学习 Python 之 Pygame 开发魂斗罗(十二)

    • 继续编写魂斗罗
      • 1. 修改玩家扣减生命值
      • 2. 解决玩家下蹲子弹不会击中玩家而是直接让玩家死亡的问题
      • 3. 完善地图
      • 4. 增加产生敌人函数,解决一直产生敌人的问题
      • 5. 给玩家类增加计算玩家中心的方法

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十一)中,我们实现了敌人击中玩家碰到玩家,玩家死亡的效果,但是还有一点问题,这次我们来解决一下,之后加入一下地图碰撞体,调整一下整体代码,为加入新的敌人做准备

下面是图片的素材

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

1. 修改玩家扣减生命值

下面是玩家碰到敌人子弹的函数,我们看到玩家生命值减少是修改变量的值


我们对代码进行修改,把玩家扣减生命值的代码写成函数的形式

在玩家类中新增函数

def damage(self, damage):    if not self.isInvincible:        self.life -= damage        return True    return False

再添加成员变量

self.isInvincible = True


self.isInvincible变量用来让玩家有无敌时间,当玩家复活后,没有落地之前,应该是无敌的,这样防止玩家刚复活就被子弹击中死亡了

damage函数用来扣减玩家生命值,返回值表示是否扣减成功

我们来到主类,把damage()函数调用一下

进入updatePlayerPosition()函数,找到下方红框中的位置

修改代码

# 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)


然后来到子弹类,修改collidePlayer()函数

def collidePlayer(self, player, explodeList):    # 函数的返回值用来表示是否要重新初始化玩家    # 如果当前子弹和玩家发生碰撞    if pygame.sprite.collide_rect(self, player):        if player.damage(1):            self.isDestroy = True            explodeList.append(Explode(player, ExplodeVariety.PLAYER1))            return True    return False

刚才我们设置了isInvincible变量,此时运行游戏,玩家一定是无敌的,因为isInvincible初始值是True,我们让玩家一落地变成不是无敌的

进入updatePlayerPosition()函数,增加下面的代码

if MainGame.player1.isInvincible:    # 玩家落地不无敌    MainGame.player1.isInvincible = False

好了,我们就修改完成了,运行一下,看看有没有问题

运行成功,没有问题

2. 解决玩家下蹲子弹不会击中玩家而是直接让玩家死亡的问题

当我们蹲下时,子弹不会从玩家上面飞过,而是判断为玩家被击中

这个原因是因为玩家的图片很大,判定碰撞的时候要进行判断,如果玩家是蹲下的情况,要计算子弹是否进入了玩家中心以下的范围

我们来到子弹类,对colliderPlayer函数修改

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

现在我们再运行一下,看看效果

我们看到玩家蹲下时,子弹会从玩家上面过去了

3. 完善地图

接下来,我们把地图碰撞体完善一下,修改主类函数initLand()

def initLand():    land1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    # land1 = Collider(81, 119 * MAP_SCALE, 8000 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land2 = Collider(400, 151 * MAP_SCALE, 96 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land3 = Collider(640, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land4 = Collider(880, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land5 = Collider(720, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land6 = Collider(1040, 154 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land7 = Collider(1600, 166 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land11 = Collider(2595 * RATIO, 215 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land12 = Collider(2770 * RATIO, 167 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land13 = Collider(2535 * RATIO, 87 * MAP_SCALE, 16 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land14 = Collider(2950 * RATIO, 151 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land15 = Collider(3185 * RATIO, 215 * MAP_SCALE, 6 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land16 = Collider(3420 * RATIO, 119 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land17 = Collider(3537 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land18 = Collider(3715 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land19 = Collider(3890 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land20 = Collider(3775 * RATIO, 87 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land21 = Collider(4010 * RATIO, 151 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land22 = Collider(4125 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land23 = Collider(4304 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land24 = Collider(4304 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land25 = Collider(4361 * RATIO, 183 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land26 = Collider(4537 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land27 = Collider(4598 * RATIO, 87 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land28 = Collider(4657 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land29 = Collider(4598 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land30 = Collider(4776 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land31 = Collider(4835 * RATIO, 151 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land32 = Collider(5010 * RATIO, 216 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land33 = Collider(5250 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land34 = Collider(5423 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land35 = Collider(5543 * RATIO, 119 * MAP_SCALE, 4 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land36 = Collider(5601 * RATIO, 167 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land38 = Collider(5776 * RATIO, 151 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land39 = Collider(5836 * RATIO, 183 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    MainGame.playerLandGroup = pygame.sprite.Group(        land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,        land11, land12, land13, land14, land15, land16, land17, land18, land19, land20,        land21, land22, land23, land24, land25, land26, land27, land28, land29, land30,        land31, land32, land33, land34, land35, land36, land37, land38, land39    )    eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10)    MainGame.playerColliderGroup.add(MainGame.playerLandGroup)    MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)

这张图是碰撞体图


我们现在再来运行一下


我们可以看到,现在地图后面都有陆地碰撞体,一直持续到boss那里

4. 增加产生敌人函数,解决一直产生敌人的问题

在现在的代码中,我们产生敌人的逻辑直接写在了update()函数里,为了方便管理,我们把代码提出来写成函数


把上面红框圈出的代码,提出来写成函数


但是,我们之前已经定义过generateEnemy()函数了


我们把原来的generateEnemy()函数改名为generateEnemy1(),表示创建的是敌人1,并且把它变为全局函数

generateEnemy()表示创建的是全部敌人

def generateEnemy1(self, 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)

之后添加成员变量

self.enemyBoolList = [True for _ in range(5)]


这个数组用来指定敌人产生个数的,这里写的5,表示有五个位置产生敌人

那么为什么要有这个数组呢

在原来的产生敌人代码中

if -1505 < self.backRect.x < -1500:        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())

我们可以看到,当玩家进入了这个范围(实际是地图移动到了这个范围),就会产生敌人,但是如果移动到这个范围后,玩家停止移动了,那么就会一直产生敌人,这显然不是我们想看到的,我们想的是玩家走到范围内,就产生敌人,代码只执行一次,但是按照原来的逻辑,如果玩家一直站在范围里面,代码就会一直执行,所以我们得设置一个enemyBoolList,如果是True,就执行代码,否则就不执行

修改后的产生敌人的代码如下:

这里就设置了只执行一次产生敌人的代码,列表的长度表示敌人产生点的个数

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())

我们运行一下游戏,看看有没有问题


ok,一切正常

5. 给玩家类增加计算玩家中心的方法

敌人2发射的子弹带有追踪效果,因此我们要时刻计算玩家的中心

我们给玩家类加入代码

def getCenter(self):    return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2 + y0

这个代码是计算玩家中心位置的

y0是中心的偏移量,我们在Constants.py中设置


至此,就完啦,接下来就是创建敌人2了

完整的主类代码

import copyimport sysimport pygamefrom Constants import *from PlayerOne import PlayerOnefrom Collider import Colliderfrom Enemy1 import Enemy1from Explode import Explodedef 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:        # 如果敌人已经被摧毁了        if enemy.isDestroy:            # 删除它的相关信息            enemyList.remove(enemy)            MainGame.allSprites.remove(enemy)            MainGame.enemyGroup.remove(enemy)        # 否则        else:            # 检查位置            enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)            # 显示敌人            enemy.draw(pygame.time.get_ticks())            # 敌人移动            enemy.move(pygame.time.get_ticks())            # 敌人开火            enemy.fire(enemyBulletList)def updateEnemyPosition():    # 遍历全部敌人列表    for enemy in MainGame.enemyList:        # 创建一个复制        t = copy.copy(enemy)        t.rect.y += 1        # 让复制的y加1,看看有没有发生碰撞,这里看的碰撞是enemyColliderGroup中的碰撞        collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup)        # 没有发生碰撞,让敌人下落        if not collide:            enemy.rect.y += 4            enemy.isFalling = True            # 改变下落时的图片            enemy.image = enemy.rightFallImage if enemy.direction == Direction.RIGHT else enemy.leftFallImage        else:            enemy.isFalling = False            # 如果与河发生碰撞,表示敌人落到了水中,那么敌人直接死亡            if collide in MainGame.enemyRiverGroup:                enemy.isDestroy = True                MainGame.explodeList.append(Explode(enemy))        t.rect.y -= 1def drawEnemyBullet(enemyBulletList):    for bullet in enemyBulletList:        if bullet.isDestroy:            enemyBulletList.remove(bullet)        else:            bullet.draw(MainGame.window)            bullet.move()            if bullet.collidePlayer(MainGame.player1, MainGame.explodeList):                initPlayer1(MainGame.player1.life)def initLand():    land1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    # land1 = Collider(81, 119 * MAP_SCALE, 8000 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land2 = Collider(400, 151 * MAP_SCALE, 96 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land3 = Collider(640, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land4 = Collider(880, 183 * MAP_SCALE, 33 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land5 = Collider(720, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land6 = Collider(1040, 154 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land7 = Collider(1600, 166 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land11 = Collider(2595 * RATIO, 215 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land12 = Collider(2770 * RATIO, 167 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land13 = Collider(2535 * RATIO, 87 * MAP_SCALE, 16 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land14 = Collider(2950 * RATIO, 151 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land15 = Collider(3185 * RATIO, 215 * MAP_SCALE, 6 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land16 = Collider(3420 * RATIO, 119 * MAP_SCALE, 7 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land17 = Collider(3537 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land18 = Collider(3715 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land19 = Collider(3890 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land20 = Collider(3775 * RATIO, 87 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land21 = Collider(4010 * RATIO, 151 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land22 = Collider(4125 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land23 = Collider(4304 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land24 = Collider(4304 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land25 = Collider(4361 * RATIO, 183 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land26 = Collider(4537 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land27 = Collider(4598 * RATIO, 87 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land28 = Collider(4657 * RATIO, 167 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land29 = Collider(4598 * RATIO, 216 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land30 = Collider(4776 * RATIO, 119 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land31 = Collider(4835 * RATIO, 151 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land32 = Collider(5010 * RATIO, 216 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land33 = Collider(5250 * RATIO, 183 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land34 = Collider(5423 * RATIO, 151 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land35 = Collider(5543 * RATIO, 119 * MAP_SCALE, 4 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land36 = Collider(5601 * RATIO, 167 * MAP_SCALE, 3 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land37 = Collider(5541 * RATIO, 216 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land38 = Collider(5776 * RATIO, 151 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    land39 = Collider(5836 * RATIO, 183 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    MainGame.playerLandGroup = pygame.sprite.Group(        land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,        land11, land12, land13, land14, land15, land16, land17, land18, land19, land20,        land21, land22, land23, land24, land25, land26, land27, land28, land29, land30,        land31, land32, land33, land34, land35, land36, land37, land38, land39    )    eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland8 = Collider(1120 * RATIO, 215 * MAP_SCALE, 2 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    eland10 = Collider(2185 * RATIO, 119 * MAP_SCALE, 8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland8, eland9, eland10)    MainGame.playerColliderGroup.add(MainGame.playerLandGroup)    MainGame.enemyColliderGroup.add(MainGame.enemyLandGroup)def initRiver():    river1 = Collider(0, 215 * MAP_SCALE, 289 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))    river2 = Collider(880, 215 * MAP_SCALE, 255 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))    river3 = Collider(1680, 215 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))    eRiver1 = Collider(0, 215 * MAP_SCALE, 289 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))    eRiver3 = Collider(1680, 215 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 0, 255))    MainGame.playerRiverGroup = pygame.sprite.Group(river1, river2, river3)    MainGame.enemyRiverGroup = pygame.sprite.Group(eRiver1, eRiver3)    MainGame.playerColliderGroup.add(MainGame.playerRiverGroup)    MainGame.enemyColliderGroup.add(MainGame.enemyRiverGroup)def drawExplode(explodeList):    for explode in explodeList:        if explode.isDestroy:            explodeList.remove(explode)        else:            if explode.isUseTime:                explode.draw(MainGame.window, pygame.time.get_ticks())            else:                explode.draw(MainGame.window)def initPlayer1(life):    if life == 0:        pass    MainGame.allSprites.remove(MainGame.player1)    MainGame.player1 = PlayerOne(pygame.time.get_ticks(), life)    MainGame.player1.rect.x = 80    MainGame.player1.rect.bottom = 0    # 把角色放入组中,方便统一管理    MainGame.allSprites.add(MainGame.player1)def generateEnemy1(x, y, direction, currentTime):    # 根据玩家的当前位置和方向产生一个敌人    enemy = Enemy1(x, y, direction, currentTime)    # 分别加入敌人列表,所有角色组,敌人碰撞组    MainGame.enemyList.append(enemy)    MainGame.allSprites.add(enemy)    MainGame.enemyGroup.add(enemy)class MainGame:    player1 = None    allSprites = pygame.sprite.Group()    # 敌人    enemyList = []    window = None    # 子弹    player1BulletList = []    enemyBulletList = []    # 爆炸效果    explodeList = []    # 冲突    playerLandGroup = pygame.sprite.Group()    playerRiverGroup = pygame.sprite.Group()    enemyLandGroup = pygame.sprite.Group()    enemyRiverGroup = pygame.sprite.Group()    playerColliderGroup = pygame.sprite.Group()    enemyColliderGroup = pygame.sprite.Group()    enemyGroup = pygame.sprite.Group()    bridgeGroup = pygame.sprite.Group()    # 冲突栈    colliderStack = []    def __init__(self):        # 设置成员变量        self.background = None        self.backRect = None        self.enemyBoolList = [True for _ in range(5)]        # 初始化展示模块        pygame.display.init()        SCREEN_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT)        # 初始化窗口        MainGame.window = pygame.display.set_mode(SCREEN_SIZE)        # 设置窗口标题        pygame.display.set_caption('魂斗罗角色')        # 是否结束游戏        self.isEnd = False        # 获取按键        self.keys = pygame.key.get_pressed()        # 帧率        self.fps = 60        self.clock = pygame.time.Clock()        # 角色        initPlayer1(3)        # 加载背景        self.initBackground()        # 摄像头调整        self.cameraAdaption = 0        # 加载场景景物        initLand()        initRiver()        # 碰撞失效间隔        self.index = 0        # 显示玩家生命值        self.lifeImage = loadImage('../Image/Player/Player1/Life/life.png')    def run(self):        while not self.isEnd:            # 设置背景颜色            pygame.display.get_surface().fill((0, 0, 0))            # 游戏场景和景物更新函数            self.update(MainGame.window, MainGame.player1BulletList)            # 获取窗口中的事件            self.getPlayingModeEvent()            # 更新窗口            pygame.display.update()            # 设置帧率            self.clock.tick(self.fps)            fps = self.clock.get_fps()            caption = '魂斗罗 - {:.2f}'.format(fps)            pygame.display.set_caption(caption)        else:            sys.exit()    def getPlayingModeEvent(self):        # 获取事件列表        for event in pygame.event.get():            # 点击窗口关闭按钮            if event.type == pygame.QUIT:                self.isEnd = True            # 键盘按键按下            elif event.type == pygame.KEYDOWN:                self.keys = pygame.key.get_pressed()            # 键盘按键抬起            elif event.type == pygame.KEYUP:                self.keys = pygame.key.get_pressed()    def update(self, window, player1BulletList):        # 加载背景        window.blit(self.background, self.backRect)        # 显示生命图标        self.drawLifeImage(MainGame.window)        # 敌人更新        enemyUpdate(MainGame.enemyList, MainGame.enemyBulletList)        drawExplode(MainGame.explodeList)        drawPlayerOneBullet(MainGame.player1BulletList)        drawEnemyBullet(MainGame.enemyBulletList)        # 更新人物        currentTime = pygame.time.get_ticks()        MainGame.allSprites.update(self.keys, currentTime, player1BulletList)        self.updatePlayerPosition()        updateEnemyPosition()        # 摄像机移动        self.camera()        # 显示物体        MainGame.allSprites.draw(window)        # 加载敌人        self.generateEnemy()        for collider in MainGame.playerLandGroup:            r = collider.draw(window, self.player1.rect.y)            # 如果没有画出来,表示玩家高度低于直线,所有把直线从组中删除            if not r:                # 删除前先检查一下是不是在组中                if collider in MainGame.playerColliderGroup:                    # 删除并加入栈                    MainGame.colliderStack.insert(0, collider)                    MainGame.playerColliderGroup.remove(collider)            else:                # 如果画出来了,判断一下玩家距离是否高于线的距离                if collider.rect.y > self.player1.rect.bottom:                    # 如果是的话,且冲突栈不为空,那么从栈中取出一个元素放入冲突组,最前面的元素一定是先如队列的                    if len(MainGame.colliderStack) > 0:                        f = MainGame.colliderStack.pop()                        MainGame.playerColliderGroup.add(f)        MainGame.playerRiverGroup.draw(window)    def camera(self):        # 如果玩家的右边到达了屏幕的一半        if self.player1.rect.right > SCREEN_WIDTH / 2:            if not (self.backRect.x <= -3500 * MAP_SCALE):                # 计算出超过的距离                self.cameraAdaption = self.player1.rect.right - SCREEN_WIDTH / 2                # 让背景向右走这么多距离                self.backRect.x -= self.cameraAdaption                # 场景中的物体都走这么多距离                self.mapObjectMove()    def mapObjectMove(self):        for sprite in MainGame.allSprites:            sprite.rect.x -= self.cameraAdaption        for collider in MainGame.playerColliderGroup:            collider.rect.x -= self.cameraAdaption        for collider in MainGame.colliderStack:            collider.rect.x -= self.cameraAdaption        for collider in MainGame.enemyColliderGroup:            collider.rect.x -= self.cameraAdaption    def updatePlayerPosition(self):        # 在index的循环次数中,不进行碰撞检测,用来让玩家向下跳跃        if self.index > 0:            self.index -= 1            self.player1.rect.x += self.player1.xSpeed            self.player1.rect.y += self.player1.ySpeed            self.player1.isDown = False        else:            # 首先更新y的位置            self.player1.rect.y += self.player1.ySpeed            # 玩家向下跳跃,35次循环内不进行碰撞检测            if self.player1.state == State.JUMP and self.player1.isDown:                self.index = 35            # 玩家向上跳跃,15次循环内不进行碰撞检测            elif self.player1.state == State.JUMP and self.player1.isUp:                self.index = 15            else:                # 检测碰撞                # 这里是玩家和所有碰撞组中的碰撞体检测碰撞,如果发生了碰撞,就会返回碰撞到的碰撞体对象                collider = pygame.sprite.spritecollideany(self.player1, MainGame.playerColliderGroup)                # 如果发生碰撞,判断是不是在河里                if collider in MainGame.playerRiverGroup:                    self.riverCollide()                # 判断是不是在陆地上                elif collider in MainGame.playerLandGroup:                        self.player1.isInWater = False                # 如果发生碰撞                if collider:                    if MainGame.player1.isInvincible:                        # 玩家落地不无敌                        MainGame.player1.isInvincible = False                    # 判断一下人物的y速度,如果大于0,则说明玩家已经接触到了碰撞体表面,需要让玩家站在表面,不掉下去                    if self.player1.ySpeed > 0:                        self.player1.ySpeed = 0                        self.player1.state = State.WALK                        self.player1.rect.bottom = collider.rect.top                else:                    # 否则的话,我们创建一个玩家的复制                    tempPlayer = copy.copy(self.player1)                    # 让玩家的纵坐标—+1,看看有没有发生碰撞                    tempPlayer.rect.y += 1                    # 如果没有发生碰撞,就说明玩家下面不是碰撞体,是空的                    if not pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):                        # 如果此时不是跳跃状态,那么就让玩家变成下落状态,因为玩家在跳跃时,是向上跳跃,不需要对下面的物体进行碰撞检测                        if tempPlayer.state != State.JUMP:                            self.player1.state = State.FALL                    tempPlayer.rect.y -= 1                # 与敌人碰撞                if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):                    if MainGame.player1.damage(1):                        MainGame.explodeList.append(Explode(MainGame.player1, ExplodeVariety.PLAYER1))                        initPlayer1(MainGame.player1.life)            # 更新x的位置            self.player1.rect.x += self.player1.xSpeed            # 同样的检查碰撞            collider = pygame.sprite.spritecollideany(self.player1, MainGame.playerColliderGroup)            # 如果发生了碰撞            if collider:                # 判断玩家的x方向速度,如果大于0,表示右边有碰撞体                if self.player1.xSpeed > 0:                    # 设置玩家的右边等于碰撞体的左边                    self.player1.rect.right = collider.rect.left                else:                    # 左边有碰撞体                    self.player1.rect.left = collider.rect.right                self.player1.xSpeed = 0            tempPlayer = copy.copy(self.player1)            tempPlayer.rect.y += 1            if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.playerColliderGroup):                if c in MainGame.playerLandGroup:                    self.player1.isInWater = False                elif c in MainGame.playerRiverGroup:                    self.player1.isInWater = True            tempPlayer.rect.y -= 1    def riverCollide(self):        # 在河里设置isInWater        self.player1.isInWater = True        # 设置玩家在河里不能跳跃        self.player1.isJumping = False        # 默认落下去是站在河里的        self.player1.isStanding = True        # 玩家方向不能向下        self.player1.isDown = False        # 根据玩家方向,加载落入河中的一瞬间的图片        if self.player1.direction == Direction.RIGHT:            self.player1.image = self.player1.rightInWaterImage        else:            self.player1.image = self.player1.leftInWaterImage    def generateEnemy(self):        if -1505 < self.backRect.x < -1500:            if self.enemyBoolList[0]:                self.enemyBoolList[0] = False                generateEnemy1(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())                generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())        if -1705 < self.backRect.x < -1700:            if self.enemyBoolList[1]:                self.enemyBoolList[1] = False                generateEnemy1(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())                generateEnemy1(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,                               pygame.time.get_ticks())    def initBackground(self):        # 读取背景图片        self.background = pygame.image.load('../Image/Map/1/Background/First(No Bridge).png')        self.backRect = self.background.get_rect()        self.background = pygame.transform.scale(            self.background,            (int(self.backRect.width * MAP_SCALE),             int(self.backRect.height * MAP_SCALE))        )        self.backRect.x = -1280    def drawLifeImage(self, window):        # 如果玩家的生命值大于3,那么生命值图标就显示3个        if MainGame.player1.life > 3:            number = 3        # 否则,有几个显示几个,肯定不超过三个        else:            number = MainGame.player1.life        rect = self.lifeImage.get_rect()        # 设置生命值图标的显示位置        rect.y = 5        for i in range(number):            # 每个图标之间的距离为25像素            rect.x = 5 + i * 20            window.blit(self.lifeImage, rect)if __name__ == '__main__':    MainGame().run()

完整的玩家类代码

from Constants import *from Bullet import Bulletclass PlayerOne(pygame.sprite.Sprite):    def __init__(self, currentTime, life):        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),        ]        # 加载玩家在水中的图片        self.upRightImageInWater = loadImage('../Image/Player/Player1/Water/up.png')        self.upLeftImageInWater = loadImage('../Image/Player/Player1/Water/up.png', True)        self.diveRightImageInWater = loadImage('../Image/Player/Player1/Water/dive.png')        self.diveLeftImageInWater = loadImage('../Image/Player/Player1/Water/dive.png', True)        self.standRightImageInWater = loadImage('../Image/Player/Player1/Water/stand.png')        self.standLeftImageInWater = loadImage('../Image/Player/Player1/Water/stand.png', True)        self.fireRightInWater = loadImage('../Image/Player/Player1/Water/standFire.png')        self.fireLeftInWater = loadImage('../Image/Player/Player1/Water/standFire.png', True)        self.obliqueRightInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png')        self.obliqueLeftInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png', True)        self.rightInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png')        self.leftInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.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        self.isInWater = False        # 重力加速度        self.gravity = 0.8        # 玩家上下方向        self.isUp = False        self.isDown = False        self.life = life        self.isInvincible = True    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)        # 更新动画        if self.isInWater:            self.waterUpdate()        else:            self.landUpdate()    def landUpdate(self):        # 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 waterUpdate(self):        if self.isSquating:            if self.direction == Direction.RIGHT:                self.image = self.diveRightImageInWater            else:                self.image = self.diveLeftImageInWater        if self.isStanding:            if self.direction == Direction.RIGHT:                if self.isFiring:                    if self.isUp:                        self.image = self.upRightImageInWater                    else:                        self.image = self.fireRightInWater                else:                    if self.isUp:                        self.image = self.upRightImageInWater                    else:                        self.image = self.standRightImageInWater            else:                if self.isFiring:                    if self.isUp:                        self.image = self.upLeftImageInWater                    else:                        self.image = self.fireLeftInWater                else:                    if self.isUp:                        self.image = self.upLeftImageInWater                    else:                        self.image = self.standLeftImageInWater        if self.isWalking:            if self.direction == Direction.RIGHT:                if self.isUp:                    self.image = self.obliqueRightInWater                else:                    if self.isFiring:                        self.image = self.fireRightInWater                    else:                        self.image = self.standRightImageInWater            else:                if self.isUp:                    self.image = self.obliqueLeftInWater                else:                    if self.isFiring:                        self.image = self.fireLeftInWater                    else:                        self.image = self.standLeftImageInWater    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]:            if not self.isInWater:                # 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.isUp = True                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.fire(currentTime, playerBulletList)    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        if self.isInWater:            self.walkingInWater(currentTime)        else:            self.walkingInLand(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            self.isUp = False        # 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            if not self.isInWater:                self.state = State.JUMP                self.ySpeed = self.jumpSpeed                self.isJumping = True                self.isStanding = False                self.isUp = True        if keys[pygame.K_j]:            self.fire(currentTime, playerBulletList)    def walkingInLand(self, currentTime):        # 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    def walkingInWater(self, currentTime):        if self.isStanding:            # 设置为斜射            if self.direction == Direction.RIGHT and self.isUp:                self.image = self.upRightImageInWater            elif self.direction == Direction.RIGHT and not self.isUp:                self.image = self.standRightImageInWater            elif self.direction == Direction.LEFT and self.isUp:                self.image = self.upLeftImageInWater            elif self.direction == Direction.LEFT and not self.isUp:                self.image = self.standLeftImageInWater            self.runLastTimer = currentTime        else:            # 如果是走动的图片            if self.direction == Direction.RIGHT:                self.xSpeed = PLAYER_X_SPEED                if self.isUp:                    self.image = self.obliqueRightInWater                    self.runLastTimer = currentTime                else:                    self.image = self.standRightImageInWater                    self.runLastTimer = currentTime            else:                self.xSpeed = PLAYER_X_SPEED                if self.isUp:                    self.image = self.obliqueLeftInWater                    self.runLastTimer = currentTime                else:                    self.image = self.standLeftImageInWater                    self.runLastTimer = 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.fire(currentTime, playerBulletList)    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        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.fire(currentTime, playerBulletList)    def fire(self, currentTime, playerBulletList):        self.isFiring = True        # 潜水状态下不能开火        if not (self.isInWater and self.isSquating):            if len(playerBulletList) < PLAYER_BULLET_NUMBER:                if currentTime - self.fireLastTimer > 150:                    playerBulletList.append(Bullet(self))                    self.fireLastTimer = currentTime    def damage(self, damage):        if not self.isInvincible:            self.life -= damage            return True        return False    def getCenter(self):        return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2 + y0

完整的子弹类代码

import pygamefrom Constants import *from Explode import Explodeclass Bullet(pygame.sprite.Sprite):    def __init__(self, person, isEnemy = False):        pygame.sprite.Sprite.__init__(self)        self.images = [            loadImage('../Image/Bullet/bullet1.png')        ]        self.index = 0        self.image = self.images[self.index]        # 速度        self.xSpeed = 1        self.ySpeed = 1        self.rect = pygame.Rect(person.rect)        if not isEnemy:            if person.isInWater:                self.waterPosition(person)            else:                self.landPosition(person)        else:            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        # 销毁开关        self.isDestroy = False    def landPosition(self, person):        if person.isStanding:            if person.direction == Direction.RIGHT:                if person.isUp:                    self.rect.x += 10 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 0                else:                    self.rect.x += 24 * PLAYER_SCALE                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += 10 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 0                else:                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7        elif person.isSquating and not person.isWalking:            if person.direction == Direction.RIGHT:                self.rect.x += 34 * PLAYER_SCALE                self.rect.y += 25 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = 7            else:                self.rect.y += 25 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = -7        elif person.isWalking:            if person.direction == Direction.RIGHT:                if person.isUp:                    self.rect.x += 20 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 7                elif person.isDown:                    self.rect.x += 21 * PLAYER_SCALE                    self.rect.y += 20 * PLAYER_SCALE                    self.ySpeed = 7                    self.xSpeed = 7                else:                    self.rect.x += 24 * PLAYER_SCALE                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += -3 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = -7                elif person.isDown:                    self.rect.x += -3 * PLAYER_SCALE                    self.rect.y += 20 * PLAYER_SCALE                    self.ySpeed = 7                    self.xSpeed = -7                else:                    self.rect.y += 11 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7        elif person.isJumping or person.state == State.FALL:            if person.direction == Direction.RIGHT:                self.rect.x += 16 * PLAYER_SCALE                self.rect.y += 8 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = 7            else:                self.rect.x += -2 * PLAYER_SCALE                self.rect.y += 8 * PLAYER_SCALE                self.ySpeed = 0                self.xSpeed = -7    def waterPosition(self, person):        if person.isStanding:            if person.direction == Direction.RIGHT:                if person.isUp:                    self.rect.x += 14 * PLAYER_SCALE                    self.rect.y += 7 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 0                else:                    self.rect.x += 27 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += 7 * PLAYER_SCALE                    self.rect.y += 3 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 0                else:                    self.rect.x += -1 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7        elif person.isWalking:            if person.direction == Direction.RIGHT:                if person.isUp:                    self.rect.x += 23 * PLAYER_SCALE                    self.rect.y += 17 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = 7                else:                    self.rect.x += 27 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = 7            else:                if person.isUp:                    self.rect.x += -3 * PLAYER_SCALE                    self.rect.y += -1 * PLAYER_SCALE                    self.ySpeed = -7                    self.xSpeed = -7                else:                    self.rect.x += -1 * PLAYER_SCALE                    self.rect.y += 29 * PLAYER_SCALE                    self.ySpeed = 0                    self.xSpeed = -7    def move(self):        self.rect.x += self.xSpeed        self.rect.y += self.ySpeed        self.checkBullet()    def draw(self, window):        window.blit(self.image, self.rect)    def checkBullet(self):        toDestroy = False        if self.rect.top < 0 or self.rect.top > 600:            toDestroy = True        if self.rect.left < 0 or self.rect.right > 900:            toDestroy = True        if toDestroy:            self.isDestroy = True    def collideEnemy(self, enemyList, explodeList):        for enemy in enemyList:            if pygame.sprite.collide_rect(self, enemy):               self.isDestroy = True               enemy.isDestroy = True               explodeList.append(Explode(enemy))    def collidePlayer(self, player, explodeList):        if pygame.sprite.collide_rect(self, player):            # 蹲下的时候,由于图片上半部分是空白,所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

如果代码中有问题,请各位小伙伴们提出,我会进行修改的!