V2.0 新增功能:
1.完善子弹类
2.我方坦克中新增射击方法(射击之后,产生一个子弹)
V2.1 新增功能:
1.子弹的移动
修改bug:
坦克不能移动射击
V2.2 新增功能:
敌方坦克完成射击
1、我方坦克子弹射击功能
import pygame import time import random # v1.0引入pygame中的显示类 _display = pygame.display # v1.0引入pygame中的颜色类 _color = pygame.Color # v1.1引入pygame中的事件类 _event = pygame.event # v1.2引入pygame中的事件类 _font = pygame.font class MainGame: window = None screen_width = 800 screen_height = 600 title = '坦克大战v2.0 powered by 【www.javaxl.com】' # 我方坦克 my_tank = None # v2.0我方坦克的子弹列表 my_tank_bullets=[] # 敌方坦克列表 enemy_tanks = [] # 敌方坦克默认生成数量 enemy_tank_count = 6 def start(self): _display.init() MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height]) _display.set_caption(MainGame.title) # v1.3生成我方坦克 MainGame.my_tank = MyTank(200, 450, 3) # v1.6生成敌方坦克 self.create_enemy_tanks() while True: MainGame.window.fill(_color(0, 0, 0)) # v1.2初始化左上角字体表面(剩余坦克数量,距离左上角(10,10)的位置显示) MainGame.window.blit(self.draw_text('敌方坦克剩余%d个' % 6), (10, 10)) # v1.1引入的操作自己坦克的方法 self.get_event() # v1.2初始化左上角字体表面(剩余坦克数量) # v1.3展示我方坦克 MainGame.my_tank.display() # v1.6展示敌方坦克 for e_tank in MainGame.enemy_tanks: e_tank.display() # v1.7敌方坦克移动 e_tank.move() # v1.5我方坦克移动 if not MainGame.my_tank.stop: MainGame.my_tank.move() # v2.0我方坦克的子弹列表 for bullet in MainGame.my_tank_bullets: bullet.display() _display.update() # 为了方便看坦克的移动效果,系统休眠0.015s time.sleep(0.015) # v1.1引入的结束游戏窗口的方法 def game_over(self): exit() # v1.1引入的操作自己坦克的方法 def get_event(self): event_list = _event.get() # 获取所有的事件 for e in event_list: # 外层判断的事件的类别 if e.type == pygame.QUIT: print('退出游戏') self.game_over() elif e.type == pygame.KEYUP: MainGame.my_tank.stop = True elif e.type == pygame.KEYDOWN: # 内层判断的具体事件(按下的是哪个键) if e.key == pygame.K_UP: print('向上移动') MainGame.my_tank.direction = 'U' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_DOWN: print('向下移动') MainGame.my_tank.direction = 'D' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_LEFT: print('向左移动') MainGame.my_tank.direction = 'L' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_RIGHT: print('向右移动') MainGame.my_tank.direction = 'R' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_SPACE: print('子弹发射 biu biu biu - - -') # v2.0我方坦克射击 MainGame.my_tank_bullets.append(MainGame.my_tank.fire()) # v1.2初始化左上角字体表面(剩余坦克数量) def draw_text(self, content): _font.init() font = _font.SysFont('kaiti', 20) text_surface = font.render(content, True, _color(0, 0, 255)) return text_surface # v1.6创建敌方坦克 def create_enemy_tanks(self): for i in range(MainGame.enemy_tank_count): MainGame.enemy_tanks.append(EnemyTank()) # v1.3作为一个精灵类的基类 class BaseItem(pygame.sprite.Sprite): def __init__(self, color, width, height): pygame.sprite.Sprite.__init__(self) # v1.3描述坦克基类(基于我方坦克,先进行描述) class Tank(BaseItem): def __init__(self, left, top, speed): self.images = { 'U': pygame.image.load('img/p1tankU.gif'), 'D': pygame.image.load('img/p1tankD.gif'), 'L': pygame.image.load('img/p1tankL.gif'), 'R': pygame.image.load('img/p1tankR.gif') } # 坦克默认初始化方向 self.direction = 'U' self.image = self.images[self.direction] # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小 self.rect = self.image.get_rect() self.rect.left = left self.rect.top = top self.speed = speed # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动 self.stop = True # v1.3展现坦克对象 def display(self): self.image = self.images[self.direction] MainGame.window.blit(self.image, self.rect) # v1.5优化坦克移动 def move(self): if self.direction == 'U': if self.rect.top > 0: self.rect.top -= self.speed elif self.direction == 'D': if self.rect.top < (MainGame.screen_height - self.rect.height): self.rect.top += self.speed elif self.direction == 'L': if self.rect.left > 0: self.rect.left -= self.speed elif self.direction == 'R': if self.rect.left < (MainGame.screen_width - self.rect.width): self.rect.left += self.speed # v2.0坦克新增射击方法 def fire(self): return Bullet(self) class MyTank(Tank): pass # 1.6敌方坦克出场 class EnemyTank(Tank): def __init__(self): self.images = { 'U': pygame.image.load('img/enemy1U.gif'), 'D': pygame.image.load('img/enemy1D.gif'), 'L': pygame.image.load('img/enemy1L.gif'), 'R': pygame.image.load('img/enemy1R.gif') } # 坦克默认初始化方向 self.direction = 'U' self.random_direction() self.image = self.images[self.direction] # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小 self.rect = self.image.get_rect() self.rect.left = 100 * random.randint(1, 8) self.rect.top = 80 * random.randint(1, 6) self.speed = random.randint(1, 3) # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动 self.stop = True # 1.7敌方坦克沿着一个方向行走60步,改变一次方向 self.step=60 # 1.6敌方坦克出场方向随机 def random_direction(self): num = random.randint(1, 4) if num == 1: self.direction = 'U' elif num == 2: self.direction = 'D' elif num == 3: self.direction = 'L' elif num == 4: self.direction = 'R' # 1.7敌方坦克随机移动 def move(self): if self.step==0: self.random_direction() self.step=60 else: super().move() self.step-=1 # v2.0完善子弹类 class Bullet: def __init__(self,tank): self.image = pygame.image.load('img/bullet.gif') self.direction = tank.direction # 子弹速度 self.speed = tank.speed * 1.5 self.rect = self.image.get_rect() #子弹初始化位置要根据坦克的方向进行调整 if self.direction == 'U': # self.rect.left += (坦克宽度的一半-子弹的宽度的一半) self.rect.left = tank.rect.left + tank.rect.width/2 - self.rect.width/2 self.rect.top = tank.rect.top - self.rect.height elif self.direction == 'D': self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top + tank.rect.height elif self.direction == 'L': self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width/2 self.rect.top = tank.rect.top + tank.rect.width/2 - self.rect.width/2 elif self.direction == 'R': self.rect.left = tank.rect.left + tank.rect.width self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2 # v2.0将子弹展示到窗口表面 def display(self): MainGame.window.blit(self.image,self.rect) class Explode: pass class Music: pass game = MainGame() game.start()
2、我方坦克移动射击及子弹移动功能
import pygame import time import random # v1.0引入pygame中的显示类 _display = pygame.display # v1.0引入pygame中的颜色类 _color = pygame.Color # v1.1引入pygame中的事件类 _event = pygame.event # v1.2引入pygame中的事件类 _font = pygame.font class MainGame: window = None screen_width = 800 screen_height = 600 title = '坦克大战v2.1 powered by 【www.javaxl.com】' # 我方坦克 my_tank = None # v2.0我方坦克的子弹列表 my_tank_bullets = [] # 敌方坦克列表 enemy_tanks = [] # 敌方坦克默认生成数量 enemy_tank_count = 6 def start(self): _display.init() MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height]) _display.set_caption(MainGame.title) # v1.3生成我方坦克 MainGame.my_tank = MyTank(200, 450, 3) # v1.6生成敌方坦克 self.create_enemy_tanks() while True: MainGame.window.fill(_color(0, 0, 0)) # v1.2初始化左上角字体表面(剩余坦克数量,距离左上角(10,10)的位置显示) MainGame.window.blit(self.draw_text('敌方坦克剩余%d个' % 6), (10, 10)) # v1.1引入的操作自己坦克的方法 self.get_event() # v1.2初始化左上角字体表面(剩余坦克数量) # v1.3展示我方坦克 MainGame.my_tank.display() # v1.6展示敌方坦克 for e_tank in MainGame.enemy_tanks: e_tank.display() # v1.7敌方坦克移动 e_tank.move() # v1.5我方坦克移动 if not MainGame.my_tank.stop: MainGame.my_tank.move() # v2.0我方坦克的子弹列表 for bullet in MainGame.my_tank_bullets: # v2.1 子弹移动 bullet.move() if bullet.live: bullet.display() else: MainGame.my_tank_bullets.remove(bullet) _display.update() # 为了方便看坦克的移动效果,系统休眠0.015s time.sleep(0.015) # v1.1引入的结束游戏窗口的方法 def game_over(self): exit() # v1.1引入的操作自己坦克的方法 def get_event(self): event_list = _event.get() # 获取所有的事件 for e in event_list: # 外层判断的事件的类别 if e.type == pygame.QUIT: print('退出游戏') self.game_over() elif e.type == pygame.KEYUP: # v2.1优化 弹出的不是空格键再停止 if e.key != pygame.K_SPACE: MainGame.my_tank.stop = True elif e.type == pygame.KEYDOWN: # 内层判断的具体事件(按下的是哪个键) if e.key == pygame.K_UP: print('向上移动') MainGame.my_tank.direction = 'U' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_DOWN: print('向下移动') MainGame.my_tank.direction = 'D' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_LEFT: print('向左移动') MainGame.my_tank.direction = 'L' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_RIGHT: print('向右移动') MainGame.my_tank.direction = 'R' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_SPACE: print('子弹发射 biu biu biu - - -%d' % len(MainGame.my_tank_bullets)) # v2.1限制我方坦克射击子弹的数量 if len(MainGame.my_tank_bullets) < 3: # v2.0我方坦克射击 MainGame.my_tank_bullets.append(MainGame.my_tank.fire()) # v1.2初始化左上角字体表面(剩余坦克数量) def draw_text(self, content): _font.init() font = _font.SysFont('kaiti', 20) text_surface = font.render(content, True, _color(0, 0, 255)) return text_surface # v1.6创建敌方坦克 def create_enemy_tanks(self): for i in range(MainGame.enemy_tank_count): MainGame.enemy_tanks.append(EnemyTank()) # v1.3作为一个精灵类的基类 class BaseItem(pygame.sprite.Sprite): def __init__(self, color, width, height): pygame.sprite.Sprite.__init__(self) # v1.3描述坦克基类(基于我方坦克,先进行描述) class Tank(BaseItem): def __init__(self, left, top, speed): self.images = { 'U': pygame.image.load('img/p1tankU.gif'), 'D': pygame.image.load('img/p1tankD.gif'), 'L': pygame.image.load('img/p1tankL.gif'), 'R': pygame.image.load('img/p1tankR.gif') } # 坦克默认初始化方向 self.direction = 'U' self.image = self.images[self.direction] # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小 self.rect = self.image.get_rect() self.rect.left = left self.rect.top = top self.speed = speed # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动 self.stop = True # v1.3展现坦克对象 def display(self): self.image = self.images[self.direction] MainGame.window.blit(self.image, self.rect) # v1.5优化坦克移动 def move(self): if self.direction == 'U': if self.rect.top > 0: self.rect.top -= self.speed elif self.direction == 'D': if self.rect.top < (MainGame.screen_height - self.rect.height): self.rect.top += self.speed elif self.direction == 'L': if self.rect.left > 0: self.rect.left -= self.speed elif self.direction == 'R': if self.rect.left < (MainGame.screen_width - self.rect.width): self.rect.left += self.speed # v2.0坦克新增射击方法 def fire(self): return Bullet(self) class MyTank(Tank): pass # 1.6敌方坦克出场 class EnemyTank(Tank): def __init__(self): self.images = { 'U': pygame.image.load('img/enemy1U.gif'), 'D': pygame.image.load('img/enemy1D.gif'), 'L': pygame.image.load('img/enemy1L.gif'), 'R': pygame.image.load('img/enemy1R.gif') } # 坦克默认初始化方向 self.direction = 'U' self.random_direction() self.image = self.images[self.direction] # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小 self.rect = self.image.get_rect() self.rect.left = 100 * random.randint(1, 8) self.rect.top = 80 * random.randint(1, 6) self.speed = random.randint(1, 3) # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动 self.stop = True # 1.7敌方坦克沿着一个方向行走60步,改变一次方向 self.step = 60 # 1.6敌方坦克出场方向随机 def random_direction(self): num = random.randint(1, 4) if num == 1: self.direction = 'U' elif num == 2: self.direction = 'D' elif num == 3: self.direction = 'L' elif num == 4: self.direction = 'R' # 1.7敌方坦克随机移动 def move(self): if self.step == 0: self.random_direction() self.step = 60 else: super().move() self.step -= 1 # v2.0完善子弹类 class Bullet: def __init__(self, tank): self.image = pygame.image.load('img/bullet.gif') self.direction = tank.direction # 子弹速度 self.speed = tank.speed * 1.5 self.rect = self.image.get_rect() # 子弹初始化位置要根据坦克的方向进行调整 if self.direction == 'U': # self.rect.left += (坦克宽度的一半-子弹的宽度的一半) self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top - self.rect.height elif self.direction == 'D': self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top + tank.rect.height elif self.direction == 'L': self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2 elif self.direction == 'R': self.rect.left = tank.rect.left + tank.rect.width self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2 # v2.0子弹移动控制标识(移动代表在窗口标描绘制新的子弹,那么老的子弹死亡,不再展示) self.live = True # v2.0将子弹展示到窗口表面 def display(self): MainGame.window.blit(self.image, self.rect) # v2.1 新增子弹的移动方法 def move(self): if self.direction == 'U': if self.rect.top > 0: self.rect.top -= self.speed else: self.live = False elif self.direction == 'D': if self.rect.top < MainGame.screen_height: self.rect.top += self.speed else: self.live = False elif self.direction == 'L': if self.rect.left > 0: self.rect.left -= self.speed else: self.live = False elif self.direction == 'R': if self.rect.left < MainGame.screen_width: self.rect.left += self.speed else: self.live = False class Explode: pass class Music: pass game = MainGame() game.start()
3、敌方坦克子弹射击功能
import pygame import time import random # v1.0引入pygame中的显示类 _display = pygame.display # v1.0引入pygame中的颜色类 _color = pygame.Color # v1.1引入pygame中的事件类 _event = pygame.event # v1.2引入pygame中的事件类 _font = pygame.font class MainGame: window = None screen_width = 800 screen_height = 600 title = '坦克大战v2.2 powered by 【www.javaxl.com】' # 我方坦克 my_tank = None # v2.0我方坦克的子弹列表 my_tank_bullets = [] # v2.2我方坦克的子弹列表 enemy_tank_bullets = [] # 敌方坦克列表 enemy_tanks = [] # 敌方坦克默认生成数量 enemy_tank_count = 6 def start(self): _display.init() MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height]) _display.set_caption(MainGame.title) # v1.3生成我方坦克 MainGame.my_tank = MyTank(200, 450, 3) # v1.6生成敌方坦克 self.create_enemy_tanks() while True: MainGame.window.fill(_color(0, 0, 0)) # v1.2初始化左上角字体表面(剩余坦克数量,距离左上角(10,10)的位置显示) MainGame.window.blit(self.draw_text('敌方坦克剩余%d个' % 6), (10, 10)) # v1.1引入的操作自己坦克的方法 self.get_event() # v1.3展示我方坦克 MainGame.my_tank.display() # v1.6展示敌方坦克 for e_tank in MainGame.enemy_tanks: e_tank.display() # v1.7敌方坦克移动 e_tank.move() e_bullet=e_tank.fire() if e_bullet: MainGame.enemy_tank_bullets.append(e_bullet) # v1.5我方坦克移动 if not MainGame.my_tank.stop: MainGame.my_tank.move() # v2.0我方坦克的子弹列表 for bullet in MainGame.my_tank_bullets: # v2.1 子弹移动 bullet.move() if bullet.live: bullet.display() else: MainGame.my_tank_bullets.remove(bullet) # v2.2敌方坦克的子弹列表 for bullet in MainGame.enemy_tank_bullets: # v2.1 子弹移动 bullet.move() if bullet.live: bullet.display() else: MainGame.enemy_tank_bullets.remove(bullet) _display.update() # 为了方便看坦克的移动效果,系统休眠0.015s time.sleep(0.015) # v1.1引入的结束游戏窗口的方法 def game_over(self): exit() # v1.1引入的操作自己坦克的方法 def get_event(self): event_list = _event.get() # 获取所有的事件 for e in event_list: # 外层判断的事件的类别 if e.type == pygame.QUIT: print('退出游戏') self.game_over() elif e.type == pygame.KEYUP: # v2.1优化 弹出的不是空格键再停止 if e.key != pygame.K_SPACE: MainGame.my_tank.stop = True elif e.type == pygame.KEYDOWN: # 内层判断的具体事件(按下的是哪个键) if e.key == pygame.K_UP: print('向上移动') MainGame.my_tank.direction = 'U' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_DOWN: print('向下移动') MainGame.my_tank.direction = 'D' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_LEFT: print('向左移动') MainGame.my_tank.direction = 'L' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_RIGHT: print('向右移动') MainGame.my_tank.direction = 'R' # MainGame.my_tank.move() MainGame.my_tank.stop = False elif e.key == pygame.K_SPACE: print('子弹发射 biu biu biu - - -%d' % len(MainGame.my_tank_bullets)) # v2.1限制我方坦克射击子弹的数量 if len(MainGame.my_tank_bullets) < 3: # v2.0我方坦克射击 MainGame.my_tank_bullets.append(MainGame.my_tank.fire()) # v1.2初始化左上角字体表面(剩余坦克数量) def draw_text(self, content): _font.init() font = _font.SysFont('kaiti', 20) text_surface = font.render(content, True, _color(0, 0, 255)) return text_surface # v1.6创建敌方坦克 def create_enemy_tanks(self): for i in range(MainGame.enemy_tank_count): MainGame.enemy_tanks.append(EnemyTank()) # v1.3作为一个精灵类的基类 class BaseItem(pygame.sprite.Sprite): def __init__(self, color, width, height): pygame.sprite.Sprite.__init__(self) # v1.3描述坦克基类(基于我方坦克,先进行描述) class Tank(BaseItem): def __init__(self, left, top, speed): self.images = { 'U': pygame.image.load('img/p1tankU.gif'), 'D': pygame.image.load('img/p1tankD.gif'), 'L': pygame.image.load('img/p1tankL.gif'), 'R': pygame.image.load('img/p1tankR.gif') } # 坦克默认初始化方向 self.direction = 'U' self.image = self.images[self.direction] # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小 self.rect = self.image.get_rect() self.rect.left = left self.rect.top = top self.speed = speed # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动 self.stop = True # v1.3展现坦克对象 def display(self): self.image = self.images[self.direction] MainGame.window.blit(self.image, self.rect) # v1.5优化坦克移动 def move(self): if self.direction == 'U': if self.rect.top > 0: self.rect.top -= self.speed elif self.direction == 'D': if self.rect.top < (MainGame.screen_height - self.rect.height): self.rect.top += self.speed elif self.direction == 'L': if self.rect.left > 0: self.rect.left -= self.speed elif self.direction == 'R': if self.rect.left < (MainGame.screen_width - self.rect.width): self.rect.left += self.speed # v2.0坦克新增射击方法 def fire(self): return Bullet(self) class MyTank(Tank): pass # 1.6敌方坦克出场 class EnemyTank(Tank): def __init__(self): self.images = { 'U': pygame.image.load('img/enemy1U.gif'), 'D': pygame.image.load('img/enemy1D.gif'), 'L': pygame.image.load('img/enemy1L.gif'), 'R': pygame.image.load('img/enemy1R.gif') } # 坦克默认初始化方向 self.direction = 'U' self.random_direction() self.image = self.images[self.direction] # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小 self.rect = self.image.get_rect() self.rect.left = 100 * random.randint(1, 8) self.rect.top = 80 * random.randint(1, 6) self.speed = random.randint(1, 3) # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动 self.stop = True # 1.7敌方坦克沿着一个方向行走60步,改变一次方向 self.step = 60 # 1.6敌方坦克出场方向随机 def random_direction(self): num = random.randint(1, 4) if num == 1: self.direction = 'U' elif num == 2: self.direction = 'D' elif num == 3: self.direction = 'L' elif num == 4: self.direction = 'R' # 1.7敌方坦克随机移动 def move(self): if self.step == 0: self.random_direction() self.step = 60 else: super().move() self.step -= 1 # v2.2新增 随机射击方法 def fire(self): num = random.randint(1, 120) if num == 1: return super().fire() # v2.0完善子弹类 class Bullet: def __init__(self, tank): self.image = pygame.image.load('img/bullet.gif') self.direction = tank.direction # 子弹速度 self.speed = tank.speed * 1.5 self.rect = self.image.get_rect() # 子弹初始化位置要根据坦克的方向进行调整 if self.direction == 'U': # self.rect.left += (坦克宽度的一半-子弹的宽度的一半) self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top - self.rect.height elif self.direction == 'D': self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top + tank.rect.height elif self.direction == 'L': self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2 self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2 elif self.direction == 'R': self.rect.left = tank.rect.left + tank.rect.width self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2 # v2.0子弹移动控制标识(移动代表在窗口标描绘制新的子弹,那么老的子弹死亡,不再展示) self.live = True # v2.0将子弹展示到窗口表面 def display(self): MainGame.window.blit(self.image, self.rect) # v2.1 新增子弹的移动方法 def move(self): if self.direction == 'U': if self.rect.top > 0: self.rect.top -= self.speed else: self.live = False elif self.direction == 'D': if self.rect.top < MainGame.screen_height: self.rect.top += self.speed else: self.live = False elif self.direction == 'L': if self.rect.left > 0: self.rect.left -= self.speed else: self.live = False elif self.direction == 'R': if self.rect.left < MainGame.screen_width: self.rect.left += self.speed else: self.live = False class Explode: pass class Music: pass game = MainGame() game.start()
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