学习 Python 之 Pygame 开发魂斗罗(五)

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

在这里插入图片描述
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

在这里插入图片描述
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

在这里插入图片描述
可以看到人物变小了,那么就设置成功了

然后我们跳跃一下试试
在这里插入图片描述
发现掉下去了,这是因为在falling()函数中,设置了高度

在这里插入图片描述
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
在这里插入图片描述
我们再看看效果

在这里插入图片描述
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

在这里插入图片描述
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
在这里插入图片描述
这样就好啦

我们再运行一下,看看效果

在这里插入图片描述
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

3. 添加玩家镜头移动

在魂斗罗游戏中,当我们的人物移动到屏幕的一半时,地图会随着人物向右走,所以我要接下来要完成一下

在主类的__init__()函数中新增一个变量,用来记录玩家当前位置与屏幕中间位置的距离

# 摄像头调整
self.cameraAdaption = 0

在这里插入图片描述
接下来写一个函数用来调整地图中的景物坐标

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
            for sprite in MainGame.allSprites:
                sprite.rect.x -= self.cameraAdaption

解释一下原理

玩家在移动时,向右移动,实际上是地图在向左移动
当玩家到达屏幕中间时,如果继续向右走,那么地图就应该向左走
下图橙色是窗口,我们可以看到玩家移动,实际上是地图向左移动
在这里插入图片描述
那么地图向左走多少呢?
我们计算一下,即
self.player1.rect.right > SCREEN_WIDTH / 2
使用玩家的右边减去屏幕的宽度,就可以得到地图向左走的长度

在这里插入图片描述
地图不移动情况下,人物会走到上图上面图红框的位置,但是为了让人物始终处于中间的位置,就让地图向左移动

if not (self.backRect.x <= -3500 * MAP_SCALE):

这个代码的意思是,如果到了地图边缘的位置,即使人物过了屏幕一半,也不会在移动了

在update()函数中调用
在这里插入图片描述
下面我们来运行一下,看看效果

在这里插入图片描述
我们可以看到地图在移动啦,如果想要向左移动,也可以设置一下

4. 修改子弹的发射位置

当我们开火时,会发现一个问题
在这里插入图片描述
子弹发出的位置要低于枪口的位置,需要修改一下代码

之前由于我们把人物放缩尺寸变成了1.9,而子弹中的人物放缩比例还是2.5,所以会出现子弹发射位置有偏差

我们修改子弹类代码,把其中的2.5全部改成 PLAYER_SCALE

在这里插入图片描述
修改后的子弹类__init__()函数

def __init__(self, person):
    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 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

    # 销毁开关
    self.isDestroy = False

修改后,在运行一下,看看结果,子弹发射位置就正常了

在这里插入图片描述

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转载自blog.csdn.net/qq_37354060/article/details/129225437
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