给角色添加重力和跳跃动作
import pygame
import sys
import os
# 初始化Pygame
pygame.init()
# 屏幕宽度
SCREEN_WIDTH = 1200
# 屏幕高度,为屏幕宽度的0.5倍
SCREEN_HEIGHT = int(SCREEN_WIDTH * 0.5)
# 创建一个指定尺寸的显示表面对象
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# 设置窗口标题
pygame.display.set_caption('射击游戏')
# 创建一个新的时钟对象来跟踪时间
clock = pygame.time.Clock()
# FPS(每秒帧数):帧率是指一秒内出现的帧数。
# 频率,即连续图像被捕获或显示的频率。
# 设置帧率
FPS = 60
# 定义游戏变量
# 重力值
GRAVITY = 0.75
# 定义玩家动作变量
# 是否向左移动
moving_left = False
# 是否向右移动
moving_right = False
# 定义颜色
# 背景颜色
BG = (144, 201, 120)
# 红色
RED = (255, 0, 0)
# 白色
WHITE = (255, 255, 255)
# 绿色
GREEN = (0, 255, 0)
# 黑色
BLACK = (0, 0, 0)
# 粉色
PINK = (235, 65, 54)
def draw_bg():
# 用背景颜色填充屏幕
screen.fill(BG)
pygame.draw.line(screen,RED,(0,300),(SCREEN_WIDTH,300))
class Soldier(pygame.sprite.Sprite):
def __init__(self,char_type, x,y,scale,speed):
super().__init__()
self.char_type=char_type
self.speed = speed # 移动速度
self.direction = 1 # 方向(1为右,-1为左)
self.vel_y = 0 # 垂直速度
self.jump = False # 跳跃状态
self.in_air = True # 是否在空中
self.flip = False # 是否翻转图像(左右方向)
self.animation_list = [] # 动画帧列表
self.frame_index = 0 # 当前动画帧索引
self.action = 0 # 当前动作(0:闲置, 1:奔跑, 2:跳跃, 3:死亡)
self.update_time = pygame.time.get_ticks() # 上次更新时间
# 加载角色所有动画
animation_types = ['Idle', 'Run', 'Jump', 'Death']
for animation in animation_types:
temp_list = [] # 临时存储当前动作的帧
# 计算动画帧数
num_of_frames = len(os.listdir(f'img/{self.char_type}/{animation}'))
for i in range(num_of_frames):
# 加载并缩放图像
img = pygame.image.load(f'img/{self.char_type}/{animation}/{i}.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width() * scale), int(img.get_height() * scale)))
temp_list.append(img)
self.animation_list.append(temp_list)
# 设置初始图像和碰撞矩形
self.image = self.animation_list[self.action][self.frame_index]
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.width = self.image.get_width()
self.height = self.image.get_height()
def draw(self):
# 绘制角色到屏幕
flipped_image = pygame.transform.flip(self.image, self.flip, False)
screen.blit(flipped_image, self.rect)
def move(self, moving_left, moving_right):
# 初始化移动变量
screen_scroll = 0
dx = 0
dy = 0
# 处理水平移动
if moving_left:
dx = -self.speed
self.flip = True
self.direction = -1
if moving_right:
dx = self.speed
self.flip = False
self.direction = 1
# 处理跳跃
if self.jump and not self.in_air:
self.vel_y = -11
self.jump = False
self.in_air = True
# 应用重力
self.vel_y += GRAVITY
if self.vel_y > 10: # 限制最大下落速度
self.vel_y = 10
dy += self.vel_y
# 检测是否掉落出地图
if self.rect.bottom +dy>300:
dy=300-self.rect.bottom
self.in_air=False
# 更新位置
self.rect.x += dx
self.rect.y += dy
player =Soldier("player",200,200,3,5)
player2 =Soldier("enemy",400,200,3,5)
run = True
while run: # 游戏主循环
clock.tick(FPS) # 设置帧率
draw_bg()
player.move(moving_left,moving_right)
player.draw()
player2.draw()
for event in pygame.event.get():
# 处理退出游戏事件
if event.type == pygame.QUIT:
run = False
sys.exit()
# 处理键盘按下事件
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a or event.key == pygame.K_LEFT: # 按下A键或左键 => 向左移动
moving_left = True
if event.key == pygame.K_d or event.key == pygame.K_RIGHT: # 按下D键或右键 => 向右移动
moving_right = True
if (event.key == pygame.K_w or event.key == pygame.K_UP) and player.alive: # 按下W键或上键且玩家存活 => 跳跃
player.jump = True
if event.key == pygame.K_ESCAPE: # 按下ESC键 => 关闭窗口
run = False
# 处理键盘释放事件
if event.type == pygame.KEYUP:
if event.key == pygame.K_a or event.key == pygame.K_LEFT:
moving_left = False
if event.key == pygame.K_d or event.key == pygame.K_RIGHT:
moving_right = False
if event.key == pygame.K_SPACE:
shoot = False
if event.key == pygame.K_q or event.key == pygame.K_g:
grenade = False
grenade_thrown = False
pygame.display.update() # 更新屏幕显示
