Python学习笔记之【打飞机】2019-08-15

2019-08-15  本文已影响0人  平知
章节号 内容            
1图片格式(png) 宽度大于620px,保持高宽比减低为620px
1-1 应用
1-1-1 方法

  杀掉一个进程:1、ps aux 。2、kill -s 9 进程id号

第1章节  新式类及保护对象的属性

  新式类的样式(括号中有object):

# 1、导入模块(先pip3 install pygame)
import pygame

# 4、导入按键的检测
from pygame.locals import *

# 6、导入时间库,控制程序运行速度
import time

# 7、创建飞机类


class PlayerPlane(object):
    def __init__(self):
        # 子弹列表
        self.bulletList = []

        planeImageName = "/home/li/Documents/image/hero1.png"
        self.image = pygame.image.load(planeImageName).convert_alpha()
        planeImageName1 = "/home/li/Documents/image/hero2.png"
        self.image1 = pygame.image.load(planeImageName1).convert_alpha()
        # 初始位置
        self.x = 230
        self.y = 600
        # 设置速度
        self.speed = 5
        # 设置名字
        self.planeName = "player"

    def draw(self, screen):
        screen.blit(self.image, (self.x, self.y))
        # screen.blit(self.image1, (self.x, self.y))

# 2、打开一个窗口,加载背景
if __name__ == '__main__':
    screen = pygame.display.set_mode((480, 852), 0, 32)
    bgImamgeFile = './image/background.png'
    background = pygame.image.load(bgImamgeFile).convert()
    pp1 = PlayerPlane()

# 3、背景贴到screen上,然后刷新窗口。while True非常耗资源。
while True:
    
    screen.blit(background, (0, 0))
    pp1.draw(screen)



# 5、按键的检测。固定代码块。先执行blit,再看这里有没有按键,有就执行,没有就刷新,再循环一次。
    for event in pygame.event.get():
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            if event.key == K_a or event.key == K_LEFT:
                pp1.x -= 10
                print("left")
            elif event.key == K_d or event.key == K_RIGHT:
                pp1.x += 10
                print("right")
            elif event.key == K_w or event.key == K_UP:
                pp1.y -= 10
                print("up")
            elif event.key == K_s or event.key == K_DOWN:
                pp1.y += 10
                print("down")
            elif event.key == K_SPACE:
                print("space")

    

    pygame.display.update()

# 6.1 1秒会很卡。比较好的是0.01
    time.sleep(0.01)

  相对完整的版本

# 1、导入模块(先pip3 install pygame)
import pygame

# 4、导入按键的检测
from pygame.locals import *

# 6、导入时间库,控制程序运行速度
import time


# 7、创建飞机类


class PlayerPlane(object):
    def __init__(self):
        # 子弹列表
        self.bulletList = []

        planeImageName = "/home/li/Documents/image/hero1.png"
        self.image = pygame.image.load(planeImageName).convert_alpha()
        planeImageName1 = "/home/li/Documents/image/hero2.png"
        self.image1 = pygame.image.load(planeImageName1).convert_alpha()
        # 初始位置
        self.x = 230
        self.y = 600
        # 设置速度
        self.speed = 5
        # 设置名字
        self.planeName = "player"

    def draw(self, screen):
        screen.blit(self.image, (self.x, self.y))
        # screen.blit(self.image1, (self.x, self.y))

    def keyHandle(self, key):
        if key == K_a or key == K_LEFT:
            pp1.x -= 10
            print("left")
        elif event.key == K_d or event.key == K_RIGHT:
            pp1.x += 10
            print("right")
        elif event.key == K_w or event.key == K_UP:
            pp1.y -= 10
            print("up")
        elif event.key == K_s or event.key == K_DOWN:
            pp1.y += 10
            print("down")
        elif event.key == K_SPACE:
            # 按下空格,生成一个子弹对象
            b1 = Bullet()
            # b1.draw(screen)
            print("space")

    def position(self):
        return(self.x, self.y)


# 8、创建子弹类
# 8.1单颗子弹,如何把他画出来?考虑飞机的画法。飞因为只有一个,所以实例化一个飞机,直接在循环中pp1.draw。
# 8.1那么也定义一个子弹集合类,这个集合类有个方法,draw所有子弹,是否可行?
class Bullet(object):
    def __init__(self):
        print("Bullet init!")

        # bulletImageName = "/home/li/Documents/image/bullet1.png"
        # self.image = pygame.image.load(bulletImageName).convert_alpha()
        # 初始位置,和飞机的初始位置有关系hero1为100x124。这里要调用飞机的位置属性了。
        self.x = pp1.position()[0]+47
        self.y = pp1.position()[1]-15
        bc1.getbc().append(self)

        # 存储所有打出去的子弹


class BulletCollection(object):
    def __init__(self):
        print("Collection init!")
        self.Collection = []

        bulletImageName = "/home/li/Documents/image/bullet1.png"
        self.image = pygame.image.load(bulletImageName).convert_alpha()

    def getbc(self):
        return self.Collection

    def draw(self, screen):

        for t in self.Collection:
            # 子弹飞出屏幕外就删掉
            if t.y <= 0:
                self.Collection.remove(t)
            # 没有就继续往前飞
            else:
                screen.blit(self.image, (t.x, t.y))
                t.y -= 5
        # 打印子弹存量
        print(len(self.Collection))

# 9、创建敌人飞机类=================================================


class Enemy(object):
    def __init__(self):
        # 子弹列表
        self.bulletList = []
        self.turn = 0

        planeImageName2 = "/home/li/Documents/image/enemy1.png"
        self.image2 = pygame.image.load(planeImageName2).convert_alpha()
        # 初始位置
        self.x = 115
        self.y = 20
        # 设置速度
        self.speed = 5
        # 设置名字
        self.planeName = "enemy"

    def mov(self, turn):
        if turn == 0:
            self.x += 5
        else:
            self.x -= 5

    def draw(self, screen):

        if self.x <= 0:
            self.turn = 0
        elif self.x >= 420:
            self.turn = 1

        if self.turn == 0:
            self.x += 5
        else:
            self.x -= 5

        screen.blit(self.image2, (self.x, self.y))
        # screen.blit(self.image1, (self.x, self.y))


# 2、打开一个窗口,加载背景
if __name__ == '__main__':
    screen = pygame.display.set_mode((480, 852), 0, 32)
    bgImamgeFile = '/home/li/Documents/image/background.png'
    background = pygame.image.load(bgImamgeFile).convert()
    pp1 = PlayerPlane()
    bc1 = BulletCollection()
    em1 = Enemy()

    # b1 = Bullet()


# 3、背景贴到screen上,然后刷新窗口。while True非常耗资源。

while True:

    screen.blit(background, (0, 0))
    pp1.draw(screen)
    bc1.draw(screen)
    # b1.draw(screen)
    em1.draw(screen)


# 5、按键的检测。固定代码块。先执行blit,再看这里有没有按键,有就执行,没有就刷新,再循环一次。
    for event in pygame.event.get():
        if event.type == QUIT:
            print("exit")
            exit()
        elif event.type == KEYDOWN:
            pp1.keyHandle(event.key)
            # if event.key == K_a or event.key == K_LEFT:
            #     pp1.x -= 10
            #     print("left")
            # elif event.key == K_d or event.key == K_RIGHT:
            #     pp1.x += 10
            #     print("right")
            # elif event.key == K_w or event.key == K_UP:
            #     pp1.y -= 10
            #     print("up")
            # elif event.key == K_s or event.key == K_DOWN:
            #     pp1.y += 10
            #     print("down")
            # elif event.key == K_SPACE:
            #     print("space")

    pygame.display.update()

# 6.1 1秒会很卡。比较好的是0.01
    time.sleep(0.01)

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