01-显示敌机
1.创建敌机类
2.显示到屏幕
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02-控制敌机左右移动
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03-代码优化:子弹越界的问题
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04-敌机发射子弹
已完成
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05-敌机发射的子弹判断越界
已完成
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06-代码优化:抽取基类
已完成
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07-扩展:飞机爆炸效果
爆炸效果:短时间内替换图片
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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()
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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()
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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()