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射杀外星人python实验_Python系统学习 - 项目篇(消灭外星人2)

Thanks to 这边因为公司停电了 哈哈哈哈哈哈哈哈哈哈,赶紧抓紧时间学习一下,完善一下消灭外星人,目前完成了子弹Bullet类以及可以正常的发射子弹如下,然后我准备发完这篇文章后,继续学习到Mac没电了,就回家充电去 嘿嘿嘿~

(完善子弹及子弹发射等代码,对于其他几个类都有改动,改动的类如下:大家接着上一篇直接覆盖即可: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 代表图片本身,只提供图片的数据和基本操作,

Sprite代表一个由多帧组成的闪花,只负责只帧数、位置上操作。传入Image后,Sprite把Image分成多帧操作。

Sprite仅限只游戏框架范围内使用

Image是基本图片封装类型

Sprite可以认为是一个个小图片,一种可以在屏幕上移动的图形对象,并且可以与其他图形对象交互。精灵图像可以是使用pygame

绘制函数绘制的图像,也可以是原来就有的图像文件

当前类中使用Sprite类,通过使用精灵,可将游戏中相关元素编组,进而同时操作编组中的所有元素。

"""

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

"""

# 在飞船位置处创建一个子弹对象

super(Bullet, self).__init__()

self.screen = screen

self.settings_game = settings_game

self.ship = ship

# 在(0, 0)位置绘制一个子弹的矩形,再设置后续位置

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

# 存储小数子弹纵坐标表示其位置,后续位置移动使用

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):

"""

更新子弹位置

"""

self.y -= self.speed_factor

self.rect.y = self.y

def draw_bullet(self):

"""

屏幕上绘制子弹

"""

pygame.draw.rect(self.screen, self.color, self.rect)

# 子弹需要不断更新位置,当绘制完成后需要更新子弹位置

self.update()

2.settings.py:

# coding = utf8

import os

os.path.abspath(".")

class settings_game():

def __init__(self):

# 屏幕属性

self.width = 800

self.height = 600

self.bg_color = (230, 230, 230)

self.caption = "Alien Invasion"

# 飞船属性

# 设置飞船移动速度

self.ship_speed_factor = 10

# 子弹属性

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():

# 初始化游戏并创建一个屏幕对象

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)

# 创建一艘飞船

ship_obj = ship_game(screen)

# 创建一个用于存储子弹的编组

bullets = Group()

# 开始游戏主循环

while True:

# 监听键盘和鼠标事件

gf.check_events(ship_obj, settings_obj, screen, bullets)

# 更新子弹

gf.update_bullets(bullets)

# 让最近绘制的屏幕可见

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:

# 向右移动飞船

ship_obj.moving_right = True

elif event.key == pygame.K_LEFT:

# 向左移动飞船

ship_obj.moving_left = True

elif event.key == pygame.K_UP:

# 向上移动飞船

ship_obj.moving_top = True

elif event.key == pygame.K_DOWN:

# 向下移动飞船

ship_obj.moving_bottom = True

elif event.key == pygame.K_SPACE:

# 创建一颗子弹并添加到编组bullets中, 同时限制在屏幕中出现的子弹是数量

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

"""

# 响应按键和鼠标事件

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

"""

# 更新屏幕图像,并切换到新屏幕

# 每次循环时重绘屏幕

# 更新飞船位置

screen.fill(settings_obj.bg_color)

# 重绘所有子弹

for bullet in bullets.sprites():

bullet.draw_bullet()

ship_obj.blitme()

ship_obj.update(settings_obj)

# 更新整个待显示的Surface对象到屏幕上

pygame.display.flip()

def update_bullets(bullets):

# 删除已消失的子弹

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

"""

# 发射子弹函数

if len(bullets) < settings_obj.bullet_allowed:

new_bullet = Bullet(screen, settings_obj, ship_obj)

bullets.add(new_bullet)

好了,那么我们来看看效果图:

虽然有点Low,好吧,的确是Low,下一篇文章我们就来创建外星人了,很快,这个项目就要完成, 大家拭目以待把~

关注 + 收藏 + 点赞哦,谢谢啦~