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main.py:
import pygame
import sys
import traceback
import my_plane
import enemy
import bullet
from pygame.locals import *
pygame.init()
bg_size = weight, height = 400, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战")
background = pygame.image.load('背景.png').convert()
def add_enemies(group, num):
for i in range(num):
e = enemy.Enemy(bg_size)
group.add(e)
def main():
me = my_plane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
add_enemies(enemies, 15)
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
clock = pygame.time.Clock()
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
me.move_up()
if key_pressed[K_s] or key_pressed[K_DOWN]:
me.move_down()
if key_pressed[K_a] or key_pressed[K_LEFT]:
me.move_left()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
me.move_right()
screen.blit(background, (0, 0))
if not(delay % 10):
bullet1[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
for b in bullet1:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False)
if enemy_hit:
b.active = False
for e in enemy_hit:
e.active = False
for each in enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
each.reset()
enemies_down = pygame.sprite.spritecollide(me, enemies, False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
if me.active:
screen.blit(me.image, me.rect)
else:
running = False
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
traceback.print_exc()
pygame.quit()
input()
bullet.py:
import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('子弹.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 12
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
谁知道为什么子弹的射程这么短?
- import pygame
- import sys
- import traceback
- import my_plane
- import enemy
- import bullet
- from pygame.locals import *
- pygame.init()
- bg_size = weight, height = 400, 700
- screen = pygame.display.set_mode(bg_size)
- pygame.display.set_caption("飞机大战")
- background = pygame.image.load('背景.png').convert()
- def add_enemies(group, num):
- for i in range(num):
- e = enemy.Enemy(bg_size)
- group.add(e)
- def main():
- me = my_plane.MyPlane(bg_size)
- enemies = pygame.sprite.Group()
- add_enemies(enemies, 15)
- bullet1 = []
- bullet1_index = 0
- BULLET1_NUM = 4
- for i in range(BULLET1_NUM):
- bullet1.append(bullet.Bullet1(me.rect.midtop))
- clock = pygame.time.Clock()
- delay = 100
- running = True
- while running:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- key_pressed = pygame.key.get_pressed()
- if key_pressed[K_w] or key_pressed[K_UP]:
- me.move_up()
- if key_pressed[K_s] or key_pressed[K_DOWN]:
- me.move_down()
- if key_pressed[K_a] or key_pressed[K_LEFT]:
- me.move_left()
- if key_pressed[K_d] or key_pressed[K_RIGHT]:
- me.move_right()
- screen.blit(background, (0, 0))
- if not (delay % 10):
- for b in bullet1:
- if not b.active:
- b.reset(me.rect.midtop)
- break
- for b in bullet1:
- if b.active:
- b.move()
- screen.blit(b.image, b.rect)
- enemy_hit = pygame.sprite.spritecollide(b, enemies, False)
- if enemy_hit:
- b.active = False
- for e in enemy_hit:
- e.active = False
- for each in enemies:
- if each.active:
- each.move()
- screen.blit(each.image, each.rect)
- else:
- each.reset()
- enemies_down = pygame.sprite.spritecollide(me, enemies, False)
- if enemies_down:
- me.active = False
- for e in enemies_down:
- e.active = False
- if me.active:
- screen.blit(me.image, me.rect)
- else:
- running = False
- pygame.display.flip()
- clock.tick(60)
- if __name__ == "__main__":
- try:
- main()
- except SystemExit:
- pass
- traceback.print_exc()
- pygame.quit()
- input()
-
- import pygame
- class Bullet1(pygame.sprite.Sprite):
- def __init__(self, position):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load('子弹.png').convert_alpha()
- self.rect = self.image.get_rect()
- self.rect.left, self.rect.top = position
- self.speed = 12
- self.active = True
- self.mask = pygame.mask.from_surface(self.image)
- def move(self):
- self.rect.top -= self.speed
- if self.rect.top < 0:
- self.active = False
- def reset(self, position):
- self.rect.left, self.rect.top = position
- self.active = True
复制代码
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