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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