
正文
pygame躲敌人的游戏
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#first.py
# coding=utf- import pygame
from pygame.locals import *
from sys import exit
from util import * while True:
pygame.init()
screen = pygame.display.set_mode((WIDTH, LENGTH))
pygame.display.set_caption('be a man') star = Star([, ]) clock = pygame.time.Clock() group = pygame.sprite.Group() count =
die = False
while not die:
count +=
if count > :
count = clock.tick()
screen.fill([, , ])
screen.blit(star.image, star.rect) enemy_pos = [, ]
if count % == :
enemy_pos[] = randint(, WIDTH)
elif count % == :
enemy_pos[] = randint(, LENGTH)
elif count % == :
enemy_pos = [WIDTH, randint(, LENGTH)]
elif count % == :
enemy_pos = [randint(, WIDTH), LENGTH]
if enemy_pos != [, ]:
enemy = Enemy(enemy_pos, star.rect)
group.add(enemy)
group.update()
group.draw(screen) star_down = pygame.sprite.spritecollide(star, group, True)
if len(star_down) > :
die = True pygame.display.update() for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit() if event.type == pygame.KEYDOWN:
if event.key in click:
click[event.key] = STAR_V
elif event.type == pygame.KEYUP:
if event.key in click:
click[event.key] = star_move(star.rect, star.rect)
# util.py
# coding=utf-
import pygame
from pygame.locals import *
from random import *
from math import sqrt WIDTH =
LENGTH = STAR_V = 2.5
click = {pygame.K_LEFT:, pygame.K_RIGHT:, pygame.K_UP:, pygame.K_DOWN:} ENEMY_SPEED_MIN =
ENEMY_SPEED_MAX = class Star(pygame.sprite.Sprite):
def __init__(self, pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([, ])
self.image.fill((, , ))
self.rect = self.image.get_rect()
self.rect.topleft = pos class Enemy(pygame.sprite.Sprite):
def __init__(self, enemy_pos, star_pos):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([, ])
self.image.fill((, , ))
self.rect = self.image.get_rect() # 只是图片的大小
self.rect.topleft = enemy_pos # 这才是图片的位置
v = uniform(ENEMY_SPEED_MIN, ENEMY_SPEED_MAX)
self.v = v
var = sqrt((v ** ) / ((star_pos[] - enemy_pos[]) ** + (star_pos[] - enemy_pos[]) ** ))
x = (star_pos[] - enemy_pos[]) * var
y = (star_pos[] - enemy_pos[]) * var
self.v_x = x
self.v_y = y def update(self):
if self.v == :
print self
self.rect.left += self.v_x
self.rect.top += self.v_y
if self.rect.left >= WIDTH or self.rect.left <= or self.rect.top >= LENGTH or self.rect.top <= :
self.kill() def star_move(star_pos, star_rect):
star_x = star_pos[] + click[pygame.K_RIGHT] - click[pygame.K_LEFT]
star_y = star_pos[] + click[pygame.K_DOWN] - click[pygame.K_UP]
if star_x < :
star_pos[] =
elif star_x > WIDTH - star_rect.width:
star_pos[] = WIDTH - star_rect.width
else:
star_pos[] = star_x if star_y < :
star_pos[] =
elif star_y > LENGTH - star_rect.height:
star_pos[] = LENGTH - star_rect.height
else:
star_pos[] = star_y







