学习 Python 之 Pygame 开发魂斗罗
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学习 Python 之 Pygame 开发魂斗罗(七)
继续编写魂斗罗
在上次的博客学习 Python 之 Pygame 开发魂斗罗(六)中,我们实现玩家跳上和跳下,这次我们完成让玩家可以跳到水里
在水中,玩家的姿势会变得不一样,下面我们来实现一下
下面是图片的素材
链接:https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwd=hdly
提取码:hdly
1. 载入水中图片并添加在水中的标志
在玩家类的__init__()函数加载图片
# 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)
并且设置在水中的标志
self.isInWater = False
2. 修改玩家类函数
接下来我们把玩家类的函数进行调整
把原来update()函数中圈出的代码,写成一个函数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]
这个函数的作用是,如果玩家在陆地上,就按照这个函数来显示玩家的图片
我们再加一个waterUpdate()函数,作用是,如果玩家在水中,就按照这个函数来显示玩家的图片
def waterUpdate(self):
pass
里面的代码稍后写
之后把这两个函数在update()函数中调用一下
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()
然后呢,我们把玩家开火的代码也单独提出来形成函数
def fire(self, currentTime, playerBulletList):
self.isFiring = True
if len(playerBulletList) < PLAYER_BULLET_NUMBER:
if currentTime - self.fireLastTimer > 150:
playerBulletList.append(Bullet(self))
self.fireLastTimer = currentTime
之后在下面的这四个函数中调用一下
把原来的代码替换成函数
其他的函数也是一样
好,这样的话,这一步就完成了
下面我们把walking()函数修改一下
把圈出的代码提出来写成一个函数
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
把刚才圈出来的部分进行修改
再创建一个walkingInWater函数
def walkingInWater(self, currentTime):
pass
完整的代码
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),
]
# 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
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学习 Python 之 Pygame 开发魂斗罗