# -*- 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):
    # 获取事件,比如按键等
    for event in pygame.event.get():

        # 判断是否是点击了退出按钮
        if event.type == QUIT:
            print("exit")
            exit()
        # 判断是否是按下了键
        elif event.type == KEYDOWN:
            # 检测按键是否是a或者left
            if event.key == K_a or event.key == K_LEFT:
                print('left')
                plane_temp.move_left()
            # 检测按键是否是d或者right
            elif event.key == K_d or event.key == K_RIGHT:
                print('right')
                plane_temp.move_right()
            # 检测按键是否是空格键
            elif event.key == K_SPACE:
                print('space')
                plane_temp.fire()

def main():

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

    # 创建窗口对象
    screen_temp = Screen(screen)

    # 创建一个飞机对象
    plane = Plane(screen)

    # 创建敌机对象
    enemyPlane = HeroPlane(screen)

    while True:
        screen_temp.display()  # 显示窗口
        plane.display(plane.bullet_list)  # 显示飞机
        enemyPlane.display(enemyPlane.bullet_list)  # 敌机显示
        enemyPlane.move()  # 敌机移动
        enemyPlane.fire()  # 敌机开火
        key_control(plane)  # 键盘事件监听
        pygame.display.update()  # 更新窗口
        time.sleep(0.01)  # 延时0.01秒,防止程序内存溢出

if __name__ == '__main__':
    main()

Base.py 基类

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

class Base(object):
    # 背景图片
    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)

    # 飞机赋值图片对象
    def image_load(self, image_path):
        self.image = pygame.image.load(image_path)

BasePlane.py 飞机基类

# -*- 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)

    # 显示飞机
    def display(self, bullet_list):

        self.screen.blit(self.image, (self.x, self.y))  # 显示飞机

        for bullet in bullet_list:  # 循环取出子弹对象
            # 判断子弹是否越界
            if bullet.judge():
                bullet_list.remove(bullet)  # 如果子弹越界就删除子弹

            bullet.display()  # 显示子弹
            bullet.move()  # 子弹移动步长

Plane.py 飞机对象

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

class Plane(BasePlane):

    # 储存子弹对象
    bullet_list = []

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

    # 飞机向左移动偏移量
    def move_left(self):
        self.x -= 10

    # 飞机向右移动偏移量
    def move_right(self):
        self.x += 10

    # 将飞机创建的子弹对象存储进 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 敌机对象

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

class HeroPlane(BasePlane):
    # 定义一个类属性用来保存
    direction = 'right'

    # 储存子弹对象
    bullet_list = []

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

    # 敌机移动轨迹
    def move(self):
        # 敌机创建的子弹默认向右移动
        if self.direction == 'right':
            self.x += 5  # 每次向右移动增加 5px 的步长
        elif self.direction == 'left':  # 向左移动
            self.x -= 5  # 每次向左移动减少 5px 的步长

        # 当敌机向右移动到了边界就向左移动
        if self.x > 480 - 50:  # 480 是界面总宽度; 50 是飞机宽度. 所以敌机移动的距离应该是界面宽度-敌机宽度  ( 移动距离 = 界面宽度 - 敌机宽度 )
            self.direction = 'left'
        elif self.x <= 0:  # 当敌机移动到了最左边就会继续向右移动
            self.direction = 'right'

    # 开火
    def fire(self):
        random_temp = random.randint(1, 100)  # 随机生成 1 - 100的随机数
        if (random_temp == 20) or (random_temp == 78):  # 随机数概率
            self.bullet_list.append(EnemyBullet(self.screen, self.x, self.y))  # 创建敌机子弹对象

BaseBullet.py 子弹基类

# -*- 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)

    # 子弹背景
    def display(self):
        self.screen.blit(self.image, (self.x, self.y))

Bullet.py 子弹对象

# -*- 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")

    # 子弹步长
    def move(self):
        self.y -= 10

    # 判断子弹y轴是否已经越界
    def judge(self):
        if self.y < 0:
            return True
        else:
            return False

EnemyBullet.py 敌机子弹对象

# -*- 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")

    # 子弹移动步长
    def move(self):
        self.y += 20

    # 判断子弹y轴是否已经越界
    def judge(self):
        if self.y > 890:  # 890 界面总高度
            return True
        else:
            return False

Screen.py 窗口对象

# -*- 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))
12-26 18:43