Python编程从入门到实践习题12-5

12-5  侧面射击:编写一个游戏,将一艘飞船放置在屏幕左边,并允许玩家上下移动飞船。在玩家按空格键时,让飞船发射一颗在屏幕中央向右穿行的子弹,并在子弹离开屏幕而消失后将其删除。

这个题和书上的程序类似,但自己写的时候还是遇到了许多问题,磕磕碰碰实现了。

主程序:game

import pygame

from settings import Settings

import func as f

from ship import Ship

from bullet import Bullet

from pygame.sprite import Group

def run_game():
	pygame.init()
	
	settings = Settings()
	                
	screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
	pygame.display.set_caption("Side Shoot")
	
	ship = Ship(screen)
	
	bullets = Group()
	
	while True:
		
		f.check_keys(settings, screen, ship, bullets)
		ship.update()
		bullets.update()
		
		#删除已消失的子弹
		for bullet in bullets.copy():
			if bullet.rect.left > screen.get_rect().right:
				bullets.remove(bullet)
				
		f.update_screen(settings, screen, ship, bullets)
	
run_game()

Settings类:

import pygame

class Settings():
	"""所有设置的类"""
	
	def __init__(self):
		
		#设置屏幕的属性
		self.screen_width = 1200
		self.screen_height = 600
		self.bg_color = (230, 230, 230)

		#设置子弹属性
		self.bullet_speed_factor = 1
		self.bullet_width = 5
		self.bullet_height = 5
		self.bullet_color = 0, 0, 0

Ship类:

import pygame

class Ship():
	
	def __init__(self, screen):
		"""设置飞船的属性"""
		self.screen = screen#EEEE:忘记写
		
		self.image = pygame.image.load('ship.bmp')#读取飞船图片
		self.image = pygame.transform.rotate(self.image, -90)#将飞船顺时针旋转90°
		self.rect = self.image.get_rect()#获取飞船图片外接矩形
		self.screen_rect = screen.get_rect()#获取屏幕的外接矩形
		
		#设置飞船的位置,将飞船放置在屏幕左侧中间
		self.rect.centery = self.screen_rect.centery
		self.rect.left = self.screen_rect.left
		
		#初始化飞船上下移动属性
		self.moving_up = False
		self.moving_down = False
	
	def update(self):
		"""更新飞船位置"""
		if self.moving_up and self.rect.top > 0:
			self.rect.centery -= 1
		elif self.moving_down and self.rect.bottom < self.screen_rect.bottom:
			self.rect.centery += 1	
	
	def blitme(self):
		"""绘制飞船"""
		self.screen.blit(self.image, self.rect)
		
		
		

Bullet类:

import pygame

from pygame.sprite import Sprite

class Bullet(Sprite):
	"""一个对子弹进行管理的类"""
	
	def __init__(self, settings, screen, ship):
		"""在飞船出创建一个子弹对象"""
		
		#继承父类的属性
		super().__init__()
		
		self.screen = screen
		
		#在(0, 0)处创建一个子弹的矩形,再设置其准确位置
		self.rect = pygame.Rect(0, 0, settings.bullet_width, settings.bullet_height)
		self.rect.centery = ship.rect.centery
		self.rect.right = ship.rect.right
		
		#存储用小数表示的子弹位置
		self.x = float(self.rect.x)
		
		self.color = settings.bullet_color
		self.speed_factor = settings.bullet_speed_factor
		
	def update(self):
		"""更新子弹位置"""
		self.x += self.speed_factor
		self.rect.x = self.x
		
	def draw_bullet(self):
		"""在屏幕上绘制子弹"""
		pygame.draw.rect(self.screen, self.color, self.rect)

函数模块func:

import pygame

import sys

from ship import Ship

from bullet import Bullet

def check_keys(settings, screen, ship, bullets):
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			sys.exit()
		elif event.type == pygame.KEYDOWN:
			check_keys_down(event, settings, screen, ship, bullets)
		elif event.type == pygame.KEYUP:
			check_keys_up(event, ship)
		
def check_keys_down(event,settings, screen, ship, bullets):
	if event.key == pygame.K_UP:
		ship.moving_up = True
	if event.key == pygame.K_DOWN:
		ship.moving_down = True
	elif event.key == pygame.K_SPACE:
		#创建一颗子弹,并加入到Group编组中
		new_bullet = Bullet(settings, screen, ship)
		bullets.add(new_bullet)
	
def check_keys_up(event,ship):
	if event.key == pygame.K_UP:
		ship.moving_up = False
	if event.key == pygame.K_DOWN:
		ship.moving_down = False
		
def update_screen(settings, screen, ship, bullets):
	screen.fill(settings.bg_color)
	ship.blitme()
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	pygame.display.flip()

效果图:


这子弹模型让我想起了小时候掌机上一个像弹乒乓球的游戏,呵呵!

问题与总结:

1.初始化Ship类时,忘记写self.screen = screen

2.当按住↑键时,飞船直接到了屏幕顶部,经检查是在check_keys_down()中,moving_up拼写出错

3.对编组bullets中的bullet使用for循环时,应写成for bullet in bullet.sprites():

4.各处形参传递顺序应一致,本次因为没注意一直出现 AttributeError,值得注意

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