第一步定义 main
函数:
# -*- coding=utf-8 -*-
import pygame,time
from Plane import Plane
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)
background = pygame.image.load("./resource/background.png")
# 创建一个飞机对象
plane = Plane(screen, 210, 700)
while True:
screen.blit(background, (0, 0))
plane.display()
key_control(plane)
pygame.display.update()
time.sleep(0.01)
if __name__ == '__main__':
main()
创建飞机类
import pygame
from Bullet import Bullet
class Plane(object):
image = None
bullet_list = []
def __init__(self, screen_temp, x, y):
self.screen = screen_temp
self.x = x
self.y = y
self.img_load()
def img_load(self):
self.image = pygame.image.load("./resource/hero1.png")
def display(self):
self.screen.blit(self.image, (self.x, self.y))
for bullet in self.bullet_list:
print(bullet)
bullet.display()
bullet.move()
def move_left(self):
self.x -= 10
def move_right(self):
self.x += 10
def fire(self):
self.bullet_list.append(Bullet(self.screen, self.x, self.y))
创建子弹类:
import pygame
class Bullet(object):
def __init__ (self, screen_temp, x, y):
self.x = x + 40
self.y = y - 20
self.screen = screen_temp
self.img_load()
def img_load(self):
self.image = pygame.image.load("./resource/bullet.png")
def display(self):
self.screen.blit(self.image, (self.x, self.y))
def move(self):
self.y -= 20
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