本文已参与「新人创作礼」活动,一起开启掘金创作之路。 第三部分我们讲解一下飞船需要射出子弹,那么子弹的部分是怎么操作呢?接下来我直接把项目的四个文件展示出来,以注释的形式在旁边讲解。因为有很多代码在前面都已经打过注释 了,这次我们就只在新加的代码旁边打注释了
任务三:按空格键的时候发射子弹,一个屏幕上最多发射三颗子弹,子弹向上飞行,到屏幕后消失
主文件()
import sys
import pygame
from settings import Settings
from ship import Ship
#这里我们创建了管理子弹的类,要引入主文件使用
from bullet import Bullet
class AlienInvasion:
def __init__(self):
pygame.init()
self.settings = Settings()
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
self.settings.screen_width = self.screen.get_rect().width
self.settings.screen_height = self.screen.get_rect().height
pygame.display.set_caption("Alien Invasion")
self.ship = Ship(self)
#这里创建用于储存子弹控制的编组
self.bullets = pygame.sprite.Group()
def run_game(self):
while True:
self._check_events()
self.ship.update()
#把子弹的函数加入主文件
self._update_bullets()
self._update_screen()
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
#这里是键盘按到空格键会返回KEYDOWN,此时调用开火函数
elif event.type == pygame.KEYDOWN:
self._check_keydown_events(event)
elif event.type == pygame.KEYUP:
self._check_keyup_events(event)
def _check_keydown_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = True
elif event.key == pygame.K_LEFT:
self.ship.moving_left = True
elif event.key == pygame.K_q:
sys.exit()
elif event.key == pygame.K_SPACE:
self._fire_bullet()
def _check_keyup_events(self, event):
if event.key == pygame.K_RIGHT:
self.ship.moving_right = False
elif event.key == pygame.K_LEFT:
self.ship.moving_left = False
def _fire_bullet(self):
#这是一个判断语句,如果子弹数小于三,我们就可以执行下面的函数
if len(self.bullets) < self.settings.bullets_allowed:
#创建一个子弹新的bullet,把它加入到编组bullet储存
new_bullet = Bullet(self)
self.bullets.add(new_bullet)
def _update_bullets(self):
# 更新子弹的位置函数
self.bullets.update()
#不断循环删除子弹,子弹这里是他的y轴超出了屏幕,我们就删除
for bullet in self.bullets.copy():
if bullet.rect.bottom <= 0:
self.bullets.remove(bullet)
def _update_screen(self):
self.screen.fill(self.settings.bg_color)
self.ship.blitme()
for bullet in self.bullets.sprites():
bullet.draw_bullet()
pygame.display.flip()
if __name__ == '__main__':
ai = AlienInvasion()
ai.run_game()
子弹的控制类
import pygame
from pygame.sprite import Sprite
class Bullet(Sprite):
"""创建一个管理子弹的类"""
def __init__(self, ai_game):
"""在飞船的当前所在的位置创建出一个子弹的图像"""
super().__init__()
self.screen = ai_game.screen
self.settings = ai_game.settings
self.color = self.settings.bullet_color
# 现在原点处创建一颗子弹,同时子弹的宽高在设置类的参数里引入
self.rect = pygame.Rect(0, 0, self.settings.bullet_width,
self.settings.bullet_height)
#子弹的初始位置设置成了飞船的初始位置
self.rect.midtop = ai_game.ship.rect.midtop
# 用float储存这个位置
self.y = float(self.rect.y)
def update(self):
"""子弹向上飞"""
# 每一次子弹向上移动,y轴在不断地自减
self.y -= self.settings.bullet_speed
# 把最新的位置给子弹
self.rect.y = self.y
def draw_bullet(self):
"""画出子弹,参数是用self里面储存的参数填充的"""
pygame.draw.rect(self.screen, self.color, self.rect)
设置类文件
class Settings:
def __init__(self):
# Screen settings
self.screen_width = 1200
self.screen_height = 800
self.bg_color = (230, 230, 230)
# Ship settings
self.ship_speed = 1.5
# 这里在设置子弹的一系列的参数,等会直接调用这个类
self.bullet_speed = 1.0
self.bullet_width = 3
self.bullet_height = 15
self.bullet_color = (60, 60, 60)
#最大的子弹数为3
self.bullets_allowed = 3
飞船的参数设置文件
import pygame
class Ship:
def __init__(self, ai_game):
self.screen = ai_game.screen
self.settings = ai_game.settings
self.screen_rect = ai_game.screen.get_rect()
# Load the ship image and get its rect.
self.image = pygame.image.load('images/ship.bmp')
self.rect = self.image.get_rect()
# Start each new ship at the bottom center of the screen.
self.rect.midbottom = self.screen_rect.midbottom
# Store a decimal value for the ship's horizontal position.
self.x = float(self.rect.x)
# Movement flags
self.moving_right = False
self.moving_left = False
def update(self):
# Update the ship's x value, not the rect.
if self.moving_right and self.rect.right < self.screen_rect.right:
self.x += self.settings.ship_speed
if self.moving_left and self.rect.left > 0:
self.x -= self.settings.ship_speed
# Update rect object from self.x.
self.rect.x = self.x
def blitme(self):
self.screen.blit(self.image, self.rect)