PyGame 스페이스 인베이더(Space Invader) - 총알 발사
import pygame
import sys
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
white = (255, 255, 255)
black = (0, 0, 0)
pygame.init()
pygame.display.set_caption("Space Invaders")
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
class Enemy(object):
def __init__(self):
self.image = pygame.image.load("images/space_invader_enemy.png").convert_alpha()
self.x = 100
self.y = 20
self.speed = 3
self.direction = 1
def move(self):
self.x += self.speed * self.direction
if self.x <= 40:
self.y += 20
self.direction = 1
if self.x + 80 >= SCREEN_WIDTH:
self.y += 20
self.direction = -1
def draw(self):
screen.blit(self.image, (self.x, self.y))
class Player(object):
def __init__(self):
self.x = 300
self.y = 400
self.speed = 5
self.image = pygame.image.load("images/space_invader_player.png").convert_alpha()
def move(self, key_event):
if key_event[pygame.K_LEFT]:
self.x -= self.speed
if key_event[pygame.K_RIGHT]:
self.x += self.speed
if self.x <= 40:
self.x = 40
if self.x + 80 >= SCREEN_WIDTH:
self.x = SCREEN_WIDTH - 80
def draw(self):
screen.blit(self.image, (self.x, self.y))
class Bullet(object):
def __init__(self, x, y):
self.height = 4
self.speed = 7
self.x = x
self.y = y
def move(self):
self.y -= self.speed
def is_screen_out(self):
return self.y - self.height <= 0
def draw(self):
pygame.draw.line(screen, black, (self.x, self.y), (self.x, self.y + self.height), 1)
def main():
player = Player()
enemy = Enemy()
bullets = []
while True:
clock.tick(60)
screen.fill(white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
key_event = pygame.key.get_pressed()
if key_event[pygame.K_SPACE]:
bullets.append(Bullet(player.x + 20, player.y - 5))
enemy.move()
enemy.draw()
player.move(key_event)
player.draw()
for b in bullets:
b.move()
b.draw()
if b.y > SCREEN_HEIGHT:
bullets.remove(b)
pygame.display.update()
if __name__ == "__main__":
main()
KEY_DOWN 이벤트에서만 총알 발사하기
위 예제는 Space 키를 누르고만 있어도 총알을 계속 발사합니다. 키를 누르고 있는 것이 아니라, 누른 순간에만 발사되도록 하려면 KEY_DOWN 이벤트가 발생했을 때만 총알이 발사되도록 하면 됩니다.
import pygame
import sys
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
white = (255, 255, 255)
black = (0, 0, 0)
pygame.init()
pygame.display.set_caption("Space Invaders")
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
class Enemy(object):
def __init__(self):
self.image = pygame.image.load("images/space_invader_enemy.png").convert_alpha()
self.x = 100
self.y = 20
self.speed = 3
self.direction = 1
def move(self):
self.x += self.speed * self.direction
if self.x <= 40:
self.y += 20
self.direction = 1
if self.x + 80 >= SCREEN_WIDTH:
self.y += 20
self.direction = -1
def draw(self):
screen.blit(self.image, (self.x, self.y))
class Player(object):
def __init__(self):
self.x = 300
self.y = 400
self.speed = 5
self.image = pygame.image.load("images/space_invader_player.png").convert_alpha()
def move(self, key_event):
if key_event[pygame.K_LEFT]:
self.x -= self.speed
if key_event[pygame.K_RIGHT]:
self.x += self.speed
if self.x <= 40:
self.x = 40
if self.x + 80 >= SCREEN_WIDTH:
self.x = SCREEN_WIDTH - 80
def draw(self):
screen.blit(self.image, (self.x, self.y))
class Bullet(object):
def __init__(self, x, y):
self.height = 4
self.speed = 7
self.x = x
self.y = y
def move(self):
self.y -= self.speed
def is_screen_out(self):
return self.y - self.height <= 0
def draw(self):
pygame.draw.line(screen, black, (self.x, self.y), (self.x, self.y + self.height), 1)
def main():
player = Player()
enemy = Enemy()
bullets = []
while True:
clock.tick(60)
screen.fill(white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
bullets.append(Bullet(player.x + 20, player.y - 5))
key_event = pygame.key.get_pressed()
enemy.move()
enemy.draw()
player.move(key_event)
player.draw()
for b in bullets:
b.move()
b.draw()
if b.y > SCREEN_HEIGHT:
bullets.remove(b)
pygame.display.update()
if __name__ == "__main__":
main()