阿里云可以建網(wǎng)站嗎網(wǎng)絡(luò)宣傳方式有哪些
先自我介紹一下,小編浙江大學(xué)畢業(yè),去過(guò)華為、字節(jié)跳動(dòng)等大廠,目前阿里P7
深知大多數(shù)程序員,想要提升技能,往往是自己摸索成長(zhǎng),但自己不成體系的自學(xué)效果低效又漫長(zhǎng),而且極易碰到天花板技術(shù)停滯不前!
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需要這份系統(tǒng)化資料的朋友,可以點(diǎn)擊這里獲取
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# --玩家一: ↑↓←→控制, j射擊; 玩家二: wsad控制, 空格射擊
pressed_keys = pygame.key.get_pressed()
for idx, player in enumerate(player_group):
direction = None
if idx == 0:
if pressed_keys[pygame.K_UP]:
direction = ‘up’
elif pressed_keys[pygame.K_DOWN]:
direction = ‘down’
elif pressed_keys[pygame.K_LEFT]:
direction = ‘left’
elif pressed_keys[pygame.K_RIGHT]:
direction = ‘right’
if direction:
player.move(direction)
if pressed_keys[pygame.K_j]:
if player.cooling_time == 0:
fire_sound.play()
bullet_group.add(player.shot())
player.cooling_time = 20
elif idx == 1:
if pressed_keys[pygame.K_w]:
direction = ‘up’
elif pressed_keys[pygame.K_s]:
direction = ‘down’
elif pressed_keys[pygame.K_a]:
direction = ‘left’
elif pressed_keys[pygame.K_d]:
direction = ‘right’
if direction:
player.move(direction)
if pressed_keys[pygame.K_SPACE]:
if player.cooling_time == 0:
fire_sound.play()
bullet_group.add(player.shot())
player.cooling_time = 20
if player.cooling_time > 0:
player.cooling_time -= 1
if (score_1 + score_2) < 500:
background = bg_1
elif (score_1 + score_2) < 1500:
background = bg_2
else:
background = bg_3
# --向下移動(dòng)背景圖實(shí)現(xiàn)飛船向上移動(dòng)的效果
screen.blit(background, (0, -background.get_rect().height + bg_move_dis))
screen.blit(background, (0, bg_move_dis))
bg_move_dis = (bg_move_dis + 2) % background.get_rect().height
# --生成小行星
if asteroid_ticks == 0:
asteroid_ticks = 90
asteroid_group.add(Asteroid(cfg))
else:
asteroid_ticks -= 1
# --畫飛船
for player in player_group:
if pygame.sprite.spritecollide(player, asteroid_group, True, None):
player.explode_step = 1
explosion_sound.play()
elif player.explode_step > 0:
if player.explode_step > 3:
player_group.remove(player)
if len(player_group) == 0:
return
else:
player.explode(screen)
else:
player.draw(screen)
# --畫子彈
for bullet in bullet_group:
bullet.move()
if pygame.sprite.spritecollide(bullet, asteroid_group, True, None):
bullet_group.remove(bullet)
if bullet.player_idx == 1:
score_1 += 1
else:
score_2 += 1
else:
bullet.draw(screen)
# --畫小行星
for asteroid in asteroid_group:
asteroid.move()
asteroid.rotate()
asteroid.draw(screen)
# --顯示分?jǐn)?shù)
score_1_text = ‘玩家一得分: %s’ % score_1
score_2_text = ‘玩家二得分: %s’ % score_2
text_1 = font.render(score_1_text, True, (0, 0, 255))
text_2 = font.render(score_2_text, True, (255, 0, 0))
screen.blit(text_1, (2, 5))
screen.blit(text_2, (2, 35))
# --屏幕刷新
pygame.display.update()
clock.tick(60)
‘’‘主函數(shù)’‘’
def main():
pygame.init()
pygame.font.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption(‘飛機(jī)大戰(zhàn) —— 九歌’)
num_player = StartInterface(screen, cfg)
if num_player == 1:
while True:
GamingInterface(num_player=1, screen=screen)
EndInterface(screen, cfg)
else:
while True:
GamingInterface(num_player=2, screen=screen)
EndInterface(screen, cfg)
‘’‘run’‘’
if name == ‘main’:
main()
### ### **5、打地鼠****源碼分享:**
import cfg
import sys
import pygame
import random
from modules import *
‘’‘游戲初始化’‘’
def initGame():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode(cfg.SCREENSIZE)
pygame.display.set_caption(‘打地鼠 —— 九歌’)
return screen
‘’‘主函數(shù)’‘’
def main():
# 初始化
screen = initGame()
# 加載背景音樂(lè)和其他音效
pygame.mixer.music.load(cfg.BGM_PATH)
pygame.mixer.music.play(-1)
audios = {
‘count_down’: pygame.mixer.Sound(cfg.COUNT_DOWN_SOUND_PATH),
‘hammering’: pygame.mixer.Sound(cfg.HAMMERING_SOUND_PATH)
}
# 加載字體
font = pygame.font.Font(cfg.FONT_PATH, 40)
# 加載背景圖片
bg_img = pygame.image.load(cfg.GAME_BG_IMAGEPATH)
# 開始界面
startInterface(screen, cfg.GAME_BEGIN_IMAGEPATHS)
# 地鼠改變位置的計(jì)時(shí)
hole_pos = random.choice(cfg.HOLE_POSITIONS)
change_hole_event = pygame.USEREVENT
pygame.time.set_timer(change_hole_event, 800)
# 地鼠
mole = Mole(cfg.MOLE_IMAGEPATHS, hole_pos)
# 錘子
hammer = Hammer(cfg.HAMMER_IMAGEPATHS, (500, 250))
# 時(shí)鐘
clock = pygame.time.Clock()
# 分?jǐn)?shù)
your_score = 0
flag = False
# 初始時(shí)間
init_time = pygame.time.get_ticks()
# 游戲主循環(huán)
while True:
# --游戲時(shí)間為60s
time_remain = round((61000 - (pygame.time.get_ticks() - init_time)) / 1000.)
# --游戲時(shí)間減少, 地鼠變位置速度變快
if time_remain == 40 and not flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 650)
flag = True
elif time_remain == 20 and flag:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
pygame.time.set_timer(change_hole_event, 500)
flag = False
# --倒計(jì)時(shí)音效
if time_remain == 10:
audios[‘count_down’].play()
# --游戲結(jié)束
if time_remain < 0: break
count_down_text = font.render('Time: '+str(time_remain), True, cfg.WHITE)
# --按鍵檢測(cè)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEMOTION:
hammer.setPosition(pygame.mouse.get_pos())
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
hammer.setHammering()
elif event.type == change_hole_event:
hole_pos = random.choice(cfg.HOLE_POSITIONS)
mole.reset()
mole.setPosition(hole_pos)
# --碰撞檢測(cè)
if hammer.is_hammering and not mole.is_hammer:
is_hammer = pygame.sprite.collide_mask(hammer, mole)
if is_hammer:
audios[‘hammering’].play()
mole.setBeHammered()
your_score += 10
# --分?jǐn)?shù)
your_score_text = font.render(‘Score