第十二次作业(2018-04-11,周三)

教材第十二章习题

12-1    蓝色天空

import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((1200,800))
pygame.display.set_caption("Alien Invasion")
bg_color = (0,0,255)

while True:
	
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			sys.exit()
			
	screen.fill(bg_color)
	pygame.display.flip()

12-3    火箭

"""alien_invasion.py"""
import sys
import pygame
from Settings import Settings
from ship import *
import game_functions as gf
def run_game():
	pygame.init()
	#bg_color = Image.open('images/ship.bmp').getcolors()
	ai_settings = Settings()
	screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
	pygame.display.set_caption("Alien Invasion")
	#bg_color = (0,0,0)
	ship = Ship(ai_settings, screen)
	while(True):
		gf.check_events(ship)
		ship.update()
		gf.update_screen(ai_settings, screen, ship)
run_game()
"""settings.py"""
class Settings():
	def __init__(self):
		self.screen_width = 600
		self.screen_height = 400
		self.bg_color = (230,230,230)
		self.ship_speed_factor = 1.5

"""ship.py"""
import pygame
#from PIL import Image


class Ship():
	def __init__(self,ai_settings, screen):
		self.ai_settings = ai_settings
		self.screen = screen
		self.image = pygame.image.load('images/ship.bmp')
		self.rect = self.image.get_rect()
		self.screen_rect = screen.get_rect()
		self.rect.centerx = self.screen_rect.centerx
		self.rect.bottom = self.screen_rect.bottom
		#self.color = Image.open('images/ship.bmp').getcolors()
		#self.width, self.height = self.image.get_size()
		self.moving_right = False
		self.moving_left = False
		self.moving_up = False
		self.moving_down = False
		#self.ship_speed_factor = ai_settings.ship_speed_factor
	def update(self):
		if self.moving_right and self.rect.right<self.screen_rect.right:
			self.rect.centerx += self.ai_settings.ship_speed_factor
		if self.moving_left and self.rect.left>0:
			self.rect.centerx -= self.ai_settings.ship_speed_factor
		if self.moving_up and self.rect.top>0:
			self.rect.centery -= self.ai_settings.ship_speed_factor
		if self.moving_down and self.rect.bottom<self.screen_rect.bottom:
			self.rect.centery += self.ai_settings.ship_speed_factor
	def blitme(self):
		#self.screen.blit(self.image, (300-self.width/2,200-self.height/2))
		self.screen.blit(self.image, self.rect)

"""game_functions.py"""
import sys
import pygame
def check_events(ship):
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			sys.exit()
		elif event.type == pygame.KEYDOWN:
			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_UP:
				ship.moving_up = True
			elif event.key == pygame.K_DOWN:
				ship.moving_down = True
		elif event.type == pygame.KEYUP:
			if event.key == pygame.K_RIGHT:
				ship.moving_right = False
			elif event.key == pygame.K_LEFT:
				ship.moving_left = False
			elif event.key == pygame.K_UP:
				ship.moving_up = False
			elif event.key == pygame.K_DOWN:
				ship.moving_down = False

def update_screen(ai_settings, screen, ship):
	screen.fill(ai_settings.bg_color)
	ship.blitme()
	pygame.display.flip()

12-4    按键

"""按键"""
import sys
import pygame
def run_game():
	pygame.init()
	screen = pygame.display.set_mode((600, 400))
	pygame.display.set_caption("Blank")
	while(True):
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				print(event.type)
		screen.fill((230,230,230))
		pygame.display.flip()
run_game()

12-5    侧面射击

"""alien_invasion.py"""
import sys
import pygame
from Settings import Settings
from ship import *
import game_functions as gf
from pygame.sprite import Group
def run_game():
	pygame.init()
	
	ai_settings = Settings()
	screen = pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
	pygame.display.set_caption("Alien Invasion")
	
	bullets = Group()
	ship = Ship(ai_settings, screen)
	while(True):
		gf.check_events(ai_settings, screen, ship, bullets)
		ship.update()
		bullets.update()
		gf.update_bullets(bullets,screen)
		gf.update_screen(ai_settings, screen, ship,bullets)
run_game()
"""settings.py"""
class Settings():
	def __init__(self):
		self.screen_width = 600
		self.screen_height = 400
		self.bg_color = (230,230,230)
		self.ship_speed_factor = 1.5
		self.bullet_width = 15
		self.bullet_height = 3
		self.bullet_color = 60,60,60
		self.bullet_speed_factor = 1
		self.bullet_allowed = 3
"""ship.py"""
import pygame



class Ship():
	def __init__(self,ai_settings, screen):
		self.ai_settings = ai_settings
		self.screen = screen
		self.image = pygame.image.load('images/ship.bmp')
		self.rect = self.image.get_rect()
		self.screen_rect = screen.get_rect()
		self.rect.left = self.screen_rect.left
		self.rect.centery = self.screen_rect.centery
		
		self.moving_up = False
		self.moving_down = False
		
	def update(self):
		
		if self.moving_up and self.rect.top>0:
			self.rect.centery -= self.ai_settings.ship_speed_factor
		if self.moving_down and self.rect.bottom<self.screen_rect.bottom:
			self.rect.centery += self.ai_settings.ship_speed_factor
	def blitme(self):
		#self.screen.blit(self.image, (300-self.width/2,200-self.height/2))
		self.screen.blit(self.image, self.rect)
"""game_functions.py"""
import sys
import pygame
from bullet import Bullet

def check_keydown_events(event, ai_settings, screen, ship, bullets):
	
	if event.key == pygame.K_UP:
		ship.moving_up = True
	elif event.key == pygame.K_DOWN:
		ship.moving_down = True
	elif event.key == pygame.K_SPACE:
		fire_bullet(ai_settings, screen, ship, bullets)
def fire_bullet(ai_settings, screen, ship, bullets):
	if len(bullets) <ai_settings.bullet_allowed:
		new_bullet = Bullet(ai_settings, screen, ship)
		bullets.add(new_bullet)
def check_keyup_events(event, ship):
	
	if event.key == pygame.K_UP:
		ship.moving_up = False
	elif event.key == pygame.K_DOWN:
		ship.moving_down = False
def check_events(ai_settings, screen, ship, bullets):
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			sys.exit()
		elif event.type == pygame.KEYDOWN:
			check_keydown_events(event, ai_settings, screen, ship, bullets)
		elif event.type == pygame.KEYUP:
			check_keyup_events(event, ship)

def update_screen(ai_settings, screen, ship, bullets):
	screen.fill(ai_settings.bg_color)
	for bullet in bullets.sprites():
		bullet.draw_bullet()
	ship.blitme()

	pygame.display.flip()

def update_bullets(bullets,screen):
	bullets.update()
	for bullet in bullets.copy():
		if bullet.rect.left>=screen.get_rect().right:
			bullets.remove(bullet)

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
	def __init__(self, ai_settings, screen, ship):
		super().__init__()
		self.screen  = screen
		self.rect = pygame.Rect(0,0,ai_settings.bullet_width, ai_settings.bullet_height)
		self.rect.centery = ship.rect.centery
		self.rect.right = ship.rect.right
		self.color = ai_settings.bullet_color
		self.speed_factor = ai_settings.bullet_speed_factor
		self.x = float(self.rect.x)
	def update(self):
		self.x += self.speed_factor
		self.rect.x = self.x
	def draw_bullet(self):
		pygame.draw.rect(self.screen, self.color, self.rect)



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