学习 Python 之 Pygame 开发魂斗罗(十一)

  • 继续编写魂斗罗
  • 1. 改写主类函数中的代码顺序
  • 2. 修改玩家初始化
  • 3. 显示玩家生命值
  • 4. 设置玩家碰到敌人死亡
  • 5. 设置敌人子弹击中玩家
  • 6. 修改updatePlayerPosition()函数逻辑


继续编写魂斗罗

在上次的博客学习 Python 之 Pygame 开发魂斗罗(十)中,我们实现了敌人死亡的爆炸效果,这次咱们实现一下玩家被敌人击中或者碰到敌人死亡的效果

下面是图片的素材

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

1. 改写主类函数中的代码顺序

首先,我们改写一下update()函数中的代码顺序

def update(self, window, player1BulletList):
    # 加载背景
    window.blit(self.background, self.backRect)
    
    # 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
    if -1503 < self.backRect.x < -1500:
        self.generateEnemy(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())
        self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())

    if -1703 < self.backRect.x < -1700:
        self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())
        self.generateEnemy(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,
                           pygame.time.get_ticks())

    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)

其次,把camera()函数中的下面框出的代码,提出来写成一个函数

魂斗罗java源代码 魂斗罗编辑工具_ide

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

魂斗罗java源代码 魂斗罗编辑工具_学习_02

最后,我们把加载背景图片的代码也单独写成一个函数

先找到加载背景图片代码的地方,在主类的构造函数里

魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_03


把红框圈出的代码提出来,写成一个函数,并且调用

魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_04

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

把使用到的两个成员变量在构造函数中创建一下

魂斗罗java源代码 魂斗罗编辑工具_ide_05


好,现在运行一下游戏,看看有没有问题

运行后发现,一切正常

2. 修改玩家初始化

现在我们给玩家加入生命值,当玩家生命值为0时,游戏结束

首先,在玩家类中的构造函数里,增加一个参数

魂斗罗java源代码 魂斗罗编辑工具_pygame_06


用来指定玩家初始的生命值

其次,在玩家类的构造函数中加入一个成员变量

魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_07


之后,在主类中,加入一个全局函数,用来初始化玩家

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)

这个函数的作用是:先把之前的玩家从组中删除,之后再创建一个新的玩家,新的玩家的生命值比上次的减少1,如果生命值为0,那么就游戏结束,现在先不着急写出游戏结束的函数

最后,把原来的玩家初始化代码改成调用这个函数

魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_08


魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_09


运行一下游戏,看看有没有问题

魂斗罗java源代码 魂斗罗编辑工具_ide_10


出现了问题分析一下原因:第一次调用这个函数的时候,allSprites是None,如下图

魂斗罗java源代码 魂斗罗编辑工具_学习_11


我们把None改一下

魂斗罗java源代码 魂斗罗编辑工具_pygame_12


这样就可以啦,再运行一下游戏,看看还有没有问题

魂斗罗java源代码 魂斗罗编辑工具_学习_13

这次就没有问题啦

3. 显示玩家生命值

在原版的魂斗罗中,玩家的生命值在左上角显示,我们来实现一下

首先,在构造函数中把生命值的图片加载进来

# 显示玩家生命值
self.lifeImage = loadImage('../Image/Player/Player1/Life/life.png')

魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_14


在主类中加入成员函数

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)

魂斗罗java源代码 魂斗罗编辑工具_ide_15


之后我们调用一下这个函数,在update()中调用

魂斗罗java源代码 魂斗罗编辑工具_pygame_16


好,现在运行一下游戏,看看效果

魂斗罗java源代码 魂斗罗编辑工具_pygame_17


可以看到,左上角就显示玩家生命值啦

不过现在敌人的子弹击中我们,还有敌人碰到我们,我们都不会死亡,接下来我们来实现一下

4. 设置玩家碰到敌人死亡

我们找到主类中的updatePlayerPosition()函数,在其中加入下面这段代码

# 与敌人碰撞
if pygame.sprite.spritecollideany(MainGame.player1, MainGame.enemyGroup):
    MainGame.player1.life -= 1
    initPlayer1(MainGame.player1.life)

这段代码就是检测玩家和敌人是否发生碰撞,如果发生了,玩家生命值减少1,重新初始化玩家

魂斗罗java源代码 魂斗罗编辑工具_ide_18

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:
                # 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
            # 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:
                # 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):
                MainGame.player1.life -= 1
                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

好,现在运行一下游戏,看看效果

魂斗罗java源代码 魂斗罗编辑工具_python_19


可以看到,玩家碰到敌人后就直接重新复活了,并且生命值减少了1

不过现在并没有实现敌人子弹击中玩家,玩家死亡,下面我们来实现

5. 设置敌人子弹击中玩家

首先,玩家死亡时,会有死亡的图片,我们要加入进去

修改Constants.py代码,加入爆炸种类

魂斗罗java源代码 魂斗罗编辑工具_pygame_20

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

其次,在爆炸类中根据爆炸种类加载不同的图片

魂斗罗java源代码 魂斗罗编辑工具_python_21


图片素材我已经更新了,在网盘里就可以下载到

完整的爆炸效果类代码

class Explode:
    def __init__(self, object, variety = ExplodeVariety.CIRCLE, isUseTime = False):
        # 获取爆炸对象的位置
        self.rect = object.rect
        if variety == ExplodeVariety.CIRCLE:
            self.images = [
                loadImage('../Image/Explode/circleExplode1.png'),
                loadImage('../Image/Explode/circleExplode1.png'),
                loadImage('../Image/Explode/circleExplode1.png'),
                loadImage('../Image/Explode/circleExplode1.png'),
                loadImage('../Image/Explode/circleExplode2.png'),
                loadImage('../Image/Explode/circleExplode2.png'),
                loadImage('../Image/Explode/circleExplode2.png'),
                loadImage('../Image/Explode/circleExplode2.png'),
                loadImage('../Image/Explode/circleExplode3.png'),
                loadImage('../Image/Explode/circleExplode3.png'),
                loadImage('../Image/Explode/circleExplode3.png'),
                loadImage('../Image/Explode/circleExplode3.png'),
            ]
        elif variety == ExplodeVariety.BRIDGE:
            self.images = [
                loadImage('../Image/Explode/bridgeExplode1.png'),
                loadImage('../Image/Explode/bridgeExplode2.png'),
                loadImage('../Image/Explode/bridgeExplode3.png'),
            ]
        elif variety == ExplodeVariety.PLAYER1:
            self.images = [
                loadImage('../Image/Player/Player1/Death/death.png'),
                loadImage('../Image/Player/Player1/Death/death.png'),
                loadImage('../Image/Player/Player1/Death/death.png'),
                loadImage('../Image/Player/Player1/Death/death.png'),
                loadImage('../Image/Player/Player1/Death/death.png'),
            ]
        self.index = 0
        self.image = self.images[self.index]
        self.isDestroy = False
        self.isUseTime = isUseTime
        self.lastTime = None

    def draw(self, window, currentTime = None):
        if self.isUseTime:
            if currentTime - self.lastTime > 115:
                # 根据索引获取爆炸对象, 添加到主窗口
                # 让图像加载五次,这里可以换成五张大小不一样的爆炸图片,可以实现让爆炸效果从小变大的效果
                if self.index < len(self.images):
                    self.image = self.images[self.index]
                    self.index += 1
                    window.blit(self.image, self.rect)
                else:
                    self.isDestroy = True
                    self.index = 0
                self.lastTime = currentTime
            else:
                window.blit(self.image, self.rect)
        else:
            # 根据索引获取爆炸对象, 添加到主窗口
            # 让图像加载五次,这里可以换成五张大小不一样的爆炸图片,可以实现让爆炸效果从小变大的效果
            if self.index < len(self.images):
                self.image = self.images[self.index]
                self.index += 1
                window.blit(self.image, self.rect)
            else:
                self.isDestroy = True
                self.index = 0

最后,我们就可以在子弹类中加入代码,让子弹击中玩家时,玩家死亡

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):
        self.isDestroy = True
        # 玩家生命值减少1
        player.life -= 1
        # 加入玩家的死亡效果
        explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
        # 返回True
        return True
    return False

函数的返回值用来表示是否要重新初始化玩家

魂斗罗java源代码 魂斗罗编辑工具_python_22


接下来,在主类中调用这个函数,找到drawEnemyBullet()函数,在其中加入代码

魂斗罗java源代码 魂斗罗编辑工具_ide_23


之前敌人碰到玩家,玩家死亡,但是没有显示玩家死亡的图片,这里我们加入以下

来到updatePlayerPosition()函数,加入代码

魂斗罗java源代码 魂斗罗编辑工具_ide_24


好,下面我们运行一下,看看效果

魂斗罗java源代码 魂斗罗编辑工具_魂斗罗java源代码_25


可以看到子弹击中玩家后,玩家就出现死亡效果啦

但是目前玩家会无限复活,即使左上角的生命值没了,也会复活,这是因为玩家生命值归0后的代码我们并没有写,所以会出现这样的情况,后面我们再加上

6. 修改updatePlayerPosition()函数逻辑

接下来,我们把主类中的有些代码提出来,单独形成新的函数

来到updatePlayerPosition()函数,把下面框出的代码提出来,形成新的函数

魂斗罗java源代码 魂斗罗编辑工具_pygame_26

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

原来的代码修改一下

魂斗罗java源代码 魂斗罗编辑工具_学习_27


运行一下游戏,看看有没有什么问题

魂斗罗java源代码 魂斗罗编辑工具_python_28

并没有发现什么问题

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)
    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)
    MainGame.playerLandGroup = pygame.sprite.Group(
        land1, land2, land3, land4, land5, land6, land7, land8, land9, land10,
        land11, land12, land13, land14, land15
    )
    eland1 = Collider(81, 119 * MAP_SCALE, 737 * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    eland9 = Collider(1650 * RATIO, 119 * MAP_SCALE, 5 * LAND_LENGTH * MAP_SCALE, LAND_THICKNESS * MAP_SCALE)
    MainGame.enemyLandGroup = pygame.sprite.Group(eland1, eland9)
    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)



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


        # 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
        if -1503 < self.backRect.x < -1500:
            self.generateEnemy(MainGame.player1.rect.x + 600, POSITION_1, Direction.LEFT, pygame.time.get_ticks())
            self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())

        if -1703 < self.backRect.x < -1700:
            self.generateEnemy(MainGame.player1.rect.x - 360, POSITION_1, Direction.RIGHT, pygame.time.get_ticks())
            self.generateEnemy(MainGame.player1.rect.x - 400, POSITION_1, Direction.RIGHT,
                               pygame.time.get_ticks())

        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:
                    # 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):
                    MainGame.player1.life -= 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, x, y, direction, currentTime):
        # 根据玩家的当前位置和方向产生一个敌人
        enemy = Enemy1(x, y, direction, currentTime)
        # 分别加入敌人列表,所有角色组,敌人碰撞组
        MainGame.enemyList.append(enemy)
        MainGame.allSprites.add(enemy)
        MainGame.enemyGroup.add(enemy)

    def 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):
        # 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):
            self.isDestroy = True
            # 玩家生命值减少1
            player.life -= 1
            # 加入玩家的死亡效果
            explodeList.append(Explode(player, ExplodeVariety.PLAYER1))
            # 返回True
            return True
        return False

完整的玩家类代码

import pygame
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

    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