完成飞船的子弹发射,明天将自编侧面射击

alian_invassion.py

import sys

import pygame

from pygame.sprite import Group
from settings import Settings
from ship import Ship
import game_functions as gf

def run_game():
	#初始化游戏并创建一个屏幕对象
	pygame.init()
	ai_settings = Settings()
	screen = pygame.display.set_mode(
		(ai_settings.screen_width, ai_settings.screen_height))
	pygame.display.set_caption("Alian Invasion")

	#创建一艘飞船
	ship = Ship(ai_settings, screen)
	#创建一个存储子弹的编组
	bullets = Group()

	#开始游戏的主循环
	while True:
		gf.check_events(ai_settings, screen, ship, bullets)
		ship.update()
		gf.update_bullets(bullets)
		gf.update_screen(ai_settings, screen, ship, bullets)
		
run_game()

settings.py

class Settings():
	#《外星人入侵》的所有设置的类""

	def __init__(self):
		#初始化游戏的设置""
		#屏幕设置
		self.screen_width = 1200
		self.screen_height = 700
		self.bg_color = (255, 192, 203)

		#飞船的设置
		self.ship_speed_factor = 1.5

		#子弹设置
		self.bullet_speed_factor = 1
		self.bullet_width = 3
		self.bullet_height = 15
		self.bullet_color = 60, 60, 60
		self.bullets_allowed = 3

ship.py

import pygame

class Ship():

	def __init__(self, ai_settings, screen):
		#初始化飞船并设置其初始位置
		self.screen = screen
		self.ai_settings = ai_settings

		#加载飞船图像并获取其外接矩形
		self.image = pygame.image.load('images/ship.bmp')
		self.rect = self.image.get_rect()
		self.screen_rect = screen.get_rect()

		#将每艘飞船放在屏幕底中央
		self.rect.centerx = self.screen_rect.centerx
		self.rect.centery = self.screen_rect.centery
		self.rect.bottom = self.screen_rect.bottom

		#在飞船的属性center中存储小数值
		self.centerx = float(self.rect.centerx)
		self.centery = float(self.rect.centery)

		#移动标志
		self.moving_right = False
		self.moving_left = False
		self.moving_up = False
		self.moving_down = False

	def update(self):
		#根据移动标志调整飞船的位置
		#更新飞船的center值而不是rect
		if self.moving_right and self.rect.right < self.screen_rect.right:
			self.centerx += self.ai_settings.ship_speed_factor
		if self.moving_left and self.rect.left > 0:
			self.centerx -= self.ai_settings.ship_speed_factor
		if self.moving_up and self.rect.top > self.screen_rect.top:
			self.centery -= self.ai_settings.ship_speed_factor
		if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
			self.centery += self.ai_settings.ship_speed_factor
		#根据self.center更新rect对象
		self.rect.centerx = self.centerx
		self.rect.centery = self.centery

	def blitme(self):
		#在指定位置绘制飞船
		self.screen.blit(self.image, self.rect)

game_functions.py

import sys

import pygame

from bullet import Bullet

def check_keydown_event(event, ai_settings, screen, ship, bullets):
	#相应按键
	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.key == pygame.K_SPACE:
		#创建一颗子弹,并将其加入到编组bullets中
		fire_bullet(ai_settings, screen, ship, bullets)
		
def check_keyup_event(event, ship):
	if event.key == pygame.K_RIGHT:
		ship.moving_right = False
	elif event.key == pygame.K_LEFT:
		ship.moving_left = False
	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):
	#监视键盘和鼠标事件
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			sys.exit()
		elif event.type == pygame.KEYDOWN:
			check_keydown_event(event, ai_settings, screen, ship, bullets)
		elif event.type == pygame.KEYUP:
			check_keyup_event(event, ship)

def update_bullets(bullets):
	#更新子弹的位置,并删除已消失的子弹
	#更新子弹的位置
	bullets.update()

	#删除已消失的子弹
	for bullet in bullets.copy():
		if bullet.rect.bottom <= 0:
			bullets.remove(bullet)

def fire_bullet(ai_settings, screen, ship, bullets):
	#如果还没有达到限制,就发射一颗子弹
	#创建新子弹,并将其加入到编组bullets中
	if len(bullets) < ai_settings.bullets_allowed:
			new_bullet = Bullet(ai_settings, screen, ship)
			bullets.add(new_bullet)

def update_screen(ai_settings, screen, ship, bullets):
    #更新屏幕上的图像,并切换到新屏幕
    #每次循环时都重绘屏幕
	screen.fill(ai_settings.bg_color)
	#在飞船和外星人后面重绘所有子弹
	for bullet in bullets.sprites():
		bullet.draw_bullet() #子弹绘制

	ship.blitme()
	#让最近绘制的屏幕可见
	pygame.display.flip()

bullet.py

import pygame
from pygame.sprite import Sprite

class Bullet(Sprite):
	#一个对飞船发射的子弹进行管理的类

	def __init__(self, ai_settings, screen, ship):
		#在飞船所处位置创建一个子弹对象
		super(Bullet, self).__init__()
		self.screen = screen

		#在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
		self.rect = pygame.Rect(0, 0, ai_settings.bullet_width,
			ai_settings.bullet_height)
		self.rect.centerx = ship.rect.centerx
		self.rect.top = ship.rect.top

		#存储用小数点表示的子弹位置
		self.y = float(self.rect.y)

		self.color = ai_settings.bullet_color
		self.speed_factor = ai_settings.bullet_speed_factor

	def update(self):
		#向上移动子弹
		#更新表示子弹位置的小数值
		self.y -= self.speed_factor
		#更新表示子弹的rect位置
		self.rect.y = self.y

	def draw_bullet(self):
		#在屏幕上绘制子弹
		pygame.draw.rect(self.screen, self.color, self.rect)
  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值