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  • python第八天-飞机大战

    游戏的原理

    while True:

    1.检测事件,如果有事件就控制相应的图片移动

    2. 把所有的图片重新画一遍

    创建背景

    import pygame
    import time
    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")
        while True:
            screen.blit.(background,(0,0))
            
            pygame.display.update()
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    显示飞机

    import pygame
    import time
    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.创建一个飞机的图片
        hero = pygame.image.load("./feiji/hero1.png")
        while True:
            screen.blit.(background,(0,0))
            screen.blit.(bero,(210,700))
            pygame.display.update()
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    检测键盘和左右移动

    import pygame
    from pygame.locals import *
    import time
    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.创建一个飞机的图片
        hero = pygame.image.load("./feiji/hero1.png")
        
        x = 210
        y = 700
        while True:
            screen.blit.(background,(0,0))
            screen.blit.(bero,(x,y))
            pygame.display.update()
            #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')
                        x-=5
                    #检测按键是否是d或者right
                    elif event.key == K_d or event.key == K_RIGHT:
                        print('right')
                        x+=5
                    #检测按键是否是空格键
                    elif event.key == K_SPACE:
                        print('space')
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    面向对象

    import pygame
    from pygame.locals import *
    import time
    class HeroPlane(object):
        def __init__(self,screen_temp):
            self.x = 210
            self.y = 700
            self.scrren = screen_temp
            self.image = pygame.image.load("./feiji/hero1.png")
        def display(self):
            screen.blit(self.image,(self.x,self.y))
        def move_left(self):
            self.x-=5
        def move_right(self):
            self.x+=5   
    
    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')
    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.创建一个飞机的图片
        hero = HeroPlane()
      
        while True:
            screen.blit.(background,(0,0))
            hero.display()
            pygame.display.update()
            key_control(hero)
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    发射子弹

    import pygame
    from pygame.locals import *
    import time
    class HeroPlane(object):
        def __init__(self,screen_temp):
            self.x = 210
            self.y = 700
            self.scrren = 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):
            screen.blit(self.image,(self.x,self.y))
            
            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))
    class Bullet(object):
        def __init__(self,screen_temp,):
            self.x = x+40
            self.y = y-20
            self.scrren = 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-=5
    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.创建一个飞机的图片
        hero = HeroPlane()
      
        while True:
            #设定需要显示的背景图
            screen.blit.(background,(0,0))
            hero.display()
            #更新需要显示的内容
            pygame.display.update()
            key_control(hero)
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    显示敌机

    import pygame
    from pygame.locals import *
    import time
    class HeroPlane(object):
        def __init__(self,screen_temp):
            self.x = 210
            self.y = 700
            self.scrren = 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):
            screen.blit(self.image,(self.x,self.y))
            
            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))
    class EnemyPlane(object):
        def __init__(self,screen_temp):
            self.x = 0
            self.y = 0
            self.scrren = 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
        def display(self):
            screen.blit(self.image,(self.x,self.y))
            
            #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))
    class Bullet(object):
        def __init__(self,screen_temp,):
            self.x = x+40
            self.y = y-20
            self.scrren = 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-=5
    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.创建一个飞机的图片
        hero = HeroPlane()
        #4.创建一个敌机
        enemy = EnemyPlane(screen)
      
        while True:
            #设定需要显示的背景图
            screen.blit.(background,(0,0))
            hero.display()
            enemy.display()
            #更新需要显示的内容
            pygame.display.update()
            key_control(hero)
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    控制敌机左右移动

    import pygame
    from pygame.locals import *
    import time
    class HeroPlane(object):
        def __init__(self,screen_temp):
            self.x = 210
            self.y = 700
            self.scrren = 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):
            screen.blit(self.image,(self.x,self.y))
            
            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))
    class EnemyPlane(object):
        def __init__(self,screen_temp):
            self.x = 0
            self.y = 0
            self.scrren = 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):
            screen.blit(self.image,(self.x,self.y))
            
            #for bullet in self.bullet_list:
             #   bullet.display()
              #  bullet.move()
                 
        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):
            self.bullet_list.append(Bullet(self.screen,self.x,self.y))
    class Bullet(object):
        def __init__(self,screen_temp,):
            self.x = x+40
            self.y = y-20
            self.scrren = 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-=5
    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.创建一个飞机的图片
        hero = HeroPlane()
        #4.创建一个敌机
        enemy = EnemyPlane(screen)
      
        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
            #更新需要显示的内容
            pygame.display.update()
            key_control(hero)
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    代码优化:子弹越界问题

    for循环中可能出现的bug,删不干净
    a = [11,22,33,44,55,66,77]
    #for i in a:
     #   if i==33:
      #      a.remove(i)#这种得到的a列表为[11,22,44,55,66,77]可能会出现漏删
    b = []
    for i in a:
        if i==33 or i==44:
            b.append(i)
    for i in b:
        a.remove(i)
    

    敌机

    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.scrren = 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):
            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):
        def __init__(self,screen_temp):
            self.x = 0
            self.y = 0
            self.scrren = 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):
            screen.blit(self.image,(self.x,self.y))
            
            for bullet in self.bullet_list:
                bullet.display()
                bullet.move()
                 
        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 == 2 or random_num ==20:
                self.bullet_list.append(EnemyBullet(self.screen,self.x,self.y))
            
    class Bullet(object):
        def __init__(self,screen_temp,):
            self.x = x+40
            self.y = y-20
            self.scrren = 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-=5
        def judge(self):
            if self.y<0:#测试是否越界可以整个任意值,如200,以判断程序是否有bug
                return True
            else:
                return False
    class EnemyBullet(object):
        def __init__(self,screen_temp,):
            self.x = x+25
            self.y = y+40
            self.scrren = 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:#测试是否越界可以整个任意值,如200,以判断程序是否有bug
                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.创建一个飞机的图片
        hero = HeroPlane()
        #4.创建一个敌机
        enemy = EnemyPlane(screen)
      
        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
            #更新需要显示的内容
            pygame.display.update()
            key_control(hero)
            time.sleep(0.01)
    if __name__ == "__main__":
        main()

    抽取基类

    import pygame
    from pygame.locals import *
    import time
    import random
    class BasePlane(object):
        def __init__(self,screen_temp,x,y,image_name):
            self.x = x
            self.y = y
            self.scrren = screen_temp
            self.image = pygame.image.load(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(object):
        def __init__(self,screen_temp,x,y,image_name):
            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(object):
        def __init__(self,screen_temp,x,y,image_name):
            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 == 2 or random_num ==20:
                self.bullet_list.append(EnemyBullet(self.screen,self.x,self.y))
    class BaseBullet(object):
        def __init__(self,screen_temp,x,y,image_name):
            self.x = x
            self.y = y
            self.scrren = screen_temp
            self.image = pygame.image.load(image_name)
        def display(self):
            self.screen.blit(self.image,(self.x,self.y))        
    class Bullet(object):
        def __init__(self,screen_temp,x,y,image_name):
            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:#测试是否越界可以整个任意值,如200,以判断程序是否有bug
                return True
            else:
                return False
    class EnemyBullet(object):
        def __init__(self,screen_temp,x,y,image_name):
            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:#测试是否越界可以整个任意值,如200,以判断程序是否有bug
                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.创建一个飞机的图片
        hero = HeroPlane()
        #4.创建一个敌机
        enemy = EnemyPlane(screen)
      
        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
            #更新需要显示的内容
            pygame.display.update()
            key_control(hero)
            time.sleep(0.01)
    if __name__ == "__main__":
        main()
    
    
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  • 原文地址:https://www.cnblogs.com/wangjinliang1991/p/9898917.html
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