pygame 赛亚人打怪

news2024/9/22 15:33:11

笔者最近学了一点pygame,献丑了。

代码附上,大佬勿喷!

import random
import time

import pygame

WIDTH = 410
HEIGHT = 750
ENEMY_BORN = pygame.USEREVENT + 1
BULLET_BORN = pygame.USEREVENT + 10
ENEMY_BULLET_BORN = pygame.USEREVENT + 100
REWARD_BORN = pygame.USEREVENT + 1000


class AudioManage:
    # @staticmethod
    # def play_bg_music():
    #     pygame.mixer.music.load("../素材/素材1/game.mp3")
    #     # pygame.mixer.music.set_volume(0.1)#设置声音大小
    #     pygame.mixer.music.play(loops=True)

    @staticmethod
    def bg_music():
        pygame.mixer.music.load("../素材/素材1/bg.wav")
        pygame.mixer.music.play(loops=True)

    @staticmethod
    def play_sound(name):
        sound_play = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_play.play()

    @staticmethod
    def end_sound(name):
        sound_end = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_end.play()

    @staticmethod
    def bullet_sound(name):
        sound_bullet = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_bullet.play()

    @staticmethod
    def gui_sound(name):
        sound_gui = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_gui.play()

    @staticmethod
    def bianshen_sound(name):
        sound_bianshen = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_bianshen.play()

    @staticmethod
    def attack_sound(name):
        sound_attack = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_attack.play()

    @staticmethod
    def add_life_sound(name):
        sound_add_life = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_add_life.play()

    @staticmethod
    def get_sound(name):
        sound_get = pygame.mixer.ound(f"../素材/素材1/{name}")
        sound_get.play()

    @staticmethod
    def enemy_hurt_sound(name):
        sound_enemy_hurt = pygame.mixer.Sound(f"../素材/素材1/{name}")
        sound_enemy_hurt.play()

    @staticmethod
    def success_sound(name):
        success_get = pygame.mixer.Sound(f"../素材/素材1/{name}")
        success_get.play()


class BaseSprite(pygame.sprite.Sprite):
    def __init__(self, image_name):
        super().__init__()
        self.image = pygame.image.load(image_name).convert_alpha()
        self.rect = self.image.get_rect()


class EnemySprite(BaseSprite):
    def __init__(self, image_name, start_x, destroy_images, gm, speed=7, hp=3):
        super().__init__(image_name)
        self.rect.left = start_x
        self.speed = speed
        self.gm = gm
        self.max_hp = self.hp = hp
        self.rect.top = 0
        self.current_index = 0
        self.destroy_images = [pygame.image.load(destroy_image) for destroy_image in destroy_images]

    def hurt(self):
        if self.gm.bullet_manage.bullet_type == 1:
            self.hp -= 1
        elif self.gm.bullet_manage.bullet_type == "u":
            self.hp -= 3
        elif self.gm.bullet_manage.bullet_type == "i":
            self.hp -= 3

    def update(self):
        pygame.draw.rect(self.image, "red", (0, 0, self.rect.width, 5))
        pygame.draw.rect(self.image, "green", (0, 0, self.rect.width * self.hp / self.max_hp, 5))

        self.rect.top += self.speed
        if self.rect.top > HEIGHT:
            self.kill()

        if self.hp <= 0:
            self.image = self.destroy_images[self.current_index // 5]
            self.current_index += 1
            if self.current_index == len(self.destroy_images) * 5:
                self.kill()


class EnemyManage:
    def __init__(self, gm):
        self.gm = gm
        self.enemy_group = pygame.sprite.Group()

    def born(self):
        image_name = random.choice(
            ["../素材/素材1/guai1.png", "../素材/素材1/guai2.png", "../素材/素材1/guai3.png",
             "../素材/素材1/guai4.png"])
        start_x = random.randint(0, WIDTH - 100)
        self.enemy = EnemySprite(image_name, start_x,
                                 ["../素材/素材1/enemy_baozha1.png", "../素材/素材1/enemy_baozha2.png"], self.gm)
        self.enemy.add(self.enemy_group)

    def clear(self):
        self.enemy_group.empty()

    def update(self):
        self.enemy_group.draw(self.gm.screen)
        self.enemy_group.update()


class RewardSprite(BaseSprite):
    def __init__(self, image_name, start_x, gm, speed=7):
        self.image_name = image_name
        super().__init__(image_name)
        self.rect.left = start_x
        self.speed = speed
        self.gm = gm
        self.rect.top = 0
        self.is_use()

    def is_use(self):
        if self.image_name == "../素材/素材1/life.png":
            self.use = "add_life"
        if self.image_name == "../素材/素材1/zidan2_reward.png":
            self.use = "zidan2_reward"
        if self.image_name == "../素材/素材1/zidan3_reward.png":
            self.use = "zidan3_reward"

    def update(self):
        self.rect.top += self.speed
        if self.rect.top > HEIGHT:
            self.kill()


class RewardManage:
    def __init__(self, gm):
        self.gm = gm
        self.reward_group = pygame.sprite.Group()

    def born(self):
        image_name = random.choice(
            ["../素材/素材1/life.png", "../素材/素材1/zidan2_reward.png", "../素材/素材1/zidan3_reward.png"])
        start_x = random.randint(0, WIDTH - 50)
        self.reward = RewardSprite(image_name, start_x, self.gm)
        self.reward.add(self.reward_group)

    def clear(self):
        self.reward_group.empty()

    def update(self):
        self.reward_group.draw(self.gm.screen)
        self.reward_group.update()


class EnemyBulletSprite(BaseSprite):
    def __init__(self, image_name, enemy_pos, bullet_speed=15):
        super().__init__(image_name)
        self.rect.center = enemy_pos
        self.bullet_speed = bullet_speed

    def update(self):
        self.rect.bottom += self.bullet_speed
        if self.rect.bottom > HEIGHT:
            self.kill()


class EnemyBulletManage:
    def __init__(self, gm):
        self.gm = gm
        self.enemy_bullet_group = pygame.sprite.Group()
        self.last_enemy_bullet_time = pygame.time.get_ticks()

    def born(self):
        current_time = pygame.time.get_ticks()
        if current_time - self.last_enemy_bullet_time > 1500:  # 每隔 1 秒生成一个敌人子弹
            for enemy in self.gm.enemy_manage.enemy_group:
                enemy_bullet = EnemyBulletSprite("../素材/素材1/enemy_zidan.png", enemy.rect.center)
                self.enemy_bullet_group.add(enemy_bullet)
            self.last_enemy_bullet_time = current_time

    def clear(self):
        self.enemy_bullet_group.empty()

    def update(self):
        self.enemy_bullet_group.draw(self.gm.screen)
        self.enemy_bullet_group.update()


class PlayerSprite(BaseSprite):
    def __init__(self, image_name, change_images, player_speed=10):
        super().__init__(image_name)
        self.rect.center = (WIDTH / 2, HEIGHT - 150)
        self.player_speed = player_speed
        self.current_index = 0
        self.change_images = [pygame.image.load(change_image) for change_image in change_images]
        self.animation_speed = 5

    def update(self):
        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.K_SPACE]:
            self.current_index += self.animation_speed
            if self.current_index >= len(self.change_images) * self.animation_speed:
                self.current_index = 0
        else:
            self.current_index = 0
        self.image = self.change_images[self.current_index // self.animation_speed]

        if key_pressed[pygame.K_LEFT] or key_pressed[pygame.K_a]:
            self.rect.left -= self.player_speed
            if self.rect.left < 0:
                self.rect.left = 0
        if key_pressed[pygame.K_RIGHT] or key_pressed[pygame.K_d]:
            self.rect.right += self.player_speed
            if self.rect.right > WIDTH:
                self.rect.right = WIDTH
        if key_pressed[pygame.K_UP] or key_pressed[pygame.K_w]:
            self.rect.top -= self.player_speed
            if self.rect.top < 0:
                self.rect.top = 0
        if key_pressed[pygame.K_DOWN] or key_pressed[pygame.K_s]:
            self.rect.bottom += self.player_speed
            if self.rect.bottom > HEIGHT:
                self.rect.bottom = HEIGHT


class PlayerManage:
    def __init__(self, gm):
        self.gm = gm
        self.player_group = pygame.sprite.Group()


    def born(self):
        # if self.gm.bullet_manage.bullet_type == "1":
            self.player = PlayerSprite("../素材/素材1/wukong1.png",
                                       [f"../素材/素材1/wukong{i}.png" for i in range(1, 6)])
            self.player_group.add(self.player)
        # if self.gm.bullet_manage.bullet_type == "u":
        #     self.player = PlayerSprite("../素材/素材1/11111.png",
        #                                [f"../素材/素材1/11111.png"])
        #     self.player_group.add(self.player)

    def die(self):
        self.player.kill()

    def update(self):
        self.player_group.draw(self.gm.screen)
        self.player_group.update()


class BulletSprite(BaseSprite):
    def __init__(self, image_name, bullet_speed=30):
        super().__init__(image_name)
        self.bullet_speed = bullet_speed
        self.rect = self.image.get_rect()

    def update(self):
        self.rect.top -= self.bullet_speed
        if self.rect.top < 0:
            self.kill()


class BulletManage:
    def __init__(self, gm):
        self.gm = gm
        self.bullet_group = pygame.sprite.Group()
        self.last_bullet_time = pygame.time.get_ticks()
        self.bullets = pygame.sprite.Group()
        self.bullet_type = 1
        self.bullet_type2_num = 10
        self.bullet_group = pygame.sprite.Group()
        self.bullet_type3_time = 3
        self.current_index = 0

    def change_bullet_type(self, bullet_type):
        self.bullet_type = bullet_type
        if bullet_type == "u":
            self.bullet_type2_num = 10
        if bullet_type == "i":
            self.bullet_type3_time = 3

    def born(self):
        if self.bullet_type == 1:
            current_time = pygame.time.get_ticks()
            if current_time - self.last_bullet_time > 150:
                self.bullet = BulletSprite("../素材/素材1/zidan.png")
                self.bullet.rect.center = self.gm.player_manage.player.rect.center
                self.bullet.add(self.bullet_group)
                self.last_bullet_time = current_time

        elif self.bullet_type == "u":
            current_time = pygame.time.get_ticks()
            if current_time - self.last_bullet_time > 150:
                AudioManage.bianshen_sound("bianshen.mp3")
                # self.gm.player = PlayerSprite("../素材/素材1/11111.png", ["../素材/素材1/11111.png"])
                # self.gm.player.rect.center = self.gm.player_manage.player.rect.center
                # self.gm.player.add(self.gm.player_group)
                self.bullet = BulletSprite("../素材/素材1/zidan2.png")
                self.bullet.rect.center = self.gm.player_manage.player.rect.center
                self.bullet.add(self.bullet_group)
                self.last_bullet_time = current_time
            self.bullet_type2_num -= 1
            if self.bullet_type2_num == 0:
                self.change_bullet_type(1)

        elif self.bullet_type == "i":
            if self.bullet_type3_time >= 0:
                self.bullet = BulletSprite("../素材/素材1/zidan3.png")
                AudioManage.gui_sound("gui.mp3")
                self.bullet.rect.center = (
                    self.gm.player_manage.player.rect.centerx, self.gm.player_manage.player.rect.centery - 310)
                self.bullet.add(self.bullet_group)
            if self.bullet_type3_time <= 0:
                self.change_bullet_type(1)

    def clear(self):
        self.bullet_group.empty()

    def update(self):
        self.bullet_type3_time -= 1 / 30
        self.bullet_group.draw(self.gm.screen)
        self.bullet_group.update()


class BgSprite(BaseSprite):
    def __init__(self, image_name, start_y, speed=5):
        super().__init__(image_name)
        self.rect.top = start_y
        self.speed = speed

    def update(self):
        self.rect.top += self.speed
        if self.rect.top >= HEIGHT:
            self.rect.top = -HEIGHT


class BgManage:
    def __init__(self, gm):
        self.gm = gm
        self.ready_group = pygame.sprite.Group()
        self.bg0 = BgSprite("../素材/素材1/bgnight.jpg", 0, 0)
        self.bg0.add(self.ready_group)

        self.gaming_group = pygame.sprite.Group()
        self.bg1 = BgSprite("../素材/素材1/bgnight.jpg", 0, 5)
        self.bg1.add(self.gaming_group)
        self.bg2 = BgSprite("../素材/素材1/bgnight.jpg", -HEIGHT, 5)
        self.bg2.add(self.gaming_group)

        self.end_group = pygame.sprite.Group()
        self.bg3 = BgSprite("../素材/素材1/bgnight.jpg", 0, 0)
        self.bg3.add(self.end_group)

        self.next_group = pygame.sprite.Group()
        self.bg4 = BgSprite("../素材/素材1/success.jpg", 0, 0)
        self.bg4.add(self.next_group)

    def update(self):
        if self.gm.game_state == "ready":
            self.ready_group.draw(self.gm.screen)
            self.ready_group.update()

        elif self.gm.game_state == "gaming":
            self.gaming_group.draw(self.gm.screen)
            self.gaming_group.update()

        elif self.gm.game_state == "next":
            self.next_group.draw(self.gm.screen)
            self.next_group.update()

        elif self.gm.game_state == "end":
            self.end_group.draw(self.gm.screen)
            self.end_group.update()


class UISprite(BaseSprite):
    def __init__(self, image_name, center):
        super().__init__(image_name)
        self.rect.center = center

    def is_collide(self):
        mouse_pos = pygame.mouse.get_pos()
        if self.rect.collidepoint(mouse_pos):
            return True


class GIFSprite(BaseSprite):
    def __init__(self, image_names):
        super().__init__(image_names[0])
        self.rect.center = (80, 80)
        self.images = [pygame.image.load(image_name) for image_name in image_names]
        self.current_index = 0

    def update(self):
        self.current_index += 1
        if self.current_index == len(self.images) * 2:
            self.current_index = 0

        self.image = self.images[self.current_index // 2]
        self.image = pygame.transform.scale(self.image, (80, 80))


class UIManage:
    def __init__(self, gm, life_number=3):
        self.gm = gm

        self.ready_group = pygame.sprite.Group()
        self.start_btn1 = UISprite("../素材/素材1/choice1.png", (WIDTH / 2 - 100, HEIGHT / 2 + 80))
        self.start_btn1.add(self.ready_group)
        self.start_btn2 = UISprite("../素材/素材1/choice2.png", (WIDTH / 2, HEIGHT / 2 + 80))
        self.start_btn2.add(self.ready_group)
        self.start_btn3 = UISprite("../素材/素材1/choice3.png", (WIDTH / 2 + 100, HEIGHT / 2 + 80))
        self.start_btn3.add(self.ready_group)

        self.life_number = life_number

        self.feng_group = pygame.sprite.Group()
        self.feng = UISprite("../素材/素材1/title.jpg", (WIDTH / 2, HEIGHT / 2 - 180))
        self.feng.add(self.feng_group)

        self.gaming_group = pygame.sprite.Group()
        self.head_img = GIFSprite([f"../素材/素材1/{i}.png" for i in range(1, 73)])
        self.head_img.image = pygame.transform.scale(self.head_img.image, (80, 80))

        self.bullet_img = BulletSprite("../素材/飞机大战/zidan.png")
        self.bullet_img.add(self.gaming_group)
        self.head_img.add(self.gaming_group)

        self.font = pygame.font.Font("../素材/font/simhei.ttf", size=30)
        self.life_label = self.font.render(f"X{self.life_number}", True, "red")

        self.score_value = 0
        self.font = pygame.font.Font("../素材/font/simhei.ttf", size=30)
        self.score_label = self.font.render(f"Score:{self.score_value}", True, "red")

        self.next_group = pygame.sprite.Group()
        self.next_btn = UISprite("../素材/素材1/continue.jpg", (WIDTH / 2, HEIGHT - 170))
        self.next_btn.add(self.next_group)

        self.end_group = pygame.sprite.Group()
        self.restart_btn = UISprite("../素材/赛车/end.png", (WIDTH / 2, HEIGHT - 400))
        self.restart_btn.add(self.end_group)

    def down_life(self):
        self.life_number -= 1
        self.life_label = self.font.render(f"X{self.life_number}", True, "red")

    def add_life(self):
        self.life_number += 1
        self.life_label = self.font.render(f"X{self.life_number}", True, "red")

    def add_score(self):
        self.score_value += 1
        self.score_label = self.font.render(f"Score:{self.score_value}", False, "red")

    def update(self):
        if self.gm.game_state == "ready":
            self.feng_group.draw(self.gm.screen)
            self.ready_group.draw(self.gm.screen)
            self.ready_group.update()
            self.life_number = 3

        elif self.gm.game_state == "gaming":
            self.gaming_group.draw(self.gm.screen)
            self.gaming_group.update()

            self.gm.screen.blit(self.score_label, (250, 60))
            self.gm.screen.blit(self.life_label, (120, 60))

        elif self.gm.game_state == "next":
            self.next_group.draw(self.gm.screen)
            self.next_group.update()
            self.score_value = 0
            self.life_number = 3

        elif self.gm.game_state == "end":
            self.end_group.draw(self.gm.screen)
            self.end_group.update()
            self.gm.screen.blit(self.score_label, (WIDTH / 2 - 55, HEIGHT / 2 - 100))

    def check_click(self):
        if self.gm.game_state == "ready":
            if self.start_btn1.is_collide():
                self.gm.game_state = "gaming"
                self.gm.player_manage.born()
                pygame.time.set_timer(ENEMY_BORN, 2000)
                pygame.time.set_timer(REWARD_BORN, 4000)
            if self.start_btn2.is_collide():
                self.gm.game_state = "gaming"
                self.gm.player_manage.born()
                pygame.time.set_timer(ENEMY_BORN, 1500)
                pygame.time.set_timer(REWARD_BORN, 6000)
            if self.start_btn3.is_collide():
                self.gm.game_state = "gaming"
                self.gm.player_manage.born()
                pygame.time.set_timer(ENEMY_BORN, 1000)
                pygame.time.set_timer(REWARD_BORN, 8000)

        elif self.gm.game_state == "gaming":
            self.gm.player_manage.born()
        elif self.gm.game_state == "end":
            if self.restart_btn.is_collide():
                self.gm.game_state = "ready"

        elif self.next_btn.is_collide():
            self.gm.game_state = "ready"


class GameManage:
    def __init__(self):
        pygame.init()
        pygame.display.set_caption("悟空打怪")
        self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
        self.clock = pygame.time.Clock()
        AudioManage.bg_music()
        self.game_state = "ready"
        self.ui_manage = UIManage(self)
        self.bg_manage = BgManage(self)
        self.enemy_manage = EnemyManage(self)
        self.player_manage = PlayerManage(self)
        self.player_group = pygame.sprite.Group()
        self.bullet_manage = BulletManage(self)
        self.enemy_bullet_manage = EnemyBulletManage(self)
        self.reward_manage = RewardManage(self)
        self.ui_manage.score_value = 0
        self.bullet_manage.clear()
        self.enemy_manage.clear()
        self.enemy_bullet_manage.clear()

    def check_event(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_SPACE:
                    self.bullet_manage.born()
                    AudioManage.bullet_sound("bullet.mp3")

            if event.type == pygame.KEYUP:
                if self.game_state == "gaming":
                    if event.key == pygame.K_u:
                        self.bullet_manage.change_bullet_type("u")

                    if event.key == pygame.K_i:
                        self.bullet_manage.change_bullet_type("i")

            if event.type == pygame.MOUSEBUTTONUP:
                self.ui_manage.check_click()

            if event.type == ENEMY_BORN:
                self.enemy_manage.born()

            if event.type == REWARD_BORN:
                self.reward_manage.born()

    def update_draw(self):
        self.screen.fill("grey")
        self.bg_manage.update()
        self.ui_manage.update()
        if self.game_state == "gaming":
            self.enemy_manage.update()
            self.player_manage.update()
            self.bullet_manage.update()
            self.enemy_bullet_manage.update()
            self.enemy_bullet_manage.born()

            self.reward_manage.update()
            # 控制激光一直发射
            if self.bullet_manage.bullet_type == "i":
                self.bullet_manage.born()
            if self.ui_manage.score_value == 10:
                self.game_state = "next"
                pygame.time.set_timer(ENEMY_BORN, 0)
                pygame.time.set_timer(REWARD_BORN, 0)
                AudioManage.success_sound("success.mp3")
                self.ui_manage.score_value = 0
                self.ui_manage.score_label = self.ui_manage.font.render(f"Score:{self.ui_manage.score_value}", True,
                                                                        "red")

                self.ui_manage.life_value = 3
                self.ui_manage.life_label = self.ui_manage.font.render(f"X{self.ui_manage.life_value}", True,
                                                                       "red")
                self.bullet_manage.clear()
                self.player_manage.die()
                self.enemy_manage.clear()
                self.enemy_bullet_manage.clear()

        if self.game_state == "end":
            pygame.time.set_timer(ENEMY_BORN, 0)
            pygame.time.set_timer(REWARD_BORN, 0)
            self.ui_manage.score_value = 0
            self.ui_manage.score_label = self.ui_manage.font.render(f"Score:{self.ui_manage.score_value}", True, "red")
            self.ui_manage.life_value = 3
            self.ui_manage.life_label = self.ui_manage.font.render(f"X{self.ui_manage.life_value}", True,
                                                                   "red")
        pygame.display.flip()

    def check_collide(self):

        # 检测玩家与奖励道具的碰撞
        s1 = pygame.sprite.spritecollide(self.player_manage.player, self.reward_manage.reward_group, False)
        if s1:
            for s11 in s1:
                if s11.use == "add_life":
                    self.ui_manage.add_life()
                    AudioManage.play_sound("add_life.mp3")
                    s11.kill()

                if s11.use == "zidan2_reward":
                    AudioManage.play_sound("get.mp3")
                    self.bullet_manage.change_bullet_type("u")
                    s11.kill()

                if s11.use == "zidan3_reward":
                    AudioManage.play_sound("get.mp3")
                    self.bullet_manage.change_bullet_type("i")
                    s11.kill()

        # 检测敌人子弹与玩家的碰撞
        collided_enemy_bullet = pygame.sprite.spritecollide(self.player_manage.player,
                                                            self.enemy_bullet_manage.enemy_bullet_group, True)
        if collided_enemy_bullet:
            self.ui_manage.down_life()
            AudioManage.play_sound("hurt.mp3")
            if self.ui_manage.life_number <= 0:
                self.game_state = "end"
                self.player_manage.die()
                self.enemy_manage.clear()
                self.bullet_manage.clear()
                AudioManage.end_sound("end.mp3")
                pygame.time.set_timer(ENEMY_BORN, 0)

        # 检测玩家子弹与敌人的碰撞
        if self.bullet_manage.bullet_type == 1 or self.bullet_manage.bullet_type == "u":
            d = pygame.sprite.groupcollide(self.bullet_manage.bullet_group, self.enemy_manage.enemy_group, True, False)
            if d:
                for enemy_s in d.values():
                    for enemy in enemy_s:
                        if enemy.hp > 0:
                            AudioManage.enemy_hurt_sound("enemy_hurt.mp3")
                            enemy.hurt()
                            if enemy.hp <= 0:
                                self.ui_manage.add_score()
                                AudioManage.attack_sound("baozha.mp3")
        if self.bullet_manage.bullet_type == "i":
            d = pygame.sprite.groupcollide(self.bullet_manage.bullet_group, self.enemy_manage.enemy_group, False, True)
            if d:
                for enemy_s in d.values():
                    for enemy in enemy_s:
                        if enemy.hp > 0:
                            enemy.hurt()
                            if enemy.hp <= 0:
                                self.ui_manage.add_score()
                                AudioManage.attack_sound("baozha.mp3")
        # 检测玩家与敌人的碰撞
        r = pygame.sprite.spritecollide(self.player_manage.player, self.enemy_manage.enemy_group, True)
        if r:
            self.ui_manage.down_life()
            AudioManage.play_sound("hurt.mp3")
            if self.ui_manage.life_number <= 0:
                self.game_state = "end"
                self.player_manage.die()
                self.enemy_manage.clear()
                self.bullet_manage.clear()
                AudioManage.end_sound("end.mp3")
                pygame.time.set_timer(ENEMY_BORN, 0)
                pygame.time.set_timer(REWARD_BORN, 0)

    def run(self):
        while True:
            self.check_event()
            self.update_draw()
            self.clock.tick(30)
            if self.game_state == "gaming":
                self.check_collide()


mg = GameManage()
mg.run()

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.coloradmin.cn/o/2039082.html

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈,一经查实,立即删除!

相关文章

2024年最新版小程序云开发数据模型的开通步骤,支持可视化数据库管理,支持Mysql和NoSql数据库,可以在vue3前端web里调用操作

小程序官方又改版了&#xff0c;搞得石头哥不得不紧急的再新出一版&#xff0c;教大家开通最新版的数据模型。官方既然主推数据模型&#xff0c;那我们就先看看看新版的数据模型到底是什么。 一&#xff0c;什么是数据模型 数据模型是什么 数据模型是一个用于组织和管理数据的…

Linux信号控制进程种类、内存查看和NICE优先级

1.信号种类 1&#xff09;SIGHUP 重新加载配置 2&#xff09;SIGINT 键盘中断CtrlC 3&#xff09;SINGQUIT 键盘退出Ctrl\ 9&#xff09;SIGKILL 强制终止 15&#xff09;SIGTERM 正常结束终止 18&#xff09;SIGCONT 继续 19&#xff09;SIGSTOP…

使用克隆软件克隆Windows 10 硬盘

为什么 Windows 用户要克隆硬盘驱动器 您打算将旧硬盘升级为新硬盘吗&#xff1f;是否可以将操作系统迁移到 SSD&#xff1f;如何制作硬盘的相同副本&#xff1f;如何安全地升级操作系统而不会出现可启动故障问题&#xff1f;是否有任何安全便捷的方法可用于传输数据并升级到更…

Linux 中断机制(二)之中断子系统框架

目录 一、概述二、中断控制器 GIC1、Distributor 接口2、Redistributor 接口3、CPU 接口 三、中断类型四、中断号五、中断申请函数1、request_irq 函数2、request_threaded_irq() 函数3、gpio_to_irq 函数4、free_irq 函数 六、中断服务函数 一、概述 一个完整的中断子系统框架…

zdppy+vue3+onllyoffice开发文档管理系统实战 20240814上课笔记 验证码功能的进一步优化

遗留问题 1、实现验证码的功能2、要记录登录的Token和用户名&#xff0c;跳转到首页3、注册功能4、用户管理5、角色管理6、权限管理7、分享功能 当前进度 目前我们已经封装了zdppy_captcha这个框架&#xff0c;这个框架是专门用来生成验证码的。 缺少一些功能&#xff1a; …

024集——批量复制文字样式、改变文本文字样式——vba代码实现

CAD vba 不可直接修改文字样式的名称&#xff0c;可复制文字样式&#xff0c;文字样式名称前加特定前缀 要为对象改变文字样式&#xff0c;可使用 StyleName 属性。 If ent.ObjectName "AcDbText" Then ent.StyleName "新的" Set sel creatsel("…

【C#】读取与写入txt文件内容

在 C# 中读取和写入文本文件内容是一个常见的任务。以下是使用几种不同方法读取和写入文本文件的示例。 一、读取txt文件内容 1.1 使用 StreamReader using System; using System.IO;class Program {static void Main(){string filePath "C:\path\to\your\file.txt&qu…

【Unity打包Android】Gradle报错,Deprecated Gradle features were used in this build ···

Unity 2020.3.41f1c1 打包Android 加入Google Admob广告SDK后&#xff0c;打包Android失败&#xff0c;具体报错如下&#xff1a; 报错1&#xff1a; Starting a Gradle Daemon, 2 stopped Daemons could not be reused, use --status for details> Configure project :l…

Hutool找出对象修改前后的字段变化

首先Maven引入Hutool依赖&#xff1a; <dependency><groupId>cn.hutool</groupId><artifactId>hutool-all</artifactId><version>5.8.21</version> <!-- 请根据实际最新版本调整 --></dependency> 测试&#xff1a; 1…

OpenAI API error: “Unrecognized request argument supplied“

题意&#xff1a;OpenAI API 错误&#xff1a;‘提供了无法识别的请求参数’ 问题背景&#xff1a; Im receiving an error when calling the OpenAI API. Its not recognizing file argument, which I submitted to the API. 我在调用 OpenAI API 时遇到错误。API 不识别我提…

python语言day6 os random datetime .ini文件

os&#xff1a; 获取运行当前py文件的绝对路径&#xff1a; abspath中添加路径&#xff0c;会直接和绝对路径拼接。 folder_path os.path.abspath("") print(folder_path) 路径拼接&#xff1a; mac系统路径&#xff1a;file/TranslucentTB win系统路径&#xff1a;…

日撸Java三百行(day23:使用具有通用性的队列)

目录 前言 一、基础知识准备 1.Object类 2.Integer类 2.1包装类 2.2装箱和拆箱 2.3Integer类的常见方法 二、代码实现 1.队列创建及初始化 2.方法创建 3.数据测试 4.完整的程序代码 总结 前言 在昨天&#xff0c;我们使用了两个队列来辅助完成二叉树的“压缩顺序…

Android gradle 构建

Understanding Tasks - Gradle task kapt 是 Kotlin 语言的注解处理器&#xff0c;它是 Android Studio 中用于处理 Kotlin 注解的工具。它通过在编译期间生成代码来增强 Kotlin 代码的功能。需要 Kotlin 编译器来解析和处理注解&#xff1b;使用 APT 来生成代码&#xff0c…

【通天星主动安全监控云平台信息泄露漏洞】

目录 一、漏洞简介 二、资产测绘 三、poc利用 四、脚本批量验证 一、漏洞简介 “通天星主动安全监控云平台”是一个基于云计算技术的安全监控平台&#xff0c;通常用于保障网络安全、工业控制系统安全或物联网设备的安全。该信息泄露漏洞位于接口&#xff1a;/808gps/Stand…

可移植性(兼容性)测试指南

可移植性是指应用程序能够安装到不同的环境中&#xff0c;在不同的环境中使用&#xff0c;甚至可以移动到不同的环境中。当然&#xff0c;前两者对所有系统都很重要。就PC软件而言&#xff0c;鉴于操作系统、共存和互操作应用程序、硬件、带宽可用性等方面的快速变化&#xff0…

JavaScript秒值转换为年月日时间字符串

当前效果&#xff1a; 因为后端传递过来的是秒值&#xff0c;显示的时候也是秒值。 但是这种不太友好&#xff0c;所以需要转换为 “xxxx年xx月xx日 xx:xx:xx” 的格式。 参考代码&#xff1a; formatDate (now) {const date new Date(now)var y date.getFullYear() // 年…

Springboot3 自定义全局异常与异常捕获

全局异常构建 package com.lingyang.system.util.exception;import lombok.Getter;/*** author **文* Description:* createDate 2024/8/8 15:20**/ Getter public class TokenErrotException extends RuntimeException{private final String errorMessage;public TokenErrotE…

三维点云深度网络 PointNeXt 源码阅读 (III) —— 骨干网络模型

Title: 三维点云深度网络 PointNeXt 源码阅读 (III) —— 骨干网络模型 (BaseSeg、PointNextEncoder、PointNextDecoder、SetAbstraction 和 FeaturePropogation) 文章目录 前言I. 整体模型 —— Tier 01. 模型对象的建立2. BaseSeg 模型类 II. 编码器与解码器 —— Tier 11. P…

基于区块链的金融凭证应用开发

基于区块链的金融凭证应用开发 这个项目旨在开发一个基于区块链技术的金融凭证应用平台,用于提升供应链金融中应收账款管理的效率和透明度。通过将应收账款资产上链,并利用智能合约实现债权凭证的转让与拆分,项目目标是降低融资成本、增强信用分析能力,并推动供应链金融的…