plane_main.py
import pygame
from plane_sprites import *
class PlaneGame(object):
def __init__(self):
self.screen = pygame.display.set_mode(SCREEN_RECT.size)
self.clock = pygame.time.Clock()
self.__create_sprites()
pygame.time.set_timer(CREATE_ENEMY_EVENT,1000)
pygame.time.set_timer(HERO_FIRE_EVENT,500)
def __create_sprites(self):
bg1 = BackGround()
bg2 = BackGround(True) #?
# bg2.rect.y = -SCREEN_RECT.height
self.back_group = pygame.sprite.Group(bg1,bg2)
self.enemy_group = pygame.sprite.Group()
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
while True:
self.clock.tick(FRAME_PER_SEC)
self.__event_handler()
self.__check_collide()
self.__update_sprites()
pygame.display.update()
def __event_handler(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
PlaneGame.__game_over()
elif event.type == CREATE_ENEMY_EVENT:
print("敌机出场")
enemy = Enemy()
self.enemy_group.add(enemy)
elif event.type == HERO_FIRE_EVENT:
self.hero.fire()
# elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
# print("向右移动")
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_RIGHT]:
print("持续向右移动")
self.hero.speed = 2
elif keys_pressed[pygame.K_LEFT]:
self.hero.speed = -2
else:
self.hero.speed = 0
def __check_collide(self):
pygame.sprite.groupcollide(self.hero.bullets,self.enemy_group,True,True)
enemies = pygame.sprite.spritecollide(self.hero,self.enemy_group,True)
print("这个返回值挺有意思的哦")
print(len(enemies))
if len(enemies) > 0:
self.hero.kill()
PlaneGame.__game_over()
def __update_sprites(self):
self.back_group.update()
self.back_group.draw(self.screen)
self.enemy_group.update()
self.enemy_group.draw(self.screen)
self.hero_group.update()
self.hero_group.draw(self.screen)
self.hero.bullets.update()
self.hero.bullets.draw(self.screen)
@staticmethod
def __game_over():
print("游戏结束")
pygame.quit()
exit()
if __name__ == "__main__":
game = PlaneGame()
game.start_game()
plane_sprites.py
import random
import pygame
SCREEN_RECT = pygame.Rect(0,0,480,600)
FRAME_PER_SEC = 60
CREATE_ENEMY_EVENT = pygame.USEREVENT
HERO_FIRE_EVENT = pygame.USEREVENT + 1
class GameSprite(pygame.sprite.Sprite):
"""飞机大战游戏精灵"""
def __init__(self,image_name,speed=1):
super().__init__()
self.image = pygame.image.load(image_name)
self.rect = self.image.get_rect() #返回照片的位置
print(self.rect)
self.speed = speed
def update(self):
self.rect.y += self.speed
class BackGround(GameSprite):
# def __init__(self,image_name):
# super().__init__()
def __init__(self,is_alt=False):
super().__init__("./image/background.jpg")
if is_alt:
self.rect.y = -self.rect.height
def update(self):
super().update()
if self.rect.y >= SCREEN_RECT.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
def __init__(self):
super().__init__("./image/enemy1.png")
self.speed = random.randint(1,3)
self.rect.bottom = 0
max_x = SCREEN_RECT.width - self.rect.width
self.rect.x = random.randint(0,max_x)
def update(self):
super().update()
if self.rect.y >= SCREEN_RECT.height:
print("飞出屏幕需要从精灵组中删除")
self.kill()
def __del__(self):
print("敌机挂了 %s" % self.rect)
class Hero(GameSprite):
def __init__(self):
super().__init__("./image/me1.png",0)
self.rect.centerx = SCREEN_RECT.centerx
self.rect.bottom = SCREEN_RECT.bottom - 120
self.bullets = pygame.sprite.Group()
def update(self):
self.rect.x += self.speed
if self.rect.x < 0 :
self.rect.x = 0
elif self.rect.right > SCREEN_RECT.right:
self.rect.right = SCREEN_RECT.right
def fire(self):
print("发射子弹")
for i in (0,1,2):
bullet = Bullet()
bullet.rect.bottom = self.rect.y - i*20
bullet.rect.centerx = self.rect.centerx
self.bullets.add(bullet)
class Bullet(GameSprite):
def __init__(self):
super().__init__("./image/bullet.png",-2)
def update(self):
super().update()
if self.rect.bottom < 0:
self.kill()
def __del__(self):
print("子弹被销毁")
目前已经实现了前一版的不足之处 只是还有声音加载,以及难度控制,还有道具设定 血条控制都无法做到