[Python] games and python games

Source: Internet
Author: User

[Python] games and python games

 

Alien_invasion.py

Import sysimport pygamefrom settings import Settingsfrom ship import Shipimport game_functions as gffrom pygame. sprite import Groupdef run_game (): # initialize the game and create a Screen Object pygame. init () ai_settings = Settings () screen = pygame. display. set_mode (ai_settings.screen_width, ai_settings.screnn_height) pygame. display. set_caption ('alien Invasion ') # create a ship = Ship (ai_settings, screen) # create a storage bullet Group bullets = Group () # Set the background color bg_color = (230,230,230) # Start the main loop of the game while True: gf. check_events (ai_settings, screen, ship, bullets) ship. update () gf. update_bullets (bullets) gf. update_screen (ai_settings, screen, ship, bullets) run_game ()

 

Bullet. py

Import pygamefrom pygame. sprite import Spriteclass Bullet (Sprite): def _ init _ (self, ai_settings, screen, ship): super (Bullet, self ). _ init _ () self. screen = screen self. rect = pygame. rect (0, 0, ai_settings.bullet_width, ai_settings.bullet_height) self. rect. centerx = ship. rect. centerx self. rect. top = ship. rect. top # store the position self of the bullet represented by decimal places. y = float (self. rect. y) self. color = ai_settings.bullet_color self. speed_factor = ai_settings.bullet_speed_factor def update (self): self. y-= self. speed_factor # update the bullet position self. rect. y = self. y def draw_bullet (self): pygame. draw. rect (self. screen, self. color, self. rect)

 

Game_functions

Import sysimport pygamefrom bullet import Bulletdef check_events (ai_settings, screen, ship, bullets): # Listen to keyboard and mouse events for event in pygame. event. get (): if event. type = pygame. QUIT: sys. exit () elif event. type = pygame. KEYDOWN: check_keydown_events (event, ai_settings, screen, ship, bullets) elif event. type = pygame. KEYUP: check_keyup_events (event, ship) def update_screen (ai_settings, screen, ship, bullets): # re-paint the screen every cycle. fill (ai_settings.bg_color) # repaint all bullets for bullet in bullets behind the ship and aliens. sprites (): bullet. draw_bullet () ship. blitme () # Make the recently drawn screen visible to pygame. display. flip () def check_keydown_events (event, ai_settings, screen, ship, bullets): if event. key = pygame. k_RIGHT: ship. moving_right = True elif event. key = pygame. k_LEFT: ship. moving_left = True elif event. key = pygame. k_SPACE: # create a bullet and add it to the bullets group. fire_bullet (ai_settings, screen, ship, bullets) def check_keyup_events (event, ship): if event. key = pygame. k_RIGHT: ship. moving_right = False elif event. key = pygame. k_LEFT: ship. moving_left = Falsedef update_bullets (bullets): bullets. update () # delete a deleted bullet in bullets. copy (): if bullet. rect. bottom <= 0: bullets. remove (bullet) def fire_bullet (ai_settings, screen, ship, bullets): if len (bullets) <ai_settings.bullets_allowed: new_bullet = Bullet (ai_settings, screen, ship) bullets. add (new_bullet)

Settings. py

Class Settings (): def _ init _ (self): # Screen Settings self. screen_width = 1200 self. screnn_height = 800 self. bg_color = (230,230,230) self. ship_speed_factor = 1.5 # Set the bullet self. bullet_speed_factor = 1 self. bullet_width = 3 self. bullet_height = 15 self. bullet_color = 60, 60, 60 self. bullets_allowed = 5

Ship. py

Import pygameclass Ship (): def _ init _ (self, ai_settings, screen): self. screen = screen self. ai_settings = ai_settings # load the spacecraft image and obtain its external Rectangle self. image = pygame. image. load ('images/ship.bmp ') self. rect = self. image. get_rect () self. screen_rect = screen. get_rect () # Place each new ship in the center of the screen self. rect. centerx = self. screen_rect.centerx self. rect. bottom = self. screen_rect.bottom # store small numbers of self in the spacecraft property center. center = float (self. rect. centerx) # Move the ID self. moving_right = False self. moving_left = False def blitme (self): # Draw the ship self at the specified position on the screen. screen. BITs (self. image, self. rect) def update (self): if self. moving_right and self. rect. right <self. screen_rect.right: self. center + = self. ai_settings.ship_speed_factor elif self. moving_left and self. rect. left> 0: self. center-= self. ai_settings.ship_speed_factor # update the rect object self. rect. centerx = self. center

 

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