plane.main.py
import random
import pygame
import plane_sprite
class PlaneGame(object):
"""飞机大战主游戏"""
def __init__(self):
self.screen = pygame.display.set_mode((plane_sprite.SCREEN_RECT.size))
self.clock = pygame.time.Clock()
self.__create_sprites()
pygame.time.set_timer(plane_sprite.CREAT_ENEMY_EVENT,1000)
pygame.time.set_timer(plane_sprite.HERO_FIRE_EVENT,500)
def __create_sprites(self):
bg1 = plane_sprite.BackGroud()
bg2 = plane_sprite.BackGroud(True)
self.back_group = pygame.sprite.Group(bg1,bg2)
self.enemy_group = pygame.sprite.Group()
self.hero = plane_sprite.Hero()
self.hero_group = pygame.sprite.Group(self.hero)
def start_game(self):
print("游戏开始")
while True:
self.clock.tick(plane_sprite.FRAME_PER_SEC)
self.__event_handles()
self.__check_collide()
self.__update_sprites()
pygame.display.update()
def __event_handles(self):
for even in pygame.event.get():
if even.type == pygame.QUIT:
PlaneGame.__game_over()
elif even.type == plane_sprite.CREAT_ENEMY_EVENT:
enemy = plane_sprite.Enemy()
self.enemy_group.add(enemy)
elif even.type == plane_sprite.HERO_FIRE_EVENT:
self.hero.fire()
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_RIGHT]:
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)
enemys = pygame.sprite.spritecollide(self.hero,self.enemy_group,True)
if len(enemys) >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(cls):
print("游戏结束")
pygame.quit()
exit()
if __name__ == '__main__':
game = PlaneGame()
game.start_game()
plane_sprite.py文件
import random
import pygame
SCREEN_RECT = pygame.Rect(0,0,480,700)
FRAME_PER_SEC = 60
CREAT_ENEMY_EVENT = pygame.USEREVENT
HERO_FIRE_EVENT = pygame.USEREVENT+1
class GameSprite(pygame.sprite.Sprite):
def __init__(self,image_name,speed = 1):
super().__init__()
self.image = pygame.image.load(image_name)
self.rect = self.image.get_rect()
self.speed = speed
def update(self):
self.rect.y += self.speed
class BackGroud(GameSprite):
"""游戏背景"""
def __init__(self,is_alt=False):
super().__init__("./images/background.png")
if is_alt:
self.rect.y = -self.rect.height
def upadte(self):
super().update()
if self.rect.y>= SCREEN_RECT.height:
self.rect.y = -self.rect.height
class Enemy(GameSprite):
def __init__(self):
super().__init__("./images/enemy1.png")
self.speed = random.randint(1,3)
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("飞出屏幕,需要从精灵组中删除")
self.kill()
def __del__(self):
print("敌机消失的位置 %s"%self.rect)
class Hero(GameSprite):
"""英雄精灵"""
def __init__(self):
super().__init__("./images/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.right >= SCREEN_RECT.right:
self.rect.right = SCREEN_RECT.right
elif self.rect.x <0:
self.rect.x = 0
def fire(self):
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):
"""子弹精灵"""
def __init__(self):
super().__init__("./images/bullet1.png",-2)
def update(self):
super().update()
if self.rect.bottom <0:
self.kill()
def __del__(self):
print("子弹被销毁")