十、Python练习----基础搭建飞机大战
只是简单的学习了pygame,实现飞机的摧毁还需要多张图片的切换,和sprite(碰撞精灵),还有多种音效的添加(如背景音乐、摧毁特效)。以后再深入学习我只是练习一下python。
一、搭建界面(基于pygame的)
#coding=utf-8 import pygame ''' 1. 搭建界面,主要完成窗口和背景图的显示 ''' if __name__ == "__main__": #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,890),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("./feiji/background.png").convert() #3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) pygame.display.update()
二、检测键盘
#coding=utf-8 import pygame from pygame.locals import * ''' 2. 用来检测事件,比如按键操作 ''' if __name__ == "__main__": #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,890),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("./feiji/background.png").convert() #3. 把背景图片放到窗口中显示 while True: #设定需要显示的背景图 screen.blit(background,(0,0)) #获取事件,比如按键等 for event in pygame.event.get(): #判断是否是点击了退出按钮 if event.type == QUIT: print("exit") exit() #判断是否是按下了键 elif event.type == KEYDOWN: #检测按键是否是a或者left if event.key == K_a or event.key == K_LEFT: print('left') #检测按键是否是d或者right elif event.key == K_d or event.key == K_RIGHT: print('right') #检测按键是否是空格键 elif event.key == K_SPACE: print('space') #更新需要显示的内容 pygame.display.update()
三、显示、控制玩家飞机并发射子弹
#coding=utf-8 import pygame from pygame.locals import * ''' 1. 实现飞机在你想要的位置显示 2. 实现按键控制飞机移动 3. 实现按下空格键的时候,显示一颗子弹 ''' class HeroPlane(object): def __init__(self,screen): #设置飞机默认的位置 self.x = 230 self.y = 600 #设置要显示内容的窗口 self.screen = screen self.imageName = "./feiji/hero.gif" 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)) for bullet in self.bulletList: bullet.display() bullet.move() #修改所有子弹的位置 # for bullet in self.bulletList: # bullet.y -= 2 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("./feiji/bullet-3.gif").convert() def move(self): self.y -= 2 def display(self): self.screen.blit(self.image,(self.x,self.y)) if __name__ == "__main__": #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,890),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("./feiji/background.png").convert() #3. 创建一个飞机对象 heroPlane = HeroPlane(screen) #3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) heroPlane.display() #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() pygame.display.update()
四、显示、控制敌人飞机并发射子弹
#coding=utf-8 import time import random import pygame from pygame.locals import * class HeroPlane(object): def __init__(self,screen): #设置飞机默认的位置 self.x = 230 self.y = 600 #设置要显示内容的窗口 self.screen = screen self.imageName = "./feiji/hero.gif" 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): #更新飞机的位置 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() #修改所有子弹的位置 # for bullet in self.bulletList: # bullet.y -= 2 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("./feiji/bullet-3.gif").convert() def move(self): self.y -= 2 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self): if self.y<0: return True else: return False class 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 = "./feiji/enemy-1.gif" self.image = pygame.image.load(self.imageName).convert() #用来存储敌人飞机发射的所有子弹 self.bulletList = [] self.direction = "right" def display(self): #更新飞机的位置 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 += 2 elif self.direction == "left": self.x -= 2 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("./feiji/bullet-1.gif").convert() def move(self): self.y += 2 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self): if self.y>890: return True else: return False if __name__ == "__main__": #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,890),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("./feiji/background.png").convert() #3. 创建一个飞机对象 heroPlane = HeroPlane(screen) #4. 创建一个敌人飞机 enemyPlane = EnemyPlane(screen) #3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) heroPlane.display() enemyPlane.move() enemyPlane.sheBullet() enemyPlane.display() #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() #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) pygame.display.update()
五、代码优化
#coding=utf-8 import time import random import pygame from pygame.locals import * class Base(object): def __init__(self,screen,name): self.name = name #设置要显示内容的窗口 self.screen = screen class Plane(Base): def __init__(self,screen,name): super().__init__(screen,name) 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): #更新飞机的位置 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() #修改所有子弹的位置 # for bullet in self.bulletList: # bullet.y -= 2 def sheBullet(self): newBullet = PublicBullet(self.x,self.y,self.screen,self.name) self.bulletList.append(newBullet) class HeroPlane(Plane): def __init__(self,screen,name): #设置飞机默认的位置 self.x = 230 self.y = 600 self.imageName = "./feiji/hero.gif" super().__init__(screen,name) def moveLeft(self): self.x -= 10 def moveRight(self): self.x += 10 class EnemyPlane(Plane): #重写父类的__init_-方法 def __init__(self,screen,name): #设置飞机默认的位置 self.x = 0 self.y = 0 self.imageName = "./feiji/enemy-1.gif" #调用父类的__init__方法 super().__init__(screen,name) 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 += 2 elif self.direction == "left": self.x -= 2 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: super().sheBullet() class PublicBullet(Base): def __init__(self,x,y,screen,planeName): super().__init__(screen,planeName) if self.name == "hero": self.x = x+40 self.y = y-20 imageName = "./feiji/bullet-3.gif" elif self.name == "enemy": self.x = x+30 self.y = y+30 imageName = "./feiji/bullet-1.gif" self.image = pygame.image.load(imageName).convert() def move(self): if self.name == "hero": self.y -= 2 elif self.name == "enemy": self.y += 2 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self): if self.y>890 or self.y<0: return True else: return False if __name__ == "__main__": #1. 创建一个窗口,用来显示内容 screen = pygame.display.set_mode((480,890),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("./feiji/background.png").convert() #3. 创建一个飞机对象 heroPlane = HeroPlane(screen,"hero") #4. 创建一个敌人飞机 enemyPlane = EnemyPlane(screen,"enemy") #3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) heroPlane.display() enemyPlane.move() enemyPlane.sheBullet() enemyPlane.display() #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() time.sleep(0.01) pygame.display.update()