游戏的精灵组问题
import pygame, sys, time, random
from pygame.locals import *
# 敌方飞机
class enemy_ship(pygame.sprite.Sprite):
# 存放所有飞机的子弹组
bullets = pygame.sprite.Group()
def __init__(self, screen):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("feiji/enemy0.png")
self.rect = self.image.get_rect()
x = random.randint(0, Manager.bg_size[0]-51)
self.rect.topleft = [x, 0] # 方法2
self.enemy_speed = 3
# 是否斜飞
self.a = random.randint(1, 10)
self.screen = screen
# 装子弹的列表
self.bullets = pygame.sprite.Group() # 方法2
# 显示飞机
def display(self):
# 方法2
self.screen.blit(self.image, (self.rect.left, self.rect.top))
# 更新子弹坐标
self.bullets.update() # update为Group中方法,不断更新子弹位置
# 把所有子弹添加到屏幕
self.bullets.draw(self.screen) # screen也为Group中方法
def update(self):
self.auto_fire()
self.display()
if self.rect.top >= 700 + 22:
self.kill()
# 敌方自动开火
def auto_fire(self):
a = random.randint(0, 100)
if a == 10:
bullet = enemy_Bullet(self.screen, self.rect.left, self.rect.top)
self.bullets.add(bullet)
# 存放所有飞机子弹的组
enemy_ship.bullets.add(bullet)
# 敌方子弹
class enemy_Bullet(pygame.sprite.Sprite):
def __init__(self, screen, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("feiji/bullet1.png")
# 获取矩形对象
self.rect = self.image.get_rect()
self.rect.topleft = [x + 25 - 4, y + 22]
self.Bullet_speed = 5
self.screen = screen
def update(self):
self.rect.top += self.Bullet_speed
def cls(self):
self.kill()
# 我方飞机
class Player_ship(pygame.sprite.Sprite):
# 存放所有飞机的子弹组
bullets = pygame.sprite.Group()
def __init__(self, screen):
self.timer = 0
self.dt = 0
self.clock = pygame.time.Clock()
# 精灵初始化方法 必须调用
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("feiji/hero1.png")
self.rect = self.image.get_rect()
screen_rect = screen.get_rect()
self.rect.center = screen_rect.center
print(self.rect)
self.rect.topleft = [self.rect.left, self.rect.top + 200] # 方法2
self.player_speed = 10
self.screen = screen
# 装子弹的列表
self.bullets = pygame.sprite.Group() # 方法2
def key_control(self):
key_pressed = pygame.key.get_pressed()
# 方法2
if key_pressed[K_w] and self.rect.top>0:
self.rect.top -= self.player_speed
if key_pressed[K_s] :
self.rect.bottom += self.player_speed
if key_pressed[K_a] and self.rect.left>0:
self.rect.left -= self.player_speed
if key_pressed[K_d] and self.rect.right<600:
self.rect.right += self.player_speed
if key_pressed[K_SPACE]:
bullet = Bullet(self.screen, self.rect.left, self.rect.top)
# 把子弹放列表里
self.bullets.add(bullet)
# 存放所有飞机子弹的组
Player_ship.bullets.add(bullet)
def update(self):
self.key_control()
self.display()
# 显示飞机
def display(self):
# 方法2
self.screen.blit(self.image, self.rect)
# 更新子弹坐标
self.bullets.update() # update为Group中方法,不断更新子弹位置
# 把所有子弹添加到屏幕
self.bullets.draw(self.screen) # screen也为Group中方法
# 我方子弹
class Bullet(pygame.sprite.Sprite):
def __init__(self, screen, x, y):
# 精灵类初始化
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("feiji/bullet.png")
# 获取矩形对象
self.rect = self.image.get_rect()
self.rect.topleft = [x + 50 - 11, y - 22]
self.Bullet_speed = 20
self.screen = screen
def update(self):
self.rect.top -= self.Bullet_speed
# 管理类
class Manager(object):
bg_size = (600, 700)
# 创建敌机定时器
create_enemy_id = 10 # 自己定义数字
def __init__(self):
pygame.init()
self.score = 0
# 创建窗口
self.screen = pygame.display.set_mode(Manager.bg_size, 0, 32)
# 创建背景图片s
self.background = pygame.image.load("feiji/img_bg_level_1.jpg")
self.background = pygame.transform.smoothscale(self.background, (600, 700))
# 初始化一个装玩家精灵的group
self.players = pygame.sprite.Group() # 加s是方便以后多人
# 初始化一个装敌机精灵的group
self.enemys = pygame.sprite.Group()
def exit(self):
pygame.quit()
exit()
def new_player(self):
player = Player_ship(self.screen)
self.players.add(player) # 创建多个直接复制
def new_enemy(self):
enemy = enemy_ship(self.screen)
self.enemys.add(enemy)
def main(self):
self.new_player()
# 创建敌机定时器
pygame.time.set_timer(Manager.create_enemy_id, 2000)
while True:
self.screen.blit(self.background, (0, 0))
for event in pygame.event.get(): # 事件监听
if event.type == QUIT:
self.exit()
elif event.type == Manager.create_enemy_id:
# 创建一个敌机
self.new_enemy()
if self.players.sprites():
# 判断一个精灵和一个精灵组之间的碰撞 返回被碰撞的敌方飞机
# 玩家飞机和敌方子弹 参数一是玩家飞机 参数二是敌方所有飞机的所有的子弹
isover = pygame.sprite.spritecollide(self.players.sprites()[0], enemy_ship.bullets, True)
if isover:
Manager.is_game_over = True # 标识游戏结束
print('中弹')
# 玩家所有子弹和所有敌机的碰撞
is_enemy = pygame.sprite.groupcollide(Player_ship.bullets, self.enemys, True, True)
if is_enemy:
items = list(is_enemy.items())[0]
y = items[1][0]
self.score+=1
# 玩家飞机和子弹的显示
self.players.update()
# 敌机和子弹的显示
self.enemys.update()
# 4刷新显示窗口内容
pygame.display.update()
# 取一个合适的值 循环时停一下 单位是秒 减少cpu的消耗
time.sleep(0.02)
if __name__ == '__main__':
manager = Manager()
manager.main()
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