Thanks to 這邊因為公司停電了 哈哈哈哈哈哈哈哈哈哈,趕緊抓緊時間學習一下,完善一下消滅外星人,目前完成了子彈Bullet類以及可以正常的發射子彈如下,然後我準備發完這篇文章後,繼續學習到Mac沒電了,就回家充電去 嘿嘿嘿~
(完善子彈及子彈發射等代碼,對于其他幾個類都有改動,改動的類如下:大家接着上一篇直接覆寫即可:bullet.py、settings.py、alien_invasion.py、game_function.py)
1.bullet.py:
# coding = utf8
import os
os.path.abspath(".")
from pygame.sprite import Sprite
import pygame
class Bullet(Sprite):
"""
Image 代表圖檔本身,隻提供圖檔的資料和基本操作,
Sprite代表一個由多幀組成的閃花,隻負責隻幀數、位置上操作。傳入Image後,Sprite把Image分成多幀操作。
Sprite僅限隻遊戲架構範圍内使用
Image是基本圖檔封裝類型
Sprite可以認為是一個個小圖檔,一種可以在螢幕上移動的圖形對象,并且可以與其他圖形對象互動。精靈圖像可以是使用pygame
繪制函數繪制的圖像,也可以是原來就有的圖像檔案
目前類中使用Sprite類,通過使用精靈,可将遊戲中相關元素編組,進而同時操作編組中的所有元素。
"""
def __init__(self, screen, settings_game, ship):
"""Create a bullet object and contained theirs attributions
Args:
screen (Screen): Deliver into a screen object
settings_game (settings_game): Deliver into a settings_game object
ship (ship_obj): Deliver into a ship object
"""
# 在飛船位置處建立一個子彈對象
super(Bullet, self).__init__()
self.screen = screen
self.settings_game = settings_game
self.ship = ship
# 在(0, 0)位置繪制一個子彈的矩形,再設定後續位置
self.rect = pygame.Rect(0, 0, settings_game.bullet_width, settings_game.bullet_height)
self.rect.centerx = ship.ship_rect.centerx
self.rect.top = ship.ship_rect.top
# 存儲小數子彈縱坐标表示其位置,後續位置移動使用
self.y = float(self.rect.y) # rect.y == rect.top
self.color = settings_game.bullet_color
self.speed_factor = settings_game.bullet_speed_factor
def update(self):
"""
更新子彈位置
"""
self.y -= self.speed_factor
self.rect.y = self.y
def draw_bullet(self):
"""
螢幕上繪制子彈
"""
pygame.draw.rect(self.screen, self.color, self.rect)
# 子彈需要不斷更新位置,當繪制完成後需要更新子彈位置
self.update()
2.settings.py:
# coding = utf8
import os
os.path.abspath(".")
class settings_game():
def __init__(self):
# 螢幕屬性
self.width = 800
self.height = 600
self.bg_color = (230, 230, 230)
self.caption = "Alien Invasion"
# 飛船屬性
# 設定飛船移動速度
self.ship_speed_factor = 10
# 子彈屬性
self.bullet_speed_factor = 3
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
self.bullet_allowed = 5
if __name__ == "__main__":
pass
3.alien_invasion.py:
# coding = utf8
import os
import sys
import pygame
from settings import settings_game
from ship import ship_game
from game_function import game_function_game as gf
from pygame.sprite import Group
os.path.abspath(".")
def run_game():
# 初始化遊戲并建立一個螢幕對象
pygame.init()
settings_obj = settings_game()
screen = pygame.display.set_mode((settings_obj.width, settings_obj.height))
bg_color = settings_obj.bg_color
pygame.display.set_caption(settings_obj.caption)
# 建立一艘飛船
ship_obj = ship_game(screen)
# 建立一個用于存儲子彈的編組
bullets = Group()
# 開始遊戲主循環
while True:
# 監聽鍵盤和滑鼠事件
gf.check_events(ship_obj, settings_obj, screen, bullets)
# 更新子彈
gf.update_bullets(bullets)
# 讓最近繪制的螢幕可見
gf.update_screen(settings_obj, screen, ship_obj, bullets)
run_game()
4.game_function.py:
# coding = utf8
import os
os.path.abspath(".")
import sys
import pygame
from bullet import Bullet
class game_function_game():
def check_keydown_events(event, ship_obj, settings_obj, screen, bullets):
"""This is a function to control keydown events
Args:
event (Events): All event to accept for judgement from keyboard
ship_obj (ship_game): A ship_game object
settings_obj (settings_game): Deliver into a settings_game object
screen (Screen): Deliver into a screen object
bullets (Group) : Deliver into a bullet group
"""
if event.key == pygame.K_RIGHT:
# 向右移動飛船
ship_obj.moving_right = True
elif event.key == pygame.K_LEFT:
# 向左移動飛船
ship_obj.moving_left = True
elif event.key == pygame.K_UP:
# 向上移動飛船
ship_obj.moving_top = True
elif event.key == pygame.K_DOWN:
# 向下移動飛船
ship_obj.moving_bottom = True
elif event.key == pygame.K_SPACE:
# 建立一顆子彈并添加到編組bullets中, 同時限制在螢幕中出現的子彈是數量
game_function_game.fire_bullet(settings_obj, ship_obj, screen, bullets)
def check_keyup_events(event, ship_obj):
"""This is a function to control keyup events
Args:
event (Events): All event to accept for judgement from keyboard
ship_obj (ship_game): A ship_game object
"""
if event.key == pygame.K_LEFT:
ship_obj.moving_left = False
elif event.key == pygame.K_RIGHT:
ship_obj.moving_right = False
elif event.key == pygame.K_UP:
ship_obj.moving_top = False
elif event.key == pygame.K_DOWN:
ship_obj.moving_bottom = False
def check_events(ship_obj, settings_obj, screen, bullets):
"""Main events distribution
Args:
ship_obj (ship_game): A ship_game object to response keyboard or other action
settings_obj (settings_game): Deliver into a settings_game object
screen (Screen): Deliver into a screen object
bullets (Group) : Deliver into a bullet group
"""
# 響應按鍵和滑鼠事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
game_function_game.check_keydown_events(event, ship_obj, settings_obj, screen, bullets)
elif event.type == pygame.KEYUP:
game_function_game.check_keyup_events(event, ship_obj)
def update_screen(settings_obj, screen, ship_obj, bullets):
"""A function to update screen, refresh the ship or other object's behaviour
Args:
settings_obj ([settings_game]): A settings_game object to gain some attributions
screen (Screen): Current screen's object as the game frame
ship_obj (ship_game): A ship_game object for ship update
bullets (Group) : Deliver into a bullet group
"""
# 更新螢幕圖像,并切換到新螢幕
# 每次循環時重繪螢幕
# 更新飛船位置
screen.fill(settings_obj.bg_color)
# 重繪所有子彈
for bullet in bullets.sprites():
bullet.draw_bullet()
ship_obj.blitme()
ship_obj.update(settings_obj)
# 更新整個待顯示的Surface對象到螢幕上
pygame.display.flip()
def update_bullets(bullets):
# 删除已消失的子彈
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def fire_bullet(settings_obj, ship_obj, screen, bullets):
"""Describe a function to fire bullet
Args:
settings_obj (settings_game): Deliver into a settings_game object
ship_obj (ship_game): A ship_game object for ship update
screen (Screen): Deliver into a screen object
bullets (Group) : Deliver into a bullet group
"""
# 發射子彈函數
if len(bullets) < settings_obj.bullet_allowed:
new_bullet = Bullet(screen, settings_obj, ship_obj)
bullets.add(new_bullet)
好了,那麼我們來看看效果圖:
雖然有點Low,好吧,的确是Low,下一篇文章我們就來建立外星人了,很快,這個項目就要完成, 大家拭目以待把~
關注 + 收藏 + 點贊哦,謝謝啦~