感觉最难的部分已经解决了,下面开始发射子弹。
Config.py中设定子弹移动速度为常量Constant.BULLET_SPEED = 8。
图片也是6张,子弹发出后逐渐变大(这是为什么呢)?同样建立bullet_list列表和bullet_number索引。载入图片后获取rect属性再按照人物放大比例放大,加到子弹列表中。
设置一个计数器变量counter,随着循环增加到30,也就是1/2个FPS,就让子弹图片索引增加1,改变子弹图片样式。
- import os.path
-
- import pygame
-
- from Config import Constant
-
-
- class Bullet(pygame.sprite.Sprite):
- def __init__(self, x, y):
- pygame.sprite.Sprite.__init__(self)
- self.bullet_list = []
- self.bullet_number = 0
- for i in range(6):
- image = pygame.image.load(os.path.join('image', 'bullet', 'bullet' + str(i + 1) + '.png'))
- rect = image.get_rect()
- image = pygame.transform.scale(
- image, (rect.width * Constant.PLAYER_SCALE, rect.height * Constant.PLAYER_SCALE))
- self.bullet_list.append(image)
- self.image = self.bullet_list[self.bullet_number]
- self.rect = self.image.get_rect()
- self.rect.centerx = x
- self.rect.centery = y
- self.speed_x = 0
- self.speed_y = 0
-
- self.counter = 0
-
- def update(self):
- if self.counter >= 30:
- self.bullet_number += 1
- if self.bullet_number > 5:
- self.bullet_number = 0
- else:
- self.counter += 1
- self.image = self.bullet_list[self.bullet_number]
- self.rect.x += self.speed_x
- self.rect.y += self.speed_y
- self.bullet_time = 0
- self.bullet_speed_x = 0
- self.bullet_speed_y = 0
- self.bullet_x = self.rect.right
- self.bullet_y = self.rect.y + 11.5 * Constant.PLAYER_SCALE
主要是理清各种方向、状态下子弹的发射位置和x、y方向的速度。
- def shoot(self):
- if self.direction == 'right':
- self.bullet_speed_x = Constant.BULLET_SPEED
- self.bullet_x = self.rect.right
- elif self.direction == 'left':
- self.bullet_speed_x = -Constant.BULLET_SPEED
- self.bullet_x = self.rect.left
-
- if self.image_type == 'stand':
- self.bullet_y = self.rect.y + 11.5 * Constant.PLAYER_SCALE
- self.bullet_speed_y = 0
- elif self.image_type == 'down':
- self.bullet_y = self.rect.y + 24 * Constant.PLAYER_SCALE
- self.bullet_speed_y = 0
- elif self.image_type == 'up':
- self.bullet_y = self.rect.y
- self.bullet_speed_x = 0
- self.bullet_speed_y = -Constant.BULLET_SPEED
- elif self.image_type == 'oblique_down':
- self.bullet_y = self.rect.y + 20.5 * Constant.PLAYER_SCALE
- self.bullet_speed_y = Constant.BULLET_SPEED
- elif self.image_type == 'oblique_up':
- self.bullet_y = self.rect.y
- self.bullet_speed_y = -Constant.BULLET_SPEED
-
- if self.bullet_time >= 30:
- bill_bullet = ContraBullet.Bullet(self.bullet_x, self.bullet_y)
- bill_bullet.speed_x = self.bullet_speed_x
- bill_bullet.speed_y = self.bullet_speed_y
- Variable.all_sprites.add(bill_bullet)
- self.bullet_time = 0
- else:
- self.bullet_time += 1
子弹发射成功!

敌人就简单一点吧,只选择了一个图片形象的,PS处理完,一共7张图片,6个行走运动的,1个射击状态的,这里让敌人从游戏窗口外面开始落下来,坠落状态的图片就省去了。
设定一个敌人图片列表,同样需要载入图片并按照PLAYER_SCALE比例放大。
再设定一些变量,来控制敌人的产生时间间隔以及发射子弹间隔等。
- import os.path
- import random
-
- import pygame
-
- from Config import Constant, Variable
-
-
- class Enemy(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.enemy_list = []
- for i in range(7):
- image = pygame.image.load(os.path.join('image', 'enemy', 'enemy' + str(i + 1) + '.png'))
- rect = image.get_rect()
- image = pygame.transform.scale(
- image, (rect.width * Constant.PLAYER_SCALE, rect.height * Constant.PLAYER_SCALE))
- image = pygame.transform.flip(image, True, False)
- self.enemy_list.append(image)
- self.order = 0
- self.shooting = False
- if self.shooting:
- self.image = self.enemy_list[6]
- else:
- self.image = self.enemy_list[self.order]
- self.rect = self.image.get_rect()
- self.rect.x = random.randrange(Constant.WIDTH, Constant.WIDTH * 5)
- self.rect.y = 100
-
- self.counter = 0
- self.speed = 2
- self.floor = 0
-
- self.last_time = 0
- self.now_time = 0
定义一个敌人的组,用来判定碰撞及控制敌人数量。
0-100之间取一个随机数,等与50时产生一个敌人,分别加入敌人组和所有精灵组。
- def new_enemy():
- if Variable.step == 2 and len(Variable.enemy_sprites) <= 3:
- i = random.randint(0, 100)
- if i == 50:
- enemy = Enemy()
- Variable.all_sprites.add(enemy)
- Variable.enemy_sprites.add(enemy)
先写个索引循环方法,控制order,每完成一次移动图片,计数器counter+1,到5时射击一次。也就是6张移动图片轮回5次就射击一次。
- def order_loop(self):
- self.now_time = pygame.time.get_ticks()
- if self.now_time - self.last_time >= 150:
- self.order += 1
- if self.order > 6:
- self.counter += 1
- self.order = 0
- if self.counter >= 5:
- self.shooting = True
- self.last_time = self.now_time
再定义一个射击方法,子弹的位置和移动速度
- def shoot(self):
- enemy_bullet = ContraBullet.Bullet(self.rect.left, self.rect.y + 7.5 * Constant.PLAYER_SCALE)
- enemy_bullet.speed_x = -10
- Variable.all_sprites.add(enemy_bullet)
- self.shooting = False
- self.counter = 0
更新update,实现移动、图片改变及射击。同样也是让敌人一直处于下落状态,碰到地面碰撞体就停止下落,并向左移动。这里写的比较简单,没有考虑敌人的跳跃问题。
- def update(self):
- if self.shooting:
- self.image = self.enemy_list[6]
- else:
- self.image = self.enemy_list[self.order]
- self.rect.y += Constant.GRAVITY * 10
- self.order_loop()
-
- if self.shooting:
- self.shoot()
-
- collider_ground = pygame.sprite.groupcollide(Variable.enemy_sprites, Variable.collider, False, False)
- for e, l in collider_ground.items():
- self.floor = l[0].rect.top
- e.rect.bottom = self.floor
- e.rect.x -= self.speed

剩下的就是各种碰撞检测和关头了,这里就不再写啦。把所有文件都完整贴一遍。
感觉都挺长时间没改动这个文件了,就增加了一个ContraEnemy.new_enemy()。
- # Contra.py
- import sys
- import pygame
-
- import ContraBill
- import ContraMap
- import ContraEnemy
- from Config import Constant, Variable
-
-
- def control():
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- Variable.game_start = False
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_RETURN:
- Variable.step = 1
-
-
- class Main:
- def __init__(self):
- pygame.init()
- self.game_window = pygame.display.set_mode((Constant.WIDTH, Constant.HEIGHT))
- self.clock = pygame.time.Clock()
-
- def game_loop(self):
- while Variable.game_start:
- control()
- if Variable.stage == 1:
- ContraMap.new_stage()
- ContraBill.new_player()
- ContraEnemy.new_enemy()
-
- if Variable.stage == 2:
- pass
-
- if Variable.stage == 3:
- pass
-
- Variable.all_sprites.draw(self.game_window)
- Variable.all_sprites.update()
-
- self.clock.tick(Constant.FPS)
- pygame.display.set_caption(f'魂斗罗 1.0 {self.clock.get_fps():.2f}')
- pygame.display.update()
-
- pygame.quit()
- sys.exit()
-
-
- if __name__ == '__main__':
- main = Main()
- main.game_loop()
别的关的背景地图也是按照这个方式,再单独测算每个台阶的位置和长度,一条条的把地面碰撞体给绘制出来就可以了。
- # ContraMap.py
- import os
- import pygame
-
- from Config import Constant, Variable
-
-
- class StageMap(pygame.sprite.Sprite):
- def __init__(self, order):
- pygame.sprite.Sprite.__init__(self)
- self.image_list = []
- self.order = order
- for i in range(1, 9):
- image = pygame.image.load(os.path.join('image', 'map', 'stage' + str(i) + '.png'))
- rect = image.get_rect()
- image = pygame.transform.scale(image, (rect.width * Constant.MAP_SCALE, rect.height * Constant.MAP_SCALE))
- self.image_list.append(image)
- self.image = self.image_list[self.order]
- self.rect = self.image.get_rect()
- self.rect.x = 0
- self.rect.y = 0
- self.speed = 0
-
- def update(self):
- if self.order == 2:
- print('纵向地图')
- else:
- if Variable.step == 0 and self.rect.x >= -Constant.WIDTH:
- self.rect.x -= 10
- if Variable.step == 1 and self.rect.x > -Constant.WIDTH * 2:
- self.rect.x -= 10
- if self.rect.x == -Constant.WIDTH * 2:
- Variable.step = 2
- Variable.all_sprites.add(Variable.collider)
-
-
- def new_stage():
- if Variable.map_switch:
- stage_map = StageMap(Variable.stage - 1)
- Variable.all_sprites.add(stage_map)
- Variable.map_storage.add(stage_map)
- Variable.map_switch = False
-
-
- class CollideGround(pygame.sprite.Sprite):
- def __init__(self, length, x, y):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.Surface((length * Constant.MAP_SCALE, 3))
- self.image.fill((255, 0, 0))
- self.rect = self.image.get_rect()
- self.rect.x = x * Constant.MAP_SCALE - Constant.WIDTH * 2
- self.rect.y = y * Constant.MAP_SCALE
-
-
- Variable.collider83.add(
- CollideGround(511, 2176, 83),
- CollideGround(161, 2847, 83),
- CollideGround(64, 3296, 83)
- )
-
- Variable.collider115.add(
- CollideGround(736, 832, 115),
- CollideGround(128, 1568, 115),
- CollideGround(160, 1695, 115),
- CollideGround(128, 1856, 115),
- CollideGround(256, 1984, 115),
- CollideGround(224, 2656, 115),
- CollideGround(65, 3040, 115),
- CollideGround(64, 3264, 115),
- CollideGround(64, 3392, 115),
- CollideGround(128, 3808, 115)
- )
-
- Variable.collider146.add(
- CollideGround(97, 959, 146),
- CollideGround(66, 1215, 146),
- CollideGround(225, 2400, 146),
- CollideGround(96, 2976, 146),
- CollideGround(64, 3136, 146),
- CollideGround(160, 3424, 146),
- CollideGround(64, 3744, 146),
- CollideGround(32, 3936, 146)
- )
-
- Variable.collider163.add(
- CollideGround(95, 1440, 163),
- CollideGround(64, 2304, 163),
- CollideGround(32, 2912, 163),
- CollideGround(32, 2328, 163),
- CollideGround(32, 3328, 163),
- CollideGround(97, 3840, 163)
- )
-
- Variable.collider178.add(
- CollideGround(32, 1055, 178),
- CollideGround(32, 1151, 178),
- CollideGround(65, 2720, 178),
- CollideGround(64, 2816, 178),
- CollideGround(96, 3168, 178),
- CollideGround(63, 3648, 178),
- CollideGround(32, 3969, 178)
- )
-
- Variable.collider211.add(
- CollideGround(63, 1088, 211),
- CollideGround(63, 1407, 211),
- CollideGround(97, 2208, 211),
- CollideGround(192, 2528, 211),
- CollideGround(33, 3135, 211),
- CollideGround(33, 3295, 211),
- CollideGround(97, 3520, 211),
- CollideGround(242, 3807, 211)
- )
-
- Variable.collider.add(Variable.collider83, Variable.collider115, Variable.collider146, Variable.collider163,
- Variable.collider178, Variable.collider211, Variable.collider231)
主角Bill向下跳跃,后来想了想,是不是可以考虑写一个矮点的碰撞体紧随Bill的脚下,然后由这个碰撞体来检测是否和地面碰撞体碰撞,这样就不用等Bill的top超过地面碰撞体就可以把它加回来了。而且在往上跳时,也不会因为两层地面距离太近直接跳到上面层了,感觉体验感应该会好些。
- # ContraBill.py
- import os
- import pygame
-
- import ContraBullet
-
- from Config import Constant, Variable
-
-
- class Bill(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.image_dict = {
- 'be_hit': [],
- 'down': [],
- 'jump': [],
- 'oblique_down': [],
- 'oblique_up': [],
- 'run': [],
- 'shoot': [],
- 'stand': [],
- 'up': []
- }
- for i in range(6):
- for key in self.image_dict:
- image = pygame.image.load(os.path.join('image', 'bill', str(key), str(key) + str(i + 1) + '.png'))
- rect = image.get_rect()
- image_scale = pygame.transform.scale(
- image, (rect.width * Constant.PLAYER_SCALE, rect.height * Constant.PLAYER_SCALE))
- self.image_dict[key].append(image_scale)
-
- self.image_order = 0
- self.image_type = 'stand'
-
- self.image = self.image_dict[self.image_type][self.image_order]
- self.rect = self.image.get_rect()
- self.rect.x = 100
- self.rect.y = 100
- self.direction = 'right'
-
- self.now_time = 0
- self.last_time = 0
-
- self.falling = True
- self.jumping = False
- self.moving = False
- self.floor = 0
-
- self.bullet_time = 0
- self.bullet_speed_x = 0
- self.bullet_speed_y = 0
- self.bullet_x = self.rect.right
- self.bullet_y = self.rect.y + 11.5 * Constant.PLAYER_SCALE
-
- def update(self):
- self.image = self.image_dict[self.image_type][self.image_order]
- if self.direction == 'left':
- self.image = pygame.transform.flip(self.image, True, False)
-
- if self.rect.top >= self.floor:
- for i in Variable.sprite_storage:
- Variable.collider.add(i)
- Variable.sprite_storage.remove(i)
-
- key_pressed = pygame.key.get_pressed()
-
- if self.falling:
- self.fall()
-
- if self.jumping:
- self.jump()
-
- if self.moving:
- self.move()
-
- self.order_loop()
-
- collider_ground = pygame.sprite.groupcollide(Variable.player_sprites, Variable.collider, False, False)
- for p, l in collider_ground.items():
- self.floor = l[0].rect.top
- p.rect.bottom = self.floor
-
- if key_pressed[pygame.K_k]:
- self.shoot()
-
- if key_pressed[pygame.K_d]:
- self.direction = 'right'
- self.moving = True
- if key_pressed[pygame.K_w]:
- self.image_type = 'oblique_up'
- elif key_pressed[pygame.K_s]:
- self.image_type = 'oblique_down'
- elif key_pressed[pygame.K_j]:
- self.image_type = 'jump'
- self.jumping = True
- self.falling = False
- else:
- self.image_type = 'run'
- elif key_pressed[pygame.K_a]:
- self.direction = 'left'
- self.moving = True
- if key_pressed[pygame.K_w]:
- self.image_type = 'oblique_up'
- elif key_pressed[pygame.K_s]:
- self.image_type = 'oblique_down'
- elif key_pressed[pygame.K_j]:
- self.image_type = 'jump'
- self.jumping = True
- self.falling = False
- else:
- self.image_type = 'run'
-
- elif key_pressed[pygame.K_w]:
- self.image_type = 'up'
- self.moving = False
-
- elif key_pressed[pygame.K_s]:
- self.image_type = 'down'
- self.moving = False
-
- else:
- self.image_type = 'stand'
- self.moving = False
-
- if key_pressed[pygame.K_s] and key_pressed[pygame.K_j]:
- self.image_type = 'oblique_down'
- Variable.collider.remove(l[0])
- Variable.sprite_storage.add(l[0])
-
- def shoot(self):
- if self.direction == 'right':
- self.bullet_speed_x = Constant.BULLET_SPEED
- self.bullet_x = self.rect.right
- elif self.direction == 'left':
- self.bullet_speed_x = -Constant.BULLET_SPEED
- self.bullet_x = self.rect.left
-
- if self.image_type == 'stand':
- self.bullet_y = self.rect.y + 11.5 * Constant.PLAYER_SCALE
- self.bullet_speed_y = 0
- elif self.image_type == 'down':
- self.bullet_y = self.rect.y + 24 * Constant.PLAYER_SCALE
- self.bullet_speed_y = 0
- elif self.image_type == 'up':
- self.bullet_y = self.rect.y
- self.bullet_speed_x = 0
- self.bullet_speed_y = -Constant.BULLET_SPEED
- elif self.image_type == 'oblique_down':
- self.bullet_y = self.rect.y + 20.5 * Constant.PLAYER_SCALE
- self.bullet_speed_y = Constant.BULLET_SPEED
- elif self.image_type == 'oblique_up':
- self.bullet_y = self.rect.y
- self.bullet_speed_y = -Constant.BULLET_SPEED
-
- if self.bullet_time >= 30:
- bill_bullet = ContraBullet.Bullet(self.bullet_x, self.bullet_y)
- bill_bullet.speed_x = self.bullet_speed_x
- bill_bullet.speed_y = self.bullet_speed_y
- Variable.all_sprites.add(bill_bullet)
- self.bullet_time = 0
- else:
- self.bullet_time += 1
-
- def order_loop(self):
- self.now_time = pygame.time.get_ticks()
- if self.now_time - self.last_time >= 100:
- self.image_order += 1
- if self.image_order > 5:
- self.image_order = 0
- self.last_time = self.now_time
-
- def move(self):
- if self.direction == 'right' and self.rect.right <= Constant.WIDTH - 80 * Constant.MAP_SCALE:
- self.rect.x += Constant.SPEED_X
- if self.rect.centerx >= Constant.WIDTH / 2:
- x = self.rect.centerx - Constant.WIDTH / 2
- for j in Variable.map_storage:
- if j.rect.right >= Constant.WIDTH:
- for i in Variable.all_sprites:
- i.rect.x -= x
-
- elif self.direction == 'left' and self.rect.left >= 40 * Constant.MAP_SCALE:
- self.rect.x -= Constant.SPEED_X
- if self.rect.centerx <= Constant.WIDTH / 2:
- x = Constant.WIDTH / 2 - self.rect.centerx
- for j in Variable.map_storage:
- if j.rect.left <= -Constant.WIDTH * 2:
- for i in Variable.all_sprites:
- i.rect.x += x
-
- def jump(self):
- Constant.SPEED_Y += Constant.GRAVITY
- self.rect.y += Constant.SPEED_Y
- if Constant.SPEED_Y == 0:
- self.jumping = False
- self.falling = True
- Constant.SPEED_Y = -10
-
- def fall(self):
- self.rect.y += Constant.GRAVITY * 10
-
-
- def new_player():
- if Variable.step == 2 and Variable.player_switch:
- bill = Bill()
- Variable.all_sprites.add(bill)
- Variable.player_sprites.add(bill)
- Variable.player_switch = False
敌人这里写的太简单了,连出游戏窗口的判定都没写!我记得正常游戏里面还有一些在墙上的炮台啥的,还有随机掉落的各种buff以及关头。
- import os.path
- import random
-
- import pygame
-
- import ContraBullet
- from Config import Constant, Variable
-
-
- class Enemy(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self)
- self.enemy_list = []
- for i in range(7):
- image = pygame.image.load(os.path.join('image', 'enemy', 'enemy' + str(i + 1) + '.png'))
- rect = image.get_rect()
- image = pygame.transform.scale(
- image, (rect.width * Constant.PLAYER_SCALE, rect.height * Constant.PLAYER_SCALE))
- image = pygame.transform.flip(image, True, False)
- self.enemy_list.append(image)
- self.order = 0
- self.shooting = False
- if self.shooting:
- self.image = self.enemy_list[6]
- else:
- self.image = self.enemy_list[self.order]
- self.rect = self.image.get_rect()
- self.rect.x = random.randrange(Constant.WIDTH, Constant.WIDTH * 5)
- self.rect.y = 100
-
- self.counter = 0
- self.speed = 2
- self.floor = 0
-
- self.last_time = 0
- self.now_time = 0
-
- def update(self):
- if self.shooting:
- self.image = self.enemy_list[6]
- else:
- self.image = self.enemy_list[self.order]
- self.rect.y += Constant.GRAVITY * 10
- self.order_loop()
-
- if self.shooting:
- self.shoot()
-
- collider_ground = pygame.sprite.groupcollide(Variable.enemy_sprites, Variable.collider, False, False)
- for e, l in collider_ground.items():
- self.floor = l[0].rect.top
- e.rect.bottom = self.floor
- e.rect.x -= self.speed
-
- def order_loop(self):
- self.now_time = pygame.time.get_ticks()
- if self.now_time - self.last_time >= 150:
- self.order += 1
- if self.order > 6:
- self.counter += 1
- self.order = 0
- if self.counter >= 5:
- self.shooting = True
- self.last_time = self.now_time
-
- def shoot(self):
- enemy_bullet = ContraBullet.Bullet(self.rect.left, self.rect.y + 7.5 * Constant.PLAYER_SCALE)
- enemy_bullet.speed_x = -10
- Variable.all_sprites.add(enemy_bullet)
- self.shooting = False
- self.counter = 0
-
-
- def new_enemy():
- if Variable.step == 2 and len(Variable.enemy_sprites) <= 3:
- i = random.randint(0, 100)
- if i == 50:
- enemy = Enemy()
- Variable.all_sprites.add(enemy)
- Variable.enemy_sprites.add(enemy)
子弹这里没有区分双方的子弹,同样也没写出游戏窗口后kill。
- import os.path
-
- import pygame
-
- from Config import Constant
-
-
- class Bullet(pygame.sprite.Sprite):
- def __init__(self, x, y):
- pygame.sprite.Sprite.__init__(self)
- self.bullet_list = []
- self.bullet_number = 0
- for i in range(6):
- image = pygame.image.load(os.path.join('image', 'bullet', 'bullet' + str(i + 1) + '.png'))
- rect = image.get_rect()
- image = pygame.transform.scale(
- image, (rect.width * Constant.PLAYER_SCALE, rect.height * Constant.PLAYER_SCALE))
- self.bullet_list.append(image)
- self.image = self.bullet_list[self.bullet_number]
- self.rect = self.image.get_rect()
- self.rect.centerx = x
- self.rect.centery = y
- self.speed_x = 0
- self.speed_y = 0
-
- self.counter = 0
-
- def update(self):
- if self.counter >= 30:
- self.bullet_number += 1
- if self.bullet_number > 5:
- self.bullet_number = 0
- else:
- self.counter += 1
- self.image = self.bullet_list[self.bullet_number]
- self.rect.x += self.speed_x
- self.rect.y += self.speed_y
把游戏的全局常量、变量单独写出来,感觉在调用时还是挺方便的。
- # Config.py
- import pygame
-
-
- class Constant:
- WIDTH = 1200
- HEIGHT = 720
- FPS = 60
-
- MAP_SCALE = 3
- PLAYER_SCALE = 2.5
-
- SPEED_X = 3
- SPEED_Y = -10
- GRAVITY = 0.5
-
- BULLET_SPEED = 8
-
-
- class Variable:
- all_sprites = pygame.sprite.Group()
- player_sprites = pygame.sprite.Group()
- enemy_sprites = pygame.sprite.Group()
-
- collider = pygame.sprite.Group()
- collider83 = pygame.sprite.Group()
- collider115 = pygame.sprite.Group()
- collider146 = pygame.sprite.Group()
- collider163 = pygame.sprite.Group()
- collider178 = pygame.sprite.Group()
- collider211 = pygame.sprite.Group()
- collider231 = pygame.sprite.Group()
-
- sprite_storage = pygame.sprite.Group()
- map_storage = pygame.sprite.Group()
-
- game_start = True
-
- map_switch = True
- player_switch = True
-
- enemy_counter = 0
-
- stage = 1
- step = 0