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[Python] Python游戏编程之实现飞机大战

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发表于 2021-7-2 09:51:02 | 显示全部楼层 |阅读模式
       不知道大家有没有打过飞机,喜不喜欢打飞机。当我第一次接触这个东西的时候,我的内心是被震撼到的。第一次接触打飞机的时候作者本人是身心愉悦的,因为周边的朋友都在打飞机, 每次都会下意识彼此较量一下,看谁打得更好。打飞机也是需要有一定的技巧的,熟练的朋友一把能打上半个小时,生疏的则三五分钟就败下阵来。那么怎么实现自己的打飞机游戏?下面就跟大家一起来动手实现打飞机游戏。
0 I4 Z9 Q' d' x- K6 h一.游戏设定+ |) L* a( D" X/ ?% B1 P7 E9 ^1 R
游戏界面如下图所示:
! [5 H! ?  @% L1 c" N! o 1.jpg
0 G; h8 m% U- M/ o/ A3 p% q7 u游戏的基本设定:
4 ?2 a" i( r- D& g7 d. M6 T
  • 敌方共有大中小3款飞机,分为高中低三种速度;
  • 子弹的射程并非全屏,而大概是屏幕长度的80%;
  • 消灭小飞机需要1发子弹,中飞机需要8发,大飞机需要20发子弹;
  • 每消灭一架小飞机得1000分,中飞机6000分,大飞机10000分;
  • 每隔30秒有一个随机的道具补给,分为两种道具,全屏炸弹和双倍子弹;
  • 全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒钟的效果;
  • 游戏将根据分数来逐步提高难度,难度的提高表现为飞机数量的增多以及速度的加快。1 e2 N5 T2 J9 l) j* x
       另外还对游戏做了一些改进,比如为中飞机和大飞机增加了血槽的显示,这样玩家可以直观地知道敌机快被消灭了没有;我方有三次机会,每次被敌人消灭,新诞生的飞机会有3秒钟的安全期;游戏结束后会显示历史最高分数。
7 Q% Z3 W" Q7 ]5 V9 ^) z       这个游戏加上基本的注释代码量在800行左右,代码看上去比较多,多打代码少动脑。所以大家不要怕,越是多的代码,逻辑就越容易看得清楚,就越好学习。好,那让我们从无到有,从简单到复杂来一起打造这个游戏吧!
; x* y7 \1 |+ d# x9 p# C- E二.我方飞机& N( j  D* e0 H
       首先创建一个myplane. py模块来定义我方飞机:
1 T( t7 M- ^) ^5 [1 x( [
import pygame

class MyPlane(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load("images/me1.png").convert_alpha()
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
            pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
            pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
            pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
            pygame.image.load("images/me_destroy_4.png").convert_alpha() \
            ])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.top = \
                        (self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60
self.speed = 10
self.active = True
self.invincible = False
self.mask = pygame.mask.from_surface(self.image1)

# 分别定义moveUp()、moveDown()、moveLeft()和moveRight()控制我方飞机上、下、左、右移动:

    def moveUp(self):
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0

    def moveDown(self):
if self.rect.bottom < self.height - 60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 60

    def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0

    def moveRight(self):
if self.rect.right < self.width:
self.rect.left += self.speed
else:
self.rect.right = self.width

    def reset(self):
self.rect.left, self.rect.top = \
                        (self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60
self.active = True
        self.invincible = True
三.敌方飞机& L: q7 l' A; }
       既然英雄已经有了,那现在就是需要创造敌人的时候。敌机分为小、中、大三个尺寸,它们的速度依次是快、中、慢,在游戏界面的上方位置创造位置随机的敌机,可以让它们不在同一排出现。将敌机的定义写在enemy. py模块中:
  |( u& g: h; H4 A8 W
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/enemy1.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([ \
            pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
            pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
            pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
            pygame.image.load("images/enemy1_down4.png").convert_alpha() \
            ])
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 2
self.active = True
self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-5 * self.height, 0)
self.mask = pygame.mask.from_surface(self.image)

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()

def reset(self):
self.active = True
self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-5 * self.height, 0)


class MidEnemy(pygame.sprite.Sprite):
    energy = 8

def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([ \
            pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
            pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
            pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
            pygame.image.load("images/enemy2_down4.png").convert_alpha() \
            ])
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.active = True
self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-10 * self.height, -self.height)
self.mask = pygame.mask.from_surface(self.image)
self.energy = MidEnemy.energy
self.hit = False

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()

def reset(self):
self.active = True
self.energy = MidEnemy.energy
self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-10 * self.height, -self.height)


class BigEnemy(pygame.sprite.Sprite):
    energy = 20

def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([ \
            pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
            pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
            pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
            pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
            pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
            pygame.image.load("images/enemy3_down6.png").convert_alpha() \
            ])
self.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.active = True
self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-15 * self.height, -5 * self.height)
self.mask = pygame.mask.from_surface(self.image1)
self.energy = BigEnemy.energy
self.hit = False

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()

def reset(self):
self.active = True
self.energy = BigEnemy.energy
self.rect.left, self.rect.top = \
            randint(0, self.width - self.rect.width), \
            randint(-15 * self.height, -5 * self.height)
四.发射子弹( ~: u: |$ w0 T3 z- C
       现在的情况是我方飞机处于落后挨打的状态,敌强我弱,所以应该拿起武器进行反击! 接下来定义子弹,子弹分为两种: 一种是普通子弹一次只发射一颗; 另一种是补给发放的超级子弹一次可以发射两颗。我们将子弹定义为独立的模块bullet.py:' t& x" I" d5 h7 H  R
import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
        pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/bullet1.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 12
self.active = False
self.mask = pygame.mask.from_surface(self.image)

def move(self):
self.rect.top -= self.speed

if self.rect.top < 0:
self.active = False

def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True


class Bullet2(pygame.sprite.Sprite):
def __init__(self, position):
        pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/bullet2.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 14
self.active = False
self.mask = pygame.mask.from_surface(self.image)

def move(self):
self.rect.top -= self.speed

if self.rect.top < 0:
self.active = False

def reset(self, position):
self.rect.left, self.rect.top = position
        self.active = True
 五.发放补给包



游戏设计每30秒随机发放一个补给包,可 能是超级子弹,也可能是全屏炸弹。补给包有自己的图像和运动轨迹,定义一个模块supply.py:

import pygame
from random import *


class Bullet_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/bullet_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
            randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False

def reset(self):
self.active = True
self.rect.left, self.rect.bottom = \
            randint(0, self.width - self.rect.width), -100


class Bomb_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
        pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load("images/bomb_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
            randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)

def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False

def reset(self):
self.active = True
self.rect.left, self.rect.bottom = \
            randint(0, self.width - self.rect.width), -100
六.主模块
: b/ }( e  b( g8 L       所有的模块都到齐了,接下来就该实现我们的主模块:
; [" k; e& y$ }( \3 f
# main.py
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply

from pygame.locals import *
from random import *

pygame.init()
pygame.mixer.init()

bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- FishC Demo")

background = pygame.image.load("images/background.png").convert()

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_sound.set_volume(0.2)


def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)


def add_mid_enemies(group1, group2, num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)


def add_big_enemies(group1, group2, num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)


def inc_speed(target, inc):
for each in target:
each.speed += inc


def main():
pygame.mixer.music.play(-1)

    # 生成我方飞机
me = myplane.MyPlane(bg_size)

enemies = pygame.sprite.Group()

    # 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)

    # 生成敌方中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)

    # 生成敌方大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)

    # 生成普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))

    # 生成超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM // 2):
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))

clock = pygame.time.Clock()

    # 中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0

    # 统计得分
score = 0
score_font = pygame.font.Font("font/font.ttf", 36)

    # 标志是否暂停游戏
paused = False
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image

    # 设置难度级别
level = 1

    # 全屏炸弹
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf", 48)
bomb_num = 3

    # 每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)

    # 超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT + 1

    # 标志是否使用超级子弹
is_double_bullet = False

    # 解除我方无敌状态定时器
INVINCIBLE_TIME = USEREVENT + 2

    # 生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3

    # 用于阻止重复打开记录文件
recorded = False

    # 游戏结束画面
gameover_font = pygame.font.Font("font/font.TTF", 48)
again_image = pygame.image.load("images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()

    # 用于切换图片
switch_image = True

    # 用于延迟
delay = 100

running = True

while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()

elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if paused:
pygame.time.set_timer(SUPPLY_TIME, 0)
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()

elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_nor_image

elif event.type == KEYDOWN:
if event.key == K_SPACE:
if bomb_num:
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False

elif event.type == SUPPLY_TIME:
supply_sound.play()
if choice([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()

elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)

elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)

        # 根据用户的得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
            # 增加3架小型敌机、2架中型敌机和1架大型敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
            # 提升小型敌机的速度
inc_speed(small_enemies, 1)
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
            # 增加5架小型敌机、3架中型敌机和2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机的速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 600000:
level = 4
upgrade_sound.play()
            # 增加5架小型敌机、3架中型敌机和2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机的速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
            # 增加5架小型敌机、3架中型敌机和2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机的速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)

screen.blit(background, (0, 0))

if life_num and not paused:
            # 检测用户的键盘操作
key_pressed = pygame.key.get_pressed()

if key_pressed[K_w] or key_pressed[K_UP]:
me.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
me.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
me.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
me.moveRight()

            # 绘制全屏炸弹补给并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me):
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False

            # 绘制超级子弹补给并检测是否获得
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
get_bullet_sound.play()
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
bullet_supply.active = False

            # 发射子弹
if not (delay % 10):
bullet_sound.play()
if is_double_bullet:
bullets = bullet2
bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM

            # 检测子弹是否击中敌机
for b in bullets:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
if enemy_hit:
b.active = False
for e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False

            # 绘制大型敌机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)

                    # 绘制血槽
pygame.draw.line(screen, BLACK, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.right, each.rect.top - 5), \
                                     2)
                    # 当生命大于20%显示绿色,否则显示红色
energy_remain = each.energy / enemy.BigEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
pygame.draw.line(screen, energy_color, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.left + each.rect.width * energy_remain, \
                                      each.rect.top - 5), 2)

                    # 即将出现在画面中,播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else:
                    # 毁灭
if not (delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
enemy3_fly_sound.stop()
score += 10000
each.reset()

            # 绘制中型敌机:
for each in mid_enemies:
if each.active:
each.move()

if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
screen.blit(each.image, each.rect)

                    # 绘制血槽
pygame.draw.line(screen, BLACK, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.right, each.rect.top - 5), \
                                     2)
                    # 当生命大于20%显示绿色,否则显示红色
energy_remain = each.energy / enemy.MidEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
pygame.draw.line(screen, energy_color, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.left + each.rect.width * energy_remain, \
                                      each.rect.top - 5), 2)
else:
                    # 毁灭
if not (delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
score += 6000
each.reset()

            # 绘制小型敌机:
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
                    # 毁灭
if not (delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
score += 1000
each.reset()

            # 检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down and not me.invincible:
me.active = False
for e in enemies_down:
e.active = False

            # 绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
                # 毁灭
if not (delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy_images[me_destroy_index], me.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)

            # 绘制全屏炸弹数量
bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
text_rect = bomb_text.get_rect()
screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))

            # 绘制剩余生命数量
if life_num:
for i in range(life_num):
screen.blit(life_image, \
                                (width - 10 - (i + 1) * life_rect.width, \
                                 height - 10 - life_rect.height))

            # 绘制得分
score_text = score_font.render("Score : %s" % str(score), True, WHITE)
screen.blit(score_text, (10, 5))

        # 绘制游戏结束画面
elif life_num == 0:
            # 背景音乐停止
pygame.mixer.music.stop()

            # 停止全部音效
pygame.mixer.stop()

            # 停止发放补给
pygame.time.set_timer(SUPPLY_TIME, 0)

if not recorded:
recorded = True
                # 读取历史最高得分
with open("record.txt", "r") as f:
record_score = int(f.read())

                # 如果玩家得分高于历史最高得分,则存档
if score > record_score:
with open("record.txt", "w") as f:
f.write(str(score))

            # 绘制结束画面
record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
screen.blit(record_score_text, (50, 50))

gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
                (width - gameover_text1_rect.width) // 2, height // 3
screen.blit(gameover_text1, gameover_text1_rect)

gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
gameover_text2_rect = gameover_text2.get_rect()
gameover_text2_rect.left, gameover_text2_rect.top = \
                (width - gameover_text2_rect.width) // 2, \
                gameover_text1_rect.bottom + 10
screen.blit(gameover_text2, gameover_text2_rect)

again_rect.left, again_rect.top = \
                (width - again_rect.width) // 2, \
                gameover_text2_rect.bottom + 50
screen.blit(again_image, again_rect)

gameover_rect.left, gameover_rect.top = \
                (width - again_rect.width) // 2, \
                again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)

            # 检测用户的鼠标操作
            # 如果用户按下鼠标左键
if pygame.mouse.get_pressed()[0]:
                # 获取鼠标坐标
pos = pygame.mouse.get_pos()
                # 如果用户点击“重新开始”
if again_rect.left < pos[0] < again_rect.right and \
                        again_rect.top < pos[1] < again_rect.bottom:
                    # 调用main函数,重新开始游戏
main()
                # 如果用户点击“结束游戏”
elif gameover_rect.left < pos[0] < gameover_rect.right and \
                        gameover_rect.top < pos[1] < gameover_rect.bottom:
                    # 退出游戏
pygame.quit()
sys.exit()

                    # 绘制暂停按钮
screen.blit(paused_image, paused_rect)

        # 切换图片
if not (delay % 5):
switch_image = not switch_image

delay -= 1
if not delay:
delay = 100

pygame.display.flip()
clock.tick(60)


if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
        input()
      切记: 所有的模块应该放在同一个文件夹下,最后运行我们的主模块就大功告成了!
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