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