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  • Python 项目-飞机大战_02.飞机大战-2

    01-显示敌机

     

     1.创建敌机类

    2.显示到屏幕

    ============================================================================================================================================

    02-控制敌机左右移动

     ========================================================================================================================================

    03-代码优化:子弹越界的问题

     

     

     

     =====================================================================================================================================

    04-敌机发射子弹

     已完成

    =======================================================================================================================================

    05-敌机发射的子弹判断越界

    已完成

    =======================================================================================================================================

    06-代码优化:抽取基类

    已完成

    =========================================================================================================================================

    07-扩展:飞机爆炸效果

     爆炸效果:短时间内替换图片

    ===============================================================================================================================================

    未优化总代码

    # -*- coding:utf-8 -*-

    import pygame
    from pygame.locals import *
    import time
    import random

    class HeroPlane(object):
    def __init__(self, screen_temp):
    self.x = 210
    self.y = 700
    self.screen = screen_temp
    self.image = pygame.image.load("./feiji/hero1.png")
    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)

    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))

    class EnemyPlane(object):
    """敌机的类"""
    def __init__(self, screen_temp):
    self.x = 0
    self.y = 0
    self.screen = screen_temp
    self.image = pygame.image.load("./feiji/enemy0.png")
    self.bullet_list = []#存储发射出去的子弹对象引用
    self.direction = "right"#用来存储飞机默认的显示方向

    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)


    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 Bullet(object):
    def __init__(self, screen_temp, x, y):
    self.x = x+40
    self.y = y-20
    self.screen = screen_temp
    self.image = pygame.image.load("./feiji/bullet.png")

    def display(self):
    self.screen.blit(self.image, (self.x, self.y))

    def move(self):
    self.y-=20

    def judge(self):
    if self.y<0:
    return True
    else:
    return False

    class EnemyBullet(object):
    def __init__(self, screen_temp, x, y):
    self.x = x+25
    self.y = y+40
    self.screen = screen_temp
    self.image = pygame.image.load("./feiji/bullet1.png")

    def display(self):
    self.screen.blit(self.image, (self.x, self.y))

    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,比如按键等
    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()
    #判断是否是按下了键
    elif event.type == KEYDOWN:
    #检测按键是否是a或者left
    if event.key == K_a or event.key == K_LEFT:
    print('left')
    hero_temp.move_left()
    #检测按键是否是d或者right
    elif event.key == K_d or event.key == K_RIGHT:
    print('right')
    hero_temp.move_right()
    #检测按键是否是空格键
    elif event.key == K_SPACE:
    print('space')
    hero_temp.fire()

    def main():
    #1. 创建窗口
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个背景图片
    background = pygame.image.load("./feiji/background.png")

    #3. 创建一个飞机对象
    hero = HeroPlane(screen)

    #4. 创建一个敌机
    enemy = EnemyPlane(screen)

    while True:
    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)
    time.sleep(0.01)

    if __name__ == "__main__":
    main()

    ==================================================================================================================================

    抽取基类,优化代码

    # -*- coding:utf-8 -*-

    import pygame
    from pygame.locals import *
    import time
    import random

    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__()

    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))

    class EnemyPlane(BasePlane):
    """敌机的类"""
    def __init__(self, screen_temp):
    BasePlane.__init__(self, screen_temp, 0, 0, "./feiji/enemy0.png")
    self.direction = "right"#用来存储飞机默认的显示方向

    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 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-=20

    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+25, 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,比如按键等
    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()
    #判断是否是按下了键
    elif event.type == KEYDOWN:
    #检测按键是否是a或者left
    if event.key == K_a or event.key == K_LEFT:
    print('left')
    hero_temp.move_left()
    #检测按键是否是d或者right
    elif event.key == K_d or event.key == K_RIGHT:
    print('right')
    hero_temp.move_right()
    #检测按键是否是空格键
    elif event.key == K_SPACE:
    print('space')
    hero_temp.fire()

    def main():
    #1. 创建窗口
    screen = pygame.display.set_mode((480,852),0,32)

    #2. 创建一个背景图片
    background = pygame.image.load("./feiji/background.png")

    #3. 创建一个飞机对象
    hero = HeroPlane(screen)

    #4. 创建一个敌机
    enemy = EnemyPlane(screen)

    while True:
    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)
    time.sleep(0.01)

    if __name__ == "__main__":
    main()

    =====================================================================================================================================

    代码扩展:飞机爆炸

    # -*- coding:utf-8 -*-
    import pygame
    from pygame.locals import *
    import time

    '''
    说明
    1.按下b键,让玩家飞机爆炸
    2.爆炸效果的原理是:换图片
    '''

    class Hero(object):
    def __init__(self, screen_temp):
    self.x = 210
    self.y = 700
    self.image = pygame.image.load("./feiji/hero1.png")
    self.screen = screen_temp
    self.bullet_list = []#用来存储子弹对象的引用

    #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 -= 8

    def move_right(self):
    self.x += 8

    def fire(self):
    """通过创建一个子弹对象,完成发射子弹"""
    print("-----1----")
    bullet = Bullet(self.screen, self.x, self.y)#创建一个子弹对象
    self.bullet_list.append(bullet)

    def bomb(self):
    self.hit = True

    class Bullet(object):
    def __init__(self, screen_temp, x_temp, y_temp):
    self.x = x_temp+40
    self.y = y_temp-20
    self.image = pygame.image.load("./feiji/bullet.png")
    self.screen = screen_temp

    def display(self):
    self.screen.blit(self.image, (self.x, self.y))

    def move(self):
    self.y -= 4

    class EnemyPlane(object):
    def __init__(self, screen_temp):
    self.x = 0
    self.y = 0
    self.image = pygame.image.load("./feiji/enemy0.png")
    self.screen = screen_temp
    #self.bullet_list = []#用来存储子弹对象的引用
    self.direction = "right"#用来设置这个飞机默认的移动方向

    def display(self):
    """显示敌人的飞机"""
    self.screen.blit(self.image,(self.x, self.y))

    def move(self):


    if self.direction == "right":
    self.x+=2
    elif self.direction == "left":
    self.x-=2

    if self.x>480-50:
    self.direction="left"
    elif self.x<0:
    self.direction="right"

    def key_control(hero_temp):
    #获取事件,比如按键等
    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()
    #判断是否是按下了键
    elif event.type == KEYDOWN:
    #检测按键是否是a或者left
    if event.key == K_a or event.key == K_LEFT:
    print('left')
    hero_temp.move_left()

    #检测按键是否是d或者right
    elif event.key == K_d or event.key == K_RIGHT:
    print('right')
    hero_temp.move_right()

    #检测按键是否是空格键
    elif event.key == K_SPACE:
    print('space')
    hero_temp.fire()
    elif event.key == K_b:
    print('b')
    hero_temp.bomb()

    def main():
    screen = pygame.display.set_mode((480,852),0,32)
    background = pygame.image.load("./feiji/background.png")

    #创建玩家飞机
    hero = Hero(screen)

    #创建敌机
    enemy = EnemyPlane(screen)

    while True:
    screen.blit(background,(0,0))
    hero.display()
    enemy.display()
    enemy.move()
    pygame.display.update()
    key_control(hero)

    if __name__ == "__main__":
    main()

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  • 原文地址:https://www.cnblogs.com/curedfisher/p/13037577.html
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