p12-项目1-武装飞船
import sys import pygame from settings import Settings from ship import Ship from bullet import Bullet class AlienInvasion: "管理游戏资源和行为的类" def __init__(self): "初始化游戏并创建资源" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height # self.screen = pygame.display.set_mode( # (self.settings.screen_width, self.settings.screen_height)) pygame.display.set_caption("Alien Invasion") self.ship = Ship(self) self.bullets = pygame.sprite.Group() def run_game(self): "开始游戏的主循环" while True: self._check_events() self.ship.update() self._update_bullets() self._update_screen() def _check_events(self): # 监控键盘和鼠标事件 for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) def _check_keydown_events(self, event): # 相应按键 if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): # 相应松开 if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False elif event.key == pygame.K_q: sys.exit() def _fire_bullet(self): if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _update_bullets(self): self.bullets.update() # 删除消失的子弹 for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) def _update_screen(self): # 每次循环时都会重新绘制屏幕 self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() # 让最近绘制的屏幕可见 pygame.display.flip() if __name__ == '__main__': # 创建游戏实例并运行游戏 ai = AlienInvasion() ai.run_game()
alien_invasion.py
import pygame from pygame.sprite import Sprite class Bullet(Sprite): # 管理飞船发射子弹的类 def __init__(self, ai_game): # 创建一个子弹对象 super().__init__() self.screen = ai_game.screen self.settings = ai_game.settings self.color = self.settings.bullet_color # 在0.0处创建一个表示子弹的矩形,再设置正确的位置 self.rect = pygame.Rect(0,0,self.settings.bullet_width,self.settings.bullet_height) self.rect.midtop = ai_game.ship.rect.midtop # 存储用小鼠表示的子弹的位置 self.y = float(self.rect.y) def update(self): # 向上移动子弹 # 更新表示子弹位置的小数值 self.y -= self.settings.bullet_speed # 更新表示子弹的rect的位置 self.rect.y = self.y def draw_bullet(self): # 在屏幕上绘制子弹 pygame.draw.rect(self.screen,self.color,self.rect)
bullet.py
class Settings: "存储游戏外星人入侵种所有设置的类" def __init__(self): "初始化游戏的设置" # 屏幕设置 self.screen_width = 1200 self.screen_height = 800 self.bg_color = (230, 230, 230) self.ship_speed = 1.5 # 子弹设置 self.bullet_speed = 1.0 self.bullet_width = 3 self.bullet_height = 15 self.bullet_color = (60, 60, 60) self.bullets_allowed = 3
settings.py
import pygame class Ship: "管理飞船的类" def __init__(self, ai_game): "初始化飞船并设置其初始位置" self.screen = ai_game.screen self.settings = ai_game.settings self.screen_rect = ai_game.screen.get_rect() # 加载飞船图像并获取其外接矩形 self.image = pygame.image.load('images/ship.bmp') self.rect = self.image.get_rect() # 对于每艘新飞船,都将其放在屏幕底部的中央 # self.rect.midbottom = self.screen_rect.midbottom self.rect.center = self.screen_rect.center # 在飞船的属性中x中存储小数值 self.x = float(self.rect.x) # 移动标志 self.moving_right = False self.moving_left = False def update(self): "根据移动标志调整飞船的位置" # if self.moving_right: # self.rect.x += 1 # if self.moving_left: # self.rect.x -= 1 # 更新飞船而不是rect对象的x值 if self.moving_right and self.rect.right < self.screen_rect.right: self.x += self.settings.ship_speed if self.moving_left and self.rect.left > 0: self.x -= self.settings.ship_speed # 根据self.x跟新rect对象 self.rect.x = self.x def blitme(self): # 在指定位置绘制飞船 self.screen.blit(self.image, self.rect)
ship.py
飞船分为4个文件 设置,飞船,子弹和主文件
安装了pygame可以直接运行

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