1. 程式人生 > >python-pygame飛機大戰version2

python-pygame飛機大戰version2

plane_main.py

import pygame
from plane_sprites import *

class PlaneGame(object):
    def __init__(self):
        self.screen = pygame.display.set_mode(SCREEN_RECT.size)
        self.clock = pygame.time.Clock()
        self.__create_sprites()
        pygame.time.set_timer(CREATE_ENEMY_EVENT,1000)
        pygame.time.set_timer(HERO_FIRE_EVENT,500)

    def __create_sprites(self):
        bg1 = BackGround()
        bg2 = BackGround(True)  #?
        # bg2.rect.y = -SCREEN_RECT.height
        self.back_group = pygame.sprite.Group(bg1,bg2)
        self.enemy_group = pygame.sprite.Group()
        self.hero = Hero()
        self.hero_group = pygame.sprite.Group(self.hero)


    def start_game(self):
        while True:
            self.clock.tick(FRAME_PER_SEC)
            self.__event_handler()
            self.__check_collide()
            self.__update_sprites()
            pygame.display.update()

    def __event_handler(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                PlaneGame.__game_over()
            elif event.type == CREATE_ENEMY_EVENT:
                print("敵機出場")
                enemy = Enemy()
                self.enemy_group.add(enemy)
            elif event.type == HERO_FIRE_EVENT:
                self.hero.fire()

            # elif  event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT:
            #     print("向右移動")
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_RIGHT]:
            print("持續向右移動")
            self.hero.speed = 2
        elif keys_pressed[pygame.K_LEFT]:
            self.hero.speed = -2
        else:
            self.hero.speed = 0


    def __check_collide(self):
        pygame.sprite.groupcollide(self.hero.bullets,self.enemy_group,True,True)
        enemies = pygame.sprite.spritecollide(self.hero,self.enemy_group,True)
        print("這個返回值挺有意思的哦")
        print(len(enemies))
        if len(enemies) > 0:
            self.hero.kill()
            PlaneGame.__game_over()

    def __update_sprites(self):
        self.back_group.update()
        self.back_group.draw(self.screen)
        self.enemy_group.update()
        self.enemy_group.draw(self.screen)
        self.hero_group.update()
        self.hero_group.draw(self.screen)

        self.hero.bullets.update()
        self.hero.bullets.draw(self.screen)

    @staticmethod
    def __game_over():
        print("遊戲結束")
        pygame.quit()
        exit()

if __name__ == "__main__":
    game = PlaneGame()
    game.start_game()

plane_sprites.py

import random
import pygame

SCREEN_RECT = pygame.Rect(0,0,480,600)
FRAME_PER_SEC = 60
CREATE_ENEMY_EVENT = pygame.USEREVENT
HERO_FIRE_EVENT = pygame.USEREVENT + 1

class GameSprite(pygame.sprite.Sprite):
    """飛機大戰遊戲精靈"""
    def __init__(self,image_name,speed=1):
        super().__init__()
        self.image = pygame.image.load(image_name)
        self.rect = self.image.get_rect() #返回照片的位置
        print(self.rect)
        self.speed = speed

    def update(self):
        self.rect.y += self.speed

class BackGround(GameSprite):
    # def __init__(self,image_name):
    #     super().__init__()
    def __init__(self,is_alt=False):
        super().__init__("./image/background.jpg")
        if is_alt:
            self.rect.y  = -self.rect.height

    def update(self):
        super().update()
        if self.rect.y >= SCREEN_RECT.height:
            self.rect.y = -self.rect.height

class Enemy(GameSprite):
    def __init__(self):
        super().__init__("./image/enemy1.png")
        self.speed = random.randint(1,3)
        self.rect.bottom = 0
        max_x = SCREEN_RECT.width - self.rect.width
        self.rect.x = random.randint(0,max_x)

    def update(self):
        super().update()
        if self.rect.y >= SCREEN_RECT.height:
            print("飛出螢幕需要從精靈組中刪除")
            self.kill()
    def __del__(self):
        print("敵機掛了 %s" % self.rect)


class Hero(GameSprite):
    def __init__(self):
        super().__init__("./image/me1.png",0)
        self.rect.centerx = SCREEN_RECT.centerx
        self.rect.bottom = SCREEN_RECT.bottom - 120
        self.bullets = pygame.sprite.Group()

    def update(self):
        self.rect.x += self.speed

        if self.rect.x < 0 :
            self.rect.x = 0
        elif self.rect.right > SCREEN_RECT.right:
            self.rect.right = SCREEN_RECT.right
    def fire(self):
        print("發射子彈")
        for i in (0,1,2):
            bullet = Bullet()
            bullet.rect.bottom = self.rect.y - i*20
            bullet.rect.centerx = self.rect.centerx
            self.bullets.add(bullet)

class Bullet(GameSprite):
    def __init__(self):
        super().__init__("./image/bullet.png",-2)

    def update(self):
        super().update()
        if self.rect.bottom < 0:
            self.kill()
    def __del__(self):
        print("子彈被銷燬")

目前已經實現了前一版的不足之處 只是還有聲音載入,以及難度控制,還有道具設定 血條控制都無法做到