import pygame
from pygame.locals import *
import random
import time
"""搭建界面,主要完成窗口背景图的显示"""
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)
class BasePlane(Base):
def __init__(self,screen_temp,x,y,image_name):
Base.__init__(self,screen_temp,x,y,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(BasePlane):
def __init__(self,screen_temp):
BasePlane.__init__(self,screen_temp,210,700,"./feiji/hero1.png") #super().__init()
#爆炸效果用的如下属性
self.hit = False #表示是否要爆炸
self.bomb_list = [] #用来存储爆炸时需要的图片
self.__crate_images() #调用这个方法向bomb_list中添加图片
self.image_num = 0#用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号
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"))
def display(self):
"""显示玩家的飞机"""
#如果被击中,就显示爆炸效果,否则显示普通的飞机效果
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()#调用exit让游戏退出
#self.image_index = 0
else:
self.screen.blit(self.image, (self.x, self.y))
#不管玩家飞机是否被击中,都要显示发射出去的子弹
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))
def bomb(self):
self.hit = True
class EnemyPlane(BasePlane):
"""敌机的类"""
def __init__(self,screen_temp):
BasePlane.__init__(self, screen_temp, 0, 0, "./feiji/enemy0.png") # super().__init()
self.direction = "right" #用来存储飞机的默认显示方向
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 == 8 or random_num == 20:
self.bullet_list.append(EnemyBullet(self.screen,self.x, self.y))
class BaseBullet(Base):
def __init__(self,screen_temp,x,y,image_name):
Base.__init__(self,screen_temp,x,y,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))
class Bullet(BaseBullet):
def __init__(self,screen_temp,x,y):
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:
return True
else:
return False
class EnemyBullet(BaseBullet):
def __init__(self,screen_temp,x,y):
BaseBullet.__init__(self,screen_temp,x+20,y+40,"./feiji/bullet1.png")
def move(self):
self.y += 5
def judge(self):
if self.y > 852:
return True
else:
return False
def key_control(hero_temp):
# 获取事件
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()
elif event.type == KEYDOWN:
if event.key == K_a or event.key == K_LEFT:
print("left")
hero_temp.move_left()
elif event.key == K_d or event.key == K_RIGHT:
print("right")
hero_temp.move_right()
elif event.key == K_SPACE:
print("space")
hero_temp.fire()
# elif event.key == K_b:
# print('b')
# hero_temp.bomb()
def main():
#创建一个窗口,用来显示内容
screen = pygame.display.set_mode((480,852),0,32)
#创建一个和窗口大小的图片,用来充当背景
background = pygame.image.load("./feiji/background.png")
#创建一个飞机对象
hero = HeroPlane(screen)
#创建一个敌机对象
enemy = EnemyPlane(screen)
#把背景图片放到窗口中显示
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
pygame.display.update()
key_control(hero)
#更新需要显示的内容
time.sleep(0.01)
if __name__ == "__main__":
main()