学习 Python 之 Pygame 开发魂斗罗(三)

学习 Python 之 Pygame 开发魂斗罗(三)

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(二)中,我们完成了角色的创建和更新,现在具体实现一下更新函数中的角色状态函数

下面是图片的素材

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

1. 角色站立

在写角色站立函数时,先把其他状态函数注释了,方便测试
在这里插入图片描述

在角色站立函数中,首先设置当前角色的状态

站立时,其他状态都是False,只有isStanding = True

# 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

其次,修改人物的速度,站立时速度均为0

# 设置速度
self.ySpeed = 0
self.xSpeed = 0

再次,我们设置按键响应事件

# 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

完整的角色类

import pygame
from Constants import *


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.STAND
        # 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):
        # 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)
        # elif self.state == State.WALK:
        #   self.walking(keys, currentTime)
        # elif self.state == State.JUMP:
        #     self.jumping(keys, currentTime)
        # elif self.state == State.FALL:
        #     self.falling(keys, currentTime)

        # 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):
        """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

完成角色站立后,我们试一下效果怎么样

在主类中创建角色,并放入pygame.sprite.Group中

class MainGame:

    player1 = None
    allSprites = None

在__init__()函数中添加代码

# 初始化角色
MainGame.player1 = PlayerOne(pygame.time.get_ticks())
# 设置角色的初始位置
# 这里设置为(0,80),可以实现一开始玩家掉下来的动画,目前没有实现掉落,所以直接设置为(80,300)
# MainGame.player1.rect.x = 80
# MainGame.player1.rect.bottom = 0
MainGame.player1.rect.x = 80
MainGame.player1.rect.bottom = 300

# 把角色放入组中,方便统一管理
MainGame.allSprites = pygame.sprite.Group(MainGame.player1)

之后在循环中调用角色的update函数

为了方便,我把物体的更新全部放在一起,创建一个update()函数

在主类中添加函数

def update(self, window):
    # 更新物体
    currentTime = pygame.time.get_ticks()
    MainGame.allSprites.update(self.keys, currentTime)
    # 显示物体
    MainGame.allSprites.draw(window)

pygame.sprite.Group()中的物体,可以统一更新,这就是它的方便之处

因为魂斗罗中玩家移动的时候,场景中的物体也是要移动的,所以地图是一个长条状,当玩家向右移动时,实际上是地图向左移动,玩家不动,创建中的物体向左移动,如果不把全部物体放到组中,不好统一管理

完整的主类代码

import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne


class MainGame:

    player1 = None
    allSprites = None

    window = None

    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
        # 这里设置为(0,80),可以实现一开始玩家掉下来的动画
        MainGame.player1.rect.x = 80
        MainGame.player1.rect.bottom = 300

        # 把角色放入组中,方便统一管理
        MainGame.allSprites = pygame.sprite.Group(MainGame.player1)

    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)

            # 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):
        # 更新物体
        currentTime = pygame.time.get_ticks()
        MainGame.allSprites.update(self.keys, currentTime)
        # 显示物体
        MainGame.allSprites.draw(window)


if __name__ == '__main__':
    MainGame().run()

我们现在运行一下,看看效果

在这里插入图片描述
我们发现角色处于跳跃的样子,并且向前移动,这不符合我们的预期,预期应该是站在那里

原因在于角色一开始创建时的状态不对
在这里插入图片描述
当前没有实现falling()函数,所以下落状态没有办法显示,所以我们修改一下,修改角色类中__init__()函数

# 设置角色的状态
self.state = State.FALL 改为 self.state = State.STAND

在这里插入图片描述
改完后运行一下,看看结果

在这里插入图片描述
按a和d键玩家会一直移动,不会停下来

在这里插入图片描述
到此,我们就写好了玩家站立函数了,下面我们来写玩家移动函数

完整的玩家类__init__()函数代码

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.STAND
    # 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

2. 角色移动

打开注释,开始编写角色移动函数
在这里插入图片描述
同样的,先设置角色的状态,因为是角色移动,所以只有isWalking为真,其他都是假

self.isStanding = False
self.isWalking = True
self.isJumping = False
self.isSquating = False
self.isFiring = False

设置速度

self.ySpeed = 0
self.xSpeed = PLAYER_X_SPEED

判断当前状态,根据当前状态准备下一状态的图片

# 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

完成图片加载后,处理按键响应

# 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

完整的walking()函数代码

    def walking(self, keys, currentTime):
        """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

运行一下,看看效果

在这里插入图片描述
哇,实现了,我们就完成了角色移动了

3. 角色跳跃

首先设置状态标志

# 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

跳跃后,角色的y坐标是减少的,所以速度原来是负数,由于跳起到最高点速度一直减小,所以这里我们设置了重力,保证速度慢慢减少到0

根据时间决定是否显示下一张图片

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

设置按键响应事件

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

# 当速度变为正数,玩家进入下落状态
if self.ySpeed >= 0:
    self.state = State.FALL

if not keys[pygame.K_k]:
    self.state = State.FALL

完整jumping()函数代码

def jumping(self, keys, currentTime):
    """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

4. 角色下落

def falling(self, keys, currentTime):
    # 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 > SCREEN_HEIGHT - GROUND_HEIGHT:
        self.state = State.WALK
        self.ySpeed = 0
        self.rect.bottom = SCREEN_HEIGHT - 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

我们现在来看看效果,运行一下

不要忘记打开注释

在这里插入图片描述

在这里插入图片描述
到现在,我们实现了角色移动、跳跃啦,下面就是发射子弹了

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转载自blog.csdn.net/qq_37354060/article/details/129214623