# -*- coding=utf-8 -*-
import pygame, random
from pygame.locals import *
class Base(object):
def __init__(self, x, y, screen):
self.screen = screen
self.x = x
self.y = y
class Player(Base):
def __init__(self):
super().__init__(210, 600, screen)
self.playerName = "./feiji/hero.gif"
self.player = pygame.image.load(self.playerName).convert()
self.bullet_list = []
def display(self):
self.screen.blit(self.player, (self.x, self.y))
for bullet in self.bullet_list:
bullet.display()
bullet.mov()
def move_left(self):
self.x -= 10
def move_right(self):
self.x += 10
def move_up(self):
self.y -= 10
def move_down(self):
self.y += 10
def shot(self):
bullet = Bullet()
self.bullet_list.append(bullet)
class Bullet(Base):
def __init__(self):
super().__init__(player.x+40, player.y-20, screen)
self.bulletName = "./feiji/bullet-3.gif"
self.bullet = pygame.image.load(self.bulletName).convert()
def display(self):
self.screen.blit(self.bullet, (self.x, self.y))
def mov(self):
self.y -= 10
class Enemy(Base):
def __init__(self):
super().__init__(random.randint(1, 10)*40, 0, screen)
self.enemyName = "./feiji/enemy-1.gif"
self.enemy = pygame.image.load(self.enemyName).convert()
self.enemy_list = []
self.i = 0
def mov(self):
self.y += 2
class EnemyArea(Enemy):
def display(self):
# 每隔一段时间创建一架敌机
if self.i % 80 == 0:
new_enemy = Enemy()
self.enemy_list.append(new_enemy)
self.i += 1
for enemy in self.enemy_list:
self.screen.blit(enemy.enemy, (enemy.x, enemy.y))
enemy.mov()
if __name__ == '__main__':
# 创建一个窗口,用来显示内容
screen = pygame.display.set_mode((480, 890))
# 创建一个和窗口大小的图片,用来充当背景
background = pygame.image.load("./feiji/background.png").convert()
player = Player()
enemy = Enemy()
enemy_area = EnemyArea()
while True:
screen.blit(background, (0, 0))
player.display()
enemy_area.display()
# 判断按键
for event in pygame.event.get():
if event.type == QUIT:
exit()
elif event.type == KEYDOWN:
if event.key == K_a or event.key == K_LEFT:
player.move_left()
elif event.key == K_d or event.key == K_RIGHT:
player.move_right()
elif event.key == K_w or event.key == K_UP:
player.move_up()
elif event.key == K_s or event.key == K_DOWN:
player.move_down()
elif event.key == K_SPACE:
player.shot()
elif event.key == K_q:
exit()
pygame.display.update()
pygame.time.delay(10)