day 6 敌机
1.显示敌机
#-*- coding:utf-8 -*- import pygame import time from pygame.locals import * class HeroPlane(object): '''飞机类''' def __init__(self,screen_temp): self.x = 210 self.y = 500 self.screen = screen_temp self.image = pygame.image.load("./feiji/hero1.png") self.bullent_list = [] #存放发射出去的子弹的引用 def display(self): self.screen.blit(self.image,(self.x,self.y)) for bullent in self.bullent_list: bullent.display() bullent.move() def move_left(self): self.x -= 5 def move_right(self): self.x += 5 def fire(self): self.bullent_list.append(Bullent(self.screen,self.x,self.y)) class EnemyPlane(object): '''敌人的飞机类''' def __init__(self,screen_temp): self.x = 0 self.y = 0 self.screen = screen_temp self.image = pygame.image.load("./feiji/enemy0.png") # self.bullent_list = [] #存放发射出去的子弹的引用 def display(self): self.screen.blit(self.image,(self.x,self.y)) # for bullent in self.bullent_list: # bullent.display() # bullent.move() def move_left(self): self.x -= 5 def move_right(self): self.x += 5 def fire(self): self.bullent_list.append(Bullent(self.screen,self.x,self.y)) class Bullent(object): def __init__(self,screen_temp,x,y): self.x = x+40 self.y = y-20 self.screen = screen_temp self.image = pygame.image.load("./feiji/bullet.png") def display(self): self.screen.blit(self.image,(self.x,self.y)) def move(self): self.y -= 10 def key_control(hero_temp): ## 检测键盘 #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') hero_temp.move_left() #检测按键是否是d或者right elif event.key == K_d or event.key == K_RIGHT: print('right') hero_temp.move_right() #检测按键是否是空格键 elif event.key == K_SPACE: print('space') hero_temp.fire() def main(): #1.创建窗口 screen = pygame.display.set_mode((480,652),0,32) #x=480,y=852 #0,32固定参数 #2.创建一个背景图片 background = pygame.image.load("./feiji/background.png").convert() #3.创建飞机图片 hero = HeroPlane(screen) #4。创建一个敌机 enemy = EnemyPlane(screen) ##3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0))#图片顶点在窗口的位置 hero.display() enemy.display() ## 检测键盘 key_control(hero) pygame.display.update() time.sleep(0.02) #占用cpu太多,降低点 if __name__ == "__main__": main()
2.飞机左右移动
#### 飞机不动了 def move(self): if self.x <480-50: self.x += 5 elif self == 480-50: self.x -= 5
#-*- coding:utf-8 -*- import pygame import time from pygame.locals import * class HeroPlane(object): '''飞机类''' def __init__(self,screen_temp): self.x = 210 self.y = 500 self.screen = screen_temp self.image = pygame.image.load("./feiji/hero1.png") self.bullent_list = [] #存放发射出去的子弹的引用 def display(self): self.screen.blit(self.image,(self.x,self.y)) for bullent in self.bullent_list: bullent.display() bullent.move() def move_left(self): self.x -= 5 def move_right(self): self.x += 5 def fire(self): self.bullent_list.append(Bullent(self.screen,self.x,self.y)) class EnemyPlane(object): '''敌人的飞机类''' def __init__(self,screen_temp): self.x = 0 self.y = 0 self.screen = screen_temp self.image = pygame.image.load("./feiji/enemy0.png") # self.bullent_list = [] #存放发射出去的子弹的引用 self.direct = "right" def display(self): self.screen.blit(self.image,(self.x,self.y)) # for bullent in self.bullent_list: # bullent.display() # bullent.move() def move(self): # if self.x <480-50: # self.x += 5 #elif self == 480-50: # self.x -= 5 if self.direct == "right": self.x += 5 elif self.direct == "left": self.x -= 5 if self.x == 480-50: self.direct = "left" elif self.x == 0 : self.direct = "right" def fire(self): self.bullent_list.append(Bullent(self.screen,self.x,self.y)) class Bullent(object): def __init__(self,screen_temp,x,y): self.x = x+40 self.y = y-20 self.screen = screen_temp self.image = pygame.image.load("./feiji/bullet.png") def display(self): self.screen.blit(self.image,(self.x,self.y)) def move(self): self.y -= 10 def key_control(hero_temp): ## 检测键盘 #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') hero_temp.move_left() #检测按键是否是d或者right elif event.key == K_d or event.key == K_RIGHT: print('right') hero_temp.move_right() #检测按键是否是空格键 elif event.key == K_SPACE: print('space') hero_temp.fire() def main(): #1.创建窗口 screen = pygame.display.set_mode((480,652),0,32) #x=480,y=852 #0,32固定参数 #2.创建一个背景图片 background = pygame.image.load("./feiji/background.png").convert() #3.创建飞机图片 hero = HeroPlane(screen) #4。创建一个敌机 enemy = EnemyPlane(screen) ##3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0))#图片顶点在窗口的位置 hero.display() enemy.display() enemy.move()#调用敌机的移动方法 ## 检测键盘 pygame.display.update() key_control(hero) time.sleep(0.02) #占用cpu太多,降低点 if __name__ == "__main__": main()
3.代码优化:子弹消失
#-*- coding:utf-8 -*- import pygame import time from pygame.locals import * class HeroPlane(object): '''飞机类''' def __init__(self,screen_temp): self.x = 210 self.y = 500 self.screen = screen_temp self.image = pygame.image.load("./feiji/hero1.png") self.bullent_list = [] #存放发射出去的子弹的引用 def display(self): self.screen.blit(self.image,(self.x,self.y)) for bullent in self.bullent_list: bullent.display() bullent.move() if bullent.judge(): #判断子弹是否越界 self.bullent_list.remove(bullent) def move_left(self): self.x -= 5 def move_right(self): self.x += 5 def fire(self): self.bullent_list.append(Bullent(self.screen,self.x,self.y)) class EnemyPlane(object): '''敌人的飞机类''' def __init__(self,screen_temp): self.x = 0 self.y = 0 self.screen = screen_temp self.image = pygame.image.load("./feiji/enemy0.png") # self.bullent_list = [] #存放发射出去的子弹的引用 self.direct = "right" def display(self): self.screen.blit(self.image,(self.x,self.y)) # for bullent in self.bullent_list: # bullent.display() # bullent.move() def move(self): # if self.x <480-50: # self.x += 5 #elif self == 480-50: # self.x -= 5 if self.direct == "right": self.x += 5 elif self.direct == "left": self.x -= 5 if self.x == 480-50: self.direct = "left" elif self.x == 0 : self.direct = "right" def fire(self): self.bullent_list.append(Bullent(self.screen,self.x,self.y)) class Bullent(object): def __init__(self,screen_temp,x,y): self.x = x+40 self.y = y-20 self.screen = screen_temp self.image = pygame.image.load("./feiji/bullet.png") def display(self): self.screen.blit(self.image,(self.x,self.y)) def move(self): self.y -= 10 def judge(self): if self.y < 200: #让效果提前显示 return True else: return False def key_control(hero_temp): ## 检测键盘 #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') hero_temp.move_left() #检测按键是否是d或者right elif event.key == K_d or event.key == K_RIGHT: print('right') hero_temp.move_right() #检测按键是否是空格键 elif event.key == K_SPACE: print('space') hero_temp.fire() def main(): #1.创建窗口 screen = pygame.display.set_mode((480,652),0,32) #x=480,y=852 #0,32固定参数 #2.创建一个背景图片 background = pygame.image.load("./feiji/background.png").convert() #3.创建飞机图片 hero = HeroPlane(screen) #4。创建一个敌机 enemy = EnemyPlane(screen) ##3. 把背景图片放到窗口中显示 while True: screen.blit(background,(0,0))#图片顶点在窗口的位置 hero.display() enemy.display() enemy.move()#调用敌机的移动方法 ## 检测键盘 pygame.display.update() key_control(hero) time.sleep(0.02) #占用cpu太多,降低点 if __name__ == "__main__": main()
bug:不要在遍历list列表的时候删除元素
In [1]: a = [11,22,33,44,55,66] In [2]: for i in a: ...: if i == 33 or i == 44: ...: a.remove(i) ...: In [3]: a Out[3]: [11, 22, 44, 55, 66] #44没有删除,漏掉了
### 找个空list In [1]: a = [11,22,33,44,55,66] In [2]: b = [] In [3]: for i in a: ...: if i == 33 or i == 44: #遍历列表时,把要删除的添加到空列表 ...: b.append(i) ...: In [4]: b Out[4]: [33, 44] In [5]: for i in b: #下次遍历list列表b再删除 ...: a.remove(i) ...: In [6]: a Out[6]: [11, 22, 55, 66]
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