铁道部建设监理协会网站查询,sem跟seo的区别,腾讯官方网站建设,舒城县住房和城乡建设局网站学习 Python 之 Pygame 开发魂斗罗#xff08;四#xff09;继续编写魂斗罗1. 创建子弹类2. 根据玩家方向和状态设置子弹发射的位置(1). 站立向右发射子弹(2). 站立向左发射子弹(3). 站立朝上发射子弹(4). 蹲下发射子弹(5). 向斜方发射子弹(6). 奔跑时发射子弹(7). 跳跃时发射…
学习 Python 之 Pygame 开发魂斗罗四继续编写魂斗罗1. 创建子弹类2. 根据玩家方向和状态设置子弹发射的位置(1). 站立向右发射子弹(2). 站立向左发射子弹(3). 站立朝上发射子弹(4). 蹲下发射子弹(5). 向斜方发射子弹(6). 奔跑时发射子弹(7). 跳跃时发射子弹3. 在玩家类中加入开火4. 修改主类实现玩家开火继续编写魂斗罗 
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移动和跳跃下面我们来继续写魂斗罗。 
下面是图片的素材 
链接https://pan.baidu.com/s/1X7tESkes_O6nbPxfpHD6hQ?pwdhdly 提取码hdly 
1. 创建子弹类 
发射子弹首先要有子弹类 我们来创建一下 
import pygame
from Constants import *class Bullet(pygame.sprite.Sprite):def __init__(self, person):pygame.sprite.Sprite.__init__(self)self.images  [loadImage(../Image/Bullet/bullet1.png)]self.index  0self.image  self.images[self.index]# 速度self.xSpeed  1self.ySpeed  1self.rect  pygame.Rect(person.rect)# 销毁开关self.isDestroy  Falsedef move(self):self.rect.x  self.xSpeedself.rect.y  self.ySpeedself.checkBullet()def draw(self, window):window.blit(self.image, self.rect)def checkBullet(self):toDestroy  Falseif self.rect.top  0 or self.rect.top  600:toDestroy  Trueif self.rect.left  0 or self.rect.right  900:toDestroy  Trueif toDestroy:self.isDestroy  True2. 根据玩家方向和状态设置子弹发射的位置 
由于玩家的方向和状态不一样所以玩家开火后子弹发射的位置也不一样 
下面我们来看看角色状态和发射子弹的位置 
(1). 站立向右发射子弹 
(x,y) 是图片的位置我们计算出此状态下子弹发射的位置是 (x24,y11) 下面我们来设置一下 
self.rect.x  24 * 2.5
self.rect.y  11 * 2.5
self.ySpeed  0
self.xSpeed  72.5是人物放大的倍数加载图像的时候把图像放大了2.5倍所以设置子弹发射位置的时候同样要乘以2.5 
if person.isStanding:# 判断方向# 方向向右if person.direction  Direction.RIGHT:# 向上if person.isUp:pass# 向右else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7# 方向向左else:if person.isUp:passelse:passelif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:passelse:passelif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass(2). 站立向左发射子弹 self.rect.y  11 * 2.5
self.ySpeed  0
self.xSpeed  -7# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction  Direction.RIGHT:# 向上if person.isUp:passelse:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:passelse:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:passelse:passelif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass(3). 站立朝上发射子弹 
站立向右朝上发射子弹  
self.rect.x  10 * 2.5
self.rect.y  -1 * 2.5
self.ySpeed  -7
self.xSpeed  0这里我微微调整了一下y的值方向向上所以子弹的y是逐渐减小的所以y速度是负数 
# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction  Direction.RIGHT:# 向上if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:passelse:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:passelse:passelif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass站立向左朝上发射子弹也是同样的计算方式 
self.rect.x  10 * 2.5
self.rect.y  -1 * 2.5
self.ySpeed  -7
self.xSpeed  0# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction  Direction.RIGHT:# 向上if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:passelse:passelif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass(4). 蹲下发射子弹 
向右示意图 self.rect.x  34 * 2.5
self.rect.y  25 * 2.5
self.ySpeed  0
self.xSpeed  7# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction  Direction.RIGHT:# 向上if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:self.rect.x  34 * 2.5self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  7else:passelif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass同样的设置向左的发射位置 
self.rect.y  25 * 2.5
self.ySpeed  0
self.xSpeed  -7# 根据角色的方向和状态设置子弹发射的位置
# 角色站着
if person.isStanding:# 判断方向if person.direction  Direction.RIGHT:# 向上if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:self.rect.x  34 * 2.5self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  7else:self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:passelif person.isDown:passelse:passelse:if person.isUp:passelif person.isDown:passelse:passelif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass(5). 向斜方发射子弹 
向斜右上方发射子弹示意图  
self.rect.x  20 * 2.5
self.rect.y  -1 * 2.5
self.ySpeed  -7
self.xSpeed  7向斜左上方发射子弹时的子弹位置 
self.rect.x  -3 * 2.5
self.rect.y  -1 * 2.5
self.ySpeed  -7
self.xSpeed  -7向斜右下方发射子弹示意图  
self.rect.x  21 * 2.5
self.rect.y  20 * 2.5
self.ySpeed  7
self.xSpeed  7向斜左下方发射子弹时的子弹位置 
self.rect.x  -3 * 2.5
self.rect.y  20 * 2.5
self.ySpeed  7
self.xSpeed  -7(6). 奔跑时发射子弹 
奔跑时发射子弹和站立发射子弹是一样的 
向右 
self.rect.x  24 * 2.5
self.rect.y  11 * 2.5
self.ySpeed  0
self.xSpeed  7向左 
self.rect.y  11 * 2.5
self.ySpeed  0
self.xSpeed  -7完整的代码 
if person.isStanding:if person.direction  Direction.RIGHT:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:self.rect.x  34 * 2.5self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  7else:self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:self.rect.x  20 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  7elif person.isDown:self.rect.x  21 * 2.5self.rect.y  20 * 2.5self.ySpeed  7self.xSpeed  7else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  -3 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  -7elif person.isDown:self.rect.x  -3 * 2.5self.rect.y  20 * 2.5self.ySpeed  7self.xSpeed  -7else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:passelse:pass(7). 跳跃时发射子弹 elif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:self.rect.x  16 * 2.5self.rect.y  8 * 2.5self.ySpeed  0self.xSpeed  7else:self.rect.x  -2 * 2.5self.rect.y  8 * 2.5self.ySpeed  0self.xSpeed  -7完整子弹类代码 
import pygame
from Constants import *class Bullet(pygame.sprite.Sprite):def __init__(self, person):pygame.sprite.Sprite.__init__(self)self.images  [loadImage(../Image/Bullet/bullet1.png)]self.index  0self.image  self.images[self.index]# 速度self.xSpeed  1self.ySpeed  1self.rect  pygame.Rect(person.rect)if person.isStanding:if person.direction  Direction.RIGHT:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  10 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  0else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isSquating and not person.isWalking:if person.direction  Direction.RIGHT:self.rect.x  34 * 2.5self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  7else:self.rect.y  25 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isWalking:if person.direction  Direction.RIGHT:if person.isUp:self.rect.x  20 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  7elif person.isDown:self.rect.x  21 * 2.5self.rect.y  20 * 2.5self.ySpeed  7self.xSpeed  7else:self.rect.x  24 * 2.5self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  7else:if person.isUp:self.rect.x  -3 * 2.5self.rect.y  -1 * 2.5self.ySpeed  -7self.xSpeed  -7elif person.isDown:self.rect.x  -3 * 2.5self.rect.y  20 * 2.5self.ySpeed  7self.xSpeed  -7else:self.rect.y  11 * 2.5self.ySpeed  0self.xSpeed  -7elif person.isJumping or person.state  State.FALL:if person.direction  Direction.RIGHT:self.rect.x  16 * 2.5self.rect.y  8 * 2.5self.ySpeed  0self.xSpeed  7else:self.rect.x  -2 * 2.5self.rect.y  8 * 2.5self.ySpeed  0self.xSpeed  -7# 销毁开关self.isDestroy  Falsedef move(self):self.rect.x  self.xSpeedself.rect.y  self.ySpeedself.checkBullet()def draw(self, window):window.blit(self.image, self.rect)def checkBullet(self):toDestroy  Falseif self.rect.top  0 or self.rect.top  600:toDestroy  Trueif self.rect.left  0 or self.rect.right  900:toDestroy  Trueif toDestroy:self.isDestroy  True 
3. 在玩家类中加入开火 
在常量文件中设置子弹上限 
# 设置玩家子弹上限
PLAYER_BULLET_NUMBER  15在玩家类的四个状态函数中加入发射的代码 
if keys[pygame.K_j]:self.isFiring  Trueif len(playerBulletList)  PLAYER_BULLET_NUMBER:# 设置子弹发射的间隔为150if currentTime - self.fireLastTimer   150:playerBulletList.append(Bullet(self))self.fireLastTimer  currentTime完整的玩家类 
import pygame
from Constants import *
from Bullet import Bulletclass 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  currentTimeself.fireLastTimer  currentTime# 选择当前要显示的图片self.image  self.standRightImage# 获取图片的rectself.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_SPEEDself.ySpeed  0self.jumpSpeed  -11# 人物当前的状态标志self.isStanding  Falseself.isWalking  Falseself.isJumping  Trueself.isSquating  Falseself.isFiring  False# 重力加速度self.gravity  0.7self.isUp  Falseself.isDown  Falsedef 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.xself.rect.x  self.xSpeedself.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.downRightImageelse:# 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.upRightImageelif self.isDown:# 加载向右蹲下的图片self.image  self.downRightImageelse:# 加载向右站着的图片self.image  self.standRightImageelse:# 向左也是同样的效果if self.isUp:self.image  self.upLeftImageelif self.isDown:self.image  self.downLeftImageelse: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  Trueself.isWalking  Falseself.isJumping  Falseself.isSquating  Falseself.isUp  Falseself.isDown  Falseself.isFiring  False# 设置速度self.ySpeed  0self.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Trueself.isStanding  Falseself.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Trueself.isStanding  Falseself.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  Falseself.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.STANDself.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  Trueself.isStanding  Trueself.isDown  Falseself.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Trueself.isUp  Falseself.isStanding  Falseself.isDown  Trueself.isSquating  Trueif keys[pygame.K_j]:self.isFiring  Trueif len(playerBulletList)  PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer   150:playerBulletList.append(Bullet(self))self.fireLastTimer  currentTimedef walking(self, keys, currentTime, playerBulletList):角色行走每10帧变换一次图片self.isStanding  Falseself.isWalking  Trueself.isJumping  Falseself.isSquating  Falseself.isFiring  Falseself.ySpeed  0self.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.standRightImageelif self.direction  Direction.LEFT and self.isUp:self.image  self.upLeftImageelif self.direction  Direction.LEFT and not self.isUp:self.image  self.standLeftImage# 记下当前时间self.runLastTimer  currentTimeelse:# 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  1else:self.imageIndex  0self.runLastTimer  currentTimeelse:self.xSpeed  -PLAYER_X_SPEEDif self.isUp or self.isDown:if currentTime - self.runLastTimer  115:if self.obliqueImageIndex  2:self.obliqueImageIndex  1else:self.obliqueImageIndex  0self.runLastTimer  currentTimeelse:if currentTime - self.runLastTimer  115:if self.imageIndex  2:self.imageIndex  1else:self.imageIndex  0self.runLastTimer  currentTime# 按下D键if keys[pygame.K_d]:self.direction  Direction.RIGHTself.xSpeed  PLAYER_X_SPEED# 按下A键elif keys[pygame.K_a]:self.direction  Direction.LEFTself.xSpeed  -PLAYER_X_SPEED# 按下S键elif keys[pygame.K_s]:self.isStanding  Falseself.isDown  True# 按下W键if keys[pygame.K_w]:self.isUp  Trueself.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.JUMPself.ySpeed  self.jumpSpeedself.isJumping  Trueself.isStanding  Falseif keys[pygame.K_j]:self.isFiring  Trueif len(playerBulletList)  PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer   150:playerBulletList.append(Bullet(self))self.fireLastTimer  currentTimedef jumping(self, keys, currentTime, playerBulletList):跳跃# 设置标志self.isJumping  Trueself.isStanding  Falseself.isDown  Falseself.isSquating  Falseself.isFiring  False# 更新速度self.ySpeed  self.gravityif currentTime - self.runLastTimer  115:if self.upImageIndex  3:self.upImageIndex  1else:self.upImageIndex  0# 记录变换图片的时间为下次变换图片做准备self.runLastTimer  currentTimeif keys[pygame.K_d]:self.direction  Direction.RIGHTelif keys[pygame.K_a]:self.direction  Direction.LEFT# 按下W键if keys[pygame.K_w]:self.isUp  Trueself.isDown  Falseelif keys[pygame.K_s]:self.isUp  Falseself.isDown  Trueif self.ySpeed  0:self.state  State.FALLif not keys[pygame.K_k]:self.state  State.FALLif keys[pygame.K_j]:self.isFiring  Trueif len(playerBulletList)  PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer   150:playerBulletList.append(Bullet(self))self.fireLastTimer  currentTimedef 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.gravityif currentTime - self.runLastTimer  115:if self.upImageIndex  3:self.upImageIndex  1else:self.upImageIndex  0self.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.WALKself.ySpeed  0self.rect.bottom  SCREEN_HEIGHT - GROUND_HEIGHTself.isJumping  Falseif keys[pygame.K_d]:self.direction  Direction.RIGHTself.isWalking  Falseelif keys[pygame.K_a]:self.direction  Direction.LEFTself.isWalking  Falseif keys[pygame.K_j]:self.isFiring  Trueif len(playerBulletList)  PLAYER_BULLET_NUMBER:if currentTime - self.fireLastTimer   150:playerBulletList.append(Bullet(self))self.fireLastTimer  currentTime 
4. 修改主类实现玩家开火 
由于玩家类中的update()方法多了一个子弹列表的参数现在要修改主类 
在主类中加入子弹列表 
# 子弹
player1BulletList  []修改run()函数把子弹列表传入update()函数 
def run(self):while not self.isEnd:# 获取窗口中的事件self.getPlayingModeEvent()# 游戏场景和景物更新函数self.update(MainGame.window, MainGame.player1BulletList)# 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()修改update()函数 
def update(self, window, player1BulletList):# 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)创建显示子弹函数在类外创建 
def drawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:player1BulletList.remove(bullet)else:bullet.draw(MainGame.window)bullet.move()完整的主类代码 
import sys
import pygame
from Constants import *
from PlayerOne import PlayerOnedef drawPlayerOneBullet(player1BulletList):for bullet in player1BulletList:if bullet.isDestroy:player1BulletList.remove(bullet)else:bullet.draw(MainGame.window)bullet.move()class MainGame:player1  NoneallSprites  Nonewindow  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  60self.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080可以实现一开始玩家掉下来的动画MainGame.player1.rect.x  80MainGame.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, 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):# 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()运行一下看看效果  哈哈完成了