#!/usr/bin/python
#!coding:utf-8
import pygame
import time
#导入按键的检测包,之前没有加载这个包导致按键没有反应,代码异常
from pygame.locals import *
import random
#要定义玩家飞机的类和子弹飞机的位置和子弹的位置密切相关
class playerPlane(object):
def __init__(self,screen):
self.playerName = 'player'
playerImage = './打飞机/player.png'
self.Image = pygame.image.load(playerImage).convert()
self.x = 5
self.y = 450
self.bullet = []
self.screen = screen
#定义一个方法,让飞机显示不同的位置,不能是死位置不动,飞机和
#子弹的位置密切相关所以画了飞机,接着画子弹,值得注意的是画子弹的函数与画飞机
#的函数不同,有反复调用的感觉。
#最初时,我在主程序也可以画子弹,运行效果与此相同。
def draw(self):
self.screen.blit(self.Image,(self.x ,self.y))
for temp in self.bullet:
temp.draw2()
#控制玩家飞机飞机的合理区域,不能超出窗口的边界
def playerRange(self):
if self.x < 0:
self.x = 0
elif self.x > 330:
self.x = 330
elif self.y < 0:
self.y = 0
elif self.y > 470:
self.y = 470
#定义一个按键控制飞机的方法
def keyHandle(self,keyValue):
global G_Bullet
if keyValue == 'left':
self.x -= 20
self.playerRange()
elif keyValue == 'right':
self.x += 20
self.playerRange()
elif keyValue == 'up':
self.y -= 20
self.playerRange()
elif keyValue == 'down':
self.y += 20
self.playerRange()
elif keyValue == 'space':
print('发射导弹')
#这一句比较复杂,需要深刻理解,增加子弹并传参
#同时用列表对象,使用了append,使得子弹不再是一个,而是多个
self.bullet.append(Bullet(self.screen, self.x ,self.y))
class Bullet(object):
def __init__(self ,screen, x ,y):
bulletImage = './打飞机/bullet.png'
self.ziDan = pygame.image.load(bulletImage).convert()
#把传递的参数消化接受,转成自己的属性,很重要
self.screen = screen
self.x = x + 40
self.y = y
#定义一个画玩家子弹的方法
def draw2(self):
self.y -= 5
self.screen.blit(self.ziDan,(self.x ,self.y))
#创建电脑飞机,来回的飞,且不断发射子弹
class EnemyPlane(object):
def __init__(self,screen):
self.name = 'enemy'
enemyPlneImage = './打飞机/enemyPlane.png'
self.image = pygame.image.load(enemyPlneImage).convert()
self.x = 0
self.y = 0
self.enemyScreen = screen
self.direction = 'right'
self.enemyBul = []
#定义敌机的运行轨迹
def moveEnemy(self):
if self.x >=390:
self.direction = 'left'
elif self.x < 0:
self.direction = 'right'
if self.direction == 'right':
self.x += 10
elif self.direction == 'left':
self.x -= 10
randomNum = random.randint(0,100)
if randomNum in [1,2,3,4,5,6,8,10]:
self.enemyBul.append(enemyBullet(screen,self.x ,self.y))
def draw3(self):
self.moveEnemy()
self.enemyScreen.blit(self.image ,(self.x ,self.y))
for temp in self.enemyBul:
temp.draw4()
class enemyBullet(object):
def __init__(self, screen, x ,y):
enemyBul = './打飞机/enemybullet.png'
self.enemyBulImage = pygame.image.load(enemyBul).convert()
self.x = x + 15
self.y = y + 30
self.eneScreen =screen
def draw4(self):
self.y += 5
self.eneScreen.blit(self.enemyBulImage,(self.x ,self.y))
#加载工具包后,创建游戏界面
if __name__ == '__main__':
screen = pygame.display.set_mode((410,527),0,32)
bgImageFile = './打飞机/background.png'
backGround = pygame.image.load(bgImageFile).convert()
player = playerPlane(screen)
enemyPlane = EnemyPlane(screen)
while True:
screen.blit(backGround,(0,0))
#定义一个捕捉玩家按键的操作,并作出初步判断,把得到的值传递出去
for event in pygame.event.get():
if event.type == QUIT:
# if event.type == quit:
print('退出')
quit()
elif event.type == KEYDOWN:
if event.key == K_a or event.key == K_LEFT:
print('left')
player.keyHandle('left')
elif event.key == K_d or event.key == K_RIGHT:
print('right')
player.keyHandle('right')
elif event.key == K_w or event.key == K_UP:
print('up')
player.keyHandle('up')
elif event.key == K_s or event.key == K_DOWN:
print('down')
player.keyHandle('down')
elif event.key == K_SPACE:
print('发射')
player.keyHandle('space')
player.draw()
enemyPlane.draw3()
pygame.display.update()
#让CPU运行的慢一点
time.sleep(0.1)
重点要关注子弹初发射的坐标和飞机有密切相关性,因此创建对象的时候要注意。