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发表于 2020-12-12 20:37:28
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import pygame
import sys
from pygame.locals import *
import traceback
# 退出模块
import myplane
import enemy
import bullet
from random import *
# main.py
pygame.init()
pygame.mixer.init()
# 初始化模块
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
# 设置屏幕大小
pygame.display.set_caption('飞机大战')
# 设置标题
background = pygame.image.load('飞机大战/images/background.png').convert()
BLACK =(0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 定义颜色方法
pygame.mixer.music.load('飞机大战/sound/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound('飞机大战/sound/bullet.wav')
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound('飞机大战/sound/use_bomb.wav')
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound('飞机大战/sound/supply.wav')
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound('飞机大战/sound/get_bomb.wav')
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound('飞机大战/sound/get_bullet.wav')
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound('飞机大战/sound/upgrade.wav')
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound('飞机大战/sound/enemy3_flying.wav')
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound('飞机大战/sound/enemy1_down.wav')
enemy1_down_sound.set_volume(0.1)
enemy2_down_sound = pygame.mixer.Sound('飞机大战/sound/enemy2_down.wav')
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound('飞机大战/sound/enemy3_down.wav')
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound('飞机大战/sound/me_down.wav')
# 载入游戏音乐
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)
# 定义大中小三种添加入组的函数
def inc_speed(target, inc):
for each in target:
each.speed += inc
# 定义增加速度的方法
def main() :
pygame.mixer.music.play(-1)
me = myplane.MyPlane(bg_size)
# 生成我方飞机
enemies = pygame.sprite.Group()
# 生成敌方飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
# 生成地方小型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
# 生成敌方中型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
#生成敌方大型飞机
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4 # 子弹数
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
# 生成普通子弹 及设置子弹位置
clock = pygame.time.Clock()
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
# 中弹图片索引
score = 0
score_font = pygame.font.Font('飞机大战/font/font.ttf', 36)
# 统计得分 设置字体
paused = False
pause_nor_image = pygame.image.load('飞机大战/images/pause_nor.png').convert_alpha()
pause_pressed_image = pygame.image.load('飞机大战/images/pause_pressed.png').convert_alpha()
resume_nor_image = pygame.image.load('飞机大战/images/resume_nor.png').convert_alpha()
resume_pressed_image = pygame.image.load('飞机大战/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
# 标志是否暂停游戏 导入四张图片并设置大小位置
level = 1
# 设置难度级别
switch_image = True
# 切换图片
delay = 100
# 用于延迟
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# 更好的退出模式
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
# 定义是否点击按钮
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
# 定义图标样式(暂停/开始以及鼠标在或者不在图标上时)
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
# 播放音乐
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 增加3架小型敌机、2架中型敌机和1架大型敌机
inc_speed(small_enemies, 1)
# 提升小型敌机的速度
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
# 播放音乐
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 增加5架小型敌机、3架中型敌机和2架大型敌机
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
# 提升小,中型敌机的速度
elif level == 3 and score > 600000:
level = 4
upgrade_sound.play()
# 播放音乐
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 增加5架小型敌机、3架中型敌机和2架大型敌机
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
# 提升小,中型敌机的速度
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
# 播放音乐
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 增加5架小型敌机、3架中型敌机和2架大型敌机
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
# 提升小,中型敌机的速度
# 根据用户的得分增加难度
screen.blit(background, (0, 0))
# 将背景画入屏幕
if not paused:
# 不暂停
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()
# 检测用户的键盘操作(绑定键盘)
if not(delay % 10):
bullet1[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
# 生成子弹设置(频率)
for b in bullet1:
if b.active:
b.move()
screen.blit(b.image, b.rect)
enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
# 存放被击中的敌机
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.enemies -= 1
if e.energy == 0:
e.active = False
else:
e.active = False
# 判断子弹击中敌机 击中则血量减一 若血量为零则毁灭
# 检测子弹是否击中敌机
for each in big_enemies:
if each.active:
# 判断它是否有命
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False # 初始化
# 如果被击中 绘制被击中图片
else:
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
# 绘制大型敌机 两种图片 和我机相同
pygame.draw.line(screen, BLACK, \
(each.rect.left, each.rect.top - 5), \
(each.rect.right, each.rect.top - 5),\
2)
# 绘制血槽
energy_remain = each.energy / enemy.BigEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
# 当生命大于%20显示绿色,否则红色
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)
# 绘制血槽
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
# 出现时播放音乐(循环播放)
else:
if not (delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
# 导入损毁图片
e3_destroy_index = (e3_destroy_index + 1) % 6
# 重新赋值索引值
if e3_destroy_index == 0:
enemy3_fly_sound.stop
score += 10000
each.reset()
# 毁灭并停止音乐
for each in mid_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
# 如果被击中 绘制被击中图片
else:
screen.blit(each.image, each.rect)
# 绘制中型敌机
pygame.draw.line(screen, BLACK, \
(each.rect.left, each.rect.top - 5), \
(each.rect.right, each.rect.top - 5), \
2)
# 绘制血槽
energy_remain = each.energy / enemy.MidEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
# 当生命大于%20显示绿色,否则红色
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)
# 绘制血槽
else:
if not (delay % 3):
if e2_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
# 导入损毁图片
e2_destroy_index = (e2_destroy_index + 1) % 4
# 重新赋值索引值
if e2_destroy_index == 0:
score = 6000
each.reset()
# 毁灭
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
# 绘制小型敌机
else:
if not (delay % 3):
if e2_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
# 导入损毁图片
e1_destroy_index = (e1_destroy_index + 1) % 4
# 重新赋值索引值
if e1_destroy_index == 0:
score += 1000
each.reset()
# 毁灭
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
# 检测我方飞机是否被撞 pygame.sprite.collide_mask方法
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
# 绘制我方飞机,两种飞机互相转换(动态)
else:
me_down_sound.play()
if not (delay % 3):
screen.blit(me.destroy_images[me_destroy_index], me.rect)
# 导入损毁图片
me_destroy_index = (me_destroy_index + 1) % 4
# 重新赋值索引值
if me_destroy_index == 0:
print('Game Over !')
running = False
# 毁灭
score_text = score_font.render('Score: %s' % str(score), True, WHITE)
screen.blit(score_text, (10, 5))
# 将分数打印出来并渲染 设置位置
screen.blit(paused_image, paused_rect)
# 绘制暂停按钮
if not (delay % 5):
switch_image = not switch_image
# 整除5才切换 1s最多切换12次
delay -= 1
if not delay:
delay = 100
# 延迟设置
pygame.display.flip()
# 翻转屏幕
clock.tick(60)
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
# 执行如果出错打印原因,没错则没事 |
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