飞机大战(1)

#-*- coding:utf-8 -*-
#导入相应的模块
import pygame
import time
from pygame.locals import *
from sys import exit
import random
#定义Base类,保存飞机的基本显示功能
class Base(object):
    def __init__(self, screen_temp, x, y, image_name):
        self.x = x
        self.y = y
        self.screen = screen_temp
        self.image = pygame.image.load(image_name)
#定义BasePlane,保存飞机显示功能
class BasePlane(Base):
    def __init__(self, screen_temp, x, y, image_name):
        Base.__init__(self, screen_temp, x, y, image_name)
        self.bullet_list = []

    def display(self):
        self.screen.blit(self.image, (self.x, self.y))
        #for循环遍历每一颗发出的子弹
        for bullet in self.bullet_list:
            bullet.display()
            bullet.move()
            #判断子弹越界
            if bullet.judge():
                self.bullet_list.remove(bullet)
#定义Hero飞机类
class HeroPlane(BasePlane):
    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 210, 700, './feiji/hero1.png')
        #定义爆炸基本条件
        self.hit = False
        self.bomb_list = []
        self.__crate_images()
        self.image_num = 0
        self.image_index = 0
    #定义爆炸图片方法,用列表存储爆炸过程的四张图片
    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'))
    #定义显示爆炸
    def display(self):
        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()
                self.image_index = 0
        else:
            self.screen.blit(self.image, (self.x, self.y))
        #使用super方法调用父类
        super(HeroPlane, self).display()

    #控制飞机上下左右移动
    def move_left(self):
        self.x -= 20

    def move_right(self):
        self.x += 20

    def move_up(self):
        self.y -= 10

    def move_down(self):
        self.y += 10

    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)
    #定义爆炸
    def bomb(self):
        self.hit = True

    #def hit(self):

#定义敌机类
class EnemyPlane(BasePlane):
    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 0, 0, './feiji/enemy0.png')
        self.direction = 'right'
    #控制敌机左右移动
    def move(self):
        if self.direction == 'right':
            self.x += 3
        elif self.direction == 'left':
            self.x -= 3
        #敌机边界判定
        if self.x > 480-50:
            self.direction = 'left'
        elif self.x < 0:
            self.direction = 'right'
    #敌机开火
    def fire(self):
        #取0-100之间的一个数
        random_num = random.randint(0,100)
        #如果取的数等于13,就发出一颗子弹
        if random_num == 13:
            self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y))
#定义子弹基类
class BaseBullet(Base):
    def display(self):
        self.screen.blit(self.image, (self.x, self.y))
#定义子弹类
class Bullet(object):
    def __init__(self, screen_temp, x, y):
        self.x = x + 40
        self.y = y - 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))
    #子弹移动
    def move(self):
        self.y -= 20
    #子弹边界判定,出界删除
    def judge(self):
        if self.y < 0:
            return True
        else:
            return False
#定义敌机子弹
class EnemyBullet(BaseBullet):
    def __init__(self, screen_temp, x, y):
        BaseBullet.__init__(self, screen_temp, x+26, y+40, './feiji/bullet1.png')

    #子弹移动
    def move(self):
        self.y += 5
    #子弹边界判定
    def judge(self):
        if self.y > 852 :
            return True
        else:
            return False
#定义按键控制函数
def KeyControl(hero_temp):
        #用get抓取所有event项,for循环遍历
        for event in pygame.event.get():
            if event.type == QUIT:
               exit()
            #如果键被按下
            elif event.type == KEYDOWN:
                #如果键为xxx就xxx,这里控制飞机移动
                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()
                elif event.key == K_w or event.key == K_UP:
                    print('up')
                    hero_temp.move_up()
                elif event.key == K_s or event.key == K_DOWN:
                    print('down')
                    hero_temp.move_down()
                #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:
                    hero_temp.bomb()
#定义主函数
def main():
    #定义一个窗口
    screen = pygame.display.set_mode((480, 852), 0, 32)
    #背景图
    background = pygame.image.load('./feiji/background.png').convert()
    #标题
    pygame.display.set_caption("飞机大战")
    #飞机显示
    hero = HeroPlane(screen)
    #敌机显示
    enemy = EnemyPlane(screen)
    #程序一直不断循环显示
    while True:
        screen.blit(background, (0, 0))
        hero.display()
        enemy.display()
        enemy.move()
        enemy.fire()
        pygame.display.update()
        KeyControl(hero)
        time.sleep(0.01)

if __name__ == '__main__':
    main()
实现爆炸效果,基类提取完成,使用了super方法优化代码

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转载自blog.csdn.net/qq_41805514/article/details/80260351