标签:scree object def 属性 == end 存储 exit false
import pygame from pygame.locals import * import random import time """搭建界面,主要完成窗口背景图的显示""" class Base(object): def __init__(self,screen_temp,x,y,image_name): self.x = x self.y = y self.screen = screen_temp self.image = pygame.image.load(image_name) class BasePlane(Base): def __init__(self,screen_temp,x,y,image_name): Base.__init__(self,screen_temp,x,y,image_name) self.bullet_list = [] #存储发射出去的子弹对象引用 def display(self): self.screen.blit(self.image,(self.x,self.y)) for bullet in self.bullet_list: bullet.display() bullet.move() if bullet.judge():#判断子弹是否越界 self.bullet_list.remove(bullet) class HeroPlane(BasePlane): def __init__(self,screen_temp): BasePlane.__init__(self,screen_temp,210,700,"./feiji/hero1.png") #super().__init() #爆炸效果用的如下属性 self.hit = False #表示是否要爆炸 self.bomb_list = [] #用来存储爆炸时需要的图片 self.__crate_images() #调用这个方法向bomb_list中添加图片 self.image_num = 0#用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片 self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号 def __crate_images(self): self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n1.png")) self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n2.png")) self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n3.png")) self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n4.png")) def display(self): """显示玩家的飞机""" #如果被击中,就显示爆炸效果,否则显示普通的飞机效果 if self.hit == True: self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y)) self.image_num+=1 if self.image_num == 7: self.image_num=0 self.image_index+=1 if self.image_index>3: time.sleep(1) exit()#调用exit让游戏退出 #self.image_index = 0 else: self.screen.blit(self.image, (self.x, self.y)) #不管玩家飞机是否被击中,都要显示发射出去的子弹 for bullet in self.bullet_list: bullet.display() bullet.move() def move_left(self): self.x -= 5 def move_right(self): self.x += 5 def fire(self): self.bullet_list.append(Bullet(self.screen,self.x, self.y)) def bomb(self): self.hit = True class EnemyPlane(BasePlane): """敌机的类""" def __init__(self,screen_temp): BasePlane.__init__(self, screen_temp, 0, 0, "./feiji/enemy0.png") # super().__init() self.direction = "right" #用来存储飞机的默认显示方向 def move(self): if self.direction == "right": self.x += 5 elif self.direction == "left": self.x -= 5 if self.x > 480-50: self.direction = "left" elif self.x < 0: self.direction = "right" def fire(self): random_num = random.randint(1,100) if random_num == 8 or random_num == 20: self.bullet_list.append(EnemyBullet(self.screen,self.x, self.y)) class BaseBullet(Base): def __init__(self,screen_temp,x,y,image_name): Base.__init__(self,screen_temp,x,y,image_name) self.bullet_list = [] #存储发射出去的子弹对象引用 def display(self): self.screen.blit(self.image,(self.x, self.y)) class Bullet(BaseBullet): def __init__(self,screen_temp,x,y): BaseBullet.__init__(self,screen_temp,x+40,y-20,"./feiji/bullet.png") def move(self): self.y -= 5 def judge(self): if self.y < 0: return True else: return False class EnemyBullet(BaseBullet): def __init__(self,screen_temp,x,y): BaseBullet.__init__(self,screen_temp,x+20,y+40,"./feiji/bullet1.png") def move(self): self.y += 5 def judge(self): if self.y > 852: return True else: return False def key_control(hero_temp): # 获取事件 for event in pygame.event.get(): # 判断是否是点击了退出按钮 if event.type == QUIT: print("exit") exit() elif event.type == KEYDOWN: if event.key == K_a or event.key == K_LEFT: print("left") hero_temp.move_left() elif event.key == K_d or event.key == K_RIGHT: print("right") hero_temp.move_right() elif event.key == K_SPACE: print("space") hero_temp.fire() # elif event.key == K_b: # print(‘b‘) # hero_temp.bomb() def main(): #创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,852),0,32) #创建一个和窗口大小的图片,用来充当背景 background = pygame.image.load("./feiji/background.png") #创建一个飞机对象 hero = HeroPlane(screen) #创建一个敌机对象 enemy = EnemyPlane(screen) #把背景图片放到窗口中显示 while True: #设定需要显示的背景图 screen.blit(background,(0,0)) hero.display() enemy.display() enemy.move() #调用敌机的移动方法 enemy.fire() #敌机开火 pygame.display.update() key_control(hero) #更新需要显示的内容 time.sleep(0.01) if __name__ == "__main__": main()
标签:scree object def 属性 == end 存储 exit false
原文地址:https://www.cnblogs.com/rongpeng/p/12635633.html