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"。