class AlienInvasion: def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) self.ship = Ship(self) pygame.display.set_caption('Alien Invasion') def check_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self.check_keydown_events(event) elif event.type == pygame.KEYUP: self.check_keyup_events(event) def check_keydown_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() def check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def update_screen(self): self.screen.fill(self.settings.background_color) self.ship.blitme() def run_game(self): while True: self.check_events() self.ship.update() self.update_screen() pygame.display.flip()
def run_game(): #初始化游戏创建一个屏幕对象 pygame.init() ai_settings=Settings() screen=pygame.display.set_mode( (ai_settings.screen_width,ai_settings.screen_height) ) pygame.display.set_caption("Alien Invasion") #创建一艘飞船 ship = Ship(ai_settings,screen) bullets = Group() #创建一个外星人 alien = Alien(ai_settings,screen) #开始游戏的主循环 while True: gf.check_events(ai_settings,screen,ship,bullets) ship.update() # gf.update_bullets(bullets) gf.update_screen(ai_settings,screen,ship,alien,bullets) bullets.update() # gf.update_screen(ai_settings,screen,ship,bullets) # 删除已消失的子弹 for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) print(len(bullets)) gf.update_screen(ai_settings, screen, ship, alien, bullets) # 监视键盘和鼠标事件 for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() # 每次循环绘制屏幕 screen.fill(ai_settings.bg_color) ship.blitme() # 让最近绘制的屏幕可见 pygame.display.flip()
def run_game(): """初始化""" pygame.init() ''' """设置背景和桌面""" screen = pygame.display.set_mode((1360,760)) """设置背景颜色""" bg_color = (230,230,230) ''' """设置标题""" pygame.display.set_caption("Aline Invasion") ai_setting = Settings() screen = pygame.display.set_mode( (ai_setting.screen_width, ai_setting.screen_height)) ship = Ship(screen) stats = GameStats(ai_setting) bullets = Group() bullet_one = Bullet(ai_setting, screen, ship) alien = Alien(ai_setting, screen) aliens = Group() alien.create_fleet(ai_setting, screen, aliens, ship) play_button = Button(ai_setting, screen, "Play!") while True: """游戏没有结束前,一直运行""" """控制飞船移动""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_RIGHT: ship.move_right = True if event.key == pygame.K_LEFT: ship.move_left = True if event.key == pygame.K_UP: ship.move_up = True if event.key == pygame.K_DOWN: ship.move_down = True if event.key == pygame.K_SPACE: bullet_one.bullet_space = True if event.key == pygame.K_q: sys.exit() if event.key == pygame.K_k: stats.game_active = True stats.ships_left = ai_setting.ship_limit elif event.type == pygame.KEYUP: if event.key == pygame.K_RIGHT: ship.move_right = False if event.key == pygame.K_LEFT: ship.move_left = False if event.key == pygame.K_UP: ship.move_up = False if event.key == pygame.K_DOWN: ship.move_down = False if event.key == pygame.K_SPACE: bullet_one.bullet_space = False elif event.type == pygame.MOUSEBUTTONDOWN: if not stats.game_active: mouse_x, mouse_y = pygame.mouse.get_pos() play_button.check_paly_button(ai_setting, stats, play_button, mouse_x, mouse_y) """让最近绘制的屏幕可见""" screen.fill(ai_setting.bg_color) if stats.game_active: if stats.ships_left > 0: bullet_one.fire_bullet(ai_setting, screen, ship, bullets) bullet_one.update_bullets(bullets, aliens) aliens.draw(screen) ship.update(ai_setting.ship_speed_factor) ship.blitme() alien.update_aliens(ai_setting, aliens, ship, screen, stats, bullets) if len(aliens) == 0: bullets.empty() alien.create_fleet(ai_setting, screen, aliens, ship) if not stats.game_active: pygame.mouse.set_visible(True) play_button.draw_button() """ bullets.update() for bullet in bullets.sprites(): bullet.draw_bullet() for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullets.remove(bullet) """ #alien.biltme() pygame.display.flip()
class TargetPractice: """The class to manage game assets and behavior. """ def __init__(self): """Initialize the game and create the resources. """ pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.screen_rect = self.screen.get_rect() self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Target Practice") self.stats = Stats(self) self.ship =Ship(self) self.rockets = pygame.sprite.Group() self.play_button = rectangle(self) self.play_but = p_button(self, "Click to Play") def _check_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self.check_play_button(mouse_pos) def _check_rect_edges(self): if self.play_button._check_edges(): self._change_rect_direction() def fire_rocket(self): if len(self.rockets) <= self.settings.rockets_allowed: new_rocket = Rocket(self) self.rockets.add(new_rocket) def check_play_button(self, mouse_pos): #Start a new game when the player clicks Play. button_clicked = self.play_but.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: #Reset the game settings self.stats.reset_stats() self.stats.game_active = True self.rockets.empty() self.ship.center_ship pygame.mouse.set_visible(False) def update_rockets(self): self.rockets.update() for rocket in self.rockets.copy(): if rocket.rect.right >= self.screen_rect.right: self.rockets.remove(rocket) self._check_rocket_rect_collisions() def target_hit(self): self.settings.enhanced_settings() self.rockets.empty() self.ship.center_ship() sleep(0.5) def _check_rocket_rect_collisions(self): if pygame.sprite.spritecollideany(self.play_button, self.rockets): self.target_hit() def _change_rect_direction(self): self.settings.rect_direction *= -1 def _check_keydown_events(self, event): if event.key == pygame.K_UP: self.ship.moving_top = True elif event.key == pygame.K_DOWN: self.ship.moving_down = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self.fire_rocket() def _check_keyup_events(self, event): if event.key == pygame.K_UP: self.ship.moving_top = False elif event.key == pygame.K_DOWN: self.ship.moving_down = False def _run_game(self): """Start the main loop of the game. """ while True: self._check_events() if self.stats.game_active: self.ship.update() self.update_rockets() self.update_rect() self._update_screen() def update_rect(self): self._check_rect_edges() self.play_button.update() def _update_screen(self): self.screen.fill(self.settings.bg_color) self.ship.blitme() for rocket in self.rockets.sprites(): rocket.draw_rocket() self.play_button.draw_button() if not self.stats.game_active: self.play_but.draw_button() pygame.display.flip()
class AlienInvasion: """"Overall class to manage game assets and behavior.""" def __init__(self): """"Initialize the game and create game resources""" pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_height, self.settings.screen_width)) # full screen settings # self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) # self.settings.screen_width = self.screen.get_rect().width # self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Alien invasion") # Create an instance to store game statistics. self.stats = GameStats(self) self.sb = Scoreboard(self) self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() self.play_button = Button(self, "Play") def run_game(self): """"Start the main loop for the game""" while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() # Get rid of bullets that have gone off screen def _check_events(self): """Respond to keypress and mouse events""" for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) def _check_play_button(self, mouse_pos): """"Start a new game when player clicks play""" button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: # Reset the game stats self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() # Get rid of any remaining game assets self.aliens.empty() self.bullets.empty() # Create new fleet and center ship self._create_fleet() self.ship.center_ship() # Hide mouse cursor pygame.mouse.set_visible(False) def _check_keydown_events(self, event): """Respond to keypresses. """ if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False elif event.key == pygame.K_q: sys.exit() def _fire_bullet(self): """Create a new bullet and add it to the bullets group.""" if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _create_fleet(self): """Create a fleet of Aliens""" # create an alien and find the number of aliens in a row # spacing between the aliens is equal to one alien width alien = Alien(self) alien_width, alien_height = alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) # determine number of rows of aliens that fit on screen ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) # create fleet of aliens for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): """create an alien and place it in row """ alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * (alien_width * alien_number) alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) def _check_fleet_edges(self): """Respond appropriately if any aliens have reached an edge""" for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): """Drop the entire fleet and change the fleet's direction""" for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _update_screen(self): """Updates images on the screen, and flips to new screen""" self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.sb.show_score() # Draw play button if game is inactive if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() def _update_bullets(self): """Update position of bullets and gets rid of old bullets""" # Update bullet positions self.bullets.update() # Get rid of bullets that have gone off screen for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) # print(f" bullets generated : {len(self.bullets)}") self._check_bullet_alien_collision() def _check_bullet_alien_collision(self): # Check for bullet alien collisions collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) # check if all aliens in fleet destroyed if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.sb.prep_score() self.sb.prep_high_score() if not self.aliens: # Destroy existing bullets and create new fleet self.bullets.empty() self._create_fleet() self.settings.increase_speed() # Increase level. self.stats.level += 1 self.sb.prep_level() def _update_aliens(self): """ Check if the fleet is at an edge, Update the positions of all aliens in the fleet """ self._check_fleet_edges() self.aliens.update() # Look for alien ship collisions if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() # Look for aliens hitting the bottom of the screen self._check_aliens_bottom() def _ship_hit(self): """Respond to ship being hit by an alien """ if self.stats.ships_left > 0: # Decrement ships left and update scoreboard self.stats.ships_left -= 1 self.sb.prep_ships() # Get rid of any remaining aliens and bullets self.aliens.empty() self.bullets.empty() # Create a new fleet and center the ship self._create_fleet() self.ship.center_ship() # Pause sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_bottom(self): """Check if any aliens have reached the bottom of the screen""" screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: # Treat this the same as if the got hit. self._ship_hit() break
class AlienInvasion: '''Main class, base of the program''' def __init__(self): '''initialize game and resources''' pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) self.stats = Game_stats(self) self.score = Scoreboard(self) pygame.display.set_caption("Alien Invasion") # ship self.ship = Ship(self) # bullets self.bullets = pygame.sprite.Group() # alien self.aliens = pygame.sprite.Group() self._create_invasion() #control self.play_button = Button(self, "Play") # helper method - start with _(underscore) def _update_screen(self): # basic redraw self.screen.fill(self.settings.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) #draw score self.score.show_score() #Draw button if game is inactive if not self.settings.game_active: self.play_button.draw_button() # make most recent screen visible pygame.display.flip() def _check_events(self): '''keyboard and mouse events''' for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keyDown(event) elif event.type == pygame.KEYUP: self._check_keyUP(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_position = pygame.mouse.get_pos() self._check_play_button(mouse_position) def _check_keyUP(self, event): if event.key == pygame.K_a or event.key == pygame.K_d: self.ship.moving = False self.ship.moving_x = 0 def _check_keyDown(self, event): if event.key == pygame.K_ESCAPE: sys.exit(0) elif event.key == pygame.K_SPACE: if len(self.bullets) < self.settings.bullets_allowed: self._fire_bullet() if event.key == pygame.K_d: # move ship to the right self.ship.moving = True self.ship.moving_x = self.settings.ship_speed if event.key == pygame.K_a: # move ship to the left self.ship.moving = True self.ship.moving_x = -self.settings.ship_speed def _check_play_button(self, mouse_position): '''start new game when player clicks play''' if self.play_button.rect.collidepoint( mouse_position) and not self.settings.game_active: self._game_reset() self.settings.game_active = True #hide mouse cursor pygame.mouse.set_visible(False) def _game_reset(self): '''Reset game''' self.stats.reset_stats() self.settings.init_dynamic_settings() self.score.prep_score() self.score.prep_level() self.score.prep_ships() # get rid of previous game objects self.aliens.empty() self.bullets.empty() self._create_invasion() self.ship.center_ship() def _fire_bullet(self): '''create bullet and add it to bullets''' self.bullets.add(Bullet(self)) def _remove_obsole_bullets(self): '''remove obsolete bullets and aliens if hit''' for bullet in self.bullets: if bullet.rect.bottom <= 0: self.bullets.remove(bullet) def _alien_bullet_collision(self): #Check for bullet sthat have hit aliens collisions = pygame.sprite.groupcollide( self.bullets, self.aliens, self.settings.bullet_single_kill, True) if collisions: for alien in collisions.values(): self.stats.score += self.settings.alien_points * len(alien) self.score.prep_score() self.score.check_high_score() def _create_alien(self, alien_number, row_number): alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien_height + 2 * alien_height * row_number self.aliens.add(alien) def _create_invasion(self): '''create fleet of invading aliens''' # settings for fleet test_alien = Alien(self) alien_width, alien_height = test_alien.rect.size available_space_x = self.settings.screen_width - (2 * alien_width) num_of_aliens_x = available_space_x // ( 2 * alien_width) + 1 # +1 is my correction - remove if game too hard available_space_y = self.settings.screen_height - (3 * alien_height) num_of_aliens_y = available_space_y // ( 2 * alien_height) - self.settings.alien_buffer_zone for row_number in range(num_of_aliens_y): for alien_number in range(num_of_aliens_x): self._create_alien(alien_number, row_number) def _update_aliens(self): ''' Check if fleet hits an edge, then update alien position ''' self._check_fleet_edges() self.aliens.update() self._alien_ship_collision() self._check_aliens_landed() def _alien_ship_collision(self): '''check if aliens hit the ship''' if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() def _ship_hit(self): '''Ship has been hit logic''' #remove ship life if you can if self.stats.ship_left > 0: self.stats.ship_left -= 1 self.score.prep_ships() # reset game state self.aliens.empty() self._reset_state() self.ship.center_ship() #pause game for a bit sleep(self.settings.hit_freeze_time) else: self._game_over() def _check_fleet_edges(self): '''Respond if any alien hit an edge''' for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_direction() break def _change_fleet_direction(self): '''Drop fleet and change direction''' for alien in self.aliens.sprites(): alien.rect.y += self.settings.alien_speed_vertical self.settings.alien_moving_right = not self.settings.alien_moving_right def _code_relentless_horde(self): if not self.aliens: self._reset_state() self.settings.increase_speed() self.stats.level += 1 self.score.prep_level() def _check_aliens_landed(self): '''check if aliens reached bottom of screen''' screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _reset_state(self): '''Destroy bullets, reset aliens''' self.bullets.empty() self._create_invasion() def _update_game_state(self): self._remove_obsole_bullets() self._alien_bullet_collision() self._code_relentless_horde() def _game_over(self): self.settings.game_active = False self.stats.save_high_score(self.stats.high_score) pygame.mouse.set_visible(True) def run(self): '''Main loop''' while True: self._check_events() if self.settings.game_active: self.ship.update() self.bullets.update() self._update_game_state() self._update_aliens() self._update_screen()
class AlienInvasion: def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((1000, 800), pygame.FULLSCREEN) self.settings.screen_height = self.screen.get_rect().height self.settings.screen_width = self.screen.get_rect().width pygame.display.set_caption("Alien Invasion") self.stats = GameStats(self) self.sb = Scoreboard(self) self.bg_color = self.settings.bg_color self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self._create_fleet() self.play_button = Button(self, "Play") def run_game(self): while True: self._check_events() if self.stats.game_active: self.ship.update() self._update_bullets() self._update_aliens() self._update_screen() def _update_bullets(self): self.bullets.update() for bullet in self.bullets.copy(): if bullet.rect.bottom <= 0: self.bullets.remove(bullet) self._check_bullet_alien_collisions() def _check_bullet_alien_collisions(self): collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True) if collisions: for aliens in collisions.values(): self.stats.score += self.settings.alien_points * len(aliens) self.stats.score += self.settings.alien_points self.sb.prep_score() self.sb.check_high_score() if not self.aliens: self.bullets.empty() self._create_fleet() self.settings.increase_speed() self.stats.level += 1 self.sb.prep_level() def _update_screen(self): self.screen.fill(self.bg_color) self.ship.blitme() for bullet in self.bullets.sprites(): bullet.draw_bullet() self.aliens.draw(self.screen) self.sb.show_score() if not self.stats.game_active: self.play_button.draw_button() pygame.display.flip() def _check_events(self): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._check_keydown_events(event) elif event.type == pygame.KEYUP: self._check_keyup_events(event) elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() self._check_play_button(mouse_pos) def _check_keydown_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = True elif event.key == pygame.K_LEFT: self.ship.moving_left = True elif event.key == pygame.K_q: sys.exit() elif event.key == pygame.K_SPACE: self._fire_bullet() def _check_keyup_events(self, event): if event.key == pygame.K_RIGHT: self.ship.moving_right = False elif event.key == pygame.K_LEFT: self.ship.moving_left = False def _fire_bullet(self): if len(self.bullets) < self.settings.bullets_allowed: new_bullet = Bullet(self) self.bullets.add(new_bullet) def _create_fleet(self): alien = Alien(self) alien_width, alien_height = alien.rect.size alien_width = alien.rect.width available_space_x = self.settings.screen_width - (2 * alien_width) number_aliens_x = available_space_x // (2 * alien_width) ship_height = self.ship.rect.height available_space_y = (self.settings.screen_height - (3 * alien_height) - ship_height) number_rows = available_space_y // (2 * alien_height) for row_number in range(number_rows): for alien_number in range(number_aliens_x): self._create_alien(alien_number, row_number) def _create_alien(self, alien_number, row_number): alien = Alien(self) alien_width, alien_height = alien.rect.size alien.x = alien_width + 2 * alien_width * alien_number alien.rect.x = alien.x alien.rect.y = alien.rect.height + 2 * alien.rect.height * row_number self.aliens.add(alien) def _update_aliens(self): self._check_fleet_edges() self.aliens.update() if pygame.sprite.spritecollideany(self.ship, self.aliens): self._ship_hit() self._check_aliens_bottom() def _check_fleet_edges(self): for alien in self.aliens.sprites(): if alien.check_edges(): self._change_fleet_directions() break def _change_fleet_directions(self): for alien in self.aliens.sprites(): alien.rect.y += self.settings.fleet_drop_speed self.settings.fleet_direction *= -1 def _ship_hit(self): if self.stats.ships_left > 0: self.stats.ships_left -= 1 self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() sleep(0.5) else: self.stats.game_active = False pygame.mouse.set_visible(True) def _check_aliens_bottom(self): screen_rect = self.screen.get_rect() for alien in self.aliens.sprites(): if alien.rect.bottom >= screen_rect.bottom: self._ship_hit() break def _check_play_button(self, mouse_pos): button_clicked = self.play_button.rect.collidepoint(mouse_pos) if button_clicked and not self.stats.game_active: self.settings.initialize_dynamic_settings() self.stats.reset_stats() self.stats.game_active = True self.sb.prep_score() self.sb.prep_level() self.sb.prep_ships() self.aliens.empty() self.bullets.empty() self._create_fleet() self.ship.center_ship() pygame.mouse.set_visible(False)
class AlienInvasion: def __init__(self): #initialize game pygame.init() #icon self.icon = pygame.image.load('images/icon.png') pygame.display.set_icon(self.icon) #screen size self.screen = pygame.display.set_mode((800, 600)) #ships object self.ship = Ship(self) self.bullet = Bullets(self) #game name pygame.display.set_caption('my game') #background image self.background = pygame.image.load('images/background.png') #load ship sound when moving self.accelarate = pygame.mixer.Sound('music/accelarate.wav') def _updateScreen(self): self.bullet.shootBullet() self.ship.update() pygame.display.flip() def _keyDownEvents(self, event): #play sound when ship is moving self.accelarate.play() #makes sure the ship does not disappear if event.key == pygame.K_RIGHT: #moves the ship on the x axsis self.ship.moving_right = True if event.key == pygame.K_LEFT: self.ship.moving_left = True if event.key == pygame.K_UP: self.ship.moving_up = True if event.key == pygame.K_q: self.bullet.shoot = True def _keyUpEvents(self, event): #stop sound when key up self.accelarate.stop() if event.key == pygame.K_RIGHT: self.ship.moving_right = False if event.key == pygame.K_LEFT: self.ship.moving_left = False if event.key == pygame.K_UP: self.ship.moving_up = False def run_game(self): while True: self.screen.fill((212, 215, 210)) self.screen.blit(self.background, (0, 0)) self.ship.blitme() self.bullet.drawBullet() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN: self._keyDownEvents(event) elif event.type == pygame.KEYUP: self._keyUpEvents(event) self._updateScreen()