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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/EXE-00.toc" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/EXE-00.toc"
new file mode 100644
index 0000000..901fff5
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/EXE-00.toc"
@@ -0,0 +1,485 @@
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/PYZ-00.pyz" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/PYZ-00.pyz"
new file mode 100644
index 0000000..bd3eb8c
Binary files /dev/null and "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/PYZ-00.pyz" differ
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/PYZ-00.toc" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/PYZ-00.toc"
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index 0000000..da105b7
--- /dev/null
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+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\lib\\nanfunctions.py',
+ 'PYMODULE'),
+ ('numpy.lib.mixins',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\lib\\mixins.py',
+ 'PYMODULE'),
+ ('numpy.lib.type_check',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\lib\\type_check.py',
+ 'PYMODULE'),
+ ('numpy.core.getlimits',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\getlimits.py',
+ 'PYMODULE'),
+ ('numpy.core.machar',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\machar.py',
+ 'PYMODULE'),
+ ('numpy.lib.info',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\lib\\info.py',
+ 'PYMODULE'),
+ ('numpy.compat',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\compat\\__init__.py',
+ 'PYMODULE'),
+ ('numpy.core',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\__init__.py',
+ 'PYMODULE'),
+ ('numpy.core._dtype_ctypes',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\_dtype_ctypes.py',
+ 'PYMODULE'),
+ ('numpy.core._add_newdocs',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\_add_newdocs.py',
+ 'PYMODULE'),
+ ('numpy.core.einsumfunc',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\einsumfunc.py',
+ 'PYMODULE'),
+ ('numpy.core.memmap',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\memmap.py',
+ 'PYMODULE'),
+ ('numpy.core.defchararray',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\defchararray.py',
+ 'PYMODULE'),
+ ('numpy.core.info',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\core\\info.py',
+ 'PYMODULE'),
+ ('numpy._distributor_init',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\_distributor_init.py',
+ 'PYMODULE'),
+ ('numpy.version',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\version.py',
+ 'PYMODULE'),
+ ('numpy.__config__',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\__config__.py',
+ 'PYMODULE'),
+ ('numpy._globals',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\numpy\\_globals.py',
+ 'PYMODULE'),
+ ('pygame.sndarray',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\sndarray.py',
+ 'PYMODULE'),
+ ('pygame._numpysndarray',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\_numpysndarray.py',
+ 'PYMODULE'),
+ ('pygame.surfarray',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\surfarray.py',
+ 'PYMODULE'),
+ ('pygame._numpysurfarray',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\_numpysurfarray.py',
+ 'PYMODULE'),
+ ('pygame.sysfont',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\sysfont.py',
+ 'PYMODULE'),
+ ('pygame.ftfont',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\ftfont.py',
+ 'PYMODULE'),
+ ('pygame.threads',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\threads\\__init__.py',
+ 'PYMODULE'),
+ ('pygame.sprite',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\sprite.py',
+ 'PYMODULE'),
+ ('pygame.cursors',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\cursors.py',
+ 'PYMODULE'),
+ ('pygame.compat',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\compat.py',
+ 'PYMODULE'),
+ ('pygame.version',
+ 'C:\\Program Files '
+ '(x86)\\Python37-32\\lib\\site-packages\\pygame\\version.py',
+ 'PYMODULE')])
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/base_library.zip" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/base_library.zip"
new file mode 100644
index 0000000..6d7c733
Binary files /dev/null and "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/base_library.zip" differ
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/daoru.exe.manifest" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/daoru.exe.manifest"
new file mode 100644
index 0000000..f345021
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/daoru.exe.manifest"
@@ -0,0 +1,19 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/warn-daoru.txt" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/warn-daoru.txt"
new file mode 100644
index 0000000..0f894fb
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/warn-daoru.txt"
@@ -0,0 +1,135 @@
+
+This file lists modules PyInstaller was not able to find. This does not
+necessarily mean this module is required for running you program. Python and
+Python 3rd-party packages include a lot of conditional or optional module. For
+example the module 'ntpath' only exists on Windows, whereas the module
+'posixpath' only exists on Posix systems.
+
+Types if import:
+* top-level: imported at the top-level - look at these first
+* conditional: imported within an if-statement
+* delayed: imported from within a function
+* optional: imported within a try-except-statement
+
+IMPORTANT: Do NOT post this list to the issue-tracker. Use it as a basis for
+ yourself tracking down the missing module. Thanks!
+
+missing module named 'multiprocessing.forking' - imported by C:\Program Files (x86)\Python37-32\lib\site-packages\PyInstaller\loader\rthooks\pyi_rth_multiprocessing.py (optional)
+missing module named multiprocessing.get_context - imported by multiprocessing (top-level), multiprocessing.pool (top-level), multiprocessing.managers (top-level), multiprocessing.sharedctypes (top-level)
+missing module named multiprocessing.TimeoutError - imported by multiprocessing (top-level), multiprocessing.pool (top-level)
+missing module named multiprocessing.BufferTooShort - imported by multiprocessing (top-level), multiprocessing.connection (top-level)
+missing module named multiprocessing.AuthenticationError - imported by multiprocessing (top-level), multiprocessing.connection (top-level)
+missing module named multiprocessing.set_start_method - imported by multiprocessing (top-level), multiprocessing.spawn (top-level)
+missing module named multiprocessing.get_start_method - imported by multiprocessing (top-level), multiprocessing.spawn (top-level)
+missing module named multiprocessing.Manager - imported by multiprocessing (optional), nose.plugins.plugintest (optional)
+missing module named multiprocessing.current_process - imported by multiprocessing (delayed), nose.plugins.plugintest (delayed)
+missing module named pyimod03_importers - imported by C:\Program Files (x86)\Python37-32\lib\site-packages\PyInstaller\loader\rthooks\pyi_rth_pkgres.py (top-level)
+missing module named 'com.sun' - imported by pkg_resources._vendor.appdirs (delayed, conditional, optional)
+missing module named com - imported by pkg_resources._vendor.appdirs (delayed)
+missing module named _uuid - imported by uuid (optional)
+missing module named __builtin__ - imported by numpy.core.numerictypes (conditional), numpy.core.numeric (conditional), numpy.lib.function_base (conditional), numpy.lib._iotools (conditional), numpy.ma.core (conditional), numpy.distutils.misc_util (delayed, conditional), numpy (conditional), pkg_resources._vendor.pyparsing (conditional), setuptools._vendor.pyparsing (conditional)
+missing module named ordereddict - imported by pkg_resources._vendor.pyparsing (optional), setuptools._vendor.pyparsing (optional)
+missing module named 'pkg_resources.extern.pyparsing' - imported by pkg_resources._vendor.packaging.requirements (top-level), pkg_resources._vendor.packaging.markers (top-level)
+missing module named StringIO - imported by setuptools._vendor.six (conditional), numpy.lib.utils (delayed, conditional), numpy.lib.format (delayed, conditional), numpy.testing._private.utils (conditional), pkg_resources._vendor.six (conditional)
+missing module named __main__ - imported by pkg_resources (delayed, optional)
+missing module named pkg_resources.extern.packaging - imported by pkg_resources.extern (top-level), pkg_resources (top-level)
+missing module named pkg_resources.extern.appdirs - imported by pkg_resources.extern (top-level), pkg_resources (top-level)
+missing module named 'pkg_resources.extern.six.moves' - imported by pkg_resources (top-level), pkg_resources._vendor.packaging.requirements (top-level)
+missing module named pkg_resources.extern.six - imported by pkg_resources.extern (top-level), pkg_resources (top-level), pkg_resources.py31compat (top-level)
+missing module named resource - imported by posix (top-level), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named posix - imported by os (conditional, optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named _posixsubprocess - imported by subprocess (conditional), multiprocessing.util (delayed), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named 'org.python' - imported by pickle (optional), setuptools.sandbox (conditional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level), xml.sax (delayed, conditional)
+missing module named readline - imported by cmd (delayed, conditional, optional), code (delayed, conditional, optional), pdb (delayed, optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+excluded module named _frozen_importlib - imported by importlib (optional), importlib.abc (optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named _frozen_importlib_external - imported by importlib._bootstrap (delayed), importlib (optional), importlib.abc (optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named _winreg - imported by platform (delayed, optional), pygame (conditional), pygame.sysfont (conditional), numpy.distutils.cpuinfo (delayed, conditional, optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level), pkg_resources._vendor.appdirs (delayed, conditional)
+missing module named _scproxy - imported by urllib.request (conditional)
+missing module named java - imported by platform (delayed), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named 'java.lang' - imported by platform (delayed, optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level), xml.sax._exceptions (conditional)
+missing module named vms_lib - imported by platform (delayed, conditional, optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named termios - imported by tty (top-level), getpass (optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named grp - imported by shutil (optional), tarfile (optional), pathlib (delayed), distutils.archive_util (optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named pwd - imported by posixpath (delayed, conditional), shutil (optional), tarfile (optional), http.server (delayed, optional), webbrowser (delayed), pathlib (delayed, conditional, optional), distutils.util (delayed, conditional), distutils.archive_util (optional), netrc (delayed, conditional), getpass (delayed), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named org - imported by copy (optional), C:\Users\clela\Desktop\daima\homework\daoru.py (top-level)
+missing module named copy_reg - imported by cStringIO (top-level), cPickle (top-level), numpy.core (conditional), pygame (conditional)
+missing module named 'pygame._view' - imported by pygame (delayed)
+missing module named pygame.sdlmain_osx - imported by pygame (top-level), pygame.macosx (top-level)
+missing module named OpenGL - imported by pygame (delayed)
+missing module named numpy.uint32 - imported by numpy (top-level), pygame._numpysurfarray (top-level)
+missing module named commands - imported by numpy.distutils.cpuinfo (conditional)
+missing module named setuptools.extern.packaging - imported by setuptools.extern (top-level), setuptools.dist (top-level), setuptools.command.egg_info (top-level)
+missing module named 'setuptools.extern.six' - imported by setuptools (top-level), setuptools.extension (top-level)
+missing module named 'setuptools.extern.packaging.version' - imported by setuptools.config (top-level), setuptools.msvc (top-level)
+missing module named setuptools.extern.six.moves.filterfalse - imported by setuptools.extern.six.moves (top-level), setuptools.dist (top-level), setuptools.msvc (top-level)
+missing module named setuptools.extern.six.moves.filter - imported by setuptools.extern.six.moves (top-level), setuptools.dist (top-level), setuptools.ssl_support (top-level), setuptools.command.py36compat (top-level)
+missing module named _manylinux - imported by setuptools.pep425tags (delayed, optional)
+missing module named 'setuptools.extern.packaging.utils' - imported by setuptools.wheel (top-level)
+missing module named wincertstore - imported by setuptools.ssl_support (delayed, optional)
+missing module named 'backports.ssl_match_hostname' - imported by setuptools.ssl_support (optional)
+missing module named backports - imported by setuptools.ssl_support (optional)
+missing module named 'setuptools._vendor.six.moves' - imported by 'setuptools._vendor.six.moves' (top-level)
+missing module named 'setuptools.extern.pyparsing' - imported by setuptools._vendor.packaging.requirements (top-level), setuptools._vendor.packaging.markers (top-level)
+missing module named setuptools.extern.six.moves.map - imported by setuptools.extern.six.moves (top-level), setuptools.dist (top-level), setuptools.command.easy_install (top-level), setuptools.sandbox (top-level), setuptools.package_index (top-level), setuptools.ssl_support (top-level), setuptools.command.egg_info (top-level), setuptools.namespaces (top-level)
+runtime module named setuptools.extern.six.moves - imported by setuptools.dist (top-level), setuptools.py33compat (top-level), setuptools.command.easy_install (top-level), setuptools.sandbox (top-level), setuptools.command.setopt (top-level), setuptools.package_index (top-level), setuptools.ssl_support (top-level), setuptools.command.egg_info (top-level), setuptools.command.py36compat (top-level), setuptools.namespaces (top-level), setuptools.msvc (top-level), 'setuptools._vendor.six.moves' (top-level)
+missing module named setuptools.extern.six - imported by setuptools.extern (top-level), setuptools.monkey (top-level), setuptools.dist (top-level), setuptools.extern.six.moves (top-level), setuptools.py33compat (top-level), setuptools.config (top-level), setuptools.command.easy_install (top-level), setuptools.sandbox (top-level), setuptools.py27compat (top-level), setuptools.package_index (top-level), setuptools.wheel (top-level), setuptools.pep425tags (top-level), setuptools.command.egg_info (top-level), setuptools.command.sdist (top-level), setuptools.command.bdist_egg (top-level), setuptools.unicode_utils (top-level), setuptools.command.develop (top-level)
+missing module named 'numpy_distutils.cpuinfo' - imported by numpy.f2py.diagnose (delayed, conditional, optional)
+missing module named 'numpy_distutils.fcompiler' - imported by numpy.f2py.diagnose (delayed, conditional, optional)
+missing module named 'numpy_distutils.command' - imported by numpy.f2py.diagnose (delayed, conditional, optional)
+missing module named numpy_distutils - imported by numpy.f2py.diagnose (delayed, optional)
+missing module named __svn_version__ - imported by numpy.f2py.__version__ (optional)
+missing module named numarray - imported by numpy.distutils.system_info (delayed, conditional, optional)
+missing module named Numeric - imported by numpy.distutils.system_info (delayed, conditional, optional)
+missing module named ConfigParser - imported by numpy.distutils.system_info (conditional), numpy.distutils.npy_pkg_config (conditional)
+missing module named _curses - imported by curses (top-level), curses.has_key (top-level)
+missing module named _dummy_threading - imported by dummy_threading (optional)
+missing module named pytest - imported by numpy._pytesttester (delayed)
+missing module named new - imported by nose.pyversion (optional), nose.ext.dtcompat (delayed)
+missing module named sets - imported by nose.util (optional)
+missing module named compiler - imported by nose.pyversion (conditional, optional)
+missing module named IronPython - imported by nose.suite (conditional)
+missing module named clr - imported by nose.suite (conditional)
+missing module named unittest2 - imported by nose.plugins.skip (optional)
+missing module named scipy - imported by numpy.testing._private.nosetester (delayed, conditional)
+missing module named dummy_thread - imported by numpy.core.arrayprint (conditional, optional)
+missing module named thread - imported by numpy.core.arrayprint (conditional, optional)
+missing module named cPickle - imported by numpy.core.numeric (conditional)
+missing module named cStringIO - imported by pygame.compat (conditional), cPickle (top-level)
+missing module named pickle5 - imported by numpy.core.numeric (conditional, optional)
+missing module named numpy.core.number - imported by numpy.core (delayed), numpy.testing._private.utils (delayed)
+missing module named numpy.core.signbit - imported by numpy.core (delayed), numpy.testing._private.utils (delayed)
+missing module named numpy.core.float64 - imported by numpy.core (delayed), numpy.testing._private.utils (delayed)
+missing module named numpy.core.float32 - imported by numpy.core (top-level), numpy.testing._private.utils (top-level)
+missing module named numpy.lib.i0 - imported by numpy.lib (top-level), numpy.dual (top-level)
+missing module named numpy.core.integer - imported by numpy.core (top-level), numpy.fft.helper (top-level)
+missing module named numpy.core.sqrt - imported by numpy.core (top-level), numpy.linalg.linalg (top-level), numpy.fft.fftpack (top-level)
+missing module named numpy.core.conjugate - imported by numpy.core (top-level), numpy.fft.fftpack (top-level)
+missing module named numpy.core.divide - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.object_ - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.intp - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.geterrobj - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.add - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.complexfloating - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.inexact - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.cdouble - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.csingle - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.double - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named numpy.core.single - imported by numpy.core (top-level), numpy.linalg.linalg (top-level)
+missing module named future_builtins - imported by numpy.lib.npyio (conditional)
+missing module named urllib2 - imported by numpy.lib._datasource (delayed, conditional)
+missing module named urlparse - imported by numpy.lib._datasource (delayed, conditional)
+missing module named numpy.recarray - imported by numpy (top-level), numpy.ma.mrecords (top-level)
+missing module named numpy.dtype - imported by numpy (top-level), numpy.ma.mrecords (top-level), numpy.ctypeslib (top-level)
+missing module named numpy.expand_dims - imported by numpy (top-level), numpy.ma.core (top-level)
+missing module named numpy.array - imported by numpy (top-level), numpy.ma.core (top-level), numpy.ma.extras (top-level), numpy.ma.mrecords (top-level), numpy.ctypeslib (top-level), pygame._numpysurfarray (top-level)
+missing module named numpy.bool_ - imported by numpy (top-level), numpy.ma.core (top-level), numpy.ma.mrecords (top-level)
+missing module named numpy.iscomplexobj - imported by numpy (top-level), numpy.ma.core (top-level)
+missing module named numpy.amin - imported by numpy (top-level), numpy.ma.core (top-level)
+missing module named numpy.amax - imported by numpy (top-level), numpy.ma.core (top-level)
+missing module named numpy.ndarray - imported by numpy (top-level), numpy.ma.core (top-level), numpy.ma.extras (top-level), numpy.ma.mrecords (top-level), numpy.ctypeslib (top-level), pygame._numpysurfarray (top-level)
+missing module named numpy.histogramdd - imported by numpy (delayed), numpy.lib.twodim_base (delayed)
+missing module named numpy.eye - imported by numpy (delayed), numpy.core.numeric (delayed)
+missing module named 'pygame.movie' - imported by pygame (optional)
+missing module named pygame.SRCALPHA - imported by pygame (top-level), pygame.ftfont (top-level)
+missing module named Queue - imported by pygame.threads (conditional)
+missing module named Py25Queue - imported by pygame.threads (conditional)
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/xref-daoru.html" "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/xref-daoru.html"
new file mode 100644
index 0000000..6a2693f
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/build/daoru/xref-daoru.html"
@@ -0,0 +1,23222 @@
+
+
+ modulegraph cross reference for daoru.py, pyi_rth_multiprocessing.py, pyi_rth_pkgres.py, pyi_rth_win32comgenpy.py
+
+
+
+ modulegraph cross reference for daoru.py, pyi_rth_multiprocessing.py, pyi_rth_pkgres.py, pyi_rth_win32comgenpy.py
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Queue
+
MissingModule
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
_abc (builtin module)
+
+
+
+
+
+
_ast (builtin module)
+
+
+
+
+
+
_bisect (builtin module)
+
+
+
+
+
+
_blake2 (builtin module)
+
+
+
+
+
+
+
+
_bz2 C:\Program Files (x86)\Python37-32\DLLs\_bz2.pyd
+
+
+
+
+
+
_codecs (builtin module)
+
+
+
+
+
+
_codecs_cn (builtin module)
+
+
+
+
+
+
_codecs_hk (builtin module)
+
+
+
+
+
+
_codecs_iso2022 (builtin module)
+
+
+
+
+
+
_codecs_jp (builtin module)
+
+
+
+
+
+
_codecs_kr (builtin module)
+
+
+
+
+
+
_codecs_tw (builtin module)
+
+
+
+
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pygame.rwobject C:\Program Files (x86)\Python37-32\lib\site-packages\pygame\rwobject.cp37-win32.pyd
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pygame.transform C:\Program Files (x86)\Python37-32\lib\site-packages\pygame\transform.cp37-win32.pyd
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runpy
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select C:\Program Files (x86)\Python37-32\DLLs\select.pyd
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/daoru.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/daoru.py"
new file mode 100644
index 0000000..d2ac9bd
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/daoru.py"
@@ -0,0 +1,424 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 564
+HEIGHT = 563
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:凝梦成丝')
+MISSILE_LIFETIME = 10000
+MISSILE_INTERVAL = 500
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ self.is_missile_firing = False
+ self.start_missile_time = 0
+ self.last_missile_time = 0
+
+
+ def fire_missile(self):
+ self.is_missile_firing = True
+ self.start_missile_time = pygame.time.get_ticks()
+
+ # self.now = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks() #h获取隐藏的时间
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ # elif self.rect.top < 0:
+ # self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ now = pygame.time.get_ticks()
+ if now - self.hide_time > 1000:
+ self.hidden = False
+ self.rect.bottom = HEIGHT
+
+ if self.is_missile_firing:
+ if now - self.start_missile_time < MISSILE_LIFETIME:
+ if now - self.last_missile_time > MISSILE_INTERVAL:
+ missile = Missile(self.rect.center)
+ missiles.add(missile)
+ self.last_missile_time = now
+ else:
+ self.is_missile_firing = False
+
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ shoot_sound.play()
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Enemy2(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy2_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = 1
+ self.vy = 3
+ self.rotate_angle = 0
+ def update(self):
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class PowerUp(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ random_number = random.random()
+ if random_number >= 0 and random_number < 0.5:
+ self.type = 'add_hp'
+ elif random_number < 0.8:
+ self.type = 'add_missile'
+ else:
+ self.type = 'add_life'
+ self.image = powerup_image[self.type]
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y += random.randint(1,3)
+class Missile(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = missile_image
+ self.image = pygame.transform.scale(missile_image,(32,100))
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y -= 5
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+
+def show_menu():
+ global game_state,screen,game_over
+ screen.blit(background_image,background_rect)
+ draw_text('Space Shooter!',screen,(255,255,255),40,WIDTH/2,100)
+ draw_text('Press Space key to start',screen,(255,255,255),20,WIDTH/2,300)
+ draw_text('Press Esc key to quit',screen,(255,255,255),20,WIDTH/2,350)
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+ if event.key == pygame.K_SPACE:
+ game_state = 1
+
+ pygame.display.flip()
+ # event_list = pygame.event.get()
+ # for event in event_list:
+ # if event.type == pygame.QUIT:
+ # pygame.quit()
+ # quit()
+ # if event.type == pygame.KEYDOWN:
+ # if event.key == pygame.K_ESCAPE:
+ # pygame.quit()
+ # quit()
+ # if event.key == pygame.K_SPACE:
+ # game_state = 1
+ # pygame.display.flib()
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (0, 0, 0), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+
+#<----------------muise---------------------->
+pygame.mixer.pre_init(44100, -16, 2, 2048)
+pygame.mixer.init()
+pygame.init()
+#路径
+sound_dir = path.join(path.dirname(__file__),'music')
+shoot_sound = pygame.mixer.Sound(path.join(sound_dir, 'Laser_Shoot.wav'))
+pygame.mixer.music.load(path.join(sound_dir, 'Kim Lightyear - The Mission.wav'))
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, '150405439_640.jpg')
+background_image = pygame.image.load(background_dir).convert()
+background_rect = background_image.get_rect()
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png')
+enemy_image = pygame.image.load(enemy_dir).convert()
+enemy_rect = enemy_image.get_rect()
+
+enemy2_dir = path.join(img_dir,'spaceBuilding_024.png')
+enemy2_image = pygame.image.load(enemy2_dir).convert()
+enemy2_rect = enemy2_image.get_rect()
+
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+missile_dir = path.join(img_dir,'spaceRockets_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+missile_image = pygame.image.load(missile_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+missile_rect = missile_image.get_rect()
+#<---------------------------补给品---------------------------------------------->
+powerup_image = {}
+powerup_add_hp_dir = path.join(img_dir,'gem_red.png')
+powerup_image['add_hp'] = pygame.image.load(powerup_add_hp_dir).convert()
+powerup_add_life_dir = path.join(img_dir,'heartFull.png')
+powerup_image['add_life'] = pygame.image.load(powerup_add_life_dir).convert()
+powerup_add_missile_dir = path.join(img_dir,'gem_yellow.png')
+powerup_image['add_missile'] = pygame.image.load(powerup_add_missile_dir,).convert()
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+enemy2 = pygame.sprite.Group()
+for o in range(5):
+ enemy = Enemy2()
+ enemy2.add(enemy)
+
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+powerups = pygame.sprite.Group()
+missiles = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+pygame.mixer.music.play(loops = -1)
+game_state = 0
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ if game_state == 0:
+ show_menu()
+ else:
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ enemy2.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy2()
+ enemy2.add(enemy)
+ last_enemy_generate_time = now
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE: #key
+ game_over = True
+
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ enemy2.update()
+ bullets.update()
+ explosions.update()
+ powerups.update()
+ missiles.update()
+
+ hits_bullets = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ hits_missiles = pygame.sprite.groupcollide(enemys,missiles, True, True)
+ hits = {}
+ hits.update(hits_bullets)
+ hits.update(hits_missiles)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ if random.random() > 0.9: #random.random()得到零到壹之间的小数
+ powerup = PowerUp(hit.rect.center)
+ powerups.add(powerup)
+
+
+
+ hits = pygame.sprite.groupcollide(enemy2,bullets, True, True)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ hits = pygame.sprite.spritecollide(player,enemy2, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ hits = pygame.sprite.spritecollide(player,powerups, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ if hit.type == 'add_hp':
+ player.hp += 50
+ if player.hp > 100:
+ player.hp = 100
+ elif hit.type == 'add_life':
+ player.lives += 1
+ if player.lives > 3:
+ player.lives = 3
+ else:
+ player.fire_missile()
+
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ enemy2.draw(screen)
+ powerups.draw(screen)
+ missiles.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/daoru.spec" "b/\347\251\272\351\227\264\345\244\247\346\210\230/daoru.spec"
new file mode 100644
index 0000000..df870f5
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/daoru.spec"
@@ -0,0 +1,32 @@
+# -*- mode: python -*-
+
+block_cipher = None
+
+
+a = Analysis(['daoru.py'],
+ pathex=['C:\\Users\\clela\\Desktop\\daima\\homework'],
+ binaries=[],
+ datas=[],
+ hiddenimports=[],
+ hookspath=[],
+ runtime_hooks=[],
+ excludes=[],
+ win_no_prefer_redirects=False,
+ win_private_assemblies=False,
+ cipher=block_cipher,
+ noarchive=False)
+pyz = PYZ(a.pure, a.zipped_data,
+ cipher=block_cipher)
+exe = EXE(pyz,
+ a.scripts,
+ a.binaries,
+ a.zipfiles,
+ a.datas,
+ [],
+ name='daoru',
+ debug=False,
+ bootloader_ignore_signals=False,
+ strip=False,
+ upx=True,
+ runtime_tmpdir=None,
+ console=True )
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/dist/daoru.exe" "b/\347\251\272\351\227\264\345\244\247\346\210\230/dist/daoru.exe"
new file mode 100644
index 0000000..1f377d4
Binary files /dev/null and "b/\347\251\272\351\227\264\345\244\247\346\210\230/dist/daoru.exe" differ
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/fuben.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/fuben.py"
new file mode 100644
index 0000000..4131c3d
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/fuben.py"
@@ -0,0 +1,201 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 600
+HEIGHT = 600
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ # # self.image = pygame.Surface((50,50))
+ # # self.image.fill((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ # pygame.draw.circle(self.image, (255,0,0), self.rect.center,self.radius)
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+
+ def update(self):
+ # self.rect.x += 1 #移动的距离
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+
+ elif self.rect.left < 0:
+ self.rect.left = 0
+
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+
+ elif self.rect.top < 0:
+ self.rect.top = 0
+
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+
+ # self.rect.centerx -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+
+ def shoot(self):
+ # bullet = Bullet(player.rect.centerx, player.rect.centery)
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ # self.image = pygame.transform.scale(self.image, (20,20))
+ self.image = pygame.transform.scale(enemy_image,(30, 30))
+ self.image.set_colorkey((0,0,0))
+ self.radius = 15
+ # self.image = pygame.Surface((30,30))
+ # self.image.fill((255,0,0))
+ self.rect = self.image.get_rect()
+ pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测狂有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,10)
+
+ def update(self):
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ # self.image = pygame.Surface((5,10))
+ # self.image.fill((0,0,255))
+ self.rect = self.image.get_rect()
+ # self.rect.vx = random.randint()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+ # self.rect.y += 10 如果+10方向会相反
+ # keystate = pygame.key.get_pressed()
+ # if keystate[pygame.K_SPACE]: #这样获取发射信息为什么不行?希望老师回答谢谢
+ # self.rect.y += 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = explosion[0]
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, 'background.png') #background_dir == photo
+background_image = pygame.image.load(background_dir).convert() #运用图片,其中convert()是把图片的格式转换成pygame官方的图片格式,让pygame更好的处理图片
+background_rect = background_image.get_rect() #获取图像尺寸
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+player_dir = path.join(player_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+enemy_dir = path.join(enemy_dir,'spaceMeteors_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+enemy_image = pygame.image.load(enemy_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+enemy_rect = enemy_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+bullet_dir = path.join(bullet_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).conver()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+# bullet = Bullet()
+
+#<------------------------精灵编组-------------------->
+explosion = pygame.sprite.Group()
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+
+#<---------------------while循环区------------------->
+game_over = False
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ # bullet = Bullet(player.rect.centerx, player.rect.centery) #实例化#为了使代码逻辑性更强一些
+ # bullets.add(bullet)
+ # bullet.update()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+ # if event.key == pygame.K_LEFT:
+ # self.rect.x += 3 self不能用在循环里面
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ bullets.update()
+ # bullet.update()
+ # hits = pygame.sprite.spritecollide(player,enemys, False, pygame.sprite.collide_rect_ratio(0.7))
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+
+
+ hits = pygame.sprite.spritecollide(player,enemys, False, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ if hits:
+ game_over = True
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ # print('MingRiHuang')
+ screen.fill((255, 255, 255))
+ screen.blit(background_image,background_rect)
+ # screen.blit(bullet.image,bullet.rect.center)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/150405439_640.jpg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/150405439_640.jpg"
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index 0000000..e6c10e7
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/background.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/background.png"
new file mode 100644
index 0000000..e3416d4
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/gem_red.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/gem_red.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/gem_yellow.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/gem_yellow.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/heartFull.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/heartFull.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceBuilding_024.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceBuilding_024.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceMeteors_001.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceMeteors_001.png"
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index 0000000..e4e7b83
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceMissiles_004.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceMissiles_004.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceRockets_001.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceRockets_001.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceShips_007.png" "b/\347\251\272\351\227\264\345\244\247\346\210\230/img/spaceShips_007.png"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/lesson1.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson1.py"
new file mode 100644
index 0000000..deba143
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson1.py"
@@ -0,0 +1,233 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 600
+HEIGHT = 600
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ # # self.image = pygame.Surface((50,50))
+ # # self.image.fill((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ # pygame.draw.circle(self.image, (255,0,0), self.rect.center,self.radius)
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+
+ def update(self):
+ # self.rect.x += 1 #移动的距离
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ elif self.rect.top < 0:
+ self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ # self.rect.centerx -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+
+ def shoot(self):
+ # bullet = Bullet(player.rect.centerx, player.rect.centery)
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ # self.image = pygame.transform.scale(self.image, (20,20))
+ self.image = pygame.transform.scale(enemy_image,(30, 30))
+ self.image.set_colorkey((0,0,0))
+ self.radius = 15
+ # self.image = pygame.Surface((30,30))
+ # self.image.fill((255,0,0))
+ self.rect = self.image.get_rect()
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测狂有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+
+ def update(self):
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ # self.image = pygame.Surface((5,10))
+ # self.image.fill((0,0,255))
+ self.rect = self.image.get_rect()
+ # self.rect.vx = random.randint()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+ # self.rect.y += 10 如果+10方向会相反
+ # keystate = pygame.key.get_pressed()
+ # if keystate[pygame.K_SPACE]: #这样获取发射信息为什么不行?希望老师回答谢谢
+ # self.rect.y += 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ # self.image = pygame.transform.scale(explosion_animation[0],(40,40))
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Thebulleteffects(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(Thebulleteffects_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ # self.image = pygame.transform.scale(explosion_animation[0],(40,40))
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+
+
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, 'background.png') #background_dir == photo
+background_image = pygame.image.load(background_dir).convert() #运用图片,其中convert()是把图片的格式转换成pygame官方的图片格式,让pygame更好的处理图片
+background_rect = background_image.get_rect() #获取图像尺寸
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+player_dir = path.join(player_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+enemy_dir = path.join(enemy_dir,'spaceMeteors_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+enemy_image = pygame.image.load(enemy_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+enemy_rect = enemy_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+bullet_dir = path.join(bullet_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+# bullet = Bullet()
+# explosions = Explosion()
+
+#<------------------------精灵编组-------------------->
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+
+#<---------------------while循环区------------------->
+game_over = False
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ # bullet = Bullet(player.rect.centerx, player.rect.centery) #实例化#为了使代码逻辑性更强一些
+ # bullets.add(bullet)
+ # bullet.update()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+ # if event.key == pygame.K_LEFT:
+ # self.rect.x += 3 self不能用在循环里面
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ bullets.update()
+ explosions.update()
+ # bullet.update()
+ # hits = pygame.sprite.spritecollide(player,enemys, False, pygame.sprite.collide_rect_ratio(0.7))
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+
+ hits = pygame.sprite.spritecollide(player,enemys, False, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ if hits:
+ game_over = True
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ # print('MingRiHuang')
+ screen.fill((255, 255, 255))
+ screen.blit(background_image,background_rect)
+ # screen.blit(bullet.image,bullet.rect.center)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/lesson2.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson2.py"
new file mode 100644
index 0000000..fbd887f
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson2.py"
@@ -0,0 +1,250 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 600
+HEIGHT = 600
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = 3
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ elif self.rect.top < 0:
+ self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ # self.rect.centerx -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ # def draw_ui(self):
+ # pygame.draw.rect(screen,(0, 255, 0),(10, 10, 50, 15))
+ # pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ # self.image = pygame.transform.flip(enemy_image,True, True)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = 15
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ # self.image = pygame.transform.flip(enemy_image,True, True)
+ # self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ # self.image.set_colorkey((0,0,0))
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ # self.image = pygame.Surface((5,10))
+ # self.image.fill((0,0,255))
+ self.rect = self.image.get_rect()
+ # self.rect.vx = random.randint()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+ # self.rect.y += 10 如果+10方向会相反
+ # keystate = pygame.key.get_pressed()
+ # if keystate[pygame.K_SPACE]: #这样获取发射信息为什么不行?希望老师回答谢谢
+ # self.rect.y += 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ # self.image = pygame.transform.scale(explosion_animation[0],(40,40))
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Thebulleteffects(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(Thebulleteffects_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ # self.image = pygame.transform.scale(explosion_animation[0],(40,40))
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+#<-----------------------------UI-------------------------------->
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, 50, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, 'background.png') #background_dir == photo
+background_image = pygame.image.load(background_dir).convert() #运用图片,其中convert()是把图片的格式转换成pygame官方的图片格式,让pygame更好的处理图片
+background_rect = background_image.get_rect() #获取图像尺寸
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+player_dir = path.join(player_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+enemy_dir = path.join(enemy_dir,'spaceMeteors_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+enemy_image = pygame.image.load(enemy_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+enemy_rect = enemy_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(path.dirname(__file__),'img') #(一)导入图片所在的文件夹;
+bullet_dir = path.join(bullet_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ bullets.update()
+ explosions.update()
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ game_over = True
+
+ # screen.fill((255, 255, 255))
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/lesson3.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson3.py"
new file mode 100644
index 0000000..7399551
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson3.py"
@@ -0,0 +1,261 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 600
+HEIGHT = 600
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks()
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ elif self.rect.top < 0:
+ self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Thebulleteffects(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(Thebulleteffects_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (255, 255, 255), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ # image_rect.x = WIDTH - (image_rect.width + 10)
+ # image_rect.y = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, 'background.png') #background_dir == photo
+background_image = pygame.image.load(background_dir).convert() #运用图片,其中convert()是把图片的格式转换成pygame官方的图片格式,让pygame更好的处理图片
+background_rect = background_image.get_rect() #获取图像尺寸
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+enemy_image = pygame.image.load(enemy_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+enemy_rect = enemy_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ bullets.update()
+ explosions.update()
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ if player.lives == 0:
+ game_over = True
+ # print(draw_text(str("You are gameover!"), screen, (255, 255, 255), 20, WIDTH/2, HEIGHT/2))
+ # screen.fill((255, 255, 255))
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/lesson4.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson4.py"
new file mode 100644
index 0000000..eb58818
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson4.py"
@@ -0,0 +1,287 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 600
+HEIGHT = 600
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ # self.now = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks() #h获取隐藏的时间
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ # elif self.rect.top < 0:
+ # self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ now = pygame.time.get_ticks()
+ if now - self.hide_time > 1000:
+ self.hidden = False
+ self.rect.bottom = HEIGHT
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ shoot_sound.play()
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Thebulleteffects(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(Thebulleteffects_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (255, 255, 255), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+
+#<----------------muise---------------------->
+pygame.mixer.pre_init(44100, -16, 2, 2048)
+pygame.mixer.init()
+pygame.init()
+#路径
+sound_dir = path.join(path.dirname(__file__),'music')
+shoot_sound = pygame.mixer.Sound(path.join(sound_dir, 'Laser_Shoot.wav'))
+pygame.mixer.music.load(path.join(sound_dir, 'Kim Lightyear - The Mission.wav'))
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, 'background.png') #background_dir == photo
+background_image = pygame.image.load(background_dir).convert() #运用图片,其中convert()是把图片的格式转换成pygame官方的图片格式,让pygame更好的处理图片
+background_rect = background_image.get_rect() #获取图像尺寸
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png')
+enemy_image = pygame.image.load(enemy_dir).convert()
+enemy_rect = enemy_image.get_rect()
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+#<---------------------------补给品---------------------------------------------->
+powerup_image = {}
+powerup_add_hp_dir = path.join(img_dir,'gem_red.png')
+powerup_image['add_hp'] = pygame.image.load(powerup_add_hp_dir).convert()
+powerup_add_life_dir = path.join(img_dir,'heartFull.png')
+powerup_image['add_life'] = pygame.image.load(powerup_add_life_dir).convert()
+powerup_add_missile_dir = path.join(img_dir,'gem_yellow.png')
+powerup_image['add_missile'] = pygame.image.load(powerup_add_missile_dir,).convert()
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+pygame.mixer.music.play(loops = -1)
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ bullets.update()
+ explosions.update()
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ # if player.hide_time - player.now > 10000:
+ # player.hidden = True
+ # else:
+ # player.hidden = False
+ if player.lives == 0:
+ game_over = True
+ # print(draw_text(str("You are gameover!"), screen, (255, 255, 255), 20, WIDTH/2, HEIGHT/2))
+ # screen.fill((255, 255, 255))
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/lesson5.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson5.py"
new file mode 100644
index 0000000..1447de5
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/lesson5.py"
@@ -0,0 +1,276 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 564
+HEIGHT = 563
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ # self.now = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks() #h获取隐藏的时间
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ # elif self.rect.top < 0:
+ # self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ now = pygame.time.get_ticks()
+ if now - self.hide_time > 1000:
+ self.hidden = False
+ self.rect.bottom = HEIGHT
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ shoot_sound.play()
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (0, 0, 0), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+
+#<----------------muise---------------------->
+pygame.mixer.pre_init(44100, -16, 2, 2048)
+pygame.mixer.init()
+pygame.init()
+#路径
+sound_dir = path.join(path.dirname(__file__),'music')
+shoot_sound = pygame.mixer.Sound(path.join(sound_dir, 'Laser_Shoot.wav'))
+pygame.mixer.music.load(path.join(sound_dir, 'Kim Lightyear - The Mission.wav'))
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, '150405439_640.jpg')
+background_image = pygame.image.load(background_dir).convert()
+background_rect = background_image.get_rect()
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png')
+enemy_image = pygame.image.load(enemy_dir).convert()
+enemy_rect = enemy_image.get_rect()
+
+enemy2_dir = path.join(img_dir,'spaceBuilding_024.png')
+enemy2_image = pygame.image.load(enemy2_dir).convert()
+enemy2_rect = enemy2_image.get_rect()
+
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+#<---------------------------补给品---------------------------------------------->
+powerup_image = {}
+powerup_add_hp_dir = path.join(img_dir,'gem_red.png')
+powerup_image['add_hp'] = pygame.image.load(powerup_add_hp_dir).convert()
+powerup_add_life_dir = path.join(img_dir,'heartFull.png')
+powerup_image['add_life'] = pygame.image.load(powerup_add_life_dir).convert()
+powerup_add_missile_dir = path.join(img_dir,'gem_yellow.png')
+powerup_image['add_missile'] = pygame.image.load(powerup_add_missile_dir,).convert()
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+# enemy2 = pygame.sprite.Group()
+# for o in range(3):
+
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+pygame.mixer.music.play(loops = -1)
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ bullets.update()
+ explosions.update()
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ # if player.hide_time - player.now > 10000:
+ # player.hidden = True
+ # else:
+ # player.hidden = False
+ if player.lives == 0:
+ game_over = True
+ # print(draw_text(str("You are gameover!"), screen, (255, 255, 255), 20, WIDTH/2, HEIGHT/2))
+ # screen.fill((255, 255, 255))
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/lessonexecuit.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/lessonexecuit.py"
new file mode 100644
index 0000000..d586526
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/lessonexecuit.py"
@@ -0,0 +1,398 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 564
+HEIGHT = 563
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+MISSILE_LIFETIME = 10000
+MISSILE_INTERVAL = 500
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ self.is_missile_firing = False
+ self.start_missile_time = 0
+ self.last_missile_time = 0
+
+
+ def fire_missile(self):
+ self.is_missile_firing = True
+ self.start_missile_time = pygame.time.get_ticks()
+
+ # self.now = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks() #h获取隐藏的时间
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ # elif self.rect.top < 0:
+ # self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ now = pygame.time.get_ticks()
+ if now - self.hide_time > 1000:
+ self.hidden = False
+ self.rect.bottom = HEIGHT
+
+ if self.is_missile_firing:
+ if now - self.start_missile_time < MISSILE_LIFETIME:
+ if now - self.last_missile_time > MISSILE_INTERVAL:
+ missile = Missile(self.rect.center)
+ missiles.add(missile)
+ self.last_missile_time = now
+ else:
+ self.is_missile_firing = False
+
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ shoot_sound.play()
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Enemy2(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy2_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = 1
+ self.vy = 3
+ self.rotate_angle = 0
+ def update(self):
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class PowerUp(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ random_number = random.random()
+ if random_number >= 0 and random_number < 0.5:
+ self.type = 'add_hp'
+ elif random_number < 0.8:
+ self.type = 'add_missile'
+ else:
+ self.type = 'add_life'
+ self.image = powerup_image[self.type]
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y += random.randint(1,3)
+class Missile(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = missile_image
+ self.image = pygame.transform.scale(missile_image,(32,100))
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y -= 5
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (0, 0, 0), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+
+#<----------------muise---------------------->
+pygame.mixer.pre_init(44100, -16, 2, 2048)
+pygame.mixer.init()
+pygame.init()
+#路径
+sound_dir = path.join(path.dirname(__file__),'music')
+shoot_sound = pygame.mixer.Sound(path.join(sound_dir, 'Laser_Shoot.wav'))
+pygame.mixer.music.load(path.join(sound_dir, 'Kim Lightyear - The Mission.wav'))
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, '150405439_640.jpg')
+background_image = pygame.image.load(background_dir).convert()
+background_rect = background_image.get_rect()
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png')
+enemy_image = pygame.image.load(enemy_dir).convert()
+enemy_rect = enemy_image.get_rect()
+
+enemy2_dir = path.join(img_dir,'spaceBuilding_024.png')
+enemy2_image = pygame.image.load(enemy2_dir).convert()
+enemy2_rect = enemy2_image.get_rect()
+
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+missile_dir = path.join(img_dir,'spaceRockets_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+missile_image = pygame.image.load(missile_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+missile_rect = missile_image.get_rect()
+#<---------------------------补给品---------------------------------------------->
+powerup_image = {}
+powerup_add_hp_dir = path.join(img_dir,'gem_red.png')
+powerup_image['add_hp'] = pygame.image.load(powerup_add_hp_dir).convert()
+powerup_add_life_dir = path.join(img_dir,'heartFull.png')
+powerup_image['add_life'] = pygame.image.load(powerup_add_life_dir).convert()
+powerup_add_missile_dir = path.join(img_dir,'gem_yellow.png')
+powerup_image['add_missile'] = pygame.image.load(powerup_add_missile_dir,).convert()
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+enemy2 = pygame.sprite.Group()
+for o in range(5):
+ enemy = Enemy2()
+ enemy2.add(enemy)
+
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+powerups = pygame.sprite.Group()
+missiles = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+pygame.mixer.music.play(loops = -1)
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ enemy2.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy2()
+ enemy2.add(enemy)
+ last_enemy_generate_time = now
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ enemy2.update()
+ bullets.update()
+ explosions.update()
+ powerups.update()
+ missiles.update()
+
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ if random.random() > 0.9: #random.random()得到零到壹之间的小数
+ powerup = PowerUp(hit.rect.center)
+ powerups.add(powerup)
+
+ hits = pygame.sprite.groupcollide(enemys,missiles, True, True)
+ print(hits)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ if random.random() > 0.9: #random.random()得到零到壹之间的小数
+ powerup = PowerUp(hit.rect.center)
+ powerups.add(powerup)
+
+ hits = pygame.sprite.groupcollide(enemy2,bullets, True, True)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ hits = pygame.sprite.spritecollide(player,powerups, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ if hit.type == 'add_hp':
+ player.hp += 50
+ if player.hp > 100:
+ player.hp = 100
+ elif hit.type == 'add_life':
+ player.lives += 1
+ if player.lives > 3:
+ player.lives = 3
+ else:
+ player.fire_missile()
+
+
+
+ hits = pygame.sprite.spritecollide(player,enemy2, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ enemy2.draw(screen)
+ powerups.draw(screen)
+ missiles.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/main.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/main.py"
new file mode 100644
index 0000000..d2ac9bd
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/main.py"
@@ -0,0 +1,424 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 564
+HEIGHT = 563
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:凝梦成丝')
+MISSILE_LIFETIME = 10000
+MISSILE_INTERVAL = 500
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ self.is_missile_firing = False
+ self.start_missile_time = 0
+ self.last_missile_time = 0
+
+
+ def fire_missile(self):
+ self.is_missile_firing = True
+ self.start_missile_time = pygame.time.get_ticks()
+
+ # self.now = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks() #h获取隐藏的时间
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ # elif self.rect.top < 0:
+ # self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ now = pygame.time.get_ticks()
+ if now - self.hide_time > 1000:
+ self.hidden = False
+ self.rect.bottom = HEIGHT
+
+ if self.is_missile_firing:
+ if now - self.start_missile_time < MISSILE_LIFETIME:
+ if now - self.last_missile_time > MISSILE_INTERVAL:
+ missile = Missile(self.rect.center)
+ missiles.add(missile)
+ self.last_missile_time = now
+ else:
+ self.is_missile_firing = False
+
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ shoot_sound.play()
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Enemy2(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy2_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = 1
+ self.vy = 3
+ self.rotate_angle = 0
+ def update(self):
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class PowerUp(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ random_number = random.random()
+ if random_number >= 0 and random_number < 0.5:
+ self.type = 'add_hp'
+ elif random_number < 0.8:
+ self.type = 'add_missile'
+ else:
+ self.type = 'add_life'
+ self.image = powerup_image[self.type]
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y += random.randint(1,3)
+class Missile(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = missile_image
+ self.image = pygame.transform.scale(missile_image,(32,100))
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y -= 5
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+
+def show_menu():
+ global game_state,screen,game_over
+ screen.blit(background_image,background_rect)
+ draw_text('Space Shooter!',screen,(255,255,255),40,WIDTH/2,100)
+ draw_text('Press Space key to start',screen,(255,255,255),20,WIDTH/2,300)
+ draw_text('Press Esc key to quit',screen,(255,255,255),20,WIDTH/2,350)
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+ if event.key == pygame.K_SPACE:
+ game_state = 1
+
+ pygame.display.flip()
+ # event_list = pygame.event.get()
+ # for event in event_list:
+ # if event.type == pygame.QUIT:
+ # pygame.quit()
+ # quit()
+ # if event.type == pygame.KEYDOWN:
+ # if event.key == pygame.K_ESCAPE:
+ # pygame.quit()
+ # quit()
+ # if event.key == pygame.K_SPACE:
+ # game_state = 1
+ # pygame.display.flib()
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (0, 0, 0), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+
+#<----------------muise---------------------->
+pygame.mixer.pre_init(44100, -16, 2, 2048)
+pygame.mixer.init()
+pygame.init()
+#路径
+sound_dir = path.join(path.dirname(__file__),'music')
+shoot_sound = pygame.mixer.Sound(path.join(sound_dir, 'Laser_Shoot.wav'))
+pygame.mixer.music.load(path.join(sound_dir, 'Kim Lightyear - The Mission.wav'))
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, '150405439_640.jpg')
+background_image = pygame.image.load(background_dir).convert()
+background_rect = background_image.get_rect()
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png')
+enemy_image = pygame.image.load(enemy_dir).convert()
+enemy_rect = enemy_image.get_rect()
+
+enemy2_dir = path.join(img_dir,'spaceBuilding_024.png')
+enemy2_image = pygame.image.load(enemy2_dir).convert()
+enemy2_rect = enemy2_image.get_rect()
+
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+missile_dir = path.join(img_dir,'spaceRockets_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+missile_image = pygame.image.load(missile_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+missile_rect = missile_image.get_rect()
+#<---------------------------补给品---------------------------------------------->
+powerup_image = {}
+powerup_add_hp_dir = path.join(img_dir,'gem_red.png')
+powerup_image['add_hp'] = pygame.image.load(powerup_add_hp_dir).convert()
+powerup_add_life_dir = path.join(img_dir,'heartFull.png')
+powerup_image['add_life'] = pygame.image.load(powerup_add_life_dir).convert()
+powerup_add_missile_dir = path.join(img_dir,'gem_yellow.png')
+powerup_image['add_missile'] = pygame.image.load(powerup_add_missile_dir,).convert()
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+enemy2 = pygame.sprite.Group()
+for o in range(5):
+ enemy = Enemy2()
+ enemy2.add(enemy)
+
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+powerups = pygame.sprite.Group()
+missiles = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+pygame.mixer.music.play(loops = -1)
+game_state = 0
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ if game_state == 0:
+ show_menu()
+ else:
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ enemy2.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy2()
+ enemy2.add(enemy)
+ last_enemy_generate_time = now
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE: #key
+ game_over = True
+
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ enemy2.update()
+ bullets.update()
+ explosions.update()
+ powerups.update()
+ missiles.update()
+
+ hits_bullets = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ hits_missiles = pygame.sprite.groupcollide(enemys,missiles, True, True)
+ hits = {}
+ hits.update(hits_bullets)
+ hits.update(hits_missiles)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ if random.random() > 0.9: #random.random()得到零到壹之间的小数
+ powerup = PowerUp(hit.rect.center)
+ powerups.add(powerup)
+
+
+
+ hits = pygame.sprite.groupcollide(enemy2,bullets, True, True)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ hits = pygame.sprite.spritecollide(player,enemy2, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ hits = pygame.sprite.spritecollide(player,powerups, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ if hit.type == 'add_hp':
+ player.hp += 50
+ if player.hp > 100:
+ player.hp = 100
+ elif hit.type == 'add_life':
+ player.lives += 1
+ if player.lives > 3:
+ player.lives = 3
+ else:
+ player.fire_missile()
+
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ enemy2.draw(screen)
+ powerups.draw(screen)
+ missiles.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/music/Laser_Shoot.wav" "b/\347\251\272\351\227\264\345\244\247\346\210\230/music/Laser_Shoot.wav"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/music/Randomize5.wav" "b/\347\251\272\351\227\264\345\244\247\346\210\230/music/Randomize5.wav"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid1_brown.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid1_brown.svg"
new file mode 100644
index 0000000..fb97697
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid1_brown.svg"
@@ -0,0 +1,146 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid1_grey.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid1_grey.svg"
new file mode 100644
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--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid1_grey.svg"
@@ -0,0 +1,142 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid2_brown.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid2_brown.svg"
new file mode 100644
index 0000000..1c2dd74
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid2_brown.svg"
@@ -0,0 +1,174 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid2_grey.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid2_grey.svg"
new file mode 100644
index 0000000..8ea1460
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/asteroid2_grey.svg"
@@ -0,0 +1,142 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/flag.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/flag.svg"
new file mode 100644
index 0000000..5ec218f
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/flag.svg"
@@ -0,0 +1,52 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/flagdark.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/flagdark.svg"
new file mode 100644
index 0000000..fe0491f
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/flagdark.svg"
@@ -0,0 +1,52 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/projectile1.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/projectile1.svg"
new file mode 100644
index 0000000..0be0619
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/projectile1.svg"
@@ -0,0 +1,274 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/projectile2.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/projectile2.svg"
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+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/projectile2.svg"
@@ -0,0 +1,274 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/space.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/space.svg"
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--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/space.svg"
@@ -0,0 +1,3870 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/starship.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/starship.svg"
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index 0000000..1b9cb7f
--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/starship.svg"
@@ -0,0 +1,465 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/starshipdark.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/starshipdark.svg"
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--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/starshipdark.svg"
@@ -0,0 +1,403 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/torpedo.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/torpedo.svg"
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+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/torpedo.svg"
@@ -0,0 +1,126 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/torpedodark.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/torpedodark.svg"
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--- /dev/null
+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/torpedodark.svg"
@@ -0,0 +1,126 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/ufo.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/ufo.svg"
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+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/ufo.svg"
@@ -0,0 +1,282 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/ufodark.svg" "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/ufodark.svg"
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+++ "b/\347\251\272\351\227\264\345\244\247\346\210\230/space_starter_kit/ufodark.svg"
@@ -0,0 +1,286 @@
+
+
+
+
diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/\347\251\272\351\227\264\345\244\247\346\210\230.exe" "b/\347\251\272\351\227\264\345\244\247\346\210\230/\347\251\272\351\227\264\345\244\247\346\210\230.exe"
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diff --git "a/\347\251\272\351\227\264\345\244\247\346\210\230/\347\251\272\351\227\264\345\244\247\346\210\2301.0\347\211\210.py" "b/\347\251\272\351\227\264\345\244\247\346\210\230/\347\251\272\351\227\264\345\244\247\346\210\2301.0\347\211\210.py"
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@@ -0,0 +1,428 @@
+#----------------------导入pygame---------------------------->
+import pygame
+import random
+from os import path
+#<----------------------创建画布--------------------->
+pygame.init()
+WIDTH = 564
+HEIGHT = 563
+LIVES = 3
+NEW_ENEMY_GENERATE_INTERVAL = 300
+screen = pygame.display.set_mode((WIDTH,HEIGHT))
+pygame.display.set_caption('空间大战-作者:黄家宝')
+MISSILE_LIFETIME = 10000
+MISSILE_INTERVAL = 500
+clock = pygame.time.Clock() #pygame中添加FPS控制/初始化位置
+
+#<---------------------------定义(导入)一个精灵类---------------------->
+
+class Player(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.flip(player_image,False, True) #翻转图片
+ self.image = pygame.transform.scale(self.image, (53,40)) #变换比例
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.radius = 25
+ self.rect.centerx = WIDTH/2 #初始化位置
+ self.rect.bottom = HEIGHT #height
+ self.hp = 100
+ self.lives = LIVES
+ self.score = 0
+ self.hiden = False
+ self.hide_time = 0
+ self.is_missile_firing = False
+ self.start_missile_time = 0
+ self.last_missile_time = 0
+
+
+ def fire_missile(self):
+ self.is_missile_firing = True
+ self.start_missile_time = pygame.time.get_ticks()
+
+ # self.now = 0
+ def hide(self):
+ self.hidden = True
+ self.rect.y = -200
+ self.hide_time = pygame.time.get_ticks() #h获取隐藏的时间
+ def update(self):
+ keystate = pygame.key.get_pressed()
+ if self.rect.right > WIDTH:
+ self.rect.right = WIDTH
+ elif self.rect.left < 0:
+ self.rect.left = 0
+ elif self.rect.bottom > HEIGHT:
+ self.rect.bottom = HEIGHT
+ # elif self.rect.top < 0:
+ # self.rect.top = 0
+ elif keystate[pygame.K_UP]:
+ self.rect.y -= 3
+ elif keystate[pygame.K_DOWN]:
+ self.rect.y += 3
+ elif keystate[pygame.K_LEFT]:
+ self.rect.x -= 3
+ elif keystate[pygame.K_RIGHT]:
+ self.rect.x += 3
+ # now = pygame.time.get_ticks()
+ # if now - self.hide_time > 1000:
+ # self.hidden = False
+ # self.rect.bottom = HEIGHT
+
+ if self.is_missile_firing:
+ if now - self.start_missile_time < MISSILE_LIFETIME:
+ if now - self.last_missile_time > MISSILE_INTERVAL:
+ missile = Missile(self.rect.center)
+ missiles.add(missile)
+ self.last_missile_time = now
+ else:
+ self.is_missile_firing = False
+
+ def shoot(self):
+ bullet = Bullet(self.rect.centerx, self.rect.centery) #在类里面用self
+ bullets.add(bullet)
+ shoot_sound.play()
+class Enemy(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.image_origin = self.image.copy() #一直获取复制效果,保证误差不会累计。
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.last_time = 0
+ self.rotate_speed = random.randint(-5, 5)
+ # pygame.draw.circle(self.image,(255,0,0),self.rect.center,self.radius) #检测框有颜色怎么处理?
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = random.randint(-2,2)
+ self.vy = random.randint(2,6)
+ self.rotate_angle = 0
+
+ def rotate(self):
+ now = pygame.time.get_ticks()
+ if now - self.last_time > 30:
+ old_center = self.rect.center #transform之前的center的位置 #而且保证旋转都是由零度开始旋转。
+ self.rotate_angle = (self.rotate_angle + self.rotate_speed) % 360 #%360取余数,保证不超过360.
+ self.image = pygame.transform.rotate(self.image_origin, self.rotate_angle)
+ self.rect = self.image.get_rect() #获取transform之后的center位置
+ self.rect.center = old_center #是transform的center的坐标恢复成原来的center的位置
+ # self.image = pygame.transform.rotate(self.image, self.rotate_speed) #self.image:Who transform?
+ self.last_time = now #原本的self.image是保持不变的。 #self.rotate_speed,The transform == How much?
+
+ def update(self):
+ self.rotate()
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class Bullet(pygame.sprite.Sprite):
+ def __init__(self, x, y):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = bullet_image
+ self.image = pygame.transform.scale(self.image, (10,20))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.centerx = x
+ self.rect.centery = y
+ def update(self):
+ self.rect.y -= 10
+class Explosion(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = pygame.transform.scale(explosion_animation[0],(80,80))
+ self.image.set_colorkey((0,0,0))
+ self.rect = self.image.get_rect()
+ self.rect.center = center
+ self.frame = 0
+ self.last_time = pygame.time.get_ticks() #上一次更新的时间
+
+ def update(self):
+ now = pygame.time.get_ticks() #获取更新的时间
+ if now - self.last_time > 30: #last_time and now 相差的时间超过39毫秒就更新图片
+ if self.frame < len(explosion_animation):
+ self.image = pygame.transform.scale(explosion_animation[self.frame],(50,50))
+ self.image.set_colorkey((0,0,0))
+ self.frame +=1
+ self.last_time = now
+ else:
+ self.kill()
+class Enemy2(pygame.sprite.Sprite):
+ def __init__(self):
+ pygame.sprite.Sprite.__init__(self)
+ self.img_width = random.randint(20, 120)
+ self.image = pygame.transform.scale(enemy2_image,(self.img_width, self.img_width))
+ self.image.set_colorkey((0,0,0))
+ self.radius = self.img_width // 2
+ self.rect = self.image.get_rect()
+ self.rect.x = random.randint(0,WIDTH - self.rect.w)
+ self.rect.bottom = 0
+ self.vx = 1
+ self.vy = 3
+ self.rotate_angle = 0
+ def update(self):
+ self.rect.x += self.vx #这一句是什么意思?老师能批改时再解释一下么?
+ self.rect.y += self.vy #单位速度
+class PowerUp(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ random_number = random.random()
+ if random_number >= 0 and random_number < 0.5:
+ self.type = 'add_hp'
+ elif random_number < 0.8:
+ self.type = 'add_missile'
+ else:
+ self.type = 'add_life'
+ self.image = powerup_image[self.type]
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y += random.randint(1,3)
+class Missile(pygame.sprite.Sprite):
+ def __init__(self,center):
+ pygame.sprite.Sprite.__init__(self)
+ self.image = missile_image
+ self.image = pygame.transform.scale(missile_image,(32,100))
+ self.rect = self.image.get_rect()
+ self.image.set_colorkey((0, 0, 0))
+ self.rect.center = center
+ def update(self):
+ self.rect.y -= 5
+#<-----------------------------UI-------------------------------->
+def draw_text(text, surface, color, font_size, x, y):
+ font_name = pygame.font.match_font('arial') #导入pygame中的比赛分数函数,和字体
+ font = pygame.font.Font(font_name, font_size) #设置字体的大小
+ text_surface = font.render(text, True, color) #把分数一字符串的形式输出,
+ text_rect = text_surface.get_rect() #获取分数文字的位置
+ text_rect.midtop = (x, y) #设置位置
+ screen.blit(text_surface,text_rect) #画出来
+def show_menu():
+ global game_state,screen,game_over
+ screen.blit(background_image,background_rect)
+ draw_text('Space Shooter!',screen,(255,255,255),40,WIDTH/2,100)
+ draw_text('Press Space key to start',screen,(255,255,255),20,WIDTH/2,300)
+ draw_text('Press Esc key to quit',screen,(255,255,255),20,WIDTH/2,350)
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+ if event.key == pygame.K_SPACE:
+ game_state = 1
+
+ pygame.display.flip()
+ # event_list = pygame.event.get()
+ # for event in event_list:
+ # if event.type == pygame.QUIT:
+ # pygame.quit()
+ # quit()
+ # if event.type == pygame.KEYDOWN:
+ # if event.key == pygame.K_ESCAPE:
+ # pygame.quit()
+ # quit()
+ # if event.key == pygame.K_SPACE:
+ # game_state = 1
+ # pygame.display.flib()
+def draw_ui():
+ pygame.draw.rect(screen,(0, 255, 0),(10, 10, player.hp, 15))
+ pygame.draw.rect(screen,(255, 255, 255),(10, 10 , 100, 15),2)
+ draw_text(str(player.score), screen, (0, 0, 0), 20, WIDTH/2, 10)
+ image_rect = player_image_small.get_rect()
+ image_rect.right = WIDTH - 10
+ image_rect.top = 10
+ for _ in range(player.lives):
+ screen.blit(player_image_small, image_rect)
+ image_rect.x -= image_rect.width + 10
+
+#<----------------muise---------------------->
+pygame.mixer.pre_init(44100, -16, 2, 2048)
+pygame.mixer.init()
+pygame.init()
+#路径
+sound_dir = path.join(path.dirname(__file__),'music')
+shoot_sound = pygame.mixer.Sound(path.join(sound_dir, 'Laser_Shoot.wav'))
+pygame.mixer.music.load(path.join(sound_dir, 'Kim Lightyear - The Mission.wav'))
+#<----------------image----------------------->
+#<----------------game_photo----------------->
+img_dir = path.join(path.dirname(__file__),'img')
+background_dir = path.join(img_dir, '150405439_640.jpg')
+background_image = pygame.image.load(background_dir).convert()
+background_rect = background_image.get_rect()
+
+#<---------------------------photo-------------------------------------------------------->
+#<---------------------------ships_photo---------------------------------------------------->
+player_dir = path.join(img_dir,'spaceShips_007.png') #(二)在从导入的图片文件夹中,导入ships图片;
+player_image = pygame.image.load(player_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+player_image_small = pygame.transform.scale(player_image, (26, 20))
+player_image_small.set_colorkey((0, 0, 0))
+player_rect = player_image.get_rect() #(四)获取图像尺寸
+
+#<---------------------------enemy_photo---------------------------------------------------->
+enemy_dir = path.join(img_dir,'spaceMeteors_001.png')
+enemy_image = pygame.image.load(enemy_dir).convert()
+enemy_rect = enemy_image.get_rect()
+
+# enemy2_dir = path.join(img_dir,'spaceBuilding_024.png')
+# enemy2_image = pygame.image.load(enemy2_dir).convert()
+# enemy2_rect = enemy2_image.get_rect()
+
+
+#<----------------------------bullet_photo---------------------------------------------------->
+bullet_dir = path.join(img_dir,'spaceMissiles_004.png') #(二)在从导入的图片文件夹中,导入ships图片;
+bullet_image = pygame.image.load(bullet_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+bullet_rect = bullet_image.get_rect() #(四)获取图像尺寸
+missile_dir = path.join(img_dir,'spaceRockets_001.png') #(二)在从导入的图片文件夹中,导入ships图片;
+missile_image = pygame.image.load(missile_dir).convert() #(三)火箭ships图片已经导入,现在最后一不导入使用并转换成pygame所用的图片格式(使用convert)
+missile_rect = missile_image.get_rect()
+#<---------------------------补给品---------------------------------------------->
+powerup_image = {}
+powerup_add_hp_dir = path.join(img_dir,'gem_red.png')
+powerup_image['add_hp'] = pygame.image.load(powerup_add_hp_dir).convert()
+powerup_add_life_dir = path.join(img_dir,'heartFull.png')
+powerup_image['add_life'] = pygame.image.load(powerup_add_life_dir).convert()
+powerup_add_missile_dir = path.join(img_dir,'gem_yellow.png')
+powerup_image['add_missile'] = pygame.image.load(powerup_add_missile_dir,).convert()
+#<----------------------------动画效果---------------------------------------------------->
+explosion_animation = []
+for i in range(9): #一共有九张图片,所以的循环九次。
+ explosion_dir = path.join(path.dirname(__file__),'Explosions')
+ explosion_dir = path.join(explosion_dir,'regularExplosion0{}.png'.format(i)) #i = 0, 1, 2, 3, 4, 5, 6, 7, ,8, 9,所以图片的名称也会随之改变。
+ explosion_image = pygame.image.load(explosion_dir).convert()
+ explosion_animation.append(explosion_image)
+#<-------------------------对类的实例化操作--------------->
+player = Player()
+
+#<------------------------精灵编组-------------------->
+# enemy2 = pygame.sprite.Group()
+# for o in range(5):
+# enemy = Enemy2()
+# enemy2.add(enemy)
+
+enemys = pygame.sprite.Group()
+for i in range(10):
+ enemy = Enemy()
+ enemys.add(enemy)
+bullets = pygame.sprite.Group()
+explosions = pygame.sprite.Group()
+powerups = pygame.sprite.Group()
+missiles = pygame.sprite.Group()
+# 而接下来这不继续按照enemy的方式编写代码,因为你并不知道player会开几发子弹。所以应该吧接下的更新次数放到SPACE的识别次数当中。
+
+#<---------------------while循环区------------------->
+last_enemy_generate_time = 0
+game_over = False
+pygame.mixer.music.play(loops = -1)
+game_state = 0
+while not game_over :
+ clock.tick(60) #所设定的移动时间,我这个游戏要按60的FPS运行;
+ if game_state == 0:
+ show_menu()
+ else:
+ now = pygame.time.get_ticks()
+ if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ enemy = Enemy()
+ enemys.add(enemy)
+ # enemy2.add(enemy)
+ last_enemy_generate_time = now #更新原本时间;
+ # if now - last_enemy_generate_time > NEW_ENEMY_GENERATE_INTERVAL:
+ # enemy = Enemy2()
+ # enemy2.add(enemy)
+ last_enemy_generate_time = now
+ event_list = pygame.event.get() #得到用户的输入/操作
+ for event in event_list:
+ if event.type == pygame.QUIT:
+ game_over = True
+ if event.type == pygame.KEYDOWN:
+ if event.key == pygame.K_SPACE:
+ player.shoot()
+ if event.key == pygame.K_ESCAPE:
+ game_over = True
+
+
+ player.update() #对class Player(pygame.sprite.Sprite)中的函数调用
+ enemys.update()
+ # enemy2.update()
+ bullets.update()
+ explosions.update()
+ powerups.update()
+ missiles.update()
+
+ hits_bullets = pygame.sprite.groupcollide(enemys,bullets, True, True)
+ hits_missiles = pygame.sprite.groupcollide(enemys,missiles, True, True)
+ hits = {}
+ hits.update(hits_bullets)
+ hits.update(hits_missiles)
+ for hit in hits:
+ explosion = Explosion(hit.rect.center)
+ explosions.add(explosion)
+ player.score += 100 - hit.radius
+ print(player.score)
+ if random.random() > 0.9: #random.random()得到零到壹之间的小数
+ powerup = PowerUp(hit.rect.center)
+ powerups.add(powerup)
+
+
+
+ # hits = pygame.sprite.groupcollide(enemy2,bullets, True, True)
+ # for hit in hits:
+ # explosion = Explosion(hit.rect.center)
+ # explosions.add(explosion)
+ # player.score += 100 - hit.radius
+ # print(player.score)
+ hits = pygame.sprite.groupcollide(enemys,bullets, True, True) #因为一打中enemy改hits的列表内就有数据了
+ for hit in hits:
+ enemy = Enemy()
+ enemys.add(enemy)
+
+ hits = pygame.sprite.spritecollide(player,enemys, True, pygame.sprite.collide_circle)
+ #print(hits) #检测输出的数据类型,是个列表(如果碰撞到,里面会有数据)
+ for hit in hits:
+ player.hp -= hit.radius
+ if player.hp < 0:
+ player.lives -= 1
+ player.hp = 100
+ now = pygame.time.get_ticks()
+ if now - player.hide_time > 1000:
+ player.rect.bottom = HEIGHT
+ player.hidden = False
+
+ player.hide()
+ if player.lives == 0:
+ game_over = True
+
+ # hits = pygame.sprite.spritecollide(player,enemy2, True, pygame.sprite.collide_circle)
+ # for hit in hits:
+ # player.hp -= hit.radius
+ # if player.hp < 0:
+ # player.lives -= 1
+ # player.hp = 100
+ # player.hide()
+ # if player.lives == 0:
+ # game_over = True
+
+ hits = pygame.sprite.spritecollide(player,powerups, True, pygame.sprite.collide_circle)
+ for hit in hits:
+ if hit.type == 'add_hp':
+ player.hp += 50
+ if player.hp > 100:
+ player.hp = 100
+ elif hit.type == 'add_life':
+ player.lives += 1
+ if player.lives > 3:
+ player.lives = 3
+ else:
+ player.fire_missile()
+
+ screen.blit(background_image,background_rect)
+ bullets.draw(screen)
+ enemys.draw(screen)
+ # enemy2.draw(screen)
+ powerups.draw(screen)
+ missiles.draw(screen)
+ explosions.draw(screen)
+ screen.blit(player.image,(player.rect.x,player.rect.y)) #可以改成(player.rect.center) Because center is Tuple
+ draw_ui()
+ pygame.display.flip() #双缓冲机制
+
+