• pygame 笔记-5 模块化&加入敌人


    上一节,已经用OOP方法,把几个类抽象出来了,但是都集中在一个.py文件中,代码显得很冗长,这一节复用模块化的思想,把这个大文件拆分成几个小文件:

    先把主角Player单独放到一个文件player.py里:

    import pygame
    
    
    # 主角
    class Player(object):
    
        def __init__(self, x, y, width, height, img_base_path):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.speed = 5
            self.left = False
            self.right = True
            self.isJump = False
            self.walkCount = 0
            self.t = 10
            self.speed = 5
            self.char = pygame.image.load(img_base_path + 'standing.png')
            # 向右走的图片数组
            self.walkRight = [pygame.image.load(img_base_path + 'actor/R1.png'),
                              pygame.image.load(img_base_path + 'actor/R2.png'),
                              pygame.image.load(img_base_path + 'actor/R3.png'),
                              pygame.image.load(img_base_path + 'actor/R4.png'),
                              pygame.image.load(img_base_path + 'actor/R5.png'),
                              pygame.image.load(img_base_path + 'actor/R6.png'),
                              pygame.image.load(img_base_path + 'actor/R7.png'),
                              pygame.image.load(img_base_path + 'actor/R8.png'),
                              pygame.image.load(img_base_path + 'actor/R9.png')]
    
            # 向左走的图片数组
            self.walkLeft = [pygame.image.load(img_base_path + 'actor/L1.png'),
                             pygame.image.load(img_base_path + 'actor/L2.png'),
                             pygame.image.load(img_base_path + 'actor/L3.png'),
                             pygame.image.load(img_base_path + 'actor/L4.png'),
                             pygame.image.load(img_base_path + 'actor/L5.png'),
                             pygame.image.load(img_base_path + 'actor/L6.png'),
                             pygame.image.load(img_base_path + 'actor/L7.png'),
                             pygame.image.load(img_base_path + 'actor/L8.png'),
                             pygame.image.load(img_base_path + 'actor/L9.png')]
    
        def draw(self, win):
            if self.walkCount >= 9:
                self.walkCount = 0
    
            if self.left:
                win.blit(self.walkLeft[self.walkCount % 9], (self.x, self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(self.walkRight[self.walkCount % 9], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(self.char, (self.x, self.y))
    

    其次是子弹类:

    import pygame
    
    
    # 子弹类
    class Bullet(object):
    
        def __init__(self, x, y, direction, img_base_path):
            self.x = x
            self.y = y
            self.facing = direction
            self.vel = 8 * direction
            self.width = 24
            self.height = 6
            self.bullet_right = pygame.image.load(img_base_path + 'r_bullet.png')
            self.bullet_left = pygame.image.load(img_base_path + 'l_bullet.png')
    
        def draw(self, win):
            # 根据人物行进的方向,切换不同的子弹图片
            if self.direction == -1:
                win.blit(self.bullet_left, (self.x - 35, self.y))
            else:
                win.blit(self.bullet_right, (self.x + 10, self.y))
    

    做为一个射击类的小游戏,这一节我们再加入目标敌人的类:

    import pygame
    
    
    class Enemy(object):
    
        def __init__(self, x, y, width, height, end, img_base_path):
            self.x = x
            self.y = y
            self.width = width
            self.height = height
            self.path = [x, end]
            self.walkCount = 0
            self.vel = 3
            self.walkRight = [pygame.image.load(img_base_path + 'enemy/R1E.png'),
                              pygame.image.load(img_base_path + 'enemy/R2E.png'),
                              pygame.image.load(img_base_path + 'enemy/R3E.png'),
                              pygame.image.load(img_base_path + 'enemy/R4E.png'),
                              pygame.image.load(img_base_path + 'enemy/R5E.png'),
                              pygame.image.load(img_base_path + 'enemy/R6E.png'),
                              pygame.image.load(img_base_path + 'enemy/R7E.png'),
                              pygame.image.load(img_base_path + 'enemy/R8E.png'),
                              pygame.image.load(img_base_path + 'enemy/R9E.png'),
                              pygame.image.load(img_base_path + 'enemy/R10E.png'),
                              pygame.image.load(img_base_path + 'enemy/R11E.png')]
    
            self.walkLeft = [pygame.image.load(img_base_path + 'enemy/L1E.png'),
                             pygame.image.load(img_base_path + 'enemy/L2E.png'),
                             pygame.image.load(img_base_path + 'enemy/L3E.png'),
                             pygame.image.load(img_base_path + 'enemy/L4E.png'),
                             pygame.image.load(img_base_path + 'enemy/L5E.png'),
                             pygame.image.load(img_base_path + 'enemy/L6E.png'),
                             pygame.image.load(img_base_path + 'enemy/L7E.png'),
                             pygame.image.load(img_base_path + 'enemy/L8E.png'),
                             pygame.image.load(img_base_path + 'enemy/L9E.png'),
                             pygame.image.load(img_base_path + 'enemy/L10E.png'),
                             pygame.image.load(img_base_path + 'enemy/L11E.png')]
    
        def draw(self, win):
            self.move()
            if self.walkCount >= 11:
                self.walkCount = 0
    
            if self.vel > 0:
                win.blit(self.walkRight[self.walkCount % 11], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(self.walkLeft[self.walkCount % 11], (self.x, self.y))
                self.walkCount += 1
    
        def move(self):
            if self.vel > 0:
                if self.x < self.path[1] + self.vel:
                    self.x += self.vel
                else:
                    self.vel = self.vel * -1
                    self.x += self.vel
                    self.walkCount = 0
            else:
                if self.x > self.path[0] - self.vel:
                    self.x += self.vel
                else:
                    self.vel = self.vel * -1
                    self.x += self.vel
                    self.walkCount = 0
    

    这3个.py文件放在与主文件tutorial_6.py同一个目录下,如下图:

    然后在主文件tutorial_6.py里,把这3个模块导进来:

    import os
    # 导入3个模块
    from bullet import *
    from player import *
    from enemy import *
    
    pygame.init()
    
    WIN_WIDTH, WIN_HEIGHT = 500, 500
    
    win = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
    pygame.display.set_caption("first game")
    
    img_base_path = os.getcwd() + '/img/'
    bg = pygame.image.load(img_base_path + 'bg.jpg')
    
    clock = pygame.time.Clock()
    
    
    def redraw_game_window():
        win.blit(bg, (0, 0))
        man.draw(win)
        goblin.draw(win)
        for b in bullets:
            b.draw(win)
        pygame.display.update()
    
    
    # main
    man = Player(200, 410, 64, 64, img_base_path)
    goblin = Enemy(100, 410, 64, 64, 400, img_base_path)
    run = True
    bullets = []
    while run:
        clock.tick(24)
    
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
    
        for bullet in bullets:
            if WIN_WIDTH > bullet.x > 0:
                bullet.x += bullet.vel
            else:
                bullets.pop(bullets.index(bullet))
    
        keys = pygame.key.get_pressed()
    
        if keys[pygame.K_SPACE]:
            if man.left:
                facing = -1
            else:
                facing = 1
    
            if len(bullets) < 5:
                bullets.append(Bullet(round(man.x + man.width // 2), round(man.y + man.height // 2), facing, img_base_path))
    
        if keys[pygame.K_LEFT] and man.x > 0:
            man.x -= man.speed
            man.left = True
            man.right = False
        elif keys[pygame.K_RIGHT] and man.x < win.get_size()[0] - man.
            man.x += man.speed
            man.left = False
            man.right = True
        else:
            man.walkCount = 0
    
        if not man.isJump:
            if keys[pygame.K_UP]:
                man.isJump = True
                man.walkCount = 0
        else:
            if man.t >= -10:
                a = 1
                if man.t < 0:
                    a = -1
                man.y -= 0.5 * a * (man.t ** 2)
    
                man.t -= 1
            else:
                man.isJump = False
                man.t = 10
    
        redraw_game_window()
    
    pygame.quit()
    

    效果:

     

     该出场的人物与道具都齐全了,下一节将讨论"碰撞检测"。

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  • 原文地址:https://www.cnblogs.com/yjmyzz/p/pygame-tutorial-5-modularization.html
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