**
**
#coding=utf-8
import sys
import pygame
import game_function as gf
from settings import Settings
from ship import Ship
from pygame.sprite import Group
def run_game():
#初始化
pygame.init()
ai_settings=Settings()
screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height))
pygame.display.set_caption('外星人入侵')
ship=Ship(ai_settings,screen)
#创建储存子弹的编组
bullets=Group()
#主循环
while True:
gf.check_events(ai_settings,screen,ship,bullets)
ship.update()
gf.update_bullet(bullets)
print(len(bullets))
gf.update_screen(ai_settings,screen,ship,bullets)
#主函数
run_game()
#coding=utf-8
import pygame
class Ship():
#除了自身参数外,增加screen以此获得坐标
def __init__(self,ai_settings,screen):
self.screen=screen
self.ai_settings=ai_settings
self.image=pygame.image.load('image/imageship.bmp')
#图片太大了将其缩小
self.image=pygame.transform.scale(self.image,(50,50))
#image和screen的外接矩形 把图片规则化
self.rect=self.image.get_rect()
self.screen_rect=screen.get_rect()
#置于底部中间
self.rect.centerx=self.screen_rect.centerx
self.rect.bottom=self.screen_rect.bottom
self.center=float(self.rect.centerx)
self.moving_right=False
self.moving_left=False
def update(self):
if self.moving_right and self.rect.right<self.screen_rect.right:
self.rect.centerx+=self.ai_settings.ship_speed_factor
if self.moving_left and self.rect.left>self.screen_rect.left:
self.rect.centerx-=self.ai_settings.ship_speed_factor
#绘制飞船
def blitme(self):
self.screen.blit(self.image,self.rect)
class Settings():
def __init__(self):
self.screen_width=800
self.screen_height=600
self.bg_color=(230,230,230)
self.ship_speed_factor=1.5
self.bullet_speed=1
self.bullet_width=3
self.bullet_height=15
self.bullet_color=60,60,60
self.bullet_allowed=3
#coding=utf-8
import sys
import pygame
from bullet import Bullet
def check_keydown(event,ai_settings,screen,ship,bullets):
if event.key==pygame.K_RIGHT:
ship.moving_right=True
elif event.key==pygame.K_LEFT:
ship.moving_left=True
elif event.key==pygame.K_SPACE:
fire_bullet(ai_settings,screen,ship,bullets)
def fire_bullet(ai_settings,screen,ship,bullets):
if len(bullets)<=ai_settings.bullet_allowed:
new_bullet=Bullet(ai_settings,screen,ship)
bullets.add(new_bullet)
def check_keyup(event,ship):
if event.key==pygame.K_RIGHT:
ship.moving_right=False
elif event.key==pygame.K_LEFT:
ship.moving_left=False
def check_events(ai_settings,screen,ship,bullets):
for event in pygame.event.get():
if event.type==pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
check_keydown(event,ai_settings,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup(event,ship)
def update_screen(ai_settings,screen,ship,bullets):
screen.fill(ai_settings.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
pygame.display.flip()
def update_bullet(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
#coding=utf-8
import pygame
from pygame.sprite import Sprite
#创建一个bullet的类并继承sprite所有属性
class Bullet(Sprite):
def __init__(self,ai_settings,screen,ship):
super().__init__()#继承sprite的构造函数属性和函数
self.screen=screen
#在(0,0)处创建子弹,在放置于正确位置
self.rect=pygame.Rect(0,0,ai_settings.bullet_width,ai_settings.bullet_height)
self.rect.centerx=ship.rect.centerx
self.rect.top=ship.rect.top
self.color=ai_settings.bullet_color
self.speed=ai_settings.bullet_speed
self.y=float(self.rect.y)
def update(self):
self.y-=self.speed
self.rect.y=self.y
def draw_bullet(self):
pygame.draw.rect(self.screen,self.color,self.rect)