第一次改写游戏代码,按键左右移动相对比较容易查找学习,更在意的是上下移动的问题。
下面举个例子,放代码

settings. py

class Settings():

    def __init__(self):
        self.screen_width = 1200
        self.screen_height = 800
        self.bg_color = (230,230,230)
        #火箭的速度
        self.rocket_speed_factor = 1.5

rocket. py

import pygame

class Rocket():
    def __init__(self,lr_settings,screen):
        self.screen = screen
        self.lr_settings =lr_settings
        #加载游戏图像和初始化规格属性
        self.image = pygame.image.load('images/rocket.bmp')
        self.rect = self.image.get_rect()
        self.screen_rect = screen.get_rect()

        #设置初始位置
        self.rect.centerx = self.screen_rect.centerx
        self.rect.centery = self.screen_rect.centery

        #在火箭的属性center中存储小数值
        self.centerx = float(self.rect.centerx)
        self.centery = float(self.rect.centery)
                             
        #移动标志
        self.moving_right = False
        self.moving_left = False
        self.moving_up = False
        self.moving_down = False
        
    def update(self):
        """根据移动标志调整火箭的位置"""
        #更新火箭的center值,而不是rect
        #注意self.rect.right和self.screen_rect.right的标点符号
        if self.moving_right and self.rect.right < self.screen_rect.right:
            self.centerx += self.lr_settings.rocket_speed_factor
        if self.moving_left and self.rect.left > 0:
            self.centerx -= self.lr_settings.rocket_speed_factor
        if self.moving_down and self.rect.bottom< self.screen_rect.bottom:
            self.centery += self.lr_settings.rocket_speed_factor
        if self.moving_up and self.rect.top > 0:
            self.centery -= self.lr_settings.rocket_speed_factor
            

        #根据self.centerx/y更新rect对象
        self.rect.centerx = self.centerx
        self.rect.centery = self.centery
        
    def blitme(self):
        self.screen.blit(self.image,self.rect)

game_functions. py

import sys,pygame

def check_keydown_events(event, rocket):
    """响应按键"""
    if event.key == pygame.K_RIGHT:
        rocket.moving_right = True
    elif event.key == pygame.K_LEFT:
        rocket.moving_left = True
    elif event.key == pygame.K_UP:
        rocket.moving_up = True
    elif event.key == pygame.K_DOWN:
        rocket.moving_down = True
        
def check_keyup_events(event, rocket):
    """响应松开"""
    if event.key == pygame.K_RIGHT:
        rocket.moving_right = False
    elif event.key == pygame.K_LEFT:
        rocket.moving_left = False
    elif event.key == pygame.K_UP:
        rocket.moving_up = False
    elif event.key == pygame.K_DOWN:
        rocket.moving_down = False

def check_events(rocket):
    """响应按键和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, rocket)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, rocket)


def update_screen(lr_settings,screen,rocket):    
    
    screen.fill(lr_settings.bg_color) 
    rocket.blitme()
    
    pygame.display.flip()

主文件launch_rocket. py

import pygame

from settings import Settings

from rocket import Rocket

import game_functions as gf

def run_game():    
    """初始化pygame!!!"""
    pygame.init()
    lr_settings = Settings()
    screen = pygame.display.set_mode(
        (lr_settings.screen_width,lr_settings .screen_height))  #设置屏幕窗口大小

    pygame.display.set_caption('Rocket') #给窗口命名
    
    rocket = Rocket(lr_settings,screen)
    
    
    while True:
        #隶属于方法run_game()中,需要缩进
        gf.check_events(rocket)
        rocket.update()
        gf.update_screen(lr_settings,screen,rocket)
    
run_game()

代码部分标注,为个人学习笔记,仅供参考

注重讲解点
pygame方向键如下使用:
K_RIGHT
K_LEFT
K_DOWN
K_UP
而rect没有属性up 和down,应该是top和bottom
具体参考rocket.py/class rocket()/def update(self)

其他介绍:应当把所要应用的图像,rocket. bmp存储在我们当前游戏代码的主项目文件夹里,新建的子文件images中。