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本帖最后由 小江哥 于 2019-1-19 14:28 编辑

飞机大战代码:显示敌机


[Python] 纯文本查看 复制代码
#coding=utf-8
import pygame
from pygame.locals import *
 
'''
    6. 显示敌人飞机
'''
 
class HeroPlane(object):
 
    def __init__(self,screen):
 
        #设置飞机默认的位置
        self.x = 230
        self.y = 700
 
        #设置要显示内容的窗口
        self.screen = screen
 
        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)
 
        #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()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置
 
    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.png")
 
    def move(self):
        self.y -= 5
 
    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
 
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/enemy0.png"
        self.image = pygame.image.load(self.imageName)
 
    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
 
def key_control(heroPlane):
    #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()
 
def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),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")
 
    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)
 
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))
 
        heroPlane.display()
        enemyPlane.display()
 
        key_control(heroPlane)
 
        pygame.display.update()
 
if __name__ == "__main__":
    main()


飞机大战代码:优化代码
[Python] 纯文本查看 复制代码
#coding=utf-8
import pygame
from pygame.locals import *
 
'''
    7. 优化代码:优化发射出的子弹
'''
 
class HeroPlane(object):
 
    def __init__(self,screen):
 
        #设置飞机默认的位置
        self.x = 230
        self.y = 700
 
        #设置要显示内容的窗口
        self.screen = screen
 
        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)
 
        #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))
 
        #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)
 
        #用来存放需要删除的对象引用
        needDelItemList = []
 
        #保存需要删除的对象
        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)
 
        #删除self.bulletList中需要删除的对象
        for i in needDelItemList:
            self.bulletList.remove(i)
 
        #因为needDelItemList也保存了刚刚删除的对象的引用,所以可以删除整个列表,那么
        #整个列表中的引用就不存在了,也可以不调用下面的代码,因为needDelItemList是局部变量
        #当这个方法的调用结束时,这个局部变量也就不存在了
        # del needDelItemList
 
        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置
 
    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.png")
 
    def move(self):
        self.y -= 5
 
    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/enemy0.png"
        self.image = pygame.image.load(self.imageName)
 
    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
 
def key_control(heroPlane):
    #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()
 
def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),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")
 
    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)
 
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))
 
        heroPlane.display()
        enemyPlane.display()
 
        key_control(heroPlane)
 
        pygame.display.update()
 
if __name__ == "__main__":
    main()


飞机大战代码:让敌机移动
[Python] 纯文本查看 复制代码
#coding=utf-8
import pygame
from pygame.locals import *
import time
 
'''
    8. 让敌机移动
'''
 
class HeroPlane(object):
 
    def __init__(self,screen):
 
        #设置飞机默认的位置
        self.x = 230
        self.y = 700
 
        #设置要显示内容的窗口
        self.screen = screen
 
        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)
 
        #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))
 
        #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)
 
        #用来存放需要删除的对象引用
        needDelItemList = []
 
        #保存需要删除的对象
        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)
 
        #删除self.bulletList中需要删除的对象
        for i in needDelItemList:
            self.bulletList.remove(i)
 
        #因为needDelItemList也保存了刚刚删除的对象的引用,所以可以删除整个列表,那么
        #整个列表中的引用就不存在了,也可以不调用下面的代码,因为needDelItemList是局部变量
        #当这个方法的调用结束时,这个局部变量也就不存在了
        # del needDelItemList
 
        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置
 
    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.png")
 
    def move(self):
        self.y -= 5
 
    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/enemy0.png"
        self.image = pygame.image.load(self.imageName)
 
        self.direction = "right"
 
    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
 
    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 += 4
        elif self.direction == "left":
            self.x -= 4
 
        if self.x>480-50:
            self.direction = "left"
        elif self.x<0:
            self.direction = "right"
 
def key_control(heroPlane):
    #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()
 
def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),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")
 
    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)
 
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))
 
        heroPlane.display()
 
        enemyPlane.move()
        enemyPlane.display()
 
        key_control(heroPlane)
 
        pygame.display.update()
 
        #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)
 
if __name__ == "__main__":
    main()

飞机大战代码:敌机发射子弹






[Python] 纯文本查看 复制代码
#coding=utf-8
import pygame
from pygame.locals import *
import time
import random
 
'''
    9. 让敌机发射子弹
'''
 
class HeroPlane(object):
 
    def __init__(self,screen):
 
        #设置飞机默认的位置
        self.x = 230
        self.y = 700
 
        #设置要显示内容的窗口
        self.screen = screen
 
        self.imageName = "./feiji/hero1.png"
        self.image = pygame.image.load(self.imageName)
 
        #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))
 
        #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)
 
        #用来存放需要删除的对象引用
        needDelItemList = []
 
        #保存需要删除的对象
        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)
 
        #删除self.bulletList中需要删除的对象
        for i in needDelItemList:
            self.bulletList.remove(i)
 
        #因为needDelItemList也保存了刚刚删除的对象的引用,所以可以删除整个列表,那么
        #整个列表中的引用就不存在了,也可以不调用下面的代码,因为needDelItemList是局部变量
        #当这个方法的调用结束时,这个局部变量也就不存在了
        # del needDelItemList
 
        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置
 
    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.png")
 
    def move(self):
        self.y -= 5
 
    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/enemy0.png"
        self.image = pygame.image.load(self.imageName)
 
        self.direction = "right"
 
        #用来存储敌人飞机发射的所有子弹
        self.bulletList = []
 
    def display(self):
        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 += 4
        elif self.direction == "left":
            self.x -= 4
 
        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/bullet1.png")
 
    def move(self):
        self.y += 4
 
    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
 
    def judge(self):
        if self.y>852:
            return True
        else:
            return False
 
def key_control(heroPlane):
    #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()
 
def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),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")
 
    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)
 
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))
 
        heroPlane.display()
 
        enemyPlane.move()
        enemyPlane.display()
        enemyPlane.sheBullet()
 
        key_control(heroPlane)
 
        pygame.display.update()
 
        #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)
 
if __name__ == "__main__":
    main()


飞机大战代码:代码优化 - 抽象出基类
[Python] 纯文本查看 复制代码
#coding=utf-8
import pygame
from pygame.locals import *
import time
import random
 
'''
    代码优化:抽出基类
'''
 
class Plane(object):
    def __init__(self, screen, imageName):
 
        #设置要显示内容的窗口
        self.screen = screen
        self.image = pygame.image.load(imageName)
 
        #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))
 
        #用来存放需要删除的对象引用
        needDelItemList = []
 
        #保存需要删除的对象
        for i in self.bulletList:
            if i.judge():
                needDelItemList.append(i)
 
        #删除self.bulletList中需要删除的对象
        for i in needDelItemList:
            self.bulletList.remove(i)
 
        for bullet in self.bulletList:
            bullet.display()#显示一个子弹的位置
            bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置
 
class HeroPlane(Plane):
 
    def __init__(self, screen):
        super(HeroPlane, self).__init__(screen, "./feiji/hero1.png")
        #设置飞机默认的位置
        self.x = 230
        self.y = 700
 
    def moveLeft(self):
        self.x -= 10
 
    def moveRight(self):
        self.x += 10
 
    def sheBullet(self):
        newBullet = Bullet(self.x, self.y, self.screen, "hero")
        self.bulletList.append(newBullet)
 
class EnemyPlane(Plane):
 
    def __init__(self, screen):
        super(EnemyPlane, self).__init__(screen, "./feiji/enemy0.png")
        #设置飞机默认的位置
        self.x = 0
        self.y = 0
        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 += 4
        elif self.direction == "left":
            self.x -= 4
 
        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 = Bullet(self.x,self.y,self.screen, "enemy")
            self.bulletList.append(newBullet)
 
class Bullet(object):
    def __init__(self,x,y,screen,planeName):
 
        self.name = planeName
        self.screen = screen
 
        if self.name == "hero":
            self.x = x+40
            self.y = y-20
            imageName = "./feiji/bullet.png"
 
        elif self.name == "enemy":
            self.x = x+30
            self.y = y+30
            imageName = "./feiji/bullet1.png"
        self.image = pygame.image.load(imageName)
 
    def move(self):
        if self.name == "hero":
            self.y -= 4
        elif self.name == "enemy":
            self.y += 4
 
    def display(self):
        self.screen.blit(self.image,(self.x,self.y))
 
    def judge(self):
        if self.y>852 or self.y<0:
            return True
        else:
            return False
 
def key_control(heroPlane):
    #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()
 
def main():
    #1. 创建一个窗口,用来显示内容
    screen = pygame.display.set_mode((480,852),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")
 
    #3.1 创建一个飞机对象
    heroPlane = HeroPlane(screen)
    #3.2 创建一个敌人飞机
    enemyPlane = EnemyPlane(screen)
 
    #4. 把背景图片放到窗口中显示
    while True:
        screen.blit(background,(0,0))
 
        heroPlane.display()
 
        enemyPlane.move()
        enemyPlane.display()
        enemyPlane.sheBullet()
 
        key_control(heroPlane)
 
        pygame.display.update()
 
        #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)
 
if __name__ == "__main__":
    main()

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一个人一座城0.0 来自手机 中级黑马 2019-1-20 12:52:21
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