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import pygame
from plane_sprites import *
class PlaneGame(object):
"""飞机大战主游戏"""
def __init__(self):
print("游戏初始化")
# 1,绘制屏幕窗口
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
# 2,创建时钟
self.clock = pygame.time.Clock()
# 3,调用私有方法,精灵和精灵组的创建
self.sprite_creat()
# 4,设置定时器事件,创建敌机
pygame.time.set_timer(CREATE_ENEMY_EVENT, 400)
pygame.time.set_timer(HERO_FIRE_EVENT, 200)
def sprite_creat(self):
bg1 = BackGround()
bg2 = BackGround(True)
self.bg_group = pygame.sprite.Group(bg1, bg2)
self.enemy_group = pygame.sprite.Group()
# 创建英雄的精灵和精灵组
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
print("游戏开始。。。")
while True:
# 1,设置刷新帧率
self.clock.tick(FRAME_PER_SEC)
# 2,事件监听
self.__event_handle()
# 3,碰撞检测
self.__check_collide()
# 4,更新/绘制精灵和精灵组
self.__updtae_sprites()
# 5,更新显示
pygame.display.update()
def __event_handle(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
PlaneGame.__game_over()
elif event.type == CREATE_ENEMY_EVENT:
print("敌机出场。。。")
# 创建敌机精灵
enemy = Enemy()
# 敌机精灵添加到敌机精灵组
self.enemy_group.add(enemy)
elif event.type == HERO_FIRE_EVENT:
self.hero.fire()
# 移动英雄
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_RIGHT]:
self.hero.speed = 5
elif keys_pressed[pygame.K_LEFT]:
self.hero.speed = -5
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 __updtae_sprites(self):
self.bg_group.update()
self.bg_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("游戏结束了")
pygame.quit()
exit()
if __name__ == '__main__':
# 创建游戏对象
game = PlaneGame()
# 启动游戏
game.start_game()
import pygame
import random
# 屏幕大小
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新帧率
FRAME_PER_SEC = 60
# 创建敌机的定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 创建发射子弹事件常量
HERO_FIRE_EVENT = pygame.USEREVENT + 1
class GameSprite(pygame.sprite.Sprite):
def __init__(self, image_name, speed=1):
super().__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().__init__("./feiji/background.png")
if is_alt:
self.rect.y = -self.rect.height
def update(self):
self.rect.y += self.speed
# self.speed += 0.0001
# 判断背景图片是否移出屏幕窗口
if self.rect.y > SCREEN_RECT.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
def __init__(self):
super().__init__("./feiji/enemy0.png")
# 随机敌机的速度
self.speed = random.randint(2, 5)
# 随机敌机的水平位置
self.rect.x = random.randint(0, (SCREEN_RECT.width-self.rect.width))
def update(self):
super().update()
# 判断敌机是否移出屏幕
if self.rect.y > SCREEN_RECT.height:
print("飞出屏幕。。。")
# 将敌机从敌机精灵组中删除
self.kill()
def __del__(self):
print("删除敌机")
class Hero(GameSprite):
"""英雄类"""
def __init__(self):
super(Hero, self).__init__("./feiji/hero1.png", 0)
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 80
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.x >= (SCREEN_RECT.width - self.rect.width):
self.rect.x = SCREEN_RECT.width - self.rect.width
def fire(self):
# 创建子弹精灵
bullet = Bullet()
# 设置子弹精灵的位置
bullet.rect.bottom = self.rect.y -5
bullet.rect.centerx = self.rect.centerx
# 将子弹精灵添加到子弹精灵组中去
self.bullets.add(bullet)
class Bullet(GameSprite):
def __init__(self):
super(Bullet, self).__init__('./feiji/bullet.png', -2)
def update(self):
super(Bullet, self).update()
if self.rect.y <= 0:
self.kill()
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