python实践到入门,外星人项目12章的习题的自我练习
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2024-02-19 18:37:10
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类似于外星人项目第一部分的拓展:
刚开始自学python,外星人项目12章,完成了一架飞船可以在屏幕上左右移动,并且可以开火。因为后面的几道习题是单独的,为了简单,就将其勉强凑一起,忽略一些细节问题。然后综合几道习题,完成火箭的上下左右移动。在此基础上,假设火箭向右端开火的情况。当然要实现向其他方向开火,只需要在相应位置更改就行。
1、主程序文件exercise_test.py(类似于外星人项目中的alien_invasion.py)
import sys
import pygame
from pygame.sprite import Group
import game_functions as gf
from settings import Settings
from rocket import Rocket
def run_game():
#初始化背景设置
pygame.init()
#创建一个名为screen的显示窗口
ai_settings = Settings()
screen = pygame.display.set_mode((ai_settings.screen_width,
ai_settings.screen_height))
pygame.display.set_caption("Blue Sky")
#创建火箭
rocket = Rocket(ai_settings, screen)
#创建一个用于存储子弹的编组
bullets = Group()
while True:
gf.check_events(ai_settings, screen, rocket, bullets)
rocket.update()
gf.update_bullets(bullets, ai_settings)
gf.update_screen(ai_settings, screen, rocket, bullets)
run_game()
2、game_function.py
import sys
import pygame
from bullet import Bullet
def check_keydown_events(event, ai_settings, screen, rocket, bullets):
"""响应按键"""
if event.key == pygame.K_RIGHT:
rocket.moving_right = True
elif event.key == pygame.K_LEFT:
rocket.moving_left = True
elif event.key == pygame.K_UP:
rocket.moving_up = True
elif event.key == pygame.K_DOWN:
rocket.moving_down = True
elif event.key == pygame.K_SPACE:
#创建一颗子弹,并将其加入到编组bullets中
if len(bullets) < ai_settings.bullets_allowed:
new_bullet = Bullet(ai_settings, screen, rocket)
bullets.add(new_bullet)
def check_keyup_events(event, rocket):
"""响应松开"""
if event.key == pygame.K_RIGHT:
rocket.moving_right = False
elif event.key == pygame.K_LEFT:
rocket.moving_left = False
elif event.key == pygame.K_UP:
rocket.moving_up = False
elif event.key == pygame.K_DOWN:
rocket.moving_down = False
def check_events(ai_settings, screen, rocket, bullets):
"""响应案件和鼠标事件"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
check_keydown_events(event, ai_settings,screen,
rocket, bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event, rocket)
def update_screen(ai_settings, screen, rocket, bullets):
"""更新屏幕上的图像,并切换到新屏幕"""
#每次循环时都重新绘制屏幕
screen.fill(ai_settings.bg_color)
#在火箭和外星人后面重绘所有子弹
for bullet in bullets.sprites():
bullet.draw_bullet()
rocket.blitme()
#让最近绘制的屏幕可见
pygame.display.flip()
def update_bullets(bullets, ai_settings):
"""更新子弹的位置,并删除已消失的子弹"""
bullets.update()
#删除已消失的子弹,利用子弹右边界不能超过屏幕宽度来设定
for bullet in bullets.copy():
if bullet.rect.right >= ai_settings.screen_width:
bullets.remove(bullet)
#可通过下面代码来检测是否成功
"""print(len(bullets))"""
import pygame
class Rocket():
def __init__(self, ai_settings, screen):
#初始化火箭并且设置其初始位置
self.screen = screen
self.ai_settings = ai_settings
#加载火箭图像并获取其外接矩形
self.image = pygame.image.load('images/rocket.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
#将每个火箭放在屏幕*
self.rect.centerx = self.screen_rect.centerx
self.rect.centery = self.screen_rect.centery
#在飞船的属性center中存储小数值
self.center = float(self.rect.centerx)
self.center_up_down = float(self.rect.centery)
#移动标志
self.moving_right = False
self.moving_left = False
self.moving_up = False
self.moving_down = False
def update(self):
"""根据移动标志调整火箭的位置,右左上下"""
if self.moving_right and self.rect.right < self.screen_rect.right:
self.center += self.ai_settings.rocket_speed_factor
if self.moving_left and self.rect.left > 0:
self.center -= self.ai_settings.rocket_speed_factor
if self.moving_up and self.rect.top > 0:
self.center_up_down -= self.ai_settings.rocket_speed_factor
if self.moving_down and self.rect.bottom < self.screen_rect.bottom:
self.center_up_down += self.ai_settings.rocket_speed_factor
#根据self.center更新rect对象
self.rect.centerx = self.center
self.rect.centery = self.center_up_down
def blitme(self):
"""在指定位置绘制火箭"""
self.screen.blit(self.image, self.rect)
class Settings():
"""创建包含所有设置的类"""
def __init__(self):
self.screen_width = 800
self.screen_height = 600
self.bg_color = (0, 191, 255)
#设置飞船的速度
self.rocket_speed_factor = 1.5
#子弹设置
self.bullet_speed_factor = 1
self.bullet_width = 15
self.bullet_height = 3
self.bullet_color = 60, 60, 60
self.bullets_allowed = 3
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""一个对飞船发射的子弹进行管理的类"""
def __init__(self, ai_settings, screen, rocket):
"""在飞船所在的位置创建一个子弹对象"""
super().__init__()
self.screen = screen
#在(0,0)处创建一个表示子弹的矩形,再设置正确的位置
self.rect = pygame.Rect(0, 0, ai_settings.bullet_width, ai_settings.bullet_height)
self.rect.centerx = rocket.rect.centerx
self.rect.centery = rocket.rect.centery
#存储用小数点表示的子弹位置
self.y = float(self.rect.y)
self.x = float(self.rect.x)
self.color = ai_settings.bullet_color
self.speed_factor = ai_settings.bullet_speed_factor
def update(self):
"""向有移动子弹"""
#更新表示子弹位置的小数值,通过换x、y来决定子弹的方向
self.x += self.speed_factor
#更新表示子弹的rect的位置
self.rect.x = self.x
def draw_bullet(self):
"""在屏幕上绘制子弹"""
pygame.draw.rect(self.screen, self.color, self.rect)
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