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)