来个飞机战斗练习

分模块来写

每个模块具备它独特的属性和方法

自己飞机模块myplan.py

敌方飞机模块enemy.py

自己飞机发射子弹模块bullet.py

补给包模块supply.py

主要模块 飞机大战

自己飞机模块myplan.py

import pygame

#定义了一个myplane类,给定图片参数和移动方法
class MyPlane(pygame.sprite.Sprite):  # 精灵图派生子类
    def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

        self.image1 = pygame.image.load(
            "images/me1.png").convert_alpha()  # 加载图片
        self.image2 = pygame.image.load("images/me2.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load("images/me_destroy_1.png").convert_alpha(),
            pygame.image.load("images/me_destroy_2.png").convert_alpha(),
            pygame.image.load("images/me_destroy_3.png").convert_alpha(),
            pygame.image.load("images/me_destroy_4.png").convert_alpha()
        ])
        self.rect = self.image1.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]  # 给定形参,调用模块时候给实参
        self.rect.left, self.rect.top = \
            (self.width - self.rect.width) // 2, \
            self.height - self.rect.height - 60
        self.speed = 10
        self.active = True
        self.invincible = False
        self.mask = pygame.mask.from_surface(self.image1)

    # 分别定义moveUp()、moveDown()、moveLeft()和moveRight()控制我方飞机上、下、左、右移动:

    def moveUp(self):
        if self.rect.top > 0:
            self.rect.top -= self.speed
        else:
            self.rect.top = 0

    def moveDown(self):
        if self.rect.bottom < self.height - 60:
            self.rect.top += self.speed
        else:
            self.rect.bottom = self.height - 60

    def moveLeft(self):
        if self.rect.left > 0:
            self.rect.left -= self.speed
        else:
            self.rect.left = 0

    def moveRight(self):
        if self.rect.right < self.width:
            self.rect.left += self.speed
        else:
            self.rect.right = self.width

    def reset(self):
        self.rect.left, self.rect.top = \
            (self.width - self.rect.width) // 2, \
            self.height - self.rect.height - 60
        self.active = True
        self.invincible = True

敌方飞机模块enemy.py

这里要注意出现的随机性,

import pygame
from random import *  # 将随机函数从模块中导入,依旧是


class SmallEnemy(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("images/enemy1.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load("images/enemy1_down1.png").convert_alpha(),
            pygame.image.load("images/enemy1_down2.png").convert_alpha(),
            pygame.image.load("images/enemy1_down3.png").convert_alpha(),
            pygame.image.load("images/enemy1_down4.png").convert_alpha()
        ])
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.speed = 2
        self.active = True
        self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-5 * self.height, 0)
        self.mask = pygame.mask.from_surface(self.image)

    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.reset()

    def reset(self):
        self.active = True
        self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-5 * self.height, 0)


class MidEnemy(pygame.sprite.Sprite):
    energy = 8

    def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

        self.image = pygame.image.load("images/enemy2.png").convert_alpha()
        self.image_hit = pygame.image.load(
            "images/enemy2_hit.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load("images/enemy2_down1.png").convert_alpha(),
            pygame.image.load("images/enemy2_down2.png").convert_alpha(),
            pygame.image.load("images/enemy2_down3.png").convert_alpha(),
            pygame.image.load("images/enemy2_down4.png").convert_alpha()
        ])
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.speed = 1
        self.active = True
        self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-10 * self.height, -self.height)
        self.mask = pygame.mask.from_surface(self.image)
        self.energy = MidEnemy.energy
        self.hit = False  # 先给一个没打中的值,打中则改变

    def move(self):
        if self.rect.top < self.height:
            self.rect.top += self.speed
        else:
            self.reset()

    def reset(self):
        self.active = True
        self.energy = MidEnemy.energy
        self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-10 * self.height, -self.height)


class BigEnemy(pygame.sprite.Sprite):
    energy = 20

    def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

        self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
        self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
        self.image_hit = pygame.image.load(
            "images/enemy3_hit.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load("images/enemy3_down1.png").convert_alpha(),
            pygame.image.load("images/enemy3_down2.png").convert_alpha(),
            pygame.image.load("images/enemy3_down3.png").convert_alpha(),
            pygame.image.load("images/enemy3_down4.png").convert_alpha(),
            pygame.image.load("images/enemy3_down5.png").co
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