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()

猜你喜欢

转载自blog.csdn.net/wjl31802/article/details/81176824