空闲之余学了下Python基础,拿飞机大战练下手熟练。
前言:整体难度不大,要求掌握Pyhton 的面向对象思想。掌握住了面向对象的可以尝试写一下这个项目,巩固学习面向对象!
参考资料:
- B战小甲鱼飞机大战
源代码以及素材资料(图片,音频)可从下面的百度网盘下载下载:
- 链接:https://pan.baidu.com/s/1E3kk5g0K_nSN6Uk9HyaPow 提取码:2dkr
永久有效!
1、效果展示:
在main函数页面运行程序即可实现效果
2、游戏说明:
- 敌方共有大中小3款飞机,分为高中低三种速度;
- 子弹的射程并非全屏,而大概是屏幕长度的80%;
- 消灭小飞机需要1发子弹,中飞机需要8发,大飞机需要20发子弹;
- 每消灭一架小飞机得1000分,中飞机6000分,大飞机10000分;
- 每隔30秒有一个随机的道具补给,分为两种道具,全屏炸弹和双倍子弹;
- 全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒钟的效果;
- 游戏将根据分数来逐步提高难度,难度的提高表现为飞机数量的增多以及速度的加快。
3、主程序
结合多个模块,把写好的子弹,敌机,补给,飞机设定结合在一起
# 导入几个常用的库和模块还有自己写的子弹模块,供给之类的... import pygame import sys import traceback from pygame.locals import * import myplane import enemy import bullet import supply import random pygame.init() bg_size = width, height = 400, 700 screen = pygame.display.set_mode(bg_size) pygame.display.set_caption("飞机大战") background = pygame.image.load("plane/images/background.png").convert() BLACK = (0, 0, 0) GREEN = (0, 255, 0) RED = (255, 0, 0) WHITE = (255, 255, 255) # 载入游戏音乐 pygame.mixer.music.load("plane/sound/game_music.ogg") pygame.mixer.music.set_volume(0.2) bullet_sound = pygame.mixer.Sound("plane/sound/bullet.wav") bullet_sound.set_volume(0.2) bomb_sound = pygame.mixer.Sound("plane/sound/use_bomb.wav") bomb_sound.set_volume(0.2) supply_sound = pygame.mixer.Sound("plane/sound/supply.wav") supply_sound.set_volume(0.2) get_bomb_sound = pygame.mixer.Sound("plane/sound/get_bomb.wav") get_bomb_sound.set_volume(0.2) get_bullet_sound = pygame.mixer.Sound("plane/sound/get_bullet.wav") get_bullet_sound.set_volume(0.2) upgrade_sound = pygame.mixer.Sound("plane/sound/upgrade.wav") upgrade_sound.set_volume(0.2) enemy3_fly_sound = pygame.mixer.Sound("plane/sound/enemy3_flying.wav") enemy3_fly_sound.set_volume(0.2) enemy1_down_sound = pygame.mixer.Sound("plane/sound/enemy1_down.wav") enemy1_down_sound.set_volume(0.2) enemy2_down_sound = pygame.mixer.Sound("plane/sound/enemy2_down.wav") enemy2_down_sound.set_volume(0.2) enemy3_down_sound = pygame.mixer.Sound("plane/sound/enemy3_down.wav") enemy3_down_sound.set_volume(0.5) me_down_sound = pygame.mixer.Sound("plane/sound/me_down.wav") me_down_sound.set_volume(0.2) # 定义三个增加敌机的函数 def add_small_enemies(group1, group2, num): for i in range(num): e1 = enemy.SmallEnemy(bg_size) group1.add(e1) group2.add(e1) def add_mid_enemies(group1, group2, num): for i in range(num): e1 = enemy.MidEnemy(bg_size) group1.add(e1) group2.add(e1) def add_big_enemies(group1, group2, num): for i in range(num): e1 = enemy.BigEnemy(bg_size) group1.add(e1) group2.add(e1) def inc_speed(target, inc): for each in target: each.speed += inc def main(): global each pygame.mixer.music.play(-1) clock = pygame.time.Clock() # 中弹图片索引 e1_destroy_index = 0 e2_destroy_index = 0 e3_destroy_index = 0 me_destroy_index = 0 me = myplane.MyPlane(bg_size) enemies = pygame.sprite.Group() # 生成敌方小型飞机 small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies, enemies, 15) mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies, enemies, 5) big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies, enemies, 1) running = True switch_image = True delay = 100 score = 0 score_font = pygame.font.Font("plane/font/font.ttf", 36) bullets = [] # 生成普通子弹 bullet1 = [] bullet1_index = 0 BULLET1_NUM = 4 for i in range(BULLET1_NUM): bullet1.append(bullet.Bullet1(me.rect.midtop)) # 生命数量 life_image = pygame.image.load("plane/images/life.png").convert_alpha() life_rect = life_image.get_rect() life_num = 3 # 游戏结束画面 gameover_font = pygame.font.Font("plane/font/font.ttf", 48) again_image = pygame.image.load("plane/images/again.png").convert_alpha() again_rect = again_image.get_rect() gameover_image = pygame.image.load("plane/images/gameover.png").convert_alpha() gameover_rect = gameover_image.get_rect() DOUBLE_BULLET_TIME = USEREVENT + 1 # 解除我方飞机无敌状态 INVINCEBLE_TIME = USEREVENT + 2 # 生成超级子弹 bullet2 = [] bullet2_index = 0 BULLET2_NUM = 8 for i in range(BULLET2_NUM // 2): bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery))) bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery))) # 标记是否使用超级子弹 is_double_bullet = False level = 1 # 全屏炸弹 bomb_image = pygame.image.load("plane/images/bomb.png").convert_alpha() bomb_rect = bomb_image.get_rect() bomb_font = pygame.font.Font("plane/font/font.ttf", 48) bomb_num = 3 # 每30秒发放一个补给包 bullet_supply = supply.Bullet_Supply(bg_size) bomb_supply = supply.Bomb_Supply(bg_size) SUPPLY_TIME = USEREVENT pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) # 阻止重复读取成绩记录文件 recorded = False # 标志是否暂停游戏 paused = False paused_nor_image = pygame.image.load("plane/images/pause_nor.png").convert_alpha() pause_pressed_image = pygame.image.load("plane/images/pause_pressed.png").convert_alpha() resume_nor_image = pygame.image.load("plane/images/resume_nor.png").convert_alpha() resume_pressed_image = pygame.image.load("plane/images/resume_pressed.png").convert_alpha() paused_rect = paused_nor_image.get_rect() paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10 paused_image = paused_nor_image while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1 and paused_rect.collidepoint(event.pos): paused = not paused if paused: pygame.time.set_timer(SUPPLY_TIME, 0) pygame.mixer.music.pause() pygame.mixer.pause() paused_image = resume_pressed_image else: pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) pygame.mixer.music.unpause() pygame.mixer.unpause() paused_image = pause_pressed_image elif event.type == MOUSEMOTION: if paused_rect.collidepoint(event.pos): if paused: paused_image = resume_pressed_image else: paused_image = pause_pressed_image else: if paused: paused_image = resume_nor_image else: paused_image = paused_nor_image elif event.type == KEYDOWN: if event.key == K_SPACE: if bomb_num: bomb_num -= 1 bomb_sound.play() for each in enemies: if each.rect.bottom > 0: each.active = False elif event.type == SUPPLY_TIME: supply_sound.play() if random.choice([True, False]): bomb_supply.reset() else: bullet_supply.reset() elif event.type == DOUBLE_BULLET_TIME: is_double_bullet = False pygame.time.set_timer(DOUBLE_BULLET_TIME, 0) elif event.type == INVINCEBLE_TIME: me.invincible = False pygame.time.set_timer(INVINCEBLE_TIME, 0) # 根据用户的得分增加难度 if level == 1 and score > 50000: level = 2 upgrade_sound.play() add_small_enemies(small_enemies, enemies, 3) add_mid_enemies(mid_enemies, enemies, 2) add_big_enemies(big_enemies, enemies, 1) inc_speed(small_enemies, 1) elif level == 2 and score > 300000: level = 3 upgrade_sound.play() add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) elif level == 3 and score > 500000: level = 4 upgrade_sound.play() add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) elif level == 4 and score > 1000000: level = 5 upgrade_sound.play() add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) screen.blit(background, (0, 0)) if life_num and not paused: # 绘制全屏炸弹补给并检测是否获得 if bomb_supply.active: bomb_supply.move() screen.blit(bomb_supply.image, bomb_supply.rect) if pygame.sprite.collide_mask(bomb_supply, me): get_bomb_sound.play() if bomb_num < 3: bomb_num += 1 bomb_supply.active = False # 发射子弹 if not (delay % 10): bullet_sound.play() if is_double_bullet: bullets = bullet2 bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery)) bullets[bullet2_index + 1].reset((me.rect.centerx + 33, me.rect.centery)) bullet2_index = (bullet2_index + 2) % BULLET2_NUM else: bullets = bullet1 bullets[bullet1_index].reset(me.rect.midtop) bullet1_index = (bullet1_index + 1) % BULLET1_NUM # 检测子弹是否击中敌机 for b in bullets: if b.active: b.move() screen.blit(b.image, b.rect) enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask) if enemy_hit: b.active = False for e in enemy_hit: if e in mid_enemies or e in big_enemies: e.hit = True e.energy -= 1 if e.energy == 0: e.active = False else: e.active = False # 绘制全屏炸弹补给并检测是否获得 if bullet_supply.active: bullet_supply.move() screen.blit(bullet_supply.image, bullet_supply.rect) if pygame.sprite.collide_mask(bullet_supply, me): get_bullet_sound.play() is_double_bullet = True pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000) bullet_supply.active = False # 绘制大型敌机 for each in big_enemies: if each.active: each.move() if each.hit: screen.blit(each.image_hit, each.rect) each.hit = False else: if switch_image: screen.blit(each.image1, each.rect) else: screen.blit(each.image2, each.rect) if each.rect.bottom == -50: enemy3_fly_sound.play(-1) # 绘制血槽 pygame.draw.line(screen, BLACK, (each.rect.left, each.rect.top - 5), (each.rect.right, each.rect.top - 5), 2) energy_remain = each.energy / enemy.BigEnemy.energy if energy_remain > 0.2: energy_color = GREEN else: energy_color = RED pygame.draw.line(screen, energy_color, (each.rect.left, each.rect.top - 5), (each.rect.left + each.rect.width * energy_remain, each.rect.top - 5), 2) else: if not (delay % 3): if e3_destroy_index == 0: enemy3_down_sound.play() screen.blit(each.destroy_images[e3_destroy_index], each.rect) e3_destroy_index = (e3_destroy_index + 1) % 6 if e3_destroy_index == 0: me_down_sound.stop() score += 10000 each.reset() # 绘制中型敌机 for each in mid_enemies: if each.active: each.move() if each.hit: screen.blit(each.image_hit, each.rect) each.hit = False else: screen.blit(each.image1, each.rect) # 绘制血槽 pygame.draw.line(screen, BLACK, (each.rect.left, each.rect.top - 5), (each.rect.right, each.rect.top - 5), 2) energy_remain = each.energy / enemy.MidEnemy.energy if energy_remain > 0.2: energy_color = GREEN else: energy_color = RED pygame.draw.line(screen, energy_color, (each.rect.left, each.rect.top - 5), (each.rect.left + each.rect.width * energy_remain, each.rect.top - 5), 2) else: if not (delay % 3): if e2_destroy_index == 0: enemy2_down_sound.play() screen.blit(each.destroy_images[e2_destroy_index], each.rect) e2_destroy_index = (e2_destroy_index + 1) % 4 if e2_destroy_index == 0: score += 5000 each.reset() # 绘制小型敌机 for each in small_enemies: if each.active: each.move() screen.blit(each.image1, each.rect) else: if not (delay % 3): if e1_destroy_index == 0: enemy1_down_sound.play() screen.blit(each.destroy_images[e1_destroy_index], each.rect) e1_destroy_index = (e1_destroy_index + 1) % 4 if e1_destroy_index == 0: score += 1000 each.reset() key_pressed = pygame.key.get_pressed() if key_pressed[K_w] or key_pressed[K_UP]: me.moveUp() if key_pressed[K_s] or key_pressed[K_DOWN]: me.moveDown() if key_pressed[K_a] or key_pressed[K_LEFT]: me.moveLeft() if key_pressed[K_d] or key_pressed[K_RIGHT]: me.moveRight() # 检测我方飞机是否被撞 enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask) if enemies_down and not me.invincible: me.active = False for e in enemies_down: e.active = False # 绘制我方飞机 if me.active: if switch_image: screen.blit(me.image1, me.rect) else: screen.blit(me.image2, me.rect) else: me_down_sound.play() if not (delay % 3): screen.blit(each.destroy_images[me_destroy_index], each.rect) me_destroy_index = (me_destroy_index + 1) % 4 # 剩余生命数量 if me_destroy_index == 0: life_num -= 1 me.reset() pygame.time.set_timer(INVINCEBLE_TIME, 3 * 1000) # 绘制剩余炸弹数量 bomb_text = bomb_font.render("x %d" % bomb_num, True, WHITE) text_rect = bomb_text.get_rect() screen.blit(bomb_image, (10, height - 10 - bomb_rect.height)) screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height)) if life_num: for i in range(life_num): screen.blit(life_image, (width - 10 - (i + 1) * life_rect.width, height - 10 - life_rect.height)) score_text = score_font.render(str("Score: %s" % score), True, WHITE) screen.blit(score_text, (10, 5)) elif life_num == 0: pygame.mixer.music.stop() pygame.mixer.stop() # 停止发放补给 pygame.time.set_timer(SUPPLY_TIME, 0) if not recorded: recorded = True # 读取历史最高分 with open("plane/record/record.txt", "r") as f: record_score = int(f.read()) if score > record_score: with open("plane/record/record.txt", "w") as f: f.write(str(score)) # 绘制结束画面 record_score_text = score_font.render("Best: %d" % record_score, True, WHITE) screen.blit(record_score_text, (50, 50)) gameover_text1 = gameover_font.render("Your Score: ", True, WHITE) gameover_text1_rect = gameover_text1.get_rect() gameover_text1_rect.left, gameover_text1_rect.top = \ (width - gameover_text1_rect.width) // 2, height // 2 screen.blit(gameover_text1, gameover_text1_rect) gameover_text2 = gameover_font.render(str(score), True, WHITE) gameover_text2_rect = gameover_text2.get_rect() gameover_text2_rect.left, gameover_text2_rect.top = \ (width - gameover_text2_rect.width) // 2, \ gameover_text1_rect.bottom + 10 screen.blit(gameover_text2, gameover_text2_rect) again_rect.left, again_rect.top = \ (width - again_rect.width) // 2, \ gameover_text2_rect.bottom + 50 screen.blit(again_image, again_rect) gameover_rect.left, gameover_rect.top = \ (width - again_rect.width) // 2, \ again_rect.bottom + 10 screen.blit(gameover_image, gameover_rect) # 检测用户的鼠标操作 # 如果用户按下鼠标左键 if pygame.mouse.get_pressed()[0]: pos = pygame.mouse.get_pos() if again_rect.left < pos[0] < again_rect.right and \ again_rect.top < pos[1] < again_rect.bottom: main() elif gameover_rect.left < pos[0] < gameover_rect.right and \ gameover_rect.top < pos[1] < gameover_rect.bottom: pygame.quit() sys.exit() screen.blit(paused_image, paused_rect) # 切换图片 if not (delay % 5): switch_image = not switch_image delay -= 1 if not delay: delay = 100 pygame.display.flip() clock.tick(60) if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()
4、子弹模块
import pygame class Bullet1(pygame.sprite.Sprite): # 定义一个子弹类Bullet1继承pygame模块的sprite,Sprite类 def __init__(self, position): # 定义构造函数,并继承sprite.Sprite类中的构造函数 pygame.sprite.Sprite.__init__(self) # 定义自己的属型 self.image = pygame.image.load("plane/images/bullet1.png").convert_alpha() self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.speed = 12 self.active = True self.mask = pygame.mask.from_surface(self.image) # 定义子弹的移动 def move(self): self.rect.top -= self.speed if self.rect.top < 0: self.active = False def reset(self, position): self.rect.left, self.rect.top = position self.active = True # 定义第二个子弹类,并继承pygame.sprite.Sprite类 class Bullet2(pygame.sprite.Sprite): def __init__(self, position): # 定义构造函数 pygame.sprite.Sprite.__init__(self) # 并继承sprite.Sprite类中的构造函数 # 实例化第二个子弹属型 self.image = pygame.image.load("plane/images/bullet2.png").convert_alpha() self.rect = self.image.get_rect() self.rect.left, self.rect.top = position self.speed = 14 self.active = True self.mask = pygame.mask.from_surface(self.image) #同上 def move(self): self.rect.top -= self.speed if self.rect.top < 0: self.active = False #同上 def reset(self, position): self.rect.left, self.rect.top = position self.active = True
5、敌机模块
import pygame from random import * # 导入random库中所有模块 # 定义SmallEnemy也就是小敌机类,并继承pygame.sprite.Sprite类 class SmallEnemy(pygame.sprite.Sprite): def __init__(self, bg_size): # 定义构造函数,传入bg_size参数 pygame.sprite.Sprite.__init__(self) #继承pygame.sprite.Sprite的构造函数 # 实例化属型,也就是赋值 self.image1 = pygame.image.load("plane/images/enemy1.png").convert_alpha() self.destroy_images = [] # 敌机爆炸后的图片 self.destroy_images.extend([ pygame.image.load("plane/images/enemy1_down1.png").convert_alpha(), pygame.image.load("plane/images/enemy1_down2.png").convert_alpha(), pygame.image.load("plane/images/enemy1_down3.png").convert_alpha(), pygame.image.load("plane/images/enemy1_down4.png").convert_alpha(), ]) self.rect = self.image1.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.speed = 2 self.active = True self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-5 * self.height, 0) self.mask = pygame.mask.from_surface(self.image1) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-5 * self.height, 0) # 同上 class MidEnemy(pygame.sprite.Sprite): energy = 8 def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("plane/images/enemy2.png").convert_alpha() self.image_hit = pygame.image.load("plane/images/enemy2_hit.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([ pygame.image.load("plane/images/enemy2_down1.png").convert_alpha(), pygame.image.load("plane/images/enemy2_down2.png").convert_alpha(), pygame.image.load("plane/images/enemy2_down3.png").convert_alpha(), pygame.image.load("plane/images/enemy2_down4.png").convert_alpha(), ]) self.rect = self.image1.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.speed = 1 self.active = True self.hit = False self.energy = MidEnemy.energy self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-5 * self.height, -self.height) self.mask = pygame.mask.from_surface(self.image1) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.energy = MidEnemy.energy self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-8 * self.height, -self.height) # 同上 class BigEnemy(pygame.sprite.Sprite): energy = 20 def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("plane/images/enemy3_n1.png").convert_alpha() self.image2 = pygame.image.load("plane/images/enemy3_n2.png").convert_alpha() self.image_hit = pygame.image.load("plane/images/enemy3_hit.png").convert_alpha() self.destroy_images = [] self.destroy_images.extend([ pygame.image.load("plane/images/enemy3_down1.png").convert_alpha(), pygame.image.load("plane/images/enemy3_down2.png").convert_alpha(), pygame.image.load("plane/images/enemy3_down3.png").convert_alpha(), pygame.image.load("plane/images/enemy3_down4.png").convert_alpha(), pygame.image.load("plane/images/enemy3_down5.png").convert_alpha(), pygame.image.load("plane/images/enemy3_down6.png").convert_alpha(), ]) self.rect = self.image1.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.speed = 1 self.active = True self.hit = False self.energy = BigEnemy.energy self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-10 * self.height, -5 * self.height) self.mask = pygame.mask.from_surface(self.image1) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.energy = BigEnemy.energy self.active = True self.rect.left, self.rect.top = \ randint(0, self.width - self.rect.width), \ randint(-10 * self.height, -5 * self.height)
6、自定义飞机模块
import pygame # 定义自己的飞机,和前几个很相似 class MyPlane(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load("plane/images/me1.png").convert_alpha() self.image2 = pygame.image.load("plane/images/me2.png").convert_alpha() self.destroy_image = [] self.destroy_image.extend([ pygame.image.load("plane/images/me_destroy_1.png").convert_alpha(), pygame.image.load("plane/images/me_destroy_2.png").convert_alpha(), pygame.image.load("plane/images/me_destroy_3.png").convert_alpha(), pygame.image.load("plane/images/me_destroy_4.png").convert_alpha(), ]) self.active = True self.rect = self.image1.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.top = \ (self.width - self.rect.width) // 2, \ self.height - self.rect.height - 60 self.speed = 10 self.mask = pygame.mask.from_surface(self.image1) self.invincible = False def moveUp(self): if self.rect.top > 0: self.rect.top -= self.speed else: self.rect.top = 0 def moveDown(self): if self.rect.bottom < self.height - 60: self.rect.top += self.speed else: self.rect.bottom = self.height - 60 def moveLeft(self): if self.rect.left > 0: self.rect.left -= self.speed else: self.rect.left = 0 def moveRight(self): if self.rect.right < self.width: self.rect.left += self.speed else: self.rect.right = self.width def reset(self): self.rect.left, self.rect.top = \ (self.width - self.rect.width) // 2, \ self.height - self.rect.height - 60 self.active = True self.invincible = True
7、补给模块
import pygame from random import * # 定义补给类,和前几个也很相似,都是继承赋值 class Bullet_Supply(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("plane/images/bullet_supply.png").convert_alpha() self.rect = self.image.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100 self.speed = 5 self.active = False self.mask = pygame.mask.from_surface(self.image) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.active = False def reset(self): self.active = True self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100 class Bomb_Supply(pygame.sprite.Sprite): def __init__(self, bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("plane/images/bomb_supply.png").convert_alpha() self.rect = self.image.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100 self.speed = 5 self.active = False self.mask = pygame.mask.from_surface(self.image) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.active = False def reset(self): self.active = True self.rect.left, self.rect.bottom = \ randint(0, self.width - self.rect.width), -100
8、一些细节
- 路径是容易出错的地方,最简单的方法就是写绝对路径即可!
- 其他的就都很简单了,主要是掌握整个思路