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  • pygame 笔记-4 代码封装&发射子弹

    继续之前的内容,随着游戏的内容越来越复杂,有必要把代码优化一下,可以参考OOP的做法,把人物类抽象出来,弄成一个单独的类,这们便于代码维护,同时我们给小人儿,加个发射子弹的功能,代码如下:(看上去略长,但是绝大多数,都是上节的代码)

    import pygame
    import os
    
    pygame.init()
    
    WIN_WIDTH, WIN_HEIGHT = 500, 500
    
    win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))  # 画布窗口的大小
    pygame.display.set_caption("first game")  # 窗口标题
    
    img_base_path = os.getcwd() + '/img/'
    
    bg = pygame.image.load(img_base_path + 'bg.jpg')
    char = pygame.image.load(img_base_path + 'standing.png')
    bullet_right = pygame.image.load(img_base_path + 'r_bullet.png')
    bullet_left = pygame.image.load(img_base_path + 'l_bullet.png')
    
    clock = pygame.time.Clock()
    
    
    # 将主角人物抽象成1个类
    class Player(object):
        # 向右走的图片数组
        walkRight = [pygame.image.load(img_base_path + 'actor/R1.png'),
                     pygame.image.load(img_base_path + 'actor/R2.png'),
                     pygame.image.load(img_base_path + 'actor/R3.png'),
                     pygame.image.load(img_base_path + 'actor/R4.png'),
                     pygame.image.load(img_base_path + 'actor/R5.png'),
                     pygame.image.load(img_base_path + 'actor/R6.png'),
                     pygame.image.load(img_base_path + 'actor/R7.png'),
                     pygame.image.load(img_base_path + 'actor/R8.png'),
                     pygame.image.load(img_base_path + 'actor/R9.png')]
    
        # 向左走的图片数组
        walkLeft = [pygame.image.load(img_base_path + 'actor/L1.png'),
                    pygame.image.load(img_base_path + 'actor/L2.png'),
                    pygame.image.load(img_base_path + 'actor/L3.png'),
                    pygame.image.load(img_base_path + 'actor/L4.png'),
                    pygame.image.load(img_base_path + 'actor/L5.png'),
                    pygame.image.load(img_base_path + 'actor/L6.png'),
                    pygame.image.load(img_base_path + 'actor/L7.png'),
                    pygame.image.load(img_base_path + 'actor/L8.png'),
                    pygame.image.load(img_base_path + 'actor/L9.png')]
    
        def __init__(self, x, y, width, height):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.speed = 5
            self.left = False
            self.right = True
            self.isJump = False
            self.walkCount = 0
            self.t = 10
            self.speed = 5
    
        def draw(self, win):
            if self.walkCount >= 27:
                self.walkCount = 0
    
            if self.left:
                win.blit(self.walkLeft[self.walkCount // 3], (self.x, self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(self.walkRight[self.walkCount // 3], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(char, (self.x, self.y))
    
    
    # 子弹类
    class Bullet(object):
        global man
    
        def __init__(self, x, y, radius, color, facing):
            self.x = x
            self.y = y
            self.radius = radius
            self.color = color
            self.facing = facing
            self.vel = 8 * facing
    
        def draw(self, win):
            # 根据人物的朝向,要切换不同的子弹图片
            if man.left:
                win.blit(bullet_left, (self.x, self.y))
            else:
                win.blit(bullet_right, (self.x, self.y))
    
    
    def redraw_game_window():
        win.blit(bg, (0, 0))
        man.draw(win)
        for bullet in bullets:
            bullet.draw(win)
        pygame.display.update()
    
    
    # main
    man = Player(200, 410, 64, 64)
    run = True
    bullets = []
    while run:
        clock.tick(27)
    
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
    
        for bullet in bullets:
            if WIN_WIDTH > bullet.x > 0:
                bullet.x += bullet.vel
            else:
                bullets.pop(bullets.index(bullet))
    
        keys = pygame.key.get_pressed()
    
        if keys[pygame.K_SPACE]:
            if man.left:
                facing = -1
            else:
                facing = 1
    
            if len(bullets) < 5:
                # 子弹不足5个时,自动填充
                bullets.append(Bullet(round(man.x + man.width // 2), round(man.y + man.height // 2), 6, (0, 0, 0), facing))
    
        if keys[pygame.K_LEFT] and man.x > 0:
            man.x -= man.speed
            man.left = True
            man.right = False
        elif keys[pygame.K_RIGHT] and man.x < win.get_size()[0] - man.
            man.x += man.speed
            man.left = False
            man.right = True
        else:
            man.walkCount = 0
    
        # 方向箭头响应
        if not man.isJump:
            if keys[pygame.K_UP]:
                man.isJump = True
                man.walkCount = 0
        else:
            if man.t >= -10:
                a = 1  # 前半段减速上跳
                if man.t < 0:
                    a = -1  # 后半段加速下落
                man.y -= 0.5 * a * (man.t ** 2)  # 匀加速直线运动的位移公式
    
                man.t -= 1
            else:
                man.isJump = False
                man.t = 10
    
        redraw_game_window()
    
    pygame.quit()
    

    效果:

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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/pygame-tutorial-4-oop-optimize-and-bullet-emit.html
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