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飞机大战

时间:2020-04-05 09:27:37      阅读:105      评论:0      收藏:0      [点我收藏+]

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()

 

飞机大战

标签:scree   object   def   属性   ==   end   存储   exit   false   

原文地址:https://www.cnblogs.com/rongpeng/p/12635633.html

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