#coding=utf-8 import pygame from pygame.locals import * import time import
random''' 9. 让敌机发射子弹 ''' class HeroPlane(object): def __init__(self,screen):
#设置飞机默认的位置 self.x = 150 self.y = 480 #设置要显示内容的窗口 self.screen = screen
self.imageName= "hero0.png" self.image = pygame.image.load(self.imageName)
.convert() #用来存储英雄飞机发射的所有子弹 self.bulletList = [] def display(self):
self.screen.blit(self.image,(self.x,self.y)) #判断一下子弹的位置是否越界,如果是,那么就要删除这颗子弹 #
#这种方法会漏掉很多需要删除的数据 # for i in self.bulletList: # if i.y<0: #
self.bulletList.remove(i) #用来存放需要删除的对象引用 needDelItemList = [] #保存需要删除的对象 for i
in self.bulletList: if i.judge(): needDelItemList.append(i)
#删除self.bulletList中需要删除的对象 for i in needDelItemList: self.bulletList.remove(i)
#因为needDelItemList也保存了刚刚删除的对象的引用,所以可以删除整个列表,那么
#整个列表中的引用就不存在了,也可以不调用下面的代码,因为needDelItemList是局部变量 #当这个方法的调用结束时,这个局部变量也就不存在了 #
del needDelItemList for bullet in self.bulletList: bullet.display()#显示一个子弹的位置
bullet.move()#让这个子弹进行移动,下次再显示的时候就会看到子弹在修改后的位置 def moveLeft(self): self.x -= 20
def moveRight(self): self.x += 20 def moveUp(self): self.y -= 10 def moveDown(
self): self.y += 10 def sheBullet(self): newBullet = Bullet(self.x, self.y,
self.screen) self.bulletList.append(newBullet) class Bullet(object): def
__init__(self,x,y,screen): self.x = x+10 self.y = y-10 self.screen = screen
self.image= pygame.image.load("bullet.png").convert() def move(self): self.y -=
5 def display(self): self.screen.blit(self.image,(self.x,self.y)) def judge(self
): if self.y<0: return True else: return False class EnemyPlane(object): def
__init__(self,screen): #设置飞机默认的位置 self.x = 0 self.y = 0 #设置要显示内容的窗口 self.screen
= screen self.imageName = "airplane.png" self.image = pygame.image.load(
self.imageName).convert() self.direction = "right" #用来存储敌人飞机发射的所有子弹
self.bulletList= [] def display(self): self.screen.blit(self.image,(
self.x,self.y)) #判断一下子弹的位置是否越界,如果是,那么就要删除这颗子弹 # #这种方法会漏掉很多需要删除的数据 # for i in
self.bulletList: # if i.y<0: # self.bulletList.remove(i) #存放需要删除的对象信息
needDelItemList= [] for i in self.bulletList: if i.judge():
needDelItemList.append(i) for i in needDelItemList: self.bulletList.remove(i) #
del needDelItemList #更新及这架飞机发射出的所有子弹的位置 for bullet in self.bulletList:
bullet.display() bullet.move() def move(self):
#如果碰到了右边的边界,那么就往左走,如果碰到了左边的边界,那么就往右走 if self.direction == "right": self.x += 4
elif self.direction == "left": self.x -= 4 if self.x>400-50: self.direction =
"left" elif self.x<0: self.direction = "right" def sheBullet(self): num =
random.randint(1,100) if num == 88: newBullet = EnemyBullet(
self.x,self.y,self.screen) self.bulletList.append(newBullet) class EnemyBullet(
object): def __init__(self,x,y,screen): self.x = x+30 self.y = y+30 self.screen
= screen self.image = pygame.image.load("bullet.png").convert() def move(self):
self.y+= 4 def display(self): self.screen.blit(self.image,(self.x,self.y)) def
judge(self): if self.y > 652: return True else: return False def key_control(
heroPlane): #判断是否是点击了退出按钮 for event in pygame.event.get(): # print(event.type)
if event.type == QUIT: print("exit") exit() elif event.type == KEYDOWN: if
event.key== K_a or event.key == K_LEFT: print('left') heroPlane.moveLeft()
#控制飞机让其向左移动 elif event.key == K_d or event.key == K_RIGHT: print('right')
heroPlane.moveRight() elif event.key == K_w or event.key == K_UP: print('up') #
控制飞机让其向上移动 heroPlane.moveUp() elif event.key == K_s or event.key == K_DOWN:
print('down') # 控制飞机让其向下移动 heroPlane.moveDown() elif event.key == K_SPACE: print
('space') heroPlane.sheBullet() def main(): #1. 创建一个窗口,用来显示内容 screen =
pygame.display.set_mode((400,654),0,32) #2. 创建一个和窗口大小的图片,用来充当背景 background =
pygame.image.load("background.png").convert() #3.1 创建一个飞机对象 heroPlane =
HeroPlane(screen) #3.2 创建一个敌人飞机 enemyPlane = EnemyPlane(screen) #4.
把背景图片放到窗口中显示 while True: screen.blit(background,(0,0)) heroPlane.display()
enemyPlane.move() enemyPlane.display() enemyPlane.sheBullet() key_control(
heroPlane) pygame.display.update() #通过延时的方式,来降低这个while循环的循环速度,从而降低了cpu占用率
time.sleep(0.01) if __name__ == "__main__": main()
运行程序,结果如下: