def add_small_enemy(group1,group2,num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemy(group1,group2,num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemy(group1,group2,num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
def add_speed(group,a_speed):
for each in group:
each.speed += a_speed
def main():
pygame.mixer.music.play(-1)
#生成我方飞机
me = myplane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
#生成小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemy(small_enemies,enemies,15)
#生成中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemy(mid_enemies,enemies,4)
#生成大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemy(big_enemies,enemies,2)
#生成普通子弹
bullet1 = []
bullet1_index = 0
for i in range(4):
bullet1.append(bullet.Bullet1(me.rect.midtop))
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
passed_image = paused_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
passed_image = paused_nor_image
if event.type == KEYDOWN:
if event.key == K_SPACE and paused == False:
if bomb_num:
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom>0:
each.active = False
screen.blit(background,(0,0))
if not paused:
#用户输入
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()
#发射子弹
if not(delay%10):
bullet1[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index +1)%4
#检测子弹是否中弹
for b in bullet1:
if b.active:
b.move()
screen.blit(b.image,b.rect)
enemies_hit = pygame.sprite.spritecollide(b,enemies,False,pygame.sprite.collide_mask)
if enemies_hit:
b.active = False
for e in enemies_hit:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False
#绘制大型敌机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit,each.rect)
each.hit = False
else:
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
if each.rect.top == bg_size[1]:
enemy3_fly_sound.stop()
pygame.draw.line(screen,(0,0,0),(each.rect.left,each.rect.top-5),(each.rect.right,each.rect.top-5))
remain = each.energy/enemy.BigEnemy.energy
if remain < 0.2:
pygame.draw.line(screen,(255,0,0),(each.rect.left,each.rect.top-5),(each.rect.left+each.rect.width*remain,each.rect.top-5))
else:
pygame.draw.line(screen,(0,255,0),(each.rect.left,each.rect.top-5),(each.rect.left+each.rect.width*remain,each.rect.top-5))
else:
if not(delay%3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy[e3_destroy_index],each.rect)
e3_destroy_index = (e3_destroy_index + 1 )%6
if e3_destroy_index ==0:
score += 10000
enemy3_down_sound.stop()
each.reset()
#绘制中型飞机
for each in mid_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit,each.rect)
each.hit = False
else:
screen.blit(each.image,each.rect)
pygame.draw.line(screen,(0,0,0),(each.rect.left,each.rect.top-5),(each.rect.right,each.rect.top-5))
remain = each.energy/enemy.MidEnemy.energy
if remain < 0.2:
pygame.draw.line(screen,(255,0,0),(each.rect.left,each.rect.top-5),(each.rect.left+each.rect.width*remain,each.rect.top-5))
else:
pygame.draw.line(screen,(0,255,0),(each.rect.left,each.rect.top-5),(each.rect.left+each.rect.width*remain,each.rect.top-5))
else:
if not(delay%3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy[e2_destroy_index],each.rect)
e2_destroy_index = (e2_destroy_index+1)%4
if e2_destroy_index == 0:
score += 6000
each.reset()
#绘制小型飞机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image,each.rect)
else:
if not(delay%3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy[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:
#me.active = False
for e in enemies_down:
e.active = False
#绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2,me.rect)
else:
if not(delay%3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy[me_destroy_index],me.rect)
me_destroy_index = (me_destroy_index+1)%4
#绘制大招
bomb_text = bomb_font.render('× %d'% bomb_num,True,(0,0,0))
screen.blit(bomb_image,(10,height-60))
screen.blit(bomb_text,(75,height-60))