学习 Python 之 Pygame 开发魂斗罗(十四)

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十三)中,我们加入了敌人2的类,创建了新的敌人,这次我们加入桥。

下面是图片的素材

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

1. 创建桥类

import pygame
from Constants import *

class Bridge:

    def __init__(self, x, y, typeInfo):
        if typeInfo == BridgeType.ON:
            self.image = loadImage('../Image/Map/1/Bridge/bridgeOn.png')
        elif typeInfo == BridgeType.BODY:
            self.image = loadImage('../Image/Map/1/Bridge/bridgeBody.png')
        else:
            self.image = loadImage('../Image/Map/1/Bridge/bridgeDown.png')

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

        self.isDestroy = False

    def draw(self, window: pygame.Surface):
        window.blit(self.image, self.rect)

在这里插入图片描述
这里会有报错,因为在Constants.py中没有定义BridgeType.ON

BridgeType是桥的类型,魂斗罗中桥的图片有三种,所以对应三个类型

我们在Constants.py中定义一下

class BridgeType(Enum):
    ON = 1
    BODY = 2
    DOWN = 3

2. 在主类中加入一些类变量

加入一个列表,用来存放桥

加入一个通用碰撞体组,存放敌人和玩家都可以碰的碰撞体

commonColliderGroup = None
bridgeList = []

在这里插入图片描述

有了列表和碰撞体组后,现在就可以创建桥了

魂斗罗的第一关有两座桥,下面是创建桥的函数

def initBridge():
    bridge1_1 = Bridge(1920, int(113 * MAP_SCALE), BridgeType.ON)
    bridge1_2 = Bridge(1980, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_3 = Bridge(2040, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_4 = Bridge(2100, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_5 = Bridge(2160, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_6 = Bridge(2180, int(113 * MAP_SCALE), BridgeType.DOWN)
    bridge2_1 = Bridge(2640, int(113 * MAP_SCALE), BridgeType.ON)
    bridge2_2 = Bridge(2700, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_3 = Bridge(2760, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_4 = Bridge(2820, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_5 = Bridge(2880, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_6 = Bridge(2900, int(113 * MAP_SCALE), BridgeType.DOWN)
    # 桥的碰撞体,设置为绿色
    bridgeCollide1_1 = Collider(1920, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_2 = Collider(1980, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_3 = Collider(2040, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_4 = Collider(2100, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_5 = Collider(2160, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_6 = Collider(2180, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_1 = Collider(2640, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_2 = Collider(2700, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_3 = Collider(2760, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_4 = Collider(2820, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_5 = Collider(2880, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_6 = Collider(2900, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    # 把桥加入列表
    MainGame.bridgeList.append(bridge1_1)
    MainGame.bridgeList.append(bridge1_2)
    MainGame.bridgeList.append(bridge1_3)
    MainGame.bridgeList.append(bridge1_4)
    MainGame.bridgeList.append(bridge1_5)
    MainGame.bridgeList.append(bridge1_6)
    MainGame.bridgeList.append(bridge2_1)
    MainGame.bridgeList.append(bridge2_2)
    MainGame.bridgeList.append(bridge2_3)
    MainGame.bridgeList.append(bridge2_4)
    MainGame.bridgeList.append(bridge2_5)
    MainGame.bridgeList.append(bridge2_6)
    # 把桥碰撞体加入通用碰撞体组
    MainGame.commonColliderGroup = pygame.sprite.Group(
        bridgeCollide1_1, bridgeCollide1_2, bridgeCollide1_3, bridgeCollide1_4, bridgeCollide1_5, bridgeCollide1_6,
        bridgeCollide2_1, bridgeCollide2_2, bridgeCollide2_3, bridgeCollide2_4, bridgeCollide2_5, bridgeCollide2_6,
    )

有了创建桥的函数,下面要调用一下,在主类的__init__函数中调用

在这里插入图片描述

接下来修改主类的mapObjectMove函数,让桥也随着玩家的镜头移动

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
    for collider in MainGame.commonColliderGroup:
        collider.rect.x -= self.cameraAdaption
    for bridge in MainGame.bridgeList:
        bridge.rect.x -= self.cameraAdaption
    for explode in MainGame.explodeList:
        explode.rect.x -= self.cameraAdaption
    for bullet in MainGame.enemyBulletList:
        bullet.rect.x -= self.cameraAdaption

3. 显示桥

在主类的update函数中,写一个显示桥的函数

在这里插入图片描述

def drawBridge(bridgeList):
    for b in bridgeList:
        if b.isDestroy:
            bridgeList.remove(b)
        else:
            b.draw(MainGame.window)

这是一个全局函数,写在主类外面

现在,运行一下程序,看看效果

在这里插入图片描述
桥就出现了,但是碰撞体没有起作用,玩家还是会从桥上掉下来,下面就来解决一下这个问题

4. 解决玩家与桥的碰撞体问题

首先在update函数中加入如下代码,让桥的碰撞体的绿线显示出来

在这里插入图片描述
此时运行游戏就看到了绿线了

在这里插入图片描述
接下来需要增加一些变量,用来出来桥的行为

self.bridgeExploding = False

这个变量用来记录当前桥是否处于爆炸的状态
在这里插入图片描述

__init__函数的最后加入如下代码

在这里插入图片描述
该列表的作用是,记录下来哪一个桥发生了碰撞

处理桥的总体逻辑思路是这样的:当玩家碰到桥时,记录下来发生碰撞的桥,让self.bridgeExploding=True,表示有桥发生了碰撞,然后把发生碰撞的桥加入hasCollidedBridge列表,这个列表用于记录上一个玩家发生碰撞的是哪一个桥,之后在一个函数中,处理爆炸的桥。

下面修改一下玩家与物体碰撞的逻辑

来到updatePlayerPosition函数,在下面的位置加入逻辑

在这里插入图片描述
加入玩家与桥发生碰撞的逻辑

在这里插入图片描述

# 玩家与桥碰撞的逻辑
if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.commonColliderGroup):
    MainGame.player1.isInWater = False
    # 玩家碰到桥
    if not self.bridgeExploding:
        self.bridgeExploding = True
        # 把碰到的桥放到列表里
        self.hasCollidedBridge.append(c)
        # MainGame.commonColliderGroup.remove(c)
else:
    # 获取玩家中心
    center = MainGame.player1.getCenter()
    # 遍历桥列表,看看玩家中心当前在哪一个桥的范围内
    for bridge in MainGame.bridgeList:
    	# 计算位置,是不是当前的桥(桥有好几块,判断当前块)走到了2/3
        if bridge.rect.x + bridge.rect.width * 2 / 3 < center[0] < bridge.rect.x + bridge.rect.width:
            # 找到了,那么就让这个桥爆炸
            self.bridgeExploding = True
            # 删除碰撞体
            for collider in MainGame.commonColliderGroup:
                if collider.rect.x < center[0] < collider.rect.x + collider.rect.width:
                    MainGame.commonColliderGroup.remove(collider)

这个的逻辑分为两个,一个是玩家走到桥上,桥要爆炸,还有一个是玩家走到桥的位置,桥要爆炸

在“玩家走到桥的位置,桥要爆炸”的逻辑里,我设置了一个范围,当玩家走到桥的三分之二的位置时,那么当前的这个位置的桥就要发生爆炸

接下来写一下处理桥爆炸的逻辑

def bridgeExplode(self):
    if self.bridgeExploding:
        self.bridgeExploding = False
        if len(MainGame.bridgeList) > 0:
            # 取出第一个, 创建爆炸,放入爆炸列表
            bridge = MainGame.bridgeList[0]
            # 把该桥移除
            MainGame.bridgeList.remove(bridge)
            # 创建爆炸,指定爆炸类型,并且是按照时间来显示爆炸图片
            explode = Explode(bridge, ExplodeVariety.BRIDGE, True)
            # 设置时间
            explode.lastTime = pygame.time.get_ticks()
            MainGame.explodeList.append(explode)
            # 检查列表中是不是有元素
            if len(self.hasCollidedBridge) > 0:
                # 把第一个元素取出来,并且删除这个元素,这里是碰撞的桥会被放到列表里,所以删除的是碰到的桥
                c = self.hasCollidedBridge.pop()
                MainGame.commonColliderGroup.remove(c)

之后在update函数中调用一下

在这里插入图片描述
ok,现在就应该实现了桥爆炸了

在这里插入图片描述
可以看到玩家经过,桥就会爆炸了

此时敌人踩到桥上,会落下去,我们把这个问题解决一下

5. 解决敌人与桥的碰撞体问题

来到主类的全局函数updateEnemyPosition

修改一下其中的逻辑

因为敌人分为两种,一个可以移动,一个不能移动

在类型1的敌人里,加入如下代码,让它可以与通用类碰撞体进行碰撞检测

在这里插入图片描述
好了,我们运行一下游戏,看看情况

在这里插入图片描述
成功实现敌人可以在桥上走动

下面是完整的代码

完整的主类代码

import copy
import sys
import pygame
from Constants import *
from PlayerOne import PlayerOne
from Collider import Collider
from Enemy1 import Enemy1
from Explode import Explode
from Enemy2 import Enemy2
from Bridge import Bridge


def 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:
        if enemy.type == 1:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
                enemy.draw(pygame.time.get_ticks())
                enemy.move(pygame.time.get_ticks())
                enemy.fire(enemyBulletList)
        elif enemy.type == 2:
            if enemy.isDestroy:
                enemyList.remove(enemy)
                MainGame.allSprites.remove(enemy)
                MainGame.enemyGroup.remove(enemy)
            else:
                enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
                enemy.draw(MainGame.window, MainGame.player1, pygame.time.get_ticks())
                enemy.fire(enemyBulletList, MainGame.player1)


def updateEnemyPosition():
    # 遍历全部敌人列表
    for enemy in MainGame.enemyList:
        if enemy.type == 1:
            # 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和commonColliderGroup中的碰撞
            collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup) \
                      or pygame.sprite.spritecollideany(t, MainGame.commonColliderGroup)
            # 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 -= 1
        elif enemy.type == 2:
            t = copy.copy(enemy)
            t.rect.y += 1
            collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup)
            if not collide:
                enemy.rect.y += 1
            t.rect.y -= 1

def 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 drawBridge(bridgeList):
    for b in bridgeList:
        if b.isDestroy:
            bridgeList.remove(b)
        else:
            b.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)

def generateEnemy2(x, y):
    enemy = Enemy2(x, y, MainGame.player1, pygame.time.get_ticks())
    MainGame.enemyList.append(enemy)
    MainGame.allSprites.add(enemy)
    MainGame.enemyGroup.add(enemy)

def initBridge():
    bridge1_1 = Bridge(1920, int(113 * MAP_SCALE), BridgeType.ON)
    bridge1_2 = Bridge(1980, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_3 = Bridge(2040, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_4 = Bridge(2100, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_5 = Bridge(2160, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge1_6 = Bridge(2180, int(113 * MAP_SCALE), BridgeType.DOWN)
    bridge2_1 = Bridge(2640, int(113 * MAP_SCALE), BridgeType.ON)
    bridge2_2 = Bridge(2700, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_3 = Bridge(2760, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_4 = Bridge(2820, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_5 = Bridge(2880, int(113 * MAP_SCALE), BridgeType.BODY)
    bridge2_6 = Bridge(2900, int(113 * MAP_SCALE), BridgeType.DOWN)
    bridgeCollide1_1 = Collider(1920, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_2 = Collider(1980, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_3 = Collider(2040, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_4 = Collider(2100, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_5 = Collider(2160, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide1_6 = Collider(2180, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_1 = Collider(2640, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_2 = Collider(2700, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_3 = Collider(2760, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_4 = Collider(2820, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_5 = Collider(2880, 119 * MAP_SCALE, 1 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    bridgeCollide2_6 = Collider(2900, 119 * MAP_SCALE, 0.8 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE, (0, 255, 0))
    MainGame.bridgeList.append(bridge1_1)
    MainGame.bridgeList.append(bridge1_2)
    MainGame.bridgeList.append(bridge1_3)
    MainGame.bridgeList.append(bridge1_4)
    MainGame.bridgeList.append(bridge1_5)
    MainGame.bridgeList.append(bridge1_6)
    MainGame.bridgeList.append(bridge2_1)
    MainGame.bridgeList.append(bridge2_2)
    MainGame.bridgeList.append(bridge2_3)
    MainGame.bridgeList.append(bridge2_4)
    MainGame.bridgeList.append(bridge2_5)
    MainGame.bridgeList.append(bridge2_6)
    MainGame.commonColliderGroup = pygame.sprite.Group(
        bridgeCollide1_1, bridgeCollide1_2, bridgeCollide1_3, bridgeCollide1_4, bridgeCollide1_5, bridgeCollide1_6,
        bridgeCollide2_1, bridgeCollide2_2, bridgeCollide2_3, bridgeCollide2_4, bridgeCollide2_5, bridgeCollide2_6,
    )

class MainGame:

    player1 = None
    allSprites = pygame.sprite.Group()

    # 敌人
    enemyList = []

    window = None
    # 子弹
    player1BulletList = []
    enemyBulletList = []
    bridgeList = []
    # 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()
    commonColliderGroup = None
    # 冲突栈
    colliderStack = []

    def __init__(self):

        # 设置成员变量
        self.background = None
        self.backRect = None
        self.bridgeExploding = False
        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()
        initBridge()

        # 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')

        self.hasCollidedBridge = []

    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)

        # 加载桥
        drawBridge(MainGame.bridgeList)
        self.bridgeExplode()

        # 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)
        MainGame.commonColliderGroup.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
        for collider in MainGame.commonColliderGroup:
            collider.rect.x -= self.cameraAdaption
        for bridge in MainGame.bridgeList:
            bridge.rect.x -= self.cameraAdaption
        for explode in MainGame.explodeList:
            explode.rect.x -= self.cameraAdaption
        for bullet in MainGame.enemyBulletList:
            bullet.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

            # 玩家与桥碰撞的逻辑
            if c := pygame.sprite.spritecollideany(tempPlayer, MainGame.commonColliderGroup):
                MainGame.player1.isInWater = False
                # 玩家碰到桥
                if not self.bridgeExploding:
                    self.bridgeExploding = True
                    # 把碰到的桥放到列表里
                    self.hasCollidedBridge.append(c)
                    # MainGame.commonColliderGroup.remove(c)
            else:
                # 获取玩家中心
                center = MainGame.player1.getCenter()
                # 遍历桥列表,看看玩家中心当前在哪一个桥的范围内
                for bridge in MainGame.bridgeList:
                    if bridge.rect.x + bridge.rect.width * 2 / 3 < center[0] < bridge.rect.x + bridge.rect.width:
                        # 找到了,那么就让这个桥爆炸
                        self.bridgeExploding = True
                        # 删除碰撞体
                        for collider in MainGame.commonColliderGroup:
                            if collider.rect.x < center[0] < collider.rect.x + collider.rect.width:
                                MainGame.commonColliderGroup.remove(collider)

            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())

        if -2005 < self.backRect.x < -2000:
            if self.enemyBoolList[2]:
                self.enemyBoolList[2] = False
                generateEnemy2(MainGame.player1.rect.x + 540, 465)


    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)

    def bridgeExplode(self):
        if self.bridgeExploding:
            self.bridgeExploding = False
            if len(MainGame.bridgeList) > 0:
                # 取出第一个, 创建爆炸,放入爆炸列表
                bridge = MainGame.bridgeList[0]
                # 把该桥移除
                MainGame.bridgeList.remove(bridge)
                # 创建爆炸,指定爆炸类型,并且是按照时间来显示爆炸图片
                explode = Explode(bridge, ExplodeVariety.BRIDGE, True)
                # 设置时间
                explode.lastTime = pygame.time.get_ticks()
                MainGame.explodeList.append(explode)
                # 检查列表中是不是有元素
                if len(self.hasCollidedBridge) > 0:
                    # 把第一个元素取出来,并且删除这个元素,这里是碰撞的桥会被放到列表里,所以删除的是碰到的桥
                    c = self.hasCollidedBridge.pop()
                    MainGame.commonColliderGroup.remove(c)

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

完整的Constant.py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

class ExplodeVariety(Enum):
    CIRCLE = 1
    BRIDGE = 2
    PLAYER1 = 3

# 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

# 陆地的厚度
LAND_THICKNESS = 1
# 一块地的长度
LAND_LENGTH = 32

POSITION_1 = 233

RATIO = 1.3571428571428572

#中心偏移量
y0 = 0

class BridgeType(Enum):
    ON = 1
    BODY = 2
    DOWN = 3

完整的桥类代码

import pygame
from Constants import *

class Bridge:

    def __init__(self, x, y, typeInfo):
        if typeInfo == BridgeType.ON:
            self.image = loadImage('../Image/Map/1/Bridge/bridgeOn.png')
        elif typeInfo == BridgeType.BODY:
            self.image = loadImage('../Image/Map/1/Bridge/bridgeBody.png')
        else:
            self.image = loadImage('../Image/Map/1/Bridge/bridgeDown.png')

        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y

        self.isDestroy = False

    def draw(self, window: pygame.Surface):
        window.blit(self.image, self.rect)

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