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from setting import *
from gamebackground import *
from heroplane import *
from selecthero import *
from enemyplane import *
from supply import *
class MainScene(object):
#初始化
def __init__(self):
pygame.mixer.pre_init()
pygame.init()
pygame.mixer.init()
pygame.font.init()
# pygame.mouse.set_visible(False)
self.scene = pygame.display.set_mode((SCENEWIDTH, SCENEHEIGHT), 1, 32)
# self.scene = pygame.display.set_mode((SCENEWIDTH, SCENEHEIGHT), pygame.FULLSCREEN, 32)
pygame.display.set_caption("自学飞机大战--精灵组版")
#载入地图
b = SelectHero(self.scene)
b.run()
hero_index = b.hero_index
b.kill()
self.bground = Background(self.scene)
self.hero = HeroPlane(hero_index)
self.hero.set_bullet_type(hero_index)
self.hero.set_fire_type(0)
# print(self.hero.speed, self.hero.damage, self.hero.HP)
self.hero.set_pos(SCENEWIDTH // 2 - 50, SCENEHEIGHT - 100)
pygame.time.set_timer(CREATE_ENEMY_TIME,100)
#绘制各个元素
def draw(self):
self.bground.draw()
allgroup.draw(self.scene)
def update(self):
self.bground.update()
allgroup.update()
def collideEvent(self):
hero_shot_enemy = pygame.sprite.groupcollide(herobulletgroup,enemygroup,True,True)
if hero_shot_enemy:
#hero_shot_enemy为子弹 key为 子弹,value 为 飞机
for v in hero_shot_enemy:
#获得 key 的 values,
#即获得当前子弹射中的敌机列表
enemys = hero_shot_enemy[v]
#遍历敌机
for enemy in enemys:
#用随机函数控制掉率
if random.randint(0,1) == 0:
supply_pos = enemy.rect.center
supply = Supply()
supply.set_pos(supply_pos[0],supply_pos[1])
hero_collide_supply = pygame.sprite.spritecollide(self.hero,supplygroup,True)
if hero_collide_supply:
self.hero.fire_type += 1
#处理键盘和鼠标相应
def handleEvent(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_j:
#普通射击
self.hero.fire_key_down(pygame.K_j)
# self.hero.fire_bullet()
elif event.key == pygame.K_a:
self.hero.key_down(pygame.K_a)
elif event.key == pygame.K_d:
self.hero.key_down(pygame.K_d)
elif event.key == pygame.K_w:
self.hero.key_down(pygame.K_w)
elif event.key == pygame.K_s:
self.hero.key_down(pygame.K_s)
#ESC 退出jjj
elif event.key == pygame.K_ESCAPE or event.key == pygame.K_F4:
pygame.quit()
exit()
#按键松开
elif event.type == pygame.KEYUP:
if event.key == pygame.K_j:
self.hero.fire_key_up(pygame.K_j)
elif event.key == pygame.K_a:
self.hero.key_up(pygame.K_a)
elif event.key == pygame.K_d:
self.hero.key_up(pygame.K_d)
elif event.key == pygame.K_w:
self.hero.key_up(pygame.K_w)
elif event.key == pygame.K_s:
self.hero.key_up(pygame.K_s)
elif event.type == CREATE_ENEMY_TIME:
self.createEnemy()
self.hero.press_move()
self.hero.press_fire()
def createEnemy(self):
if random.randint(0,3)==1:
enemy = EnemyPlane()
enemy.set_pos(random.randint(0,SCENEWIDTH)+50,-20)
def runScene(self):
# pygame.mixer.music.load('music/bgm.mp3')
# pygame.mixer.music.play(-1)
clock = pygame.time.Clock()
while True:
clock.tick(60)
self.draw()
self.update()
self.collideEvent()
self.handleEvent()
pygame.display.flip()
if __name__ == "__main__":
play = MainScene()
play.runScene()
else:
print("i was imported by", __name__)
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