import pygame
import random
from sys import exit #向sys模块借用个exit函数来退出程序
定义一个敌机类
class Enemy:
def restar(self): #重置敌机地位与速度 self.x=random.randint(100,600) self.y=random.randint(-200,-80) self.speed=random.random()+0.4def __init__(self): self.restar() self.image=pygame.image.load('enermy.jpg')def move(self): if self.y < 800: self.y+=self.speed #向下挪动 else: self.restar()
定义一个bullet类,封装子弹相干的数据和办法
class Bullet:
def __init__(self): self.x=0; self.y=-1; self.image=pygame.image.load('bulet.jpg') self.active=False #默认不激活子弹def move(self): #激活状态下,向上挪动 if self.active: self.y-=0.8 #挡飞出屏幕,设为不激活 if self.yenemy.x and bullet.x < enemy.x + enemy.image.get_width()) and ( bullet.y > enemy.ywww.cungun.com and bullet.y < enemy.y + enemy.image.get_height() ): enemy.restar(); bullet.active=False return Truereturn False
class Plane:
def restar(self): self.x=200 self.y=600def __init__(self): self.restar() self.image=pygame.image.load('plane.jpg')def move(self): x, y = pygame.mouse.get_pos(); # 追随鼠标挪动 x -= self.image.get_width() / 2; y -= self.image.get_height() / 2; self.x=x; self.y=y
def checkcrash(enemy, plane):
if (plane.x + 0.7*plane.image.get_width() > enemy.x) and ( plane.x + 0.3*plane.image.get_width() < enemy.x + enemy.image.get_width()) and ( plane.y + 0.7*plane.image.get_height() > enemy.y) and ( plane.y + 0.3*plane.image.get_width() < enemy.y + enemy.image.get_height()): return Truereturn False
pygame.init()
screen=pygame.display.set_mode((1000,700),0,32) #创立一个窗口
pygame.display.set_caption('xwr!')#设置窗口题目
background=pygame.image.load('pygame.jpg') #加载并转换图像
plane=Plane()#加载飞机游戏图像
bullets=[]#创立子弹的list
for i in range(5):
bullets.append(Bullet()) #向list增加5发子弹
count_b=len(bullets)#子弹总数
index_b=0 #行将激活的子弹序号
interval_b=0#发射子弹的距离
enemies=[]
for e in range(5):
enemies.append(Enemy())
gameover = False
分数
score = 0
用以显示文字的font变量
font = pygame.font.Font(None, 32)
while True: #游戏主循环函数
for event in pygame.event.get(): if event.type==pygame.QUIT: #接管到退出事件后退出程序 pygame.quit() exit() if gameover and event.type==pygame.MOUSEBUTTONUP: plane.restar() for e in enemies: e.restar() for b in bullets: b.restar() score=0; gameover=Falsescreen.blit(background, (0, 0)) # 将背景图画下来if not gameover: interval_b-=1 #发射距离递加 if interval_b<0: #激活一发子弹 bullets[index_b].restar() interval_b=80 #重置间隔时间 index_b=(index_b+1)%count_b#子弹序号周期性递增 for b in bullets: #处于激活状态的子弹,挪动地位并绘制 if b.active: for e in enemies: if checkhit(e,b): score+=100 b.move() screen.blit(b.image,(b.x,b.y)) for e in enemies: if checkcrash(e, plane): gameover = True e.move() screen.blit(e.image,(e.x,e.y)) plane.move() screen.blit(plane.image, (plane.x, plane.y)) # 在屏幕左上角显示分数 text = font.render("Socre: %d" % score, 1, (0, 0, 0)) screen.blit(text, (0, 0))else: # 在屏幕地方显示分数 text = font.render("Socre: %d" % score, 1, (0, 0, 0)) screen.blit(text, (190, 400)) passpygame.display.update() #刷新一下界面