = currentTime
# 不是斜射
else:
# 加载正常向右奔跑的图片
if currentTime - self.runLastTimer > 115:
if self.imageIndex < 2:
self.imageIndex += 1
else:
self.imageIndex = 0
self.runLastTimer = currentTime
else:
self.xSpeed = -PLAYER_X_SPEED
if self.isUp or self.isDown:
if currentTime - self.runLastTimer > 115:
if self.obliqueImageIndex < 2:
self.obliqueImageIndex += 1
else:
self.obliqueImageIndex = 0
self.runLastTimer = currentTime
else:
if currentTime - self.runLastTimer > 115:
if self.imageIndex < 2:
self.imageIndex += 1
else:
self.imageIndex = 0
self.runLastTimer = currentTime
# 按下D键
if keys[pygame.K_d]:
self.direction = Direction.RIGHT
self.xSpeed = PLAYER_X_SPEED
# 按下A键
elif keys[pygame.K_a]:
self.direction = Direction.LEFT
self.xSpeed = -PLAYER_X_SPEED
# 按下S键
elif keys[pygame.K_s]:
self.isStanding = False
self.isDown = True
# 按下W键
if keys[pygame.K_w]:
self.isUp = True
self.isDown = False
# 没有按键按下
else:
self.state = State.STAND
# 移动时按下K键
if keys[pygame.K_k]:
# 角色状态变为跳跃
self.state = State.JUMP
self.ySpeed = self.jumpSpeed
self.isJumping = True
self.isStanding = False
if keys[pygame.K_j]:
self.isFiring = True
if len(playerBulletList) < PLAYER_BULLET_NUMBER:
if currentTime - self.fireLastTimer > 150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
def jumping(self, keys, currentTime, playerBulletList):
"""跳跃"""
# 设置标志
self.isJumping = True
self.isStanding = False
self.isDown = False
self.isSquating = False
self.isFiring = False
# 更新速度
self.ySpeed += self.gravity
if currentTime - self.runLastTimer > 115:
if self.upImageIndex < 3:
self.upImageIndex += 1
else:
self.upImageIndex = 0
# 记录变换图片的时间,为下次变换图片做准备
self.runLastTimer = currentTime
if keys[pygame.K_d]:
self.direction = Direction.RIGHT
elif keys[pygame.K_a]:
self.direction = Direction.LEFT
# 按下W键
if keys[pygame.K_w]:
self.isUp = True
self.isDown = False
elif keys[pygame.K_s]:
self.isUp = False
self.isDown = True
if self.ySpeed >= 0:
self.state = State.FALL
if not keys[pygame.K_k]:
self.state = State.FALL
if keys[pygame.K_j]:
self.isFiring = True
if len(playerBulletList) < PLAYER_BULLET_NUMBER:
if currentTime - self.fireLastTimer > 150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
def falling(self, keys, currentTime, playerBulletList):
# 下落时速度越来越快,所以速度需要一直增加
self.ySpeed += self.gravity
if currentTime - self.runLastTimer > 115:
if self.upImageIndex < 3:
self.upImageIndex += 1
else:
self.upImageIndex = 0
self.runLastTimer = currentTime
# 防止落到窗口外面,当落到一定高度时,就不会再掉落了
if self.rect.bottom > GROUND_HEIGHT:
self.state = State.WALK
self.ySpeed = 0
self.rect.bottom = GROUND_HEIGHT
self.isJumping = False
if keys[pygame.K_d]:
self.direction = Direction.RIGHT
self.isWalking = False
elif keys[pygame.K_a]:
self.direction = Direction.LEFT
self.isWalking = False
if keys[pygame.K_j]:
self.isFiring = True
if len(playerBulletList) < PLAYER_BULLET_NUMBER:
if currentTime - self.fireLastTimer > 150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
完整的常量代码
from enum import Enum
import pygame
class State(Enum):
STAND = 1
WALK = 2
JUMP = 3
FALL = 4
SQUAT = 5
class Direction(Enum):
RIGHT = 1
LEFT = 2
# 玩家放缩倍数
PLAYER_SCALE = 1.9
def loadImage(filename, hReverse = False):
image = pygame.image.load(filename)
if hReverse:
image = pygame.transform.flip(image, True, False)
rect = image.get_rect()
image = pygame.transform.scale(
image,
(int(rect.width * PLAYER_SCALE), int(rect.height * PLAYER_SCALE))
)
image = image.convert_alpha()
return image
# 设置窗口大小
SCREEN_HEIGHT = 600
SCREEN_WIDTH = 800
GROUND_HEIGHT = 295
# 玩家x方向速度
PLAYER_X_SPEED = 3
# 设置玩家子弹上限
PLAYER_BULLET_NUMBER = 15
# 地图放缩倍数
MAP_SCALE = 2.5
如果有不懂的小伙伴,可以私信我