系列文章目录
星际争霸之小霸王之小蜜蜂(九)--狂鼠之灾
星际争霸之小霸王之小蜜蜂(八)--蓝皮鼠和大脸猫
星际争霸之小霸王之小蜜蜂(七)--消失的子弹
星际争霸之小霸王之小蜜蜂(六)--让子弹飞
星际争霸之小霸王之小蜜蜂(五)--为小蜜蜂降速
星际争霸之小霸王之小蜜蜂(四)--事件监听-让小蜜蜂动起来
目录
前言
一、p向右移动小老鼠
class Settings():
def __init__(self):
self.screen_width = 800
self.screen_height = 600
self.bg_color = (255,255,255)
self.ship_speed_factor = 0.1
self.bullet_speed_factor = 0.3
self.bullet_width = 2
self.bullet_hight = 5
self.bullet_color = 60,60,60
self.bullets_allowed = 3
self.alien_speed_factor = 1
def update(self):
self.x += self.new_setting.alien_speed_factor
self.rect.x = self.x
def update_aliens(aliens):
aliens.update()
while True:
gf.check_events(new_setting,screen,ship,bullets)
ship.update()
gf.update_bullets(bullets)
gf.update_aliens(aliens)
gf.update_screen(new_setting,screen,ship,bullets,aliens)
二、设置边界
1.设置属性变量
class Settings():
def __init__(self):
self.screen_width = 800
self.screen_height = 600
self.bg_color = (255,255,255)
self.ship_speed_factor = 0.1
self.bullet_speed_factor = 0.3
self.bullet_width = 2
self.bullet_hight = 5
self.bullet_color = 60,60,60
self.bullets_allowed = 3
self.alien_speed_factor = 0.1
self.fleet_drop_speed = 1
self.fleet_direction = 1
2.检查是否撞到边界
def update(self):
self.x += (self.new_setting.alien_speed_factor*self.new_setting.fleet_direction)
self.rect.x = self.x
def check_edges(self):
screen_rect = self.screen.get_rect()
if self.rect.right >= screen_rect.right:
return True
elif self.rect.left<=0:
return True
3、实现向下并转向
def change_fleet_direction(new_setting,aliens):
for alien in aliens.sprites():
alien.rect.y += new_setting.fleet_drop_speed
new_setting.fleet_
direction *=-1
def check_fleet_edges(new_setting,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(new_setting,aliens)
Break
import sys
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,new_setting,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(new_setting, screen, ship, bullets)
elif event.key ==pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
if event.key == pygame.K_RIGHT:
ship.moving_right = False
if event.key == pygame.K_LEFT:
ship.moving_left = False
def check_events(new_setting,screen,ship,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type==pygame.KEYDOWN:
check_keydown_events(event,new_setting,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup_events(event, ship)
def fire_bullet(new_setting,screen,ship,bullets):
if len(bullets) < new_setting.bullets_allowed:
new_bullet = Bullet(new_setting, screen, ship)
bullets.add(new_bullet)
def update_bullets(bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom <= 0:
bullets.remove(bullet)
def create_fleet(new_setting,screen,aliens):
for row_number in range(3):
for alien_number in range(12):
alien = Alien(new_setting,screen)
alien.x = alien.rect.width+2*alien.rect.width*alien_number
alien.rect.x = alien.x
alien.rect.y = alien.rect.height+2*alien.rect.height*row_number
aliens.add(alien)
def update_screen(new_setting,screen,ship,bullets,aliens):
screen.fill(new_setting.bg_color)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
pygame.display.flip()
def update_aliens(new_setting,aliens):
check_fleet_edges(new_setting,aliens)
aliens.update()
def change_fleet_direction(new_setting,aliens):
for alien in aliens.sprites():
alien.rect.y += new_setting.fleet_drop_speed
new_setting.fleet_direction *=-1
def check_fleet_edges(new_setting,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(new_setting,aliens)
break