270 lines
8.4 KiB
Python
270 lines
8.4 KiB
Python
import random
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import time
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import pygame
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from pygame.constants import *
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# Sprite 精灵
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class HeroPlane(pygame.sprite.Sprite):
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# 存放所有飞机的子弹的组
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bullets = pygame.sprite.Group()
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def __init__(self, screen):
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# 这个精灵的初始化方法 必须调用
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pygame.sprite.Sprite.__init__(self)
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# 图片
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self.image = pygame.image.load('./feiji/hero1.png')
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# 根据图片image获取矩形的对象
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self.rect = self.image.get_rect() # rect属性:矩形
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self.rect.topleft = [Manager.bg_size[0] / 2 - 100 / 2, 600] # 矩形左上角坐
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# 窗口
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self.screen = screen
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# 速度
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self.speed = 15
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# pygame.sprite.Group()生成一个放精灵的对象 类似一个列表
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self.bullets = pygame.sprite.Group()
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def key_control(self):
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"""
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按键的监听 用来改变飞机坐标
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"""
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# 监听键盘事件 键盘一直按下
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key_pressed = pygame.key.get_pressed() # 注意这种方式是能够检测到连续按下的,比之前的版本要新
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# 改变飞机坐标
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if key_pressed[K_w] or key_pressed[K_UP]:
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self.rect.top -= self.speed
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if key_pressed[K_s] or key_pressed[K_DOWN]:
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self.rect.bottom += self.speed
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if key_pressed[K_a] or key_pressed[K_LEFT]:
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self.rect.left -= self.speed
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if key_pressed[K_d] or key_pressed[K_RIGHT]:
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self.rect.right += self.speed
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if key_pressed[K_SPACE]:
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# 按下空格键 发射一枚子弹 把飞机的坐标传入子弹
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bullet = Bullet(self.screen, self.rect.left, self.rect.top)
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# 把子弹放到列表里
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self.bullets.add(bullet)
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# 存放所有飞机的子弹的组
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HeroPlane.bullets.add(bullet)
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# 调用飞机的更新方法
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def update(self):
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self.key_control()
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self.display()
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def display(self):
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"""显示飞机到窗口"""
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self.screen.blit(self.image, self.rect)
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# 更新子弹坐标
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self.bullets.update()
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# 把所有的子弹全部添加到屏幕
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self.bullets.draw(self.screen)
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@classmethod
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def clear_bullets(cls):
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# 清空子弹
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cls.bullets.empty()
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# 子弹类
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# 属性 坐标 速度 图片
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, screen, x, y):
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pygame.sprite.Sprite.__init__(self)
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# 图片
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self.image = pygame.image.load('./feiji/bullet.png')
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self.rect = self.image.get_rect() # rect属性:矩形
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self.rect.topleft = [x + 100 / 2 - 22 / 2, y - 25] # 矩形左上角坐
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# 窗口
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self.screen = screen
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# 速度
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self.speed = 20
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def update(self):
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# 修改子弹坐标
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self.rect.top -= self.speed
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# 如果子弹移出屏幕上方,则销毁子弹对象
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if self.rect.top < -22:
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# 超出界面 干掉自己
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self.kill()
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class EnemyPlane(pygame.sprite.Sprite):
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"""敌方飞机"""
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# 敌方所有子弹 类属性
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enemy_bullets = pygame.sprite.Group()
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def __init__(self, screen):
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pygame.sprite.Sprite.__init__(self)
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# 5.创建一个飞机的图片
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self.image = pygame.image.load('./feiji/enemy0.png') # 51*39
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self.rect = self.image.get_rect()
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x = random.randrange(1, Manager.bg_size[0], 50)
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self.rect.topleft = [x, 0]
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# 飞机的速度
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self.speed = 10
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# 记录当前的窗口对象
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self.screen = screen
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# 装子弹的列表
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self.bullets = pygame.sprite.Group()
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# 飞机左右飞的方向 一开始向右
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self.direction = 'right'
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def display(self):
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"""显示飞机到窗口"""
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self.screen.blit(self.image, self.rect)
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# 所有子弹更新坐标
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self.bullets.update()
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# 所有子弹贴到屏幕
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self.bullets.draw(self.screen)
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def update(self):
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self.auto_move()
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self.auto_fire()
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self.display()
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def auto_move(self):
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# 一开始 飞机在左上角 向右移动
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if self.direction == 'right':
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self.rect.right += self.speed
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elif self.direction == 'left':
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self.rect.right -= self.speed
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if self.rect.right > Manager.bg_size[0] - 51:
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# 如果移动到最右侧 把方向改成左
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self.direction = 'left'
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elif self.rect.right < 0:
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# 如果移动到最右左侧 把方向改成右
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self.direction = 'right'
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self.rect.bottom += self.speed
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def auto_fire(self):
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# 获取一个随机数
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random_num = random.randint(1, 15)
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# 降低概率发射子弹 当前是1/20的概率
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if random_num == 8:
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"""自动开火 创建子弹对象 添加到列表里"""
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bullet = EnemyBullet(self.screen, self.rect.left, self.rect.top)
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self.bullets.add(bullet)
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# 把子弹添加到类属性的子弹组里
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EnemyPlane.enemy_bullets.add(bullet)
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@classmethod
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def clear_bullets(cls):
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# 清空子弹 empty是精灵组提供的方法 用来清空精灵组
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cls.enemy_bullets.empty()
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# 敌方子弹类
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# 属性 坐标 速度 图片
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class EnemyBullet(pygame.sprite.Sprite):
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def __init__(self, screen, x, y):
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pygame.sprite.Sprite.__init__(self)
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# 坐标
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# 图片
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self.image = pygame.image.load('./feiji/bullet1.png') # 9*21
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self.rect = self.image.get_rect() # rect属性:矩形
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self.rect.topleft = [x + 50 / 2 - 8 / 2, y + 39] # 矩形左上角坐
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# 窗口
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self.screen = screen
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# 速度
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self.speed = 15
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def update(self):
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# 修改子弹坐标
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self.rect.bottom += self.speed
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# 如果子弹移出屏幕上方,则销毁子弹对象
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if self.rect.top > Manager.bg_size[1]:
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self.kill()
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class GameSound(object):
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def __init__(self):
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pygame.mixer.init() # 音乐模块初始化
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pygame.mixer.music.load("./feiji/bg2.ogg")
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pygame.mixer.music.set_volume(0.5) # 声音大小 一半
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self.__bomb = pygame.mixer.Sound("./feiji/bomb.wav")
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def playBackgroundMusic(self):
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pygame.mixer.music.play(-1) # 开始播放背景音乐
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def playBombSound(self):
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pygame.mixer.Sound.play(self.__bomb) # 爆炸音乐
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class Bomb(object):
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# 初始化爆炸
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def __init__(self, screen, type):
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self.screen = screen
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if type == 'enemy':
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# 加载爆炸资源
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self.mImages = [
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pygame.image.load("./feiji/enemy0_down" + str(v) + ".png") for v in range(1, 5)]
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else:
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# 加载爆炸资源
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self.mImages = [pygame.image.load(
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"./feiji/hero_destroy" + str(v) + ".png") for v in range(1, 4)]
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self.mImages += self.mImages
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# 设置当前爆炸播放索引
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self.mIndex = 0
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# 爆炸位置
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self.mPos = [0, 0]
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# 是否可见
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self.mVisible = False
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# 设置位置
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def action(self, rect):
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# 触发爆炸方法draw
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# 爆炸的坐标
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self.mPos[0] = rect.left
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self.mPos[1] = rect.top
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# 打开爆炸的开关
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self.mVisible = True
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# 绘制爆炸
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def draw(self):
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if not self.mVisible:
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return
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self.screen.blit(self.mImages[self.mIndex], (self.mPos[0], self.mPos[1]))
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self.mIndex += 1
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if self.mIndex >= len(self.mImages):
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# 如果下标已经到最后 代表爆炸结束
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# 下标重置 mVisible重置
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self.mIndex = 0
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self.mVisible = False
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# 地图
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class GameBackground(object):
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# 初始化地图
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def __init__(self, screen):
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self.mImage1 = pygame.image.load("./feiji/img_bg_level_1.jpg")
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self.mImage2 = pygame.image.load("./feiji/img_bg_level_1.jpg")
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# 窗口
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self.screen = screen
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# 辅助移动地图
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self.y1 = 0
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self.y2 = -Manager.bg_size[1] # -768
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# 移动地图
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def move(self):
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self.y1 += 2
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self.y2 += 2
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if self.y1 >= Manager.bg_size[1]:
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self.y1 = 0
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if self.y2 >= 0:
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self.y2 = -Manager.bg_size[1]
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# 绘制地图
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def draw(self):
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self.screen.blit(self.mImage1, (0, self.y1))
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self.screen.blit(self.mImage2, (0, self.y2))
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