木 头 课 堂
小 木 前 言上一章节我们完成了敌机移动的操作,下面这章节我们继续让敌机也可以发射子弹,并完成整体代码的优化,抽象出基类操作。
小 木 正 文——————————————
❶敌机发射子弹
——————————————
#-*- coding:utf-8 -*-##-------------------------------------------------------------------------#ProjectName: Python2020#FileName: fly-敌机发射子弹.py#Author: mutou#Date: 2020/8/12 18:23#Description:#--------------------------------------------------------------------------import pygamefrom pygame.locals import *import timeimport random''' 9. 让敌机发射子弹'''class HeroPlane(object): def __init__(self,screen): #设置飞机默认的位置 self.x = 230 self.y = 700 #设置要显示内容的窗口 self.screen = screen self.imageName = "hero.png" self.image = pygame.image.load(self.imageName).convert() #用来存储英雄飞机发射的所有子弹 self.bulletList = [] def display(self): self.screen.blit(self.image,(self.x,self.y)) #判断一下子弹的位置是否越界,如果是,那么就要删除这颗子弹 # #这种方法会漏掉很多需要删除的数据 # for i in self.bulletList: # if i.y<0: # self.bulletList.remove(i) #用来存放需要删除的对象引用 needDelItemList = [] #保存需要删除的对象 for i in self.bulletList: if i.judge(): needDelItemList.append(i) #删除self.bulletList中需要删除的对象 for i in needDelItemList: self.bulletList.remove(i) #因为needDelItemList也保存了刚刚删除的对象的引用,所以可以删除整个列表,那么 #整个列表中的引用就不存在了,也可以不调用下面的代码,因为needDelItemList是局部变量 #当这个方法的调用结束时,这个局部变量也就不存在了 # del needDelItemList for bullet in self.bulletList: bullet.display()#显示一个子弹的位置 bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置 def moveLeft(self): self.x -= 10 def moveRight(self): self.x += 10 def sheBullet(self): newBullet = Bullet(self.x, self.y, self.screen) self.bulletList.append(newBullet)class Bullet(object): def __init__(self,x,y,screen): self.x = x+40 self.y = y-20 self.screen = screen self.image = pygame.image.load("buttle.png").convert() def move(self): self.y -= 5 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self): if self.y<0: return True else: return Falseclass EnemyPlane(object): def __init__(self,screen): #设置飞机默认的位置 self.x = 0 self.y = 0 #设置要显示内容的窗口 self.screen = screen self.imageName = "em.png" self.image = pygame.image.load(self.imageName).convert() self.direction = "right" #用来存储敌人飞机发射的所有子弹 self.bulletList = [] def display(self): self.screen.blit(self.image,(self.x,self.y)) #判断一下子弹的位置是否越界,如果是,那么就要删除这颗子弹 # #这种方法会漏掉很多需要删除的数据 # for i in self.bulletList: # if i.y<0: # self.bulletList.remove(i) #存放需要删除的对象信息 needDelItemList = [] for i in self.bulletList: if i.judge(): needDelItemList.append(i) for i in needDelItemList: self.bulletList.remove(i) # del needDelItemList #更新及这架飞机发射出的所有子弹的位置 for bullet in self.bulletList: bullet.display() bullet.move() def move(self): #如果碰到了右边的边界,那么就往左走,如果碰到了左边的边界,那么就往右走 if self.direction == "right": self.x += 4 elif self.direction == "left": self.x -= 4 if self.x>480-50: self.direction = "left" elif self.x<0: self.direction = "right" def sheBullet(self): num = random.randint(1,100) if num == 88: newBullet = EnemyBullet(self.x,self.y,self.screen) self.bulletList.append(newBullet)class EnemyBullet(object): def __init__(self,x,y,screen): self.x = x+30 self.y = y+30 self.screen = screen self.image = pygame.image.load("buttle.png").convert() def move(self): self.y += 4 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self): if self.y>852: return True else: return Falsedef key_control(heroPlane): #判断是否是点击了退出按钮 for event in pygame.event.get(): # print(event.type) if event.type == QUIT: print("exit") exit() elif event.type == KEYDOWN: if event.key == K_a or event.key == K_LEFT: print('left') heroPlane.moveLeft() #控制飞机让其向左移动 elif event.key == K_d or event.key == K_RIGHT: print('right') heroPlane.moveRight() elif event.key == K_SPACE: print('space') heroPlane.sheBullet()def main(): #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,852),0,32) #2. 创建一个和窗口大小的图片,用来充当背景 background = pygame.image.load("background.jfif").convert() #3.1 创建一个飞机对象 heroPlane = HeroPlane(screen) #3.2 创建一个敌人飞机 enemyPlane = EnemyPlane(screen) #4. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) heroPlane.display() enemyPlane.move() enemyPlane.display() enemyPlane.sheBullet() key_control(heroPlane) pygame.display.update() #通过延时的方式,来降低这个while循环的循环速度,从而降低了cpu占用率 time.sleep(0.01)if __name__ == "__main__": main()
执行后的效果如下,当然我现在敌机的子弹与主机的子弹使用同一图片素材,大家自己替换吧,实在不愿意找素材,小编太懒了~~~
——————————————
❷代码优化-抽象出基类
——————————————
#-*- coding:utf-8 -*-##-------------------------------------------------------------------------#ProjectName: Python2020#FileName: fly-抽出基类.py#Author: mutou#Date: 2020/8/12 18:26#Description:#--------------------------------------------------------------------------import pygamefrom pygame.locals import *import timeimport random''' 代码优化:抽出基类'''class Plane(object): def __init__(self, screen, imageName): #设置要显示内容的窗口 self.screen = screen self.image = pygame.image.load(imageName).convert() #用来存储英雄飞机发射的所有子弹 self.bulletList = [] def display(self): self.screen.blit(self.image,(self.x,self.y)) #用来存放需要删除的对象引用 needDelItemList = [] #保存需要删除的对象 for i in self.bulletList: if i.judge(): needDelItemList.append(i) #删除self.bulletList中需要删除的对象 for i in needDelItemList: self.bulletList.remove(i) for bullet in self.bulletList: bullet.display()#显示一个子弹的位置 bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置class HeroPlane(Plane): def __init__(self, screen): super(HeroPlane, self).__init__(screen, "hero.png") #设置飞机默认的位置 self.x = 230 self.y = 700 def moveLeft(self): self.x -= 10 def moveRight(self): self.x += 10 def sheBullet(self): newBullet = Bullet(self.x, self.y, self.screen, "hero") self.bulletList.append(newBullet)class EnemyPlane(Plane): def __init__(self, screen): super(EnemyPlane, self).__init__(screen, "em.png") #设置飞机默认的位置 self.x = 0 self.y = 0 self.direction = "right" def move(self): #如果碰到了右边的边界,那么就往左走,如果碰到了左边的边界,那么就往右走 if self.direction == "right": self.x += 4 elif self.direction == "left": self.x -= 4 if self.x>480-50: self.direction = "left" elif self.x<0: self.direction = "right" def sheBullet(self): num = random.randint(1,100) if num == 88: newBullet = Bullet(self.x,self.y,self.screen, "enemy") self.bulletList.append(newBullet)class Bullet(object): def __init__(self,x,y,screen,planeName): self.name = planeName self.screen = screen if self.name == "hero": self.x = x+40 self.y = y-20 imageName = "buttle.png" elif self.name == "enemy": self.x = x+30 self.y = y+30 imageName = "buttle.png" self.image = pygame.image.load(imageName).convert() def move(self): if self.name == "hero": self.y -= 4 elif self.name == "enemy": self.y += 4 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self): if self.y>852 or self.y<0: return True else: return Falsedef key_control(heroPlane): #判断是否是点击了退出按钮 for event in pygame.event.get(): # print(event.type) if event.type == QUIT: print("exit") exit() elif event.type == KEYDOWN: if event.key == K_a or event.key == K_LEFT: print('left') heroPlane.moveLeft() #控制飞机让其向左移动 elif event.key == K_d or event.key == K_RIGHT: print('right') heroPlane.moveRight() elif event.key == K_SPACE: print('space') heroPlane.sheBullet()def main(): #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,852),0,32) #2. 创建一个和窗口大小的图片,用来充当背景 background = pygame.image.load("background.jfif").convert() #3.1 创建一个飞机对象 heroPlane = HeroPlane(screen) #3.2 创建一个敌人飞机 enemyPlane = EnemyPlane(screen) #4. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) heroPlane.display() enemyPlane.move() enemyPlane.display() enemyPlane.sheBullet() key_control(heroPlane) pygame.display.update() #通过延时的方式,来降低这个while循环的循环速度,从而降低了cpu占用率 time.sleep(0.01)if __name__ == "__main__": main()
大家可以对比没有抽出基类之前的代码和抽出基类的代码,有没有发现,面向对象进行管理代码以及实现功能更加的灵活,更加的好用。所以大家还是要理解面向对象的思想哦。当然这个还没写敌机中弹的效果,大家可以尝试完成此功能哦~~~
无 成 本 赞 赏
生活不易,还请小伙伴多多支持,顺手给小编加个鸡腿,万分感谢~~~
END
— — — — — — — — — — — — —
更多信息,扫码关注我们哦!