python quit()讲解_Python locals.QUIT属性代码示例

# 需要导入模块: from pygame import locals [as 别名]

# 或者: from pygame.locals import QUIT [as 别名]

def update(self):

"""Called on new frame."""

self.clock.tick(60)

new_time = time.time()

self.time_delta = new_time - self.last_update_time

self.last_update_time = new_time

self.score += self.energy_per_second * self.time_delta

for event in pygame.event.get():

if event.type == QUIT or (event.type == KEYDOWN

and event.key == K_ESCAPE):

self.exit_requested = True

return

if event.type == MOUSEBUTTONDOWN:

pos = pygame.mouse.get_pos()

if self.crank.rect.collidepoint(pos):

self.crank.clicked()

for button in self.all_buttons:

if button.rect.collidepoint(pos):

button.clicked()

for machine in self.machines.values():

if machine.rect.collidepoint(pos):

if self.score >= machine.cost:

self.score -= machine.cost

machine.count += 1

self.events.send(f"buy_machine_{machine.name}")

if self.score >= 5.67e5 and not self.congrats_message:

self.congrats_message = StaticImage((0.5, 0.8), images["congrats"])

self.gui_plain.add(self.congrats_message)

self.events.send("win")

for sprite_layer in self.sprite_layers:

sprite_layer.update()

self.screen.blit(self.background, (0, 0))

self.screen.fill(self.overlay_color, rect=self.overlay1, special_flags=pygame.BLEND_MULT)

self.screen.fill(self.overlay_color, rect=self.overlay2, special_flags=pygame.BLEND_MULT)

for sprite_layer in self.sprite_layers:

sprite_layer.draw(self.screen)

pygame.display.flip()

say(self.events.get_current_message())

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飞机大战是一款经典的2D射击游戏,如果您想了解其Python代码实现,可以参考以下主要功能实现: 1. 游戏窗口和背景:使用Pygame库创建游戏窗口,并在其中加载背景图片。 2. 玩家飞机:定义玩家飞机类,并实现其移动、射击、碰撞检测等功能。 3. 敌方飞机:定义敌方飞机类,并实现其移动、射击、碰撞检测等功能。 4. 游戏控制:实现游戏开始、结束、重置等控制功能。 下面是一个简单的示例代码: ``` import pygame from pygame.locals import * import random # 初始化Pygame库 pygame.init() # 创建游戏窗口 screen_width = 480 screen_height = 700 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption('飞机大战') # 加载背景图片 bg = pygame.image.load('images/background.png').convert() # 定义玩家飞机类 class Player(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('images/hero.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left = (screen_width - self.rect.width) // 2 self.rect.top = screen_height - self.rect.height - 50 self.speed = 6 self.bullets = pygame.sprite.Group() def move_up(self): if self.rect.top > 0: self.rect.top -= self.speed def move_down(self): if self.rect.bottom < screen_height - 50: self.rect.top += self.speed def move_left(self): if self.rect.left > 0: self.rect.left -= self.speed def move_right(self): if self.rect.right < screen_width: self.rect.left += self.speed def shoot(self): bullet = Bullet(self.rect.left + self.rect.width // 2, self.rect.top) self.bullets.add(bullet) class Bullet(pygame.sprite.Sprite): def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('images/bullet.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left = x - self.rect.width // 2 self.rect.top = y - self.rect.height self.speed = 10 def update(self): self.rect.top -= self.speed if self.rect.bottom < 0: self.kill() # 定义敌方飞机类 class Enemy(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load('images/enemy.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left = random.randint(0, screen_width - self.rect.width) self.rect.bottom = 0 self.speed = random.randint(3, 6) def update(self): self.rect.top += self.speed if self.rect.top > screen_height: self.kill() # 创建玩家飞机对象 player = Player() # 创建敌方飞机组对象 enemies = pygame.sprite.Group() # 设置帧率和游戏状态 clock = pygame.time.Clock() game_running = True while game_running: # 处理事件 for event in pygame.event.get(): if event.type == QUIT: game_running = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: game_running = False elif event.key == K_UP: player.move_up() elif event.key == K_DOWN: player.move_down() elif event.key == K_LEFT: player.move_left() elif event.key == K_RIGHT: player.move_right() elif event.key == K_SPACE: player.shoot() # 添加敌方飞机 if random.randint(1, 60) == 1: enemy = Enemy() enemies.add(enemy) # 更新玩家飞机和子弹 player.bullets.update() # 更新敌方飞机 enemies.update() # 碰撞检测 for enemy in pygame.sprite.spritecollide(player, enemies, True): game_running = False for bullet in pygame.sprite.groupcollide(player.bullets, enemies, True, True): pass # 绘制游戏窗口 screen.blit(bg, (0, 0)) screen.blit(player.image, player.rect) player.bullets.draw(screen) enemies.draw(screen) # 刷新游戏窗口 pygame.display.update() # 控制帧率 clock.tick(60) # 退出游戏 pygame.quit() ```
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