day_5.14 py 飞机大战Demo

飞机未完,继续做 2018-5-14 21:05:45 明天继续

day_5.14 py 飞机大战Demo day_5.14 py 飞机大战Demo   day_5.14 py 飞机大战Demo day_5.14 py 飞机大战Demo

循环里面的坑;

删除列表元素后循环了打印的不一样,主要是比如相邻的删除了,33,44 删除33 循环一次后44跑到33位置, 试一下就知道了dd

day_5.14 py 飞机大战Demo

 #!/usr/bin/env/python
#-*-coding:utf-8-*-
'''
2018-5-13 19:53:46 完善成功
一个打飞机的游戏
其实就是面向对象那个
有个主方法. 然后有飞机然后又子弹,逐步的迭代 2018-5-14 18:40:15
继续开干 '''
import pygame
import time
from pygame.locals import *
import random
class EnemyPlane(object):
'''敌机的类'''
def __init__(self,screen_temp):
self.x=0
self.y=0
self.screen =screen_temp
self.image =pygame.image.load("./feiji/enemy0.png")
self.bullet_list = [] #储存发射出去子弹对象引用
self.direction ="right" #用来存储飞机默认的显式方向 def display(self):
self.screen.blit(self.image,(self.x,self.y))
for bullet in self.bullet_list:
bullet.display()
bullet.move()
def move(self):
if self.direction =="right":
self.x+= 10
elif self.direction =="left":
self.x -= 10
if self.x>480-50:
self.direction ="left"
elif self.x<0:
self.direction ="right" def fire(self):
random_num = random.randint(1,100)
if random_num ==8 or random_num ==20:
self.bullet_list.append(EnemyBullet(self.screen,self.x,self.y)) class HeroPlane(object):
'''玩家飞机'''
def __init__(self,screen_temp):
self.x=210
self.y=700
self.screen =screen_temp
self.image =pygame.image.load("./feiji/hero1.png")
self.bullet_list = [] #储存发射出去子弹对象引用
def display(self):
self.screen.blit(self.image,(self.x,self.y))
for bullet in self.bullet_list:
bullet.display()
bullet.move()
if bullet.judge(): #判断子弹是否越界
self.bullet_list.remove(bullet)
def move_left(self):
self.x -=10
def move_right(self):
self.x +=10
def fire(self):
self.bullet_list.append(Bullet(self.screen,self.x,self.y)) class Bullet(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-=20
def judge(self): #判断是否越界
if self.y <0:
return True
else:
return False class EnemyBullet(object):
def __init__(self,screen_temp,x,y):
self.x=x+25
self.y=y+40
self.screen =screen_temp
self.image =pygame.image.load("./feiji/bullet1.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 >852:
return True
else:
return False def key_control(hero_temp):
# 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.创建一个窗口
screen = pygame.display.set_mode((480,852),0,32)
#2. 创建一个背景图片
background = pygame.image.load("./feiji/background.png")
#3 创建一个飞机图片
hero = HeroPlane(screen)
#4.创建一个敌机
enemy = EnemyPlane(screen)
while True:
screen.blit(background,(0,0))
hero.display()
enemy.display()
enemy.move()#调用敌机的移动方法
enemy.fire()#敌机开火
pygame.display.update()
key_control(hero)
time.sleep(0.1) if __name__ =="__main__":
main()
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