学习 Python 之 Pygame 开发魂斗罗(十二)

时间:2021-02-10 01:01:26

继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十一)中,我们实现了敌人击中玩家碰到玩家,玩家死亡的效果,但是还有一点问题,这次我们来解决一下,之后加入一下地图碰撞体,调整一下整体代码,为加入新的敌人做准备

下面是图片的素材

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

1. 修改玩家扣减生命值

下面是玩家碰到敌人子弹的函数,我们看到玩家生命值减少是修改变量的值

学习 Python 之 Pygame 开发魂斗罗(十二)
我们对代码进行修改,把玩家扣减生命值的代码写成函数的形式

在玩家类中新增函数

def damage(self, damage):
    if not self.isInvincible:
        self.life -= damage
        return True
    return False

再添加成员变量

self.isInvincible = True

学习 Python 之 Pygame 开发魂斗罗(十二)
self.isInvincible变量用来让玩家有无敌时间,当玩家复活后,没有落地之前,应该是无敌的,这样防止玩家刚复活就被子弹击中死亡了
学习 Python 之 Pygame 开发魂斗罗(十二)
damage函数用来扣减玩家生命值,返回值表示是否扣减成功

我们来到主类,把damage()函数调用一下

进入updatePlayerPosition()函数,找到下方红框中的位置
学习 Python 之 Pygame 开发魂斗罗(十二)
修改代码

# 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)

学习 Python 之 Pygame 开发魂斗罗(十二)
然后来到子弹类,修改collidePlayer()函数

def collidePlayer(self, player, explodeList):
    # 函数的返回值用来表示是否要重新初始化玩家
    # 如果当前子弹和玩家发生碰撞
    if pygame.sprite.collide_rect(self, player):
        if player.damage(1):
            self.isDestroy = True
            explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
            return True
    return False

刚才我们设置了isInvincible变量,此时运行游戏,玩家一定是无敌的,因为isInvincible初始值是True,我们让玩家一落地变成不是无敌的

进入updatePlayerPosition()函数,增加下面的代码

if MainGame.player1.isInvincible:
    # 玩家落地不无敌
    MainGame.player1.isInvincible = False

学习 Python 之 Pygame 开发魂斗罗(十二)

好了,我们就修改完成了,运行一下,看看有没有问题

学习 Python 之 Pygame 开发魂斗罗(十二)

运行成功,没有问题

2. 解决玩家下蹲子弹不会击中玩家而是直接让玩家死亡的问题

当我们蹲下时,子弹不会从玩家上面飞过,而是判断为玩家被击中

这个原因是因为玩家的图片很大,判定碰撞的时候要进行判断,如果玩家是蹲下的情况,要计算子弹是否进入了玩家中心以下的范围

我们来到子弹类,对colliderPlayer函数修改

学习 Python 之 Pygame 开发魂斗罗(十二)

def collidePlayer(self, player, explodeList):
    if pygame.sprite.collide_rect(self, player):
        # 蹲下的时候,由于图片上半部分是空白,所有子弹必须击中下半部分,才判断为玩家被击中
        if player.isDown or player.isSquating:
            x = player.rect.x
            y = player.rect.y + player.rect.height / 2 + 5
            if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):
                if player.damage(1):
                    self.isDestroy = True
                    explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                    return True
        elif player.isInWater:
            x = player.rect.x
            y = player.rect.y + player.rect.height / 2
            if (x < self.rect.x < player.rect.x + player.rect.width) and (
                    y < self.rect.y < player.rect.y + player.rect.height):
                if player.damage(1):
                    self.isDestroy = True
                    explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                    return True
        else:
            if player.damage(1):
                self.isDestroy = True
                explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                return True
    return False

现在我们再运行一下,看看效果
学习 Python 之 Pygame 开发魂斗罗(十二)
我们看到玩家蹲下时,子弹会从玩家上面过去了

3. 完善地图

接下来,我们把地图碰撞体完善一下,修改主类函数initLand()

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)

这张图是碰撞体图

学习 Python 之 Pygame 开发魂斗罗(十二)
我们现在再来运行一下

学习 Python 之 Pygame 开发魂斗罗(十二)
我们可以看到,现在地图后面都有陆地碰撞体,一直持续到boss那里

4. 增加产生敌人函数,解决一直产生敌人的问题

在现在的代码中,我们产生敌人的逻辑直接写在了update()函数里,为了方便管理,我们把代码提出来写成函数

学习 Python 之 Pygame 开发魂斗罗(十二)
把上面红框圈出的代码,提出来写成函数

学习 Python 之 Pygame 开发魂斗罗(十二)
但是,我们之前已经定义过generateEnemy()函数了

学习 Python 之 Pygame 开发魂斗罗(十二)
我们把原来的generateEnemy()函数改名为generateEnemy1(),表示创建的是敌人1,并且把它变为全局函数

学习 Python 之 Pygame 开发魂斗罗(十二)

generateEnemy()表示创建的是全部敌人

def generateEnemy1(self, 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)

之后添加成员变量

self.enemyBoolList = [True for _ in range(5)]

学习 Python 之 Pygame 开发魂斗罗(十二)
这个数组用来指定敌人产生个数的,这里写的5,表示有五个位置产生敌人

那么为什么要有这个数组呢

在原来的产生敌人代码中

if -1505 < self.backRect.x < -1500:
        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())

我们可以看到,当玩家进入了这个范围(实际是地图移动到了这个范围),就会产生敌人,但是如果移动到这个范围后,玩家停止移动了,那么就会一直产生敌人,这显然不是我们想看到的,我们想的是玩家走到范围内,就产生敌人,代码只执行一次,但是按照原来的逻辑,如果玩家一直站在范围里面,代码就会一直执行,所以我们得设置一个enemyBoolList,如果是True,就执行代码,否则就不执行

修改后的产生敌人的代码如下:学习 Python 之 Pygame 开发魂斗罗(十二)

这里就设置了只执行一次产生敌人的代码,列表的长度表示敌人产生点的个数

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())

我们运行一下游戏,看看有没有问题

学习 Python 之 Pygame 开发魂斗罗(十二)
ok,一切正常

5. 给玩家类增加计算玩家中心的方法

敌人2发射的子弹带有追踪效果,因此我们要时刻计算玩家的中心

我们给玩家类加入代码

def getCenter(self):
    return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2 + y0

这个代码是计算玩家中心位置的

y0是中心的偏移量,我们在Constants.py中设置

学习 Python 之 Pygame 开发魂斗罗(十二)
至此,就完啦,接下来就是创建敌人2了

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


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:
        # 如果敌人已经被摧毁了
        if enemy.isDestroy:
            # 删除它的相关信息
            enemyList.remove(enemy)
            MainGame.allSprites.remove(enemy)
            MainGame.enemyGroup.remove(enemy)
        # 否则
        else:
            # 检查位置
            enemy.checkPosition(MainGame.player1.rect.x, MainGame.player1.rect.y)
            # 显示敌人
            enemy.draw(pygame.time.get_ticks())
            # 敌人移动
            enemy.move(pygame.time.get_ticks())
            # 敌人开火
            enemy.fire(enemyBulletList)


def updateEnemyPosition():
    # 遍历全部敌人列表
    for enemy in MainGame.enemyList:
        # 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中的碰撞
        collide = pygame.sprite.spritecollideany(t, MainGame.enemyColliderGroup)
        # 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

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 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)


class MainGame:

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

    # 敌人
    enemyList = []

    window = None
    # 子弹
    player1BulletList = []
    enemyBulletList = []

    # 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()

    # 冲突栈
    colliderStack = []

    def __init__(self):

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

        # 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')

    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)

        # 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)

    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

    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
            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())


    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)

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

完整的玩家类代码


from Constants import *
from Bullet import Bullet


class PlayerOne(pygame.sprite.Sprite):

    def __init__(self, currentTime, life):
        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),
        ]
        # 加载玩家在水中的图片
        self.upRightImageInWater = loadImage('../Image/Player/Player1/Water/up.png')
        self.upLeftImageInWater = loadImage('../Image/Player/Player1/Water/up.png', True)
        self.diveRightImageInWater = loadImage('../Image/Player/Player1/Water/dive.png')
        self.diveLeftImageInWater = loadImage('../Image/Player/Player1/Water/dive.png', True)
        self.standRightImageInWater = loadImage('../Image/Player/Player1/Water/stand.png')
        self.standLeftImageInWater = loadImage('../Image/Player/Player1/Water/stand.png', True)
        self.fireRightInWater = loadImage('../Image/Player/Player1/Water/standFire.png')
        self.fireLeftInWater = loadImage('../Image/Player/Player1/Water/standFire.png', True)
        self.obliqueRightInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png')
        self.obliqueLeftInWater = loadImage('../Image/Player/Player1/Water/obliqueRight.png', True)
        self.rightInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png')
        self.leftInWaterImage = loadImage('../Image/Player/Player1/Water/inWater.png', True)
        # 角色左右移动下标
        self.imageIndex = 0
        # 角色跳跃下标
        self.upImageIndex = 0
        # 角色斜射下标
        self.obliqueImageIndex = 0
        # 上一次显示图片的时间
        self.runLastTimer = currentTime
        self.fireLastTimer = currentTime

        # 选择当前要显示的图片
        self.image = self.standRightImage
        # 获取图片的rect
        self.rect = self.image.get_rect()
        # 设置角色的状态
        self.state = State.FALL
        # 角色的方向
        self.direction = Direction.RIGHT
        # 速度
        self.xSpeed = PLAYER_X_SPEED
        self.ySpeed = 0
        self.jumpSpeed = -11
        # 人物当前的状态标志
        self.isStanding = False
        self.isWalking = False
        self.isJumping = True
        self.isSquating = False
        self.isFiring = False
        self.isInWater = False
        # 重力加速度
        self.gravity = 0.8

        # 玩家上下方向
        self.isUp = False
        self.isDown = False

        self.life = life
        self.isInvincible = True

    def update(self, keys, currentTime, playerBulletList):
        # 更新站或者走的状态
        # 根据状态响应按键
        if self.state == State.STAND:
            self.standing(keys, currentTime, playerBulletList)
        elif self.state == State.WALK:
            self.walking(keys, currentTime, playerBulletList)
        elif self.state == State.JUMP:
            self.jumping(keys, currentTime, playerBulletList)
        elif self.state == State.FALL:
            self.falling(keys, currentTime, playerBulletList)

        # 更新动画
        if self.isInWater:
            self.waterUpdate()
        else:
            self.landUpdate()

    def landUpdate(self):
        # 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 waterUpdate(self):
        if self.isSquating:
            if self.direction == Direction.RIGHT:
                self.image = self.diveRightImageInWater
            else:
                self.image = self.diveLeftImageInWater

        if self.isStanding:
            if self.direction == Direction.RIGHT:
                if self.isFiring:
                    if self.isUp:
                        self.image = self.upRightImageInWater
                    else:
                        self.image = self.fireRightInWater
                else:
                    if self.isUp:
                        self.image = self.upRightImageInWater
                    else:
                        self.image = self.standRightImageInWater
            else:
                if self.isFiring:
                    if self.isUp:
                        self.image = self.upLeftImageInWater
                    else:
                        self.image = self.fireLeftInWater
                else:
                    if self.isUp:
                        self.image = self.upLeftImageInWater
                    else:
                        self.image = self.standLeftImageInWater

        if self.isWalking:
            if self.direction == Direction.RIGHT:
                if self.isUp:
                    self.image = self.obliqueRightInWater
                else:
                    if self.isFiring:
                        self.image = self.fireRightInWater
                    else:
                        self.image = self.standRightImageInWater
            else:
                if self.isUp:
                    self.image = self.obliqueLeftInWater
                else:
                    if self.isFiring:
                        self.image = self.fireLeftInWater
                    else:
                        self.image = self.standLeftImageInWater

    def standing(self, keys, currentTime, playerBulletList):
        """角色站立"""

        # 设置角色状态
        self.isStanding = True
        self.isWalking = False
        self.isJumping = False
        self.isSquating = False
        self.isUp = False
        self.isDown = False
        self.isFiring = False

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

        # 按下A键
        if keys[pygame.K_a]:
            # A按下,角色方向向左
            self.direction = Direction.LEFT
            # 改变角色的状态,角色进入移动状态
            self.state = State.WALK
            # 设置站立状态为False,移动状态为True
            self.isStanding = False
            self.isWalking = True
            # 向左移动,速度为负数,这样玩家的x坐标是减小的
            self.xSpeed = -PLAYER_X_SPEED
        # 按下D键
        elif keys[pygame.K_d]:
            # D按下,角色方向向右
            self.direction = Direction.RIGHT
            # 改变角色的状态,角色进入移动状态
            self.state = State.WALK
            # 设置站立状态为False,移动状态为True
            self.isStanding = False
            self.isWalking = True
            # 向右移动,速度为正数
            self.xSpeed = PLAYER_X_SPEED
        # 按下k键
        elif keys[pygame.K_k]:
            if not self.isInWater:
                # 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.isUp = True
                self.ySpeed = self.jumpSpeed
        # 没有按下按键
        else:
            # 没有按下按键,角色依然是站立状态
            self.state = State.STAND
            self.isStanding = True

        # 按下w键
        if keys[pygame.K_w]:
            # W按下,角色向上,改变方向状态
            self.isUp = True
            self.isStanding = True
            self.isDown = False
            self.isSquating = False
        # 按下s键
        elif keys[pygame.K_s]:
            # S按下,角色蹲下,改变方向状态,并且蹲下状态设置为True
            self.isUp = False
            self.isStanding = False
            self.isDown = True
            self.isSquating = True

        if keys[pygame.K_j]:
            self.fire(currentTime, playerBulletList)

    def walking(self, keys, currentTime, playerBulletList):
        """角色行走,每10帧变换一次图片"""
        self.isStanding = False
        self.isWalking = True
        self.isJumping = False
        self.isSquating = False
        self.isFiring = False
        self.ySpeed = 0
        self.xSpeed = PLAYER_X_SPEED

        if self.isInWater:
            self.walkingInWater(currentTime)
        else:
            self.walkingInLand(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
            self.isUp = False

        # 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
            if not self.isInWater:
                self.state = State.JUMP
                self.ySpeed = self.jumpSpeed
                self.isJumping = True
                self.isStanding = False
                self.isUp = True

        if keys[pygame.K_j]:
            self.fire(currentTime, playerBulletList)

    def walkingInLand(self, currentTime):
        # 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

    def walkingInWater(self, currentTime):
        if self.isStanding:
            # 设置为斜射
            if self.direction == Direction.RIGHT and self.isUp:
                self.image = self.upRightImageInWater
            elif self.direction == Direction.RIGHT and not self.isUp:
                self.image = self.standRightImageInWater
            elif self.direction == Direction.LEFT and self.isUp:
                self.image = self.upLeftImageInWater
            elif self.direction == Direction.LEFT and not self.isUp:
                self.image = self.standLeftImageInWater
            self.runLastTimer = currentTime
        else:
            # 如果是走动的图片
            if self.direction == Direction.RIGHT:
                self.xSpeed = PLAYER_X_SPEED
                if self.isUp:
                    self.image = self.obliqueRightInWater
                    self.runLastTimer = currentTime
                else:
                    self.image = self.standRightImageInWater
                    self.runLastTimer = currentTime
            else:
                self.xSpeed = PLAYER_X_SPEED
                if self.isUp:
                    self.image = self.obliqueLeftInWater
                    self.runLastTimer = currentTime
                else:
                    self.image = self.standLeftImageInWater
                    self.runLastTimer = currentTime

    def jumping(self, keys, currentTime, playerBulletList):
        """跳跃"""
        # 设置标志
        self.isJumping = True
        self.isStanding = False
        self.isDown = False
        self.isSquating = False
        self.isFiring = False
        # 更新速度
        self.ySpeed += self.gravity
        if currentTime - self.runLastTimer > 115:
            if self.upImageIndex < 3:
                self.upImageIndex += 1
            else:
                self.upImageIndex = 0
            # 记录变换图片的时间,为下次变换图片做准备
            self.runLastTimer = currentTime

        if keys[pygame.K_d]:
            self.direction = Direction.RIGHT

        elif keys[pygame.K_a]:
            self.direction = Direction.LEFT

        # 按下W键
        if keys[pygame.K_w]:
            self.isUp = True
            self.isDown = False
        elif keys[pygame.K_s]:
            self.isUp = False
            self.isDown = True

        if self.ySpeed >= 0:
            self.state = State.FALL

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

        if keys[pygame.K_j]:
            self.fire(currentTime, playerBulletList)

    def falling(self, keys, currentTime, playerBulletList):
        # 下落时速度越来越快,所以速度需要一直增加
        self.ySpeed += self.gravity
        if currentTime - self.runLastTimer > 115:
            if self.upImageIndex < 3:
                self.upImageIndex += 1
            else:
                self.upImageIndex = 0
            self.runLastTimer = currentTime

        if keys[pygame.K_d]:
            self.direction = Direction.RIGHT
            self.isWalking = False

        elif keys[pygame.K_a]:
            self.direction = Direction.LEFT
            self.isWalking = False

        if keys[pygame.K_j]:
            self.fire(currentTime, playerBulletList)

    def fire(self, currentTime, playerBulletList):
        self.isFiring = True
        # 潜水状态下不能开火
        if not (self.isInWater and self.isSquating):
            if len(playerBulletList) < PLAYER_BULLET_NUMBER:
                if currentTime - self.fireLastTimer > 150:
                    playerBulletList.append(Bullet(self))
                    self.fireLastTimer = currentTime

    def damage(self, damage):
        if not self.isInvincible:
            self.life -= damage
            return True
        return False

    def getCenter(self):
        return self.rect.x + self.rect.width / 2, self.rect.y + self.rect.height / 2 + y0

完整的子弹类代码

import pygame
from Constants import *
from Explode import Explode


class Bullet(pygame.sprite.Sprite):

    def __init__(self, person, isEnemy = False):
        pygame.sprite.Sprite.__init__(self)
        self.images = [
            loadImage('../Image/Bullet/bullet1.png')
        ]
        self.index = 0
        self.image = self.images[self.index]
        # 速度
        self.xSpeed = 1
        self.ySpeed = 1
        self.rect = pygame.Rect(person.rect)

        if not isEnemy:
            if person.isInWater:
                self.waterPosition(person)
            else:
                self.landPosition(person)
        else:
            if person.direction == Direction.RIGHT:
                self.rect.x += 27 * PLAYER_SCALE
                self.rect.y += 7 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.x += -1 * PLAYER_SCALE
                self.rect.y += 7 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = -7

        # 销毁开关
        self.isDestroy = False

    def landPosition(self, person):
        if person.isStanding:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 10 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += 24 * PLAYER_SCALE
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += 10 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7

        elif person.isSquating and not person.isWalking:
            if person.direction == Direction.RIGHT:
                self.rect.x += 34 * PLAYER_SCALE
                self.rect.y += 25 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.y += 25 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = -7

        elif person.isWalking:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 20 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 7
                elif person.isDown:
                    self.rect.x += 21 * PLAYER_SCALE
                    self.rect.y += 20 * PLAYER_SCALE
                    self.ySpeed = 7
                    self.xSpeed = 7
                else:
                    self.rect.x += 24 * PLAYER_SCALE
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += -3 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = -7
                elif person.isDown:
                    self.rect.x += -3 * PLAYER_SCALE
                    self.rect.y += 20 * PLAYER_SCALE
                    self.ySpeed = 7
                    self.xSpeed = -7
                else:
                    self.rect.y += 11 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7

        elif person.isJumping or person.state == State.FALL:
            if person.direction == Direction.RIGHT:
                self.rect.x += 16 * PLAYER_SCALE
                self.rect.y += 8 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = 7
            else:
                self.rect.x += -2 * PLAYER_SCALE
                self.rect.y += 8 * PLAYER_SCALE
                self.ySpeed = 0
                self.xSpeed = -7

    def waterPosition(self, person):
        if person.isStanding:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 14 * PLAYER_SCALE
                    self.rect.y += 7 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += 27 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += 7 * PLAYER_SCALE
                    self.rect.y += 3 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 0
                else:
                    self.rect.x += -1 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7

        elif person.isWalking:
            if person.direction == Direction.RIGHT:
                if person.isUp:
                    self.rect.x += 23 * PLAYER_SCALE
                    self.rect.y += 17 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = 7
                else:
                    self.rect.x += 27 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = 7
            else:
                if person.isUp:
                    self.rect.x += -3 * PLAYER_SCALE
                    self.rect.y += -1 * PLAYER_SCALE
                    self.ySpeed = -7
                    self.xSpeed = -7
                else:
                    self.rect.x += -1 * PLAYER_SCALE
                    self.rect.y += 29 * PLAYER_SCALE
                    self.ySpeed = 0
                    self.xSpeed = -7

    def move(self):
        self.rect.x += self.xSpeed
        self.rect.y += self.ySpeed
        self.checkBullet()

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

    def checkBullet(self):
        toDestroy = False
        if self.rect.top < 0 or self.rect.top > 600:
            toDestroy = True
        if self.rect.left < 0 or self.rect.right > 900:
            toDestroy = True
        if toDestroy:
            self.isDestroy = True

    def collideEnemy(self, enemyList, explodeList):
        for enemy in enemyList:
            if pygame.sprite.collide_rect(self, enemy):
               self.isDestroy = True
               enemy.isDestroy = True
               explodeList.append(Explode(enemy))

    def collidePlayer(self, player, explodeList):
        if pygame.sprite.collide_rect(self, player):
            # 蹲下的时候,由于图片上半部分是空白,所有子弹必须击中下半部分,才判断为玩家被击中
            if player.isDown or player.isSquating:
                x = player.rect.x
                y = player.rect.y + player.rect.height / 2 + 5
                if (x < self.rect.x < player.rect.x + player.rect.width) and (y < self.rect.y < player.rect.y + player.rect.height):
                    if player.damage(1):
                        self.isDestroy = True
                        explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                        return True
            elif player.isInWater:
                x = player.rect.x
                y = player.rect.y + player.rect.height / 2
                if (x < self.rect.x < player.rect.x + player.rect.width) and (
                        y < self.rect.y < player.rect.y + player.rect.height):
                    if player.damage(1):
                        self.isDestroy = True
                        explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                        return True
            else:
                if player.damage(1):
                    self.isDestroy = True
                    explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
                    return True
        return False

如果代码中有问题,请各位小伙伴们提出,我会进行修改的!