手把手讲解超详细python入门游戏项目‘打外星飞船’(三)

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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)