前言:python的基础结束,附上飞机大战面向对象思想的基础的源码
First:python源码(主)
import pygame
from plane_sprites import *
class PlaneGame(object):
def __init__(self):
print("初始化")
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):
# 创建背景精灵和精灵组
bg1 = Background()
bg2 = Background(True)
self.back_group = pygame.sprite.Group(bg1, bg2)
# 创建敌机精灵组
self.enemy_group = pygame.sprite.Group()
# 创建飞机精灵组,将飞机定义属性主要是为了
# 后面碰撞检测好用
self.hero = Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
print("游戏开始")
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coming")
# 创建敌机精灵
enemy = Enemy()
# 创建的敌机精灵加到精灵组
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("敌机向右移动...")
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_RIGHT]:
print("向右移动..")
self.hero.speed = 2
elif keys_pressed[pygame.K_LEFT]:
print("向左移动...")
self.hero.speed = -2
else:
self.hero.speed = 0
def __check_collide(self):
# 子弹摧毁敌机
pygame.sprite.groupcollide(self.enemy_group, self.hero.bullets, True, True)
# 敌机摧毁飞机,返回list
enemies = pygame.sprite.spritecollide(self.hero, self.enemy_group, True)
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()
Second:Python源码(工具包)
import random
import pygame
# 屏幕大小
SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
# 刷新帧率
FRAME_PER_SEC = 60
# 创建敌机定时器常量
CREATE_ENEMY_EVENT = pygame.USEREVENT
# 创建飞机发射子弹的定时器常量
HERO_FIRE_EVENT = pygame.USEREVENT + 1
class GameSprite(pygame.sprite.Sprite):
def __init__(self, image_name, speed=1):
super().__init__()
self.image = pygame.image.load(image_name)
self.speed = speed
self.rect = self.image.get_rect()
def update(self):
self.rect.y += self.speed
class Background(GameSprite):
def __init__(self, is_alt=False):
super().__init__("./images/background.png")
if is_alt:
self.rect.y = - self.rect.height
def update(self):
super().update()
if self.rect.y >= self.rect.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
def __init__(self):
super().__init__("./images/enemy1.png")
self.speed = random.randint(1, 3)
# self.rect.y = self.rect.y-self.rect.height+self.speed
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("敌机飞出窗口,从精灵组中删除")
self.kill()
def __del__(self):
# print("%s敌机销毁内存..." % self.rect)
pass
class Hero(GameSprite):
def __init__(self):
super().__init__("./images/me1.png", 0)
self.rect.centerx = SCREEN_RECT.centerx
self.rect.y = SCREEN_RECT.height-self.rect.height
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()
# rect.bottom = rect.y + rect.height
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__("./images/bullet1.png", -2)
def update(self):
super().update()
if self.rect.bottom < 0:
self.kill()
def __del__(self):
print("子弹被销毁..")
Last:运行的效果