python实现飞机大战项目

本文实例为大家分享了python实现飞机大战的具体代码,供大家参考,具体内容如下

引用了小甲鱼的框架,往上面添加了一些新功能

1、我方飞机模块

import pygame

class MyPlane(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load(r'E:\learn pygame\image\me1.png').convert_alpha()

self.image2 = pygame.image.load(r'E:\learn pygame\image\me2.png').convert_alpha()

self.image3 = pygame.image.load(r'E:\learn pygame\image\me_protect.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([\

pygame.image.load(r'E:\learn pygame\image\me_destroy_1.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\me_destroy_2.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\me_destroy_3.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\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)

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 - 30:

self.rect.top += self.speed

else:

self.rect.bottom = self.height - 30

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 - 30

self.active = True

self.invincible = True

2、敌机与背景动图模块

import pygame

from random import *

class SmallEnemy(pygame.sprite.Sprite):

energy = 1

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\enemy1.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([\

pygame.image.load(r'E:\learn pygame\image\enemy1_down1.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy1_down2.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy1_down3.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\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)

self.energy = SmallEnemy.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 = SmallEnemy.energy

self.rect.left,self.rect.top = \

randint(0,self.width - self.rect.width), \

randint(-5 * self.height, 0)

class MidEnemy(pygame.sprite.Sprite):

energy = 4

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\enemy2.png').convert_alpha()

self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy2_hit.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([\

pygame.image.load(r'E:\learn pygame\image\enemy2_down1.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy2_down2.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy2_down3.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy2_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(-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 = 8

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load(r'E:\learn pygame\image\enemy3_n1.png').convert_alpha()

self.image2 = pygame.image.load(r'E:\learn pygame\image\enemy3_n2.png').convert_alpha()

self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy3_hit.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([\

pygame.image.load(r'E:\learn pygame\image\enemy3_down1.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy3_down2.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy3_down3.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy3_down4.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy3_down5.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\enemy3_down6.png').convert_alpha() \

])

self.rect = self.image1.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(-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)

class Cloud1(pygame.sprite.Sprite):

energy = 2

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.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(-5 * self.height, 0)

self.energy = Cloud1.energy

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 = Cloud1.energy

self.rect.left,self.rect.top = \

randint(0,self.width - self.rect.width), \

randint(-5 * self.height, 0)

class Cloud2(pygame.sprite.Sprite):

energy = 2

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.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(-5 * self.height, 0)

self.energy = Cloud2.energy

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 = Cloud2.energy

self.rect.left,self.rect.top = \

randint(0,self.width - self.rect.width), \

randint(-5 * self.height, 0)

class BombEnemy(pygame.sprite.Sprite):

energy = 10

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy1.png').convert_alpha()

self.image2 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy2.png').convert_alpha()

self.rect = self.image1.get_rect()

self.destroy_images = []

self.destroy_images.extend([ \

pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down1.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down2.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down3.png').convert_alpha(), \

pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down4.png').convert_alpha(), \

])

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(-15 * self.height, -5 * self.height)

self.mask = pygame.mask.from_surface(self.image1)

self.energy = BombEnemy.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 = BombEnemy.energy

self.rect.left,self.rect.top = \

randint(0,self.width - self.rect.width), \

randint(-15 * self.height, -5 * self.height)

class BackGround1(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\background1.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.center = ((self.width // 2), (self.height // 2))

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.center = ((self.width // 2), -(self.height // 2))

class BackGround2(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\background1.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.center = ((self.width // 2), -(self.height // 2))

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.center = ((self.width // 2), -(self.height // 2))

3、子弹模块

import pygame

class Bullet1(pygame.sprite.Sprite):

def __init__(self,position):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\bullet1.png').convert_alpha()

self.rect = self.image.get_rect()

self.rect.left,self.rect.top = position

self.speed = 18

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(r'E:\learn pygame\image\bullet2.png').convert_alpha()

self.rect = self.image.get_rect()

self.rect.left,self.rect.top = position

self.speed = 18

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 Bullet3(pygame.sprite.Sprite):

def __init__(self,position):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\bullet3.png').convert_alpha()

self.rect = self.image.get_rect()

self.rect.left,self.rect.top = position

self.speed = 120

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 Bullet4(pygame.sprite.Sprite):

def __init__(self,position,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\bullet4.png').convert_alpha()

self.rect = self.image.get_rect()

self.rect.left,self.rect.top = position

self.width,self.height = bg_size[0],bg_size[1]

self.speed = 9

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

4、补给模块

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(r'E:\learn pygame\image\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(r'E:\learn pygame\image\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

class Laser_Supply(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\laser_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 Fire_Supply(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\fire_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 Me_Protect_Supply(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\me_protect_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 Life_Supply(pygame.sprite.Sprite):

def __init__(self,bg_size):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\life_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

5、掉落星星模块(还没完善好)

import pygame

class Star(pygame.sprite.Sprite):

energy = 1

def __init__(self,bg_size,star_left,star_top):

pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha()

self.rect = self.image.get_rect()

self.star_images = []

self.star_images.extend([pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling2.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling3.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling4.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling5.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling6.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling7.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling8.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling9.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling10.png').convert_alpha()])

self.width,self.height = bg_size[0],bg_size[1]

self.rect.left,self.rect.top = star_left,star_top

self.speed = 1

self.active = True

self.is_star = False

self.star_is_touch = False

def move(self):

if self.rect.top < self.height:

self.rect.top += self.speed

else:

self.reset()

def reset(self):

self.active = True

6、主模块

import pygame

import sys

import traceback

import time

import myplane

import enemy

import bullet

import supply

import star

from random import *

from pygame.locals import *

pygame.init()

pygame.mixer.init()

bg_size = width, height = 450,675

screen = pygame.display.set_mode(bg_size)

pygame.display.set_caption('飞机大战')

background = pygame.image.load(r'E:\learn pygame\image\background1.png').convert()

background_rect = background.get_rect()

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(r'E:\learn pygame\music\bg_music.ogg')

pygame.mixer.music.set_volume(0.2)

bomb_enemy_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_flying.wav')

bomb_enemy_fly_sound.set_volume(0.1)

enemy3_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy3_flying.wav')

enemy3_fly_sound.set_volume(0.1)

enemy1_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy1_down.wav')

enemy1_down_sound.set_volume(0.5)

enemy2_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy2_down.wav')

enemy2_down_sound.set_volume(0.5)

enemy3_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav')

enemy3_down_sound.set_volume(0.5)

bomb_enemy_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav')

bomb_enemy_down_sound.set_volume(0.5)

me_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\me_down.wav')

me_down_sound.set_volume(0.5)

upgrade_sound = pygame.mixer.Sound(r'E:\learn pygame\music\upgrade.wav')

upgrade_sound.set_volume(0.5)

bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\use_bomb.wav')

bomb_sound.set_volume(0.5)

supply_sound = pygame.mixer.Sound(r'E:\learn pygame\music\supply.wav')

supply_sound.set_volume(0.5)

get_bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bomb.wav')

get_bomb_sound.set_volume(0.5)

get_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bullet.wav')

get_bullet_sound.set_volume(0.5)

get_laser_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_laser.wav')

get_laser_sound.set_volume(0.5)

get_fire_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_fire.wav')

get_fire_sound.set_volume(0.5)

get_me_protect_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_me_protect.wav')

get_me_protect_sound.set_volume(0.5)

get_life_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_life.wav')

get_life_sound.set_volume(0.5)

bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bullet.wav')

bullet_sound.set_volume(0.2)

fire_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\fire_bullet.wav')

fire_bullet_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 add_bomb_enemies(group1,group2,num):

for i in range(num):

e3 = enemy.BombEnemy(bg_size)

group1.add(e3)

group2.add(e3)

def add_cloud1_enemies(group1,group2,num):

for i in range(num):

e4 = enemy.Cloud1(bg_size)

group1.add(e4)

group2.add(e4)

def add_cloud2_enemies(group1,group2,num):

for i in range(num):

e5 = enemy.Cloud2(bg_size)

group1.add(e5)

group2.add(e5)

def add_background1(group1,group2,num):

for i in range(num):

e6 = enemy.BackGround1(bg_size)

group1.add(e6)

group2.add(e6)

def add_background2(group1,group2,num):

for i in range(num):

e7 = enemy.BackGround2(bg_size)

group1.add(e7)

group2.add(e7)

def add_star(group1,group2,star_left,star_top,num):

for i in range(num):

e8 = star.Star(bg_size,star_left,star_top)

group1.add(e8)

group2.add(e8)

def inc_speed(inc,*targets):

for each in targets:

for every in each:

every.speed += inc

def inc_speed_background(inc,target):

for each in target:

each.speed += inc

def inc_speed_me(inc,target):

target.speed += inc

def inc_speeds(inc,*targets):

for each in targets:

for every in each:

every.speed += inc

def main():

pygame.mixer.music.play(-1)

#生成我方飞机、背景、敌机、云朵、星星的类,以便做碰撞检测

me = myplane.MyPlane(bg_size)

backgrounds = pygame.sprite.Group()

enemies = pygame.sprite.Group()

clouds = pygame.sprite.Group()

stars = pygame.sprite.Group()

bullets = pygame.sprite.Group()

#生成背景1

background1 = pygame.sprite.Group()

add_background1(background1,backgrounds,1)

#生成背景2

background2 = pygame.sprite.Group()

add_background2(background2,backgrounds,1)

#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)

#生成敌方超级炸弹

bomb_enemies = pygame.sprite.Group()

add_bomb_enemies(bomb_enemies,enemies,1)

#生成云朵1

cloud1_enemies = pygame.sprite.Group()

add_cloud1_enemies(cloud1_enemies,clouds,1)

#生成云朵2

cloud2_enemies = pygame.sprite.Group()

add_cloud2_enemies(cloud2_enemies,clouds,1)

#生成星星

star = pygame.sprite.Group()

#生成普通子弹

bullet1 = []

bullet1_index = 0

BULLET1_NUM = 6

for i in range(BULLET1_NUM):

bullet1.append(bullet.Bullet1(me.rect.midtop))

clock = pygame.time.Clock()

#生成超级子弹

bullet2 = []

bullet2_index = 0

BULLET2_NUM = 12

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()

#生成激光

bullet3 = []

bullet3_index = 0

BULLET3_NUM = 1

for i in range(BULLET3_NUM):

bullet3.append(bullet.Bullet3((me.rect.midtop)))

clock = pygame.time.Clock()

#生成火焰弹

bullet4 = []

bullet4_index = 0

BULLET4_NUM = 4

for i in range(BULLET4_NUM):

bullet4.append(bullet.Bullet4((me.rect.midtop),bg_size))

clock = pygame.time.Clock()

#中弹图片索引

e1_destroy_index = 0

e2_destroy_index = 0

e3_destroy_index = 0

e4_destroy_index = 0

me_destroy_index = 0

#统计得分和星星

score = 0

score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20)

#统计星星和加载星星图片

star_score = 0

star_score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20)

star_score_image = pygame.image.load(r'E:\learn pygame\image\star_score.png').convert_alpha()

star_score_rect = star_score_image.get_rect()

#标志是否暂停游戏

paused = False

paused_nor_image = pygame.image.load(r'E:\learn pygame\image\pause_nor.png').convert_alpha()

paused_pressed_image = pygame.image.load(r'E:\learn pygame\image\pause_pressed.png').convert_alpha()

resume_nor_image = pygame.image.load(r'E:\learn pygame\image\resume_nor.png').convert_alpha()

resume_pressed_image = pygame.image.load(r'E:\learn pygame\image\resume_pressed.png').convert_alpha()

paused_rect = paused_nor_image.get_rect()

paused_rect.left,paused_rect.top = width - paused_rect.width - 10,10

paused_image = paused_nor_image

#游戏暂停画面

continues_image = pygame.image.load(r'E:\learn pygame\image\continues.png').convert_alpha()

continues_rect = continues_image.get_rect()

continues_rect.left,continues_rect.top = \

(width - continues_rect.width) // 2, \

(height - continues_rect.height) // 2

#设置难度级别

level = 1

#全屏炸弹

bomb_image = pygame.image.load(r'E:\learn pygame\image\bomb.png').convert_alpha()

bomb_rect = bomb_image.get_rect()

bomb_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',30)

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)

laser_supply = supply.Laser_Supply(bg_size)

fire_supply = supply.Fire_Supply(bg_size)

me_protect_supply = supply.Me_Protect_Supply(bg_size)

life_supply = supply.Life_Supply(bg_size)

SUPPLY_TIME = USEREVENT

pygame.time.set_timer(SUPPLY_TIME, 18 * 1000)

#标志是否使用正常子弹

is_normal_bullet = True

#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

#激光定时器

LASER_BULLET_TIME = USEREVENT + 3

#标志是否使用激光

is_laser_bullet = False

#火焰弹定时器

FIRE_BULLET_TIME = USEREVENT + 4

#标志是否使用火焰弹

is_fire_bullet = False

#保护罩定时器

ME_PROTECT_BULLET_TIME = USEREVENT + 5

#标志是否使用保护罩

is_me_protect_bullet = False

#死亡生成星星图片索引

s1_star_index = 0

#生命数量

life_image = pygame.image.load(r'E:\learn pygame\image\life.png').convert_alpha()

life_rect = life_image.get_rect()

life_num = 3

#游戏开始画面

logo_image = pygame.image.load(r'E:\learn pygame\image\logo.png').convert_alpha()

logo_rect = logo_image.get_rect()

logo_rect.left,logo_rect.top = \

(width - logo_rect.width) // 2, \

(height - logo_rect.height) // 2

begingame_image = pygame.image.load(r'E:\learn pygame\image\begingame.png').convert_alpha()

begingame_rect = begingame_image.get_rect()

begingame_rect.left,begingame_rect.top = \

(width - begingame_rect.width) // 2, \

(logo_rect.bottom + 10)

#游戏结束画面

gameover_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',48)

again_image = pygame.image.load(r'E:\learn pygame\image\again.png').convert_alpha()

again_rect = again_image.get_rect()

gameover_image = pygame.image.load(r'E:\learn pygame\image\gameover.png').convert_alpha()

gameover_rect = gameover_image.get_rect()

#用于阻止重复打开记录文件

recorded = False

#用于切换图片

switch_image = True

#用于延迟

delay = 100

#游戏开始

running = True

#正式开始游戏

start = False

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 = paused_pressed_image

else:

if paused:

paused_image = resume_nor_image

else:

paused_image = paused_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([1,2,3,4,5,6]) == 1:

bomb_supply.reset()

elif choice([1,2,3,4,5,6]) == 2:

bullet_supply.reset()

elif choice([1,2,3,4,5,6]) == 3:

laser_supply.reset()

elif choice([1,2,3,4,5,6]) == 4:

fire_supply.reset()

elif choice([1,2,3,4,5,6]) == 5:

me_protect_supply.reset()

else:

life_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)

elif event.type == LASER_BULLET_TIME:

is_laser_bullet = False

pygame.time.set_timer(LASER_BULLET_TIME,0)

elif event.type == FIRE_BULLET_TIME:

is_fire_bullet = False

is_normal_bullet = True

pygame.time.set_timer(FIRE_BULLET_TIME,0)

elif event.type == ME_PROTECT_BULLET_TIME:

is_me_protect_bullet = False

pygame.time.set_timer(ME_PROTECT_BULLET_TIME,0)

#绘制移动背景

for each1 in background1:

screen.blit(each1.image,each1.rect)

each1.move()

if each1.rect.height > 0:

for each2 in background2:

screen.blit(each2.image,each2.rect)

each2.move()

#根据用户的得分增加难度

if level == 1 and score > 100000:

level = 2

upgrade_sound.play()

#增加3架小型敌机、2架中型敌机和1驾大型敌机

add_small_enemies(small_enemies,enemies,3)

add_mid_enemies(mid_enemies,enemies,2)

add_big_enemies(big_enemies,enemies,1)

#提高敌机速度

inc_speed(1,small_enemies)

#提高背景速度

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驾大型敌机

add_small_enemies(small_enemies,enemies,5)

add_mid_enemies(mid_enemies,enemies,3)

add_big_enemies(big_enemies,enemies,2)

#提高敌机、云朵、背景、星星速度

inc_speeds(1,enemies,clouds,star)

#inc_speed_background(1,background1)

#inc_speed_background(1,background2)

inc_speed_me(3,me)

elif level == 3 and score > 8000000:

level = 4

upgrade_sound.play()

#增加5架小型敌机、3架中型敌机、2驾大型敌机和1枚超级炸弹

add_small_enemies(small_enemies,enemies,5)

add_mid_enemies(mid_enemies,enemies,3)

add_big_enemies(big_enemies,enemies,2)

add_bomb_enemies(big_enemies,enemies,1)

#提高敌机速度

inc_speeds(1,enemies,clouds,star)

inc_speed_background(1,background1)

inc_speed_background(1,background2)

inc_speed_me(3,me)

elif level == 4 and score > 1200000:

level = 5

upgrade_sound.play()

#增加5架小型敌机、3架中型敌机和2驾大型敌机和1枚超级炸弹

add_small_enemies(small_enemies,enemies,5)

add_mid_enemies(mid_enemies,enemies,3)

add_big_enemies(big_enemies,enemies,2)

add_bomb_enemies(big_enemies,enemies,1)

#提高敌机速度

inc_speeds(1,enemies,clouds,star)

inc_speed_background(1,background1)

inc_speed_background(1,background2)

inc_speed_me(3,me)

#绘制开始界面

if not start:

screen.blit(logo_image,logo_rect)

screen.blit(begingame_image,begingame_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 begingame_rect.left < pos[0] < begingame_rect.right and \

begingame_rect.top < pos[1] < begingame_rect.bottom:

start = True

elif life_num and not paused and start:

#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()

#绘制云朵

for each in cloud1_enemies:

each.move()

screen.blit(each.image,each.rect)

for each in cloud2_enemies:

each.move()

screen.blit(each.image,each.rect)

#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

#绘制激光补给并检测是否获得

if laser_supply.active:

laser_supply.move()

screen.blit(laser_supply.image,laser_supply.rect)

if pygame.sprite.collide_mask(laser_supply,me):

get_laser_sound.play()

is_laser_bullet = True

pygame.time.set_timer(LASER_BULLET_TIME,18 * 1000)

laser_supply.active = False

#绘制火焰弹补给并检测是否获得

if fire_supply.active:

fire_supply.move()

screen.blit(fire_supply.image,fire_supply.rect)

if pygame.sprite.collide_mask(fire_supply,me):

get_fire_sound.play()

is_fire_bullet = True

is_normal_bullet = False

pygame.time.set_timer(FIRE_BULLET_TIME,18 * 1000)

fire_supply.active = False

#绘制保护罩补给并检测是否获得

if me_protect_supply.active:

me_protect_supply.move()

screen.blit(me_protect_supply.image,me_protect_supply.rect)

if pygame.sprite.collide_mask(me_protect_supply,me):

get_me_protect_sound.play()

is_me_protect_bullet = True

pygame.time.set_timer(ME_PROTECT_BULLET_TIME,15 * 1000)

me_protect_supply.active = False

#绘制生命补给并检测是否获得

if life_supply.active:

life_supply.move()

screen.blit(life_supply.image,life_supply.rect)

if pygame.sprite.collide_mask(life_supply,me):

get_life_sound.play()

if life_num < 3:

life_num += 1

life_supply.active = False

#发射普通子弹、激光、双弹

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 + 33,me.rect.centery))

bullet2_index = (bullet2_index + 2) % BULLET2_NUM

elif is_laser_bullet:

bullets = bullet3

bullets[bullet3_index].reset((me.rect.centerx - 20,me.rect.top - 70))

bullet3_index = (bullet3_index + 1) % BULLET3_NUM

else:

bullets = bullet1

bullets[bullet1_index].reset(me.rect.midtop)

bullet1_index = (bullet1_index + 1) % BULLET1_NUM

#发生普通子弹、火焰弹

if not(delay % 10):

if is_normal_bullet:

bullet_sound.play()

else:

fire_bullet_sound.play()

if is_fire_bullet:

bullets = bullet4

bullets[bullet4_index].reset((me.rect.centerx - 20,me.rect.top - 70))

bullet4_index = (bullet4_index + 1) % BULLET4_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:

#火焰弹击中掉2血

if b == bullet4:

if e in mid_enemies or e in big_enemies or e in bomb_enemies:

e.hit = True

e.energy -= 2

#敌机死亡

if e.energy == 0:

e.active = False

#记录敌机死亡位置和生成星星

enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top

print(enemies_death_down_left,enemies_death_down_top)

add_star(star,stars,starenemies_death_down_left,enemies_death_down_top,1)

else:

e.active = False

#普通子弹击中掉1血

else:

if e in mid_enemies or e in big_enemies or e in bomb_enemies:

e.hit = True

e.energy -= 1

#敌机死亡

if e.energy == 0:

e.active = False

#记录敌机死亡位置和生成星星

enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top

print(enemies_death_down_left,enemies_death_down_top)

add_star(star,stars,enemies_death_down_left,enemies_death_down_top,1)

else:

e.active = False

#绘制生成的星星

for each in star:

if each.active:

each.move()

if not(delay % 3):

screen.blit(each.image,each.rect)

screen.blit(each.star_images[s1_star_index],each.rect)

s1_star_index = (s1_star_index + 1) % 10

star_touch = pygame.sprite.spritecollide(me,star,False,pygame.sprite.collide_mask)

if star_touch:

for s in star_touch:

s.active = False

elif each.rect.top > height:

each.active = False

#绘制敌方超级炸弹

for each in bomb_enemies:

if each.active:

each.move()

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.BombEnemy.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 (height + 50) > each.rect.bottom > -50:

bomb_enemy_fly_sound.play(-1)

if each.rect.bottom > (height + 50):

bomb_enemy_fly_sound.stop()

each.reset()

else:

#毁灭

if not(delay % 3):

if e4_destroy_index == 0:

bomb_enemy_down_sound.play()

screen.blit(each.destroy_images[e4_destroy_index],each.rect)

e4_destroy_index = (e4_destroy_index + 1) % 4

if e4_destroy_index == 0:

bomb_enemy_fly_sound.stop()

score += 12000

each.reset()

#绘制大型敌机

for each in big_enemies:

if each.active:

each.move()

if each.hit:

#绘制被打到的特效

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 height > each.rect.bottom > -50:

enemy3_fly_sound.play(-1)

if each.rect.bottom > height:

enemy3_fly_sound.stop()

each.active = False

each.reset()

else:

#毁灭

if not(delay % 3):

if e3_destroy_index == 0:

enemy3_down_sound.play(-1)

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:

#绘制被打到的特效

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:

#开启保护罩保护功能

if is_me_protect_bullet:

me.active = True

else:

me.active = False

for e in enemies_down:

e.active = False

#绘制保护罩

if is_me_protect_bullet:

if switch_image:

screen.blit(me.image1,me.rect)

screen.blit(me.image3,me.rect)

else:

screen.blit(me.image2,me.rect)

#绘制我方飞机

elif me.active:

if switch_image:

screen.blit(me.image1,me.rect)

else:

screen.blit(me.image2,me.rect)

#毁灭

else:

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('x %d' % bomb_num,True,WHITE)

text_rect = bomb_text.get_rect()

screen.blit(bomb_image,(0,height - bomb_rect.height))

screen.blit(bomb_text,(bomb_rect.width - 10,height - 10 - 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))

star_score_text = star_score_font.render('Stars:%s' % str(star_score),True,WHITE)

screen.blit(star_score_text,(10,25))

#绘制暂停按钮

screen.blit(paused_image,paused_rect)

#绘制暂停游戏界面

elif paused:

screen.blit(continues_image,continues_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()

#如果用户点击继续游戏

if continues_rect.left < pos[0] < continues_rect.right and \

continues_rect.top < pos[1] < continues_rect.bottom:

paused = not paused

pygame.time.set_timer(SUPPLY_TIME,30 * 1000)

pygame.mixer.music.unpause()

pygame.mixer.unpause()

#绘制游戏结束界面

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(r'E:\learn pygame\record.txt','r') as f:

record_score = int(f.readline())

record_star_score = int(f.readline())

#如果玩家得分高于历史最高得分,则存档

if score > record_score or star_score > record_star_score:

with open(r'E:\learn pygame\record.txt','w') as f:

if score > record_score and star_score <= record_star_score:

f.write('{0}{1}{2}'.format(str(score),'\n',str(record_star_score)))

elif score <= record_score and star_score > record_star_score :

f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score)))

elif score > record_score and star_score > record_star_score:

f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score)))

#绘制结束画面

record_score_text = score_font.render('Best : %d' % record_score,True,WHITE)

screen.blit(record_score_text,(20,20))

star_score_text = star_score_font.render('Total : %d' % record_star_score,True,WHITE)

screen.blit(star_score_text,(20,60))

gameover_text1 = gameover_font.render('Your Score',True,WHITE)

gameover_text1_rect = gameover_text1.get_rect()

gameover_text1_rect.left,gameover_text1_rect.top = \

(width - gameover_text1_rect.width) // 2, \

(height - gameover_text1_rect.bottom) // 2

screen.blit(gameover_text1,gameover_text1_rect)

gameover_text2 = gameover_font.render(str(score),True,WHITE)

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(0)

#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 SystemError:

pass

except:

traceback.print_exc()

pygame.quit()

input()

7、成果如下

网上下载了腾全民飞机大战的贴图,把原来的贴图改头换面了一下,其中的P图修改过程历尽艰辛啊,兼职了美工……

纯粹为了自娱自乐与学习pygame模块,这个过程还是比较全面的了解了pygame模块哈哈,但实际上使用的知识还是非常基础的python知识。

以上是 python实现飞机大战项目 的全部内容, 来源链接: utcz.com/z/346089.html

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