上节还提到了用鼠标控制飞船,后面忘记说了,今天简答介绍下
用鼠标控制飞船移动,原理很简答,把鼠标定位到飞船的正中心就可以了。
我们用pygame.mouse.get_pos()函数来获取鼠标的位置
在主循环中编写下列代码
#获取鼠标的位置
x, y = pygame.mouse.get_pos()
#把鼠标放在飞船中心
x-= ship.get_width() / 2
y-= ship.get_height() / 2
screen.blit(ship, (x,y))
#把飞船画到屏幕上
pygame.display.update()
这个下去自己实现,不再演示咯
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下面我们给飞船添加射击功能
在此之前我们需要把check_events()重构一下(由于后来编写的代码会越来越长,对它做一些处理会使代码阅读清晰)
import sys
import pygame
def check_keydown_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(ship):
#监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ship)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(my_setting, screen, ship):
screen.fill(my_setting.bg_color)
ship.blit_ship()
#让最近绘制的屏幕可见
pygame.display.flip()
接下来我们更新settings.py 添加子弹属性
#存储游戏所有设置的类
class Settings():
#初始化游戏设置
def __init__(self):
__snip__
#子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = 60, 60, 60
然后创建Bullet类
import pygame
from pygame.sprite import Sprite
#创建一个队飞船的子弹进行管理的类
class Bullet(Sprite):
def __init__(self, my_setting, screen, ship):
#在飞船的位置创建一个子弹对象
super().__init__()
self.screen = screen
#在原点创建一个子弹,再设置其正确位置
self.rect = pygame.Rect(0, 0, my_setting.bullet_width, my_setting.bullet_height)
self.rect.centerx = ship.rect.centerx
self.rect.top = ship.rect.top
self.y = float(self.rect.y)
self.color = my_setting.bullet_color
self.speed_factor = my_setting.bullet_speed_factor
def update(self):
#子弹向上移动
self.y -= self.speed_factor
#更新子弹位置
self.rect.y = self.y
def draw_bullet(self):
pygame.draw.rect(self.screen, self.color, self.rect)
上述代码中,我们使用了精灵。(点击了解更多)
super()是一个特殊的函数,它用来把父类自类关联起来。具体可复习‘继承’那一节
然后在主程序中我们创建一个编组
__snip__
#创建飞船
ship = Ship(my_setting, screen)
#创建存储子弹的编组
bullets = Group()
#开始游戏的主循环
while True:
#将子弹传递给check_events()和update_screen()
ck.check_events(my_setting, screen, ship, bullets)
ship.update()
bullets.update()
ck.update_screen(my_setting, screen, ship, bullets)
__snip__
然后,我门修改check_keydown_events()和update_screen()当按下空格键时发射子弹,并且不断刷新子弹位置。
修改后的g_fun.py入下
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, my_setting, screen, ship, bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right = True
elif event.key == pygame.K_LEFT:
ship.moving_left = True
elif event.key == pygame.K_SPACE:
new_bullet = Bullet(my_setting, screen, ship)
bullets.add(new_bullet)
def check_keyup_events(event, ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
elif event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(my_setting, screen, ship, bullets):
#监视键盘和鼠标事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, my_setting, screen, ship, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, ship)
def update_screen(my_setting, screen, ship, bullets):
screen.fill(my_setting.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blit_ship()
#让最近绘制的屏幕可见
pygame.display.flip()
运行程序,按下空格键子弹成功射出O.o
虽然我们看到子弹到达屏幕上端时消失了,那是因为在屏幕外无法继续绘制子弹,程序仍然在屏幕外不断更新子弹的位置,为了减少程序负载,我们需要在子弹飞出屏幕时删除它。
#删除消失的子弹
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
这里是以上所有程序的链接链接:http://pan.baidu.com/s/1c26hFVy 密码:1b2t