<reponame>boy-man/PlayAirplaneGame
#-*- coding:utf-8 -*-
import pygame

SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800

# 子弹类
class Bullet(pygame.sprite.Sprite):
	
	def __init__(self, img, pos):
		pygame.sprite.Sprite.__init__(self)
		self.image = img
		# 设置图片的区域
		self.rect = self.image.get_rect()
		self.rect.midbottom = pos
		self.speed = 10

	def move(self):
		self.rect.top -= self.speed


# 敌人类
class Enemy(pygame.sprite.Sprite):
	
	def __init__(self, img, explosion_img, pos):
		pygame.sprite.Sprite.__init__(self)
		self.image = img
		self.rect = self.image.get_rect()
		self.rect.topleft = pos
		self.explosion_img = explosion_img
		self.speed = 2
		# 设置击毁序列
		self.explosion_index = 0

	def move(self):
		# 敌人的子弹只能一直向下
		self.rect.top += self.speed


# 玩家类
class Player(pygame.sprite.Sprite):

	def __init__(self, img, rect, pos):
		pygame.sprite.Sprite.__init__(self)
		self.image = []
		# 将飞机图片部分分隔,使用保留alpha通道,即透明和不透明
		for i in range(len(rect)):
			self.image.append(img.subsurface(rect[i]).convert_alpha())
		# 获取飞机的区域
		self.rect = rect[0]
		self.rect.topleft = pos
		self.speed = 8
		# 生成精灵组实例
		self.bullets = pygame.sprite.Group()
		self.img_index = 0
		# 判断飞机是否被打中
		self.is_hit = False

	def shoot(self, img):
		bullet = Bullet(img, self.rect.midtop)
		# 添加子弹实例到玩家的子弹组
		self.bullets.add(bullet)

	def moveUp(self):
		# 当遇到顶部时,设置上顶部为0
		if self.rect.top <= 0:
			self.rect.top = 0
		else:
			self.rect.top -= self.speed

	def moveDown(self):
		# 当遇到底部时,设置一直为常值
		if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
			self.rect.top = SCREEN_HEIGHT - self.rect.height
		else:
			self.rect.top += self.speed

	def moveLeft(self):
		# 当遇到左边时,一直停靠在左边
		if self.rect.left <= 0:
			self.rect.left = 0
		else:
			self.rect.left -= self.speed

	def moveRight(self):
		# 当遇到右边时, 停靠右边
		if self.rect.left >= SCREEN_WIDTH - self.rect.width:
			self.rect.left = SCREEN_WIDTH - self.rect.width
		else:
			self.rect.left += self.speed

		



#-*- coding:utf-8 -*-
import pygame

SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800

# 子弹类
class Bullet(pygame.sprite.Sprite):
	
	def __init__(self, img, pos):
		pygame.sprite.Sprite.__init__(self)
		self.image = img
		# 设置图片的区域
		self.rect = self.image.get_rect()
		self.rect.midbottom = pos
		self.speed = 10

	def move(self):
		self.rect.top -= self.speed


# 敌人类
class Enemy(pygame.sprite.Sprite):
	
	def __init__(self, img, explosion_img, pos):
		pygame.sprite.Sprite.__init__(self)
		self.image = img
		self.rect = self.image.get_rect()
		self.rect.topleft = pos
		self.explosion_img = explosion_img
		self.speed = 2
		# 设置击毁序列
		self.explosion_index = 0

	def move(self):
		# 敌人的子弹只能一直向下
		self.rect.top += self.speed


# 玩家类
class Player(pygame.sprite.Sprite):

	def __init__(self, img, rect, pos):
		pygame.sprite.Sprite.__init__(self)
		self.image = []
		# 将飞机图片部分分隔,使用保留alpha通道,即透明和不透明
		for i in range(len(rect)):
			self.image.append(img.subsurface(rect[i]).convert_alpha())
		# 获取飞机的区域
		self.rect = rect[0]
		self.rect.topleft = pos
		self.speed = 8
		# 生成精灵组实例
		self.bullets = pygame.sprite.Group()
		self.img_index = 0
		# 判断飞机是否被打中
		self.is_hit = False

	def shoot(self, img):
		bullet = Bullet(img, self.rect.midtop)
		# 添加子弹实例到玩家的子弹组
		self.bullets.add(bullet)

	def moveUp(self):
		# 当遇到顶部时,设置上顶部为0
		if self.rect.top <= 0:
			self.rect.top = 0
		else:
			self.rect.top -= self.speed

	def moveDown(self):
		# 当遇到底部时,设置一直为常值
		if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
			self.rect.top = SCREEN_HEIGHT - self.rect.height
		else:
			self.rect.top += self.speed

	def moveLeft(self):
		# 当遇到左边时,一直停靠在左边
		if self.rect.left <= 0:
			self.rect.left = 0
		else:
			self.rect.left -= self.speed

	def moveRight(self):
		# 当遇到右边时, 停靠右边
		if self.rect.left >= SCREEN_WIDTH - self.rect.width:
			self.rect.left = SCREEN_WIDTH - self.rect.width
		else:
			self.rect.left += self.speed
#-*- coding:utf-8 -*- # 子弹类 # 设置图片的区域 # 敌人类 # 设置击毁序列 # 敌人的子弹只能一直向下 # 玩家类 # 将飞机图片部分分隔,使用保留alpha通道,即透明和不透明 # 获取飞机的区域 # 生成精灵组实例 # 判断飞机是否被打中 # 添加子弹实例到玩家的子弹组 # 当遇到顶部时,设置上顶部为0 # 当遇到底部时,设置一直为常值 # 当遇到左边时,一直停靠在左边 # 当遇到右边时, 停靠右边