# -*- coding:utf-8 -*- import pygame from plane_sprites import * from sys import exit class PlaneGame(object): def __init__(self): # print('init') self.screen = pygame.display.set_mode(SCREEN_RECT.size) self.caption = pygame.display.set_caption('World WarII') self.clock = pygame.time.Clock() self.__create_sprites() pygame.time.set_timer(CREATE_ENEMY_EVENT,1000) pygame.time.set_timer(HERO_FIRE_EVENT,500) def __create_sprites(self): bg1 = Background() bg2 = Background(True) #bg2.rect.y = - bg2.rect.height self.back_group = pygame.sprite.Group(bg1,bg2) self.enemy_group = pygame.sprite.Group() self.hero = Hero() self.hero_group = pygame.sprite.Group(self.hero) def start_game(self): #print('start') while True: self.clock.tick(FRAME_PER_SEC) self.__event_handler() self.__check_collide() self.__update_sprites() pygame.display.update() def __event_handler(self): for event in pygame.event.get(): if event.type == pygame.QUIT: PlaneGame.__game_over() elif event.type == CREATE_ENEMY_EVENT: enemy = Enemy() self.enemy_group.add(enemy) # elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: # print('right') elif event.type == HERO_FIRE_EVENT: self.hero.fire() keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.K_RIGHT]: self.hero.speed = 2 elif keys_pressed[pygame.K_LEFT]: self.hero.speed = -2 else: self.hero.speed = 0 def __check_collide(self): pygame.sprite.groupcollide(self.hero.bullets,self.enemy_group,True,True) enemies = pygame.sprite.spritecollide(self.hero,self.enemy_group,True) if len(enemies) > 0: self.hero.kill() PlaneGame.__game_over() def __update_sprites(self): self.back_group.update() self.back_group.draw(self.screen) self.enemy_group.update() self.enemy_group.draw(self.screen) self.hero_group.update() self.hero_group.draw(self.screen) self.hero.bullets.update() self.hero.bullets.draw(self.screen) @staticmethod def __game_over(): print('GAME OVER') pygame.quit() exit() if __name__=='__main__': game = PlaneGame() game.start_game()
# -*-coding:utf-8 -*- import random import pygame SCREEN_RECT = pygame.Rect((0,0,480,700)) FRAME_PER_SEC = 60 CREATE_ENEMY_EVENT = pygame.USEREVENT HERO_FIRE_EVENT = pygame.USEREVENT + 1 class GameSprite(pygame.sprite.Sprite): def __init__(self,image_name,speed=1): super(GameSprite,self).__init__() self.image = pygame.image.load(image_name) self.rect = self.image.get_rect() self.speed = speed def update(self): self.rect.y += self.speed class Background(GameSprite): def __init__(self,is_alt=False): super(Background,self).__init__('e:/media/war/background.png') if is_alt: self.rect.y = -self.rect.height def update(self): super(Background,self).update() if self.rect.y >= SCREEN_RECT.height: # self.rect.y = -SCREEN_RECT.height self.rect.y = -self.rect.height class Enemy(GameSprite): def __init__(self): super(Enemy,self).__init__('e:/media/war/enemy1.png') self.speed = random.randint(1,3) self.rect.bottom = 0 max_x = SCREEN_RECT.width - self.rect.width self.rect.x = random.randint(0,max_x) def update(self): super(Enemy,self).update() if self.rect.y >=SCREEN_RECT.height: # print('fly away') self.kill() def __del__(self): # print('enemy down %s'%self.rect) pass class Hero(GameSprite): def __init__(self): super(Hero,self).__init__('e:/media/war/me1.png',0) self.rect.centerx = SCREEN_RECT.centerx self.rect.bottom = SCREEN_RECT.bottom-120 self.bullets = pygame.sprite.Group() def update(self): self.rect.x += self.speed if self.rect.x < 0: self.rect.x = 0 elif self.rect.right > SCREEN_RECT.right: self.rect.right = SCREEN_RECT.right def fire(self): for i in (0,1,2): bullet = Bullet() bullet.rect.bottom = self.rect.y - i*20 bullet.rect.centerx = self.rect.centerx self.bullets.add(bullet) class Bullet(GameSprite): def __init__(self): super(Bullet,self).__init__('e:/media/war/bullet1.png',-2) def update(self): super(Bullet,self).update() if self.rect.bottom < 0: self.kill() def __del__(self): pass (所用的图片素材链接 https://pan.baidu.com/s/1pMM0beb)