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import time from pygame.locals import * from SpriteHero import * from SpriteBg import * from SpriteHeroOver import * from SpriteEnemy import * from SpriteBullet import *
SCREEN_SIZE = pygame.Rect(0, 0, 480, 852) CREATE_ENEMY_EVENT = pygame.USEREVENT Bullet = pygame.USEREVENT+1 OVER = pygame.USEREVENT+2 screen = pygame.display.set_mode(SCREEN_SIZE.size, 0, 0)
def (): print ("sssssssssssssssssssssssssssss")
def main(): pygame.init() click = pygame.time.Clock() groups_bg = pygame.sprite.Group() bg = GSpriteBg("./feiji/background.png") bg1 = GSpriteBg("./feiji/background.png") bg1.rect.y = -852 groups_bg.add(bg, bg1) groups_hero = pygame.sprite.Group() hero = GSpriteHero("./feiji/hero1.png") hero.rect.x = 190 hero.rect.y = 700 groups_hero.add(hero)
groups_enemy = pygame.sprite.Group() groups_bullet = pygame.sprite.Group() groups_over = pygame.sprite.Group()
pygame.time.set_timer(CREATE_ENEMY_EVENT, 1000) pygame.time.set_timer(Bullet, 500) pygame.time.set_timer(OVER, 200) a = True b = True is_boom = 0 while True: click.tick(60) add_image(groups_bg) add_image(groups_hero) add_image(groups_enemy) add_image(groups_bullet) add_image(groups_over) pygame.sprite.groupcollide(groups_bullet, groups_enemy, True, True) enemys_list = pygame.sprite.spritecollide(hero, groups_enemy, True) if len(enemys_list) > 0: a = False hero.kill()
for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() exit() elif event.type == CREATE_ENEMY_EVENT: if a: enemy = GSpriteEnemy("./feiji/enemy0.png", random.randint(1, 4)) groups_enemy.add(enemy) elif event.type == OVER: if not a and b: is_boom += 1 if is_boom < 5: over = GSpriteHeroOver("./feiji/hero_blowup_n%s.png" % is_boom, hero.rect.x) groups_over.add(over)
elif event.type == Bullet: print "bullet" if a: bullet = GSpriteBullet("./feiji/bullet.png", hero.rect.x + 40) groups_bullet.add(bullet) elif event.type == KEYDOWN: if event.key == K_a or event.key == K_LEFT: hero.is_to_left = -2 if hero.rect.x >= 430: hero.rect.x = 420 elif event.key == K_d or event.key == K_RIGHT: hero.is_to_left = 2 if hero.rect.x <= -50: hero.rect.x = -40 if hero.rect.x < -50: hero.is_to_left = 0 elif hero.rect.x > 430: hero.is_to_left = 0 if a: hero.to_left(hero.is_to_left) pygame.display.update()
def add_image(groups): groups.update() groups.draw(screen)
if __name__ == '__main__': main()
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