PyGame 스페이스 인베이더(Space Invader) - 총알 발사
19 Sep 2018 | Python pygamePyGame 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()