Python-飞机大战(二)

本文主要介绍飞机大战的思路,代码会在文章末尾给出。
分为两个文件:plane_main和plane_spirite。
此游戏不是很难。在设计父类时,我将父类定义为一个抽象类,抽象方法是update(self)。
图片是在B站上黑马教程下面的链接中找到的。

import pygame
from flying_war_2022.plane_spirite import *


class Game:
    enemy_str = ["AirPlane", "BigAirPlane", "SuperAirPlane"]

    def __init__(self):
        pygame.init()
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(SCREEN_RECT.size)
        self.__create_sky()
        self.__create_air_planes()
        self.__create_hero()
        self.__create_bullets()
        self.__create_dead_planes()
        Game.__set_time()

    @staticmethod
    def __set_time():
        pygame.time.set_timer(AIR_PLANE, CREATE_TIME)
        pygame.time.set_timer(FIRE, FIRE_TIME)

    def __create_sky(self):
        sky_01 = Sky()
        sky_02 = Sky(True)
        self.skys = pygame.sprite.Group(sky_01, sky_02)

    def __create_air_planes(self):
        self.air_plane_groups = pygame.sprite.Group()

    def __create_hero(self):
        self.hero = Hero()
        self.hero_group = pygame.sprite.Group(self.hero)

    def __create_bullets(self):
        self.bullets_group = pygame.sprite.Group()

    def __create_dead_planes(self):
        self.dead_planes_group = pygame.sprite.Group()

    def start(self):
        print(f'游戏开始了')
        while True:
            self.clock.tick(FPS)
            self.__update()
            self.__event_detection()
            self.__collision_detection()

            pygame.display.update()

    def __collision_detection(self):
        for bullet in self.bullets_group:
            for enemy in self.air_plane_groups:
                if pygame.sprite.collide_mask(bullet, enemy):
                    enemy.is_alive = True
                    self.dead_planes_group.add(enemy)

    def __update(self):
        self.skys.update()
        self.skys.draw(self.screen)

        self.air_plane_groups.update()
        self.air_plane_groups.draw(self.screen)

        self.hero_group.update()
        self.hero_group.draw(self.screen)

        self.bullets_group.update()
        self.bullets_group.draw(self.screen)

        self.dead_planes_group.update()
        self.dead_planes_group.draw(self.screen)

    def __event_detection(self):
        keys_pressed = pygame.key.get_pressed()

        if keys_pressed[pygame.K_RIGHT]:
            self.hero.rect.x += self.hero.speed
        elif keys_pressed[pygame.K_LEFT]:
            self.hero.rect.x -= self.hero.speed
        elif keys_pressed[pygame.K_UP]:
            self.hero.rect.y -= self.hero.speed
        elif keys_pressed[pygame.K_DOWN]:
            self.hero.rect.y += self.hero.speed

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                Game.__end()
                break
            elif event.type == AIR_PLANE:
                enemy = random.choice(Game.enemy_str)
                self.air_plane_groups.add(eval(enemy)())
            elif event.type == FIRE:
                bullet = self.hero.fire()
                self.bullets_group.add(bullet)

    @staticmethod
    def __end():
        print(f'游戏结束')
        pygame.quit()


if __name__ == '__main__':
    game = Game()
    game.start()


from abc import ABCMeta, abstractmethod
import pygame
import random

SCREEN_RECT = pygame.Rect(0, 0, 480, 700)
SKY_SPEED = 3
FPS = 60
CREATE_TIME = 1000
AIR_PLANE = pygame.USEREVENT
FIRE = pygame.USEREVENT + 1
FIRE_TIME = 200


class Flying(pygame.sprite.Sprite, metaclass=ABCMeta):  # 继承精灵类
    def __init__(self):
        super().__init__()  # 这个不能少
        self.speed = 0

    def image_process(self, image_name):
        self.image = pygame.image.load("../images/" + image_name + ".png")
        self.rect = self.image.get_rect()

    @abstractmethod
    def update(self):
        pass


class Hero(Flying):
    def __init__(self):
        super().__init__()
        super().image_process("me1")
        self.index = 0
        self.speed = 5
        self.rect.x = SCREEN_RECT.centerx
        self.rect.y = SCREEN_RECT.height - 200

    def update(self):
        if self.rect.x <= 0:
            self.rect.x = 0
        elif self.rect.right >= SCREEN_RECT.width:
            self.rect.right = SCREEN_RECT.width

        self.__image_change()

    def __image_change(self):
        self.index += 1
        if self.index % 16 == 0:
            self.image = pygame.image.load("../images/me1.png")
        elif self.index % 16 == 8:
            self.image = pygame.image.load("../images/me2.png")

    def fire(self):
        bullet = Bullet()
        bullet.rect.x = self.rect.centerx
        bullet.rect.y = self.rect.y - 20

        return bullet


class Bullet(Flying):
    def __init__(self):
        super().__init__()
        super().image_process("bullet2")
        self.speed = 6

    def update(self):
        self.rect.y -= self.speed
        if self.rect.y <= 0:
            self.kill()


class Sky(Flying):
    def __init__(self, judgment_flag=False):
        super().__init__()
        super().image_process("background")
        self.speed = SKY_SPEED
        if judgment_flag:
            self.rect.y = -self.rect.height

    def update(self):
        self.rect.y += self.speed

        if self.rect.y >= self.rect.height:
            self.rect.y = -self.rect.height


class AirPlane(Flying):
    def __init__(self):
        super().__init__()
        super().image_process("enemy1")
        self.config()
        self.is_alive = False
        self.index = 0
        self.dead_index = 0

    def config(self):
        self.speed = random.randint(2, 12)
        self.rect.x = random.randint(0, SCREEN_RECT.width - self.rect.width)
        self.rect.y = -self.rect.height

    def update(self, dead_plane_model="enemy1_down", num_of_pictures_of_death=4):
        self.__dead(dead_plane_model, num_of_pictures_of_death)

        self.rect.y += self.speed
        if self.rect.y >= SCREEN_RECT.height:
            self.kill()

    def __dead(self, dead_plane_model, num_of_pictures_of_death):
        if self.is_alive:
            self.speed = 0
            self.images = [pygame.image.load("../images/" +
                                             dead_plane_model + str(i) + ".png")
                           for i in range(1, num_of_pictures_of_death + 1)]
            self.__image_change(num_of_pictures_of_death)

    def __image_change(self, num_of_pictures_of_death):
        self.index += 1
        if self.index % 16 == 8:
            self.image = self.images[self.dead_index]
            self.dead_index += 1
            if self.dead_index >= num_of_pictures_of_death:
                self.kill()


class BigAirPlane(AirPlane):
    def __init__(self):
        super().__init__()
        super().image_process("enemy2")
        super().config()

    def update(self, dead_plane_model="enemy2_down", num_of_pictures_of_death=4):
        super().update(dead_plane_model=dead_plane_model, num_of_pictures_of_death=num_of_pictures_of_death)


class SuperAirPlane(AirPlane):
    def __init__(self):
        super().__init__()
        super().image_process("enemy3_n1")
        super().config()

    def update(self, dead_plane_model="enemy3_down", num_of_pictures_of_death=6):
        super().update(dead_plane_model=dead_plane_model, num_of_pictures_of_death=num_of_pictures_of_death)

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