plane_battle_代码

# -*- 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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转载自www.cnblogs.com/loser1949/p/8983387.html