Today, I'd like to share a classic little game soul duel Python Version implementation . Part of the code is implemented as follows :
class Game_Player():  def __init__(self,game_settings,screen):
  self.screen = screen   self.game_settings = game_settings
  self.image = pygame.image.load('images/PR/player.png')
  self.rect = self.image.get_rect()   self.screen_rect = self.screen.get_rect()
  self.screen_center_pos = self.screen_rect.centerx
  self.rect.centerx = self.screen_rect.centerx   self.rect.bottom = 380
  self.center = float(self.rect.centerx)   self.moving_right = False
  self.moving_left = False   self.player_moving = False
  self.pos_i = 0.0# Running screen changes speed   self.pos_j = 0.0# Change initial speed of jump   self.pos_n = 0.0# Shooting
  self.pos_d = 0.0   self.player_direction = 1#1 Right ,-1 Left
  self.player_down = False   self.player_up = False   self.player_jump = False
  self.player_start_Y = 380# Start character height   self.player_Y = self.player_start_Y
  self.player_shooting = False  def update(self):
  if self.game_settings.player_is_alive:
   if self.moving_right and self.rect.right < self.screen_rect.right:
    if self.game_settings.boss_appear:
     self.center += self.game_settings.player_speed
    elif self.center > self.screen_center_pos:      self.center += 0     else:
     self.center += self.game_settings.player_speed
   if self.moving_left and self.rect.left > 0:
    self.center -= self.game_settings.player_speed
   self.rect.centerx = self.center    self.update_image_moving()   else:
   self.update_die()  def update_die(self):   self.names = locals()
  self.players = []   for self.i in range(1,3):
   self.names['player_image%s' %self.i] = pygame.image.load('images/PR/death%s.png' %self.i)
   self.players.append(self.names['player_image%s' %self.i])
  self.image = self.players[int(self.pos_d)]   self.pos_d += 0.1
  if self.pos_d > 2.0:    self.pos_d = 0.0
   self.game_settings.player_die_end = True
 def update_image_moving_direction(self,direction):# Circular picture
  if self.player_shooting == True:    self.names = locals()
   self.players = []    for self.i in range(1,4):
    self.names['player_image%s' %self.i] = pygame.image.load('images/'+direction+'/shooting%s.png' %self.i)
    self.players.append(self.names['player_image%s' %self.i])
   self.image = self.players[int(self.pos_n)]    self.pos_n += 0.1# Running speed during shooting
   if self.pos_n > 3.0:# It's hard to run when shooting 3 Action     self.pos_n = 0.0   else:
   self.names = locals()    self.players = []    for self.i in range(1,6):
    self.names['player_image%s' %self.i] = pygame.image.load('images/'+direction+'/player%s.png' %self.i)
    self.players.append(self.names['player_image%s' %self.i])
   self.image = self.players[int(self.pos_i)]    self.pos_i += 0.1# Running speed
   if self.pos_i > 5.0:# Running has 5 Action     self.pos_i = 0.0
 def update_image_jump(self,direction):# Circular picture
  if self.game_settings.player_is_alive:    if self.player_jump == True:
    self.names1 = locals()     self.players1 = []     for self.j in range(1,5):
     self.names1['player_image%s' %self.j] = pygame.image.load('images/'+direction+'/jump%s.png' %self.j)
     self.players1.append(self.names1['player_image%s' %self.j])
    self.image = self.players1[int(self.pos_j)]     self.pos_j += 0.3# Jump rotation rate
    if self.pos_j > 4.0:# Jump there 4 Action      self.pos_j = 0.0   else:
   self.update_die()  def update_image_moving(self):   if self.player_moving:
   if self.moving_right:     self.update_image_moving_direction('PR')#PR It's a picture to the right
   elif self.moving_left:     self.update_image_moving_direction('PL')
 def get_player_state(self,player_state):# testing player Is the state of lying down , Upward , Jump, etc
  if self.player_direction == 1:
   self.image = pygame.image.load('images/PR/'+player_state+'.png')
  if self.player_direction == -1:
   self.image = pygame.image.load('images/PL/'+player_state+'.png')
  self.rect = self.image.get_rect()   self.rect.centerx = self.center
 def get_player_down(self):   self.get_player_state('down')
  self.rect.bottom = self.player_start_Y
  self.screen.blit(self.image,self.rect)  def get_player_up(self):
  self.get_player_state('up')   self.rect.bottom = self.player_start_Y
  self.screen.blit(self.image,self.rect)  def get_player_jump(self):
  self.get_player_state('jump1')   self.rect.bottom = self.player_Y
  if self.game_settings.jump_vel < 0:
   self.game_settings.jump_vel += 0.6# The rate at which jumps rise
  elif self.game_settings.jump_vel > 0:
   self.game_settings.jump_vel += 0.8# The rate at which jump drops and increases
  self.player_Y += self.game_settings.jump_vel
  if self.player_Y > self.player_start_Y:    self.player_jump = False
   self.player_Y = self.player_start_Y
   self.game_settings.jump_vel = -14.0# Restore the speed at the beginning of the jump
   if self.player_direction == 1:
    self.image = pygame.image.load('images/PR/player.png')
    self.reset_player()    if self.player_direction == -1:
    self.image = pygame.image.load('images/PL/player.png')
    self.reset_player()   if self.player_jump == True:# Judge whether it is in the jumping state to determine whether to rotate the jumping image
   if self.player_direction == 1:     self.update_image_jump('PR')
   if self.player_direction == -1:     self.update_image_jump('PL')
  self.screen.blit(self.image,self.rect)  def reset_player(self):
  self.rect = self.image.get_rect()   self.rect.centerx = self.center
  self.rect.bottom = self.player_start_Y
  self.screen.blit(self.image,self.rect)  def blitme(self):
  if self.player_jump:    self.get_player_jump()   elif self.player_down:
   self.get_player_down()   elif self.player_up:    self.get_player_up()
  else:    self.reset_player()  def revive_player(self):
  self.center = self.screen_rect.centerx
  self.game_settings.player_is_alive = True
The results are as follows :

Contra

Operating instructions :

*
A: towards the left

*
D: towards the right

*
W: Jump

*
S: Get down

*
J: Shooting

*
P: Exit program

At present, the game is still a relatively primary version , Interested partners can modify and improve themselves .

  The source code of the small game is replied in the background of the public account below py Small game acquisition ~

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