python 打飛機專案 ( 基類封裝 )

kenuo發表於2018-04-07

專案程式碼 | plane

main.py 主程式檔案,啟動檔案

# -*- coding:utf-8 -*-
import pygame, time
from Plane import Plane
from HeroPlane import HeroPlane
from Screen import Screen
from pygame.locals import *

def key_control(plane_temp):
    # 獲取事件,比如按鍵等
    for event in pygame.event.get():

        # 判斷是否是點選了退出按鈕
        if event.type == QUIT:
            print("exit")
            exit()
        # 判斷是否是按下了鍵
        elif event.type == KEYDOWN:
            # 檢測按鍵是否是a或者left
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                plane_temp.move_left()
            # 檢測按鍵是否是d或者right
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                plane_temp.move_right()
            # 檢測按鍵是否是空格鍵
            elif event.key == K_SPACE:
                print('space')
                plane_temp.fire()

def main():

    screen = pygame.display.set_mode((480, 852), 0, 32)

    # 建立視窗物件
    screen_temp = Screen(screen)

    # 建立一個飛機物件
    plane = Plane(screen)

    # 建立敵機物件
    enemyPlane = HeroPlane(screen)

    while True:
        screen_temp.display()  # 顯示視窗
        plane.display(plane.bullet_list)  # 顯示飛機
        enemyPlane.display(enemyPlane.bullet_list)  # 敵機顯示
        enemyPlane.move()  # 敵機移動
        enemyPlane.fire()  # 敵機開火
        key_control(plane)  # 鍵盤事件監聽
        pygame.display.update()  # 更新視窗
        time.sleep(0.01)  # 延時0.01秒,防止程式記憶體溢位

if __name__ == '__main__':
    main()

Base.py 基類

# -*- coding:utf-8 -*-
import pygame

class Base(object):
    # 背景圖片
    image = None

    def __init__(self, screen_temp, x, y, image_path):
        self.x = x
        self.y = y
        self.screen = screen_temp
        self.image_load(image_path)

    # 飛機賦值圖片物件
    def image_load(self, image_path):
        self.image = pygame.image.load(image_path)

BasePlane.py 飛機基類

# -*- coding:utf-8 -*-
from Base import Base

class BasePlane(Base):
    def __init__(self, screen_temp, x, y, image_path):
        Base.__init__(self, screen_temp, x, y, image_path)

    # 顯示飛機
    def display(self, bullet_list):

        self.screen.blit(self.image, (self.x, self.y))  # 顯示飛機

        for bullet in bullet_list:  # 迴圈取出子彈物件
            # 判斷子彈是否越界
            if bullet.judge():
                bullet_list.remove(bullet)  # 如果子彈越界就刪除子彈

            bullet.display()  # 顯示子彈
            bullet.move()  # 子彈移動步長

Plane.py 飛機物件

# -*- coding:utf-8 -*-
from Bullet import Bullet
from BasePlane import BasePlane

class Plane(BasePlane):

    # 儲存子彈物件
    bullet_list = []

    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 210, 700, "./resource/hero1.png")

    # 飛機向左移動偏移量
    def move_left(self):
        self.x -= 10

    # 飛機向右移動偏移量
    def move_right(self):
        self.x += 10

    # 將飛機建立的子彈物件儲存進 bullet_list 列表中
    def fire(self):
        self.bullet_list.append(Bullet(self.screen, self.x, self.y))
        print(self.bullet_list)

HeroPlane.py 敵機物件

# -*- coding:utf-8 -*-
import random
from BasePlane import BasePlane
from EnemyBullet import EnemyBullet

class HeroPlane(BasePlane):
    # 定義一個類屬性用來儲存
    direction = 'right'

    # 儲存子彈物件
    bullet_list = []

    def __init__(self, screen_temp):
        BasePlane.__init__(self, screen_temp, 0, 0, "./resource/enemy-1.gif")

    # 敵機移動軌跡
    def move(self):
        # 敵機建立的子彈預設向右移動
        if self.direction == 'right':
            self.x += 5  # 每次向右移動增加 5px 的步長
        elif self.direction == 'left':  # 向左移動
            self.x -= 5  # 每次向左移動減少 5px 的步長

        # 當敵機向右移動到了邊界就向左移動
        if self.x > 480 - 50:  # 480 是介面總寬度; 50 是飛機寬度. 所以敵機移動的距離應該是介面寬度-敵機寬度  ( 移動距離 = 介面寬度 - 敵機寬度 )
            self.direction = 'left'
        elif self.x <= 0:  # 當敵機移動到了最左邊就會繼續向右移動
            self.direction = 'right'

    # 開火
    def fire(self):
        random_temp = random.randint(1, 100)  # 隨機生成 1 - 100的隨機數
        if (random_temp == 20) or (random_temp == 78):  # 隨機數概率
            self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y))  # 建立敵機子彈物件

BaseBullet.py 子彈基類

# -*- coding:utf-8 -*-
from Base import Base

class BaseBullet(Base):
    def __init__(self, screen_temp, x, y, image_path):
        Base.__init__(self, screen_temp, x, y, image_path)

    # 子彈背景
    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

Bullet.py 子彈物件

# -*- coding:utf-8 -*-
from BaseBullet import BaseBullet

class Bullet(BaseBullet):
    def __init__(self, screen_temp, x, y):
        BaseBullet.__init__(self, screen_temp, x + 40, y - 20, "./resource/bullet.png")

    # 子彈步長
    def move(self):
        self.y -= 10

    # 判斷子彈y軸是否已經越界
    def judge(self):
        if self.y < 0:
            return True
        else:
            return False

EnemyBullet.py 敵機子彈物件

# -*- coding:utf-8 -*-
from BaseBullet import BaseBullet

class EnemyBullet(BaseBullet):
    def __init__(self, screen_temp, x, y):
        BaseBullet.__init__(self, screen_temp, x + 30, y + 30, "./resource/bullet-1.gif")

    # 子彈移動步長
    def move(self):
        self.y += 20

    # 判斷子彈y軸是否已經越界
    def judge(self):
        if self.y > 890:  # 890 介面總高度
            return True
        else:
            return False

Screen.py 視窗物件

# -*- coding:utf-8 -*-
from Base import Base

class Screen(Base):
    def __init__(self, screen_temp):
        Base.__init__(self, screen_temp, 0, 0, "./resource/background.png")

    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

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