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本帖最后由 夏煜哥 于 2022-9-24 13:13 编辑
我在论坛上下载了一位鱼油(忘了是谁了,如见本帖,请回复一下,十分感谢🙏)的修改版飞机大战,我自己也做出了yi~点点修改,但现在出了一个bug:在困难模式下,子弹数量会疯狂增加,完全不受控制。并且我设置了一次困难模式持续10s,但经过测试,压根不只10s。
求各位大神帮帮忙,修一下bug。
MAIN.py:- import pygame
- import sys
- import traceback
- import myplane
- import enemy
- import bullet
- import supply
- from pygame.locals import *
- from random import *
- import time
- pygame.init()
- pygame.mixer.init()
- bg_size = width,height = 480,700
- screen = pygame.display.set_mode(bg_size)
- pygame.display.set_caption('飞机大战')
- background = pygame.image.load('images/background2.png').convert()
- ice_bg = pygame.image.load('images/ice_bg.png').convert_alpha()
- ice = pygame.image.load('images/ice.png').convert_alpha()
- # 设置一些颜色
- BLACK = (0,0,0)
- WHITE = (255,255,255)
- GREEN = (0,255,0)
- RED = (255,0,0)
- # 加载背景音乐及音效
- pygame.mixer.music.load("sound/bg_music.mp3")
- pygame.mixer.music.set_volume(0.2)
- bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
- bullet_sound.set_volume(0.2)
- bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
- bomb_sound.set_volume(0.2)
- supply_sound = pygame.mixer.Sound("sound/supply.wav")
- supply_sound.set_volume(0.2)
- get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
- get_bomb_sound.set_volume(0.2)
- get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
- get_bullet_sound.set_volume(0.2)
- get_heart_sound = pygame.mixer.Sound("sound/get_heart.wav")
- get_heart_sound.set_volume(0.2)
- get_ice_sound = pygame.mixer.Sound("sound/get_ice.wav")
- get_ice_sound.set_volume(0.2)
- lose_ice_sound = pygame.mixer.Sound("sound/lose_ice.wav")
- lose_ice_sound.set_volume(0.2)
- upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
- upgrade_sound.set_volume(0.2)
- enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
- enemy3_fly_sound.set_volume(0.2)
- enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
- enemy1_down_sound.set_volume(0.2)
- enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
- enemy2_down_sound.set_volume(0.2)
- enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
- enemy3_down_sound.set_volume(0.5)
- me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
- me_down_sound.set_volume(0.2)
- # 定义生成小型敌机函数
- def add_small_enemies(group1,group2,num):
- for i in range(num):
- e1 = enemy.SmallEnemy(bg_size)
- group1.add(e1)
- group2.add(e1)
- # 定义生成中型敌机函数
- def add_mid_enemies(group1,group2,num):
- for i in range(num):
- e2 = enemy.MidEnemy(bg_size)
- group1.add(e2)
- group2.add(e2)
- # 定义生成大型敌机函数
- def add_big_enemies(group1,group2,num):
- for i in range(num):
- e3 = enemy.BigEnemy(bg_size)
- group1.add(e3)
- group2.add(e3)
- # 定义改变敌机速度函数
- def inc_speed(target, inc):
- for each in target:
- each.speed += inc
- def add_boss(g):
- boss = enemy.boss(bg_size)
- g.add(boss)
-
-
- # 主程序
- def main():
- # 循环播放背景音乐
- pygame.mixer.music.play(-1)
- # 生成我方飞机
- me = myplane.MyPlane(bg_size)
- # 创建敌机组
- enemies = pygame.sprite.Group()
- # 生成小型敌机
- small_enemies = pygame.sprite.Group()
- add_small_enemies(small_enemies,enemies,20)
- # 生成中型敌机
- mid_enemies = pygame.sprite.Group()
- add_mid_enemies(mid_enemies,enemies,2)
- # 生成大型敌机
- big_enemies = pygame.sprite.Group()
- add_big_enemies(big_enemies,enemies,1)
- # 初始化子弹
- bullet1 = []
- bullet1_index = 0
- BULLET1_NUM = 4
- for i in range(BULLET1_NUM):
- bullet1.append(bullet.Bullet1(me.rect.midtop))
- # 初始化超级子弹
- bullet2 = []
- bullet2_index = 0
- BULLET2_NUM = 8
- for i in range(BULLET2_NUM // 2):
- bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
- bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
- # 初始化四层子弹
- bullet3 = []
- bullet3_index = 0
- bullet3_num = 16
- for i in range(bullet3_num // 4):
- bullet3.append(bullet.Bullet3((me.rect.centerx - 63, me.rect.centery)))
- bullet3.append(bullet.Bullet3((me.rect.centerx - 23, me.rect.centery)))
- bullet3.append(bullet.Bullet3((me.rect.centerx + 23, me.rect.centery)))
- bullet3.append(bullet.Bullet3((me.rect.centerx + 63, me.rect.centery)))
- # 初始化延时器
- clock = pygame.time.Clock()
- # 定义绘制飞机索引
- e1_destroy_index = 0
- e2_destroy_index = 0
- e3_destroy_index = 0
- me_destroy_index = 0
- # 初始化得分
- score = 0
- score_font = pygame.font.Font('font/font.ttf',36)
- supply_font = pygame.font.Font('font/font.ttf',20)
-
- # 初始化暂停按钮和状态
- paused = False
- pause_nor_image = pygame.image.load('images/pause_nor.png').convert_alpha()
- pause_pressed_image = pygame.image.load('images/pause_pressed.png').convert_alpha()
- resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()
- resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()
- paused_rect = pause_nor_image.get_rect()
- paused_rect.left,paused_rect.top = width - paused_rect.width - 10,10
- paused_image = pause_nor_image
- # 初始化禁音按钮和状态
- silence = False
- volume_on_pressed_image = pygame.image.load('images/sound_open.png').convert_alpha()
- volume_on_image = pygame.image.load('images/sound_open_not.png').convert_alpha()
- volume_off_pressed_image = pygame.image.load('images/sound_close.png').convert_alpha()
- volume_off_image = pygame.image.load('images/sound_close_not.png').convert_alpha()
- volume_rect = volume_on_image.get_rect()
- volume_rect.left, volume_rect.top = width - paused_rect.width - 10, 65
- volume_image = volume_on_image
- # 初始化全屏炸弹显示
- bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
- bomb_rect = bomb_image.get_rect()
- bomb_font = pygame.font.Font("font/font.ttf", 48)
- bomb_num = 6
- # 初始化补给
- bullet_supply = supply.Bullet_Supply(bg_size)
- bomb_supply = supply.Bomb_Supply(bg_size)
- heart_supply = supply.Heart_Supply(bg_size)
- ice_supply = supply.Ice_Supply(bg_size)
- fire_supply = supply.Fire_Supply(bg_size)
- b_enemy_bullet_supply = supply.Big_Enemy_Bullet_Supply(bg_size)
- b_enemy_bomb_supply = supply.Big_Enemy_Bomb_Supply(bg_size)
- SUPPLY_TIME = USEREVENT
- pygame.time.set_timer(SUPPLY_TIME,20 * 1000)
- DOUBLE_BULLET_TIME = USEREVENT + 1
- is_double_bullet = False
- is_super_bullet = False
- is_normal_bullet = True
- HARDCODE_STOP = USEREVENT
-
- # 初始化无敌状态
- INVINCIBLE_TIME = USEREVENT + 2
- life_image = pygame.image.load('images/life.png').convert_alpha()
- life_rect = life_image.get_rect()
- life_num = 3
- INVINCIBLE_TIME2 = USEREVENT + 3
- # 左上角补给时间计时
- SUPPLY_IMG_MOVE = USEREVENT + 4
- INVINCIBLE = USEREVENT + 5
- #左上角补给时间初始化
- supply_num = 20
- #死亡后无敌时间计时
- inv_num = 0
- inv_img = pygame.image.load('images/s5(1).jpg').convert_alpha()
- inv_rect = inv_img.get_rect()
-
- have_ice = False
- #定时减少子弹数量计时
- BULLET_NUM_TIME = USEREVENT + 6
- pygame.time.set_timer(BULLET_NUM_TIME,5 * 1000)
- #右下角子弹数量字体
- bullet_font = pygame.font.Font("font/font.ttf", 32)
- kill_enemy = 0 #击落敌人总数
- bullet_move = True
- #困难模式时左侧 “!”字体
- hardcode_font = pygame.font.Font('font/font.ttf',84)
-
- # 避免反复读取文件
- recorded = False
- # 初始化游戏结束元素
- gameover_font = pygame.font.Font("font/font.TTF", 48)
- again_image = pygame.image.load("images/again.png").convert_alpha()
- again_rect = again_image.get_rect()
- gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
- gameover_rect = gameover_image.get_rect()
- #是否被冰冻
- flozen = False
- FLOZEN_TIME = USEREVENT + 3
- S2 = USEREVENT + 3
- pygame.time.set_timer(S2,30*1000)
- bg_posy = -700
- switch_image = True
- delay = 100
- running = True
- pygame.time.set_timer(SUPPLY_IMG_MOVE,1*1000)
- #是否为困难模式
- is_hardcode = False
-
- while running:
- for event in pygame.event.get():
- if event.type == QUIT:
- # 退出
- sys.exit()
- elif event.type == MOUSEBUTTONDOWN:
- if event.button == 1 and paused_rect.collidepoint(event.pos):
- # 暂停或开始
- paused = not paused
- if paused:
- # 停止发放补给
- pygame.time.set_timer(SUPPLY_TIME, 0)
- # 停止播放音乐
- pygame.mixer.music.pause()
- pygame.mixer.pause()
- elif not paused and not silence:
- # 设置发放补给
- pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
- # 继续播放音乐
- pygame.mixer.music.unpause()
- pygame.mixer.unpause()
- if event.button == 1 and volume_rect.collidepoint(event.pos):
- silence = not silence
- if silence:
- pygame.mixer.music.pause()
- pygame.mixer.pause()
- elif not paused and not silence:
- pygame.mixer.music.unpause()
- pygame.mixer.unpause()
- elif event.type == MOUSEMOTION:
- # 如果用户点击了暂停按钮
- 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
- # 如果用户点击了禁音按钮
- if volume_rect.collidepoint(event.pos):
- if silence:
- volume_image = volume_off_pressed_image
- else:
- volume_image = volume_on_pressed_image
- else:
- if silence:
- volume_image = volume_off_image
- else:
- volume_image = volume_on_image
- elif event.type == KEYDOWN:
- # 用户使用了全屏炸弹
- if event.key == K_SPACE:
- if bomb_num:
- bomb_num -= 1
- if not silence:
- bomb_sound.play()
- for each in enemies:
- if each.rect.bottom > 0:
- each.active = False
- #使用冰
- if event.key == K_RSHIFT:
- if have_ice:
- have_ice = False
- pygame.time.set_timer(FLOZEN_TIME, 5 * 1000)
- flozen = True
- #开始/停止射击
- if event.key == K_BACKSPACE:
- if bullet_move:
- bullet_move = False
- pygame.time.set_timer(BULLET_NUM_TIME, 0)
- else:
- bullet_move = True
- pygame.time.set_timer(BULLET_NUM_TIME,5*1000)
-
-
- elif event.type == SUPPLY_TIME:
- supply_num = 20
- # 发放补给
- if not silence:
- supply_sound.play()
- me.bullet_num += 300
- # 随机的补给内容
- choose = choice([1,2,3,4,5])
- if choose == 1:
- bomb_supply.reset(me.rect)
- elif choose == 2:
- bullet_supply.reset(me.rect)
- elif choose == 3:
- fire_supply.reset(me.rect)
- elif choose == 4:
- ice_supply.reset(me.rect)
- elif choose == 5:
- heart_supply.reset(me.rect)
- elif event.type == DOUBLE_BULLET_TIME:
- # 结束超级子弹的使用
- is_double_bullet = False
- is_super_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 == FLOZEN_TIME:
- if not silence:
- lose_ice_sound.play()
- flozen = False
- pygame.time.set_timer(FLOZEN_TIME, 0)
- #左侧补给时间减少
- elif event.type == SUPPLY_IMG_MOVE:
- supply_num -= 1
- #左侧无敌时间减少
- elif event.type == INVINCIBLE:
- inv_num -= 1
- #右下子弹数减少
- elif event.type == BULLET_NUM_TIME:
- if me.bullet_num < 0:
- me.bullet_num = 0
- else:
- me.bullet_num -= 100
- if is_double_bullet:
- me.bullet_num -= 200
- if is_super_bullet:
- me.bullet_num -= 4
- elif event.type == HARDCODE_STOP:
- is_hardcode = False
-
- # 困难模式
- if not is_hardcode:
- if randint(1,7500) == 1:
- is_hardcode = True
- pygame.time.set_timer(HARDCODE_STOP,10*1)
- if is_hardcode:
- if randint(1,100) == 5:
- add_small_enemies(small_enemies,enemies,randint(1,2))
- elif randint(1,250) == 10:
- add_mid_enemies(mid_enemies,enemies,randint(1,2))
- elif randint(1,1000) == 1000:
- add_big_enemies(big_enemies,enemies,1)
-
-
- # 绘制背景
- if bg_posy >= 0 and not paused and not flozen:
- bg_posy = -700
- if not paused and not flozen:
- bg_posy += 0.5
-
- screen.blit(background, (0, bg_posy))
- if life_num and not paused:
- if not flozen:
- 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()
- if bomb_supply.active:
- if not flozen:
- bomb_supply.move()
- screen.blit(bomb_supply.image, bomb_supply.rect)
- if pygame.sprite.collide_mask(bomb_supply, me):
- if not silence:
- get_bomb_sound.play()
- if bomb_num < 12:
- bomb_num += 1
- bomb_supply.active = False
- if bullet_supply.active:
- if not flozen:
- bullet_supply.move()
- screen.blit(bullet_supply.image, bullet_supply.rect)
- if pygame.sprite.collide_mask(bullet_supply, me):
- if not silence:
- get_bullet_sound.play()
- is_double_bullet = True
- is_super_bullet = False
- pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
- bullet_supply.active = False
- if heart_supply.active:
- if not flozen:
- heart_supply.move()
- screen.blit(heart_supply.image, heart_supply.rect)
- if pygame.sprite.collide_mask(heart_supply, me):
- if not silence:
- get_heart_sound.play()
- if life_num > 0:
- life_num += 1
- heart_supply.active = False
- if ice_supply.active:
- if not flozen:
- ice_supply.move()
- screen.blit(ice_supply.image, ice_supply.rect)
- if pygame.sprite.collide_mask(ice_supply, me):
- if not silence:
- get_ice_sound.play()
- '''
- pygame.time.set_timer(FLOZEN_TIME, 5 * 1000)
- flozen = True
- '''
- ice_supply.active = False
- have_ice = True
- if fire_supply.active:
- if not flozen:
- fire_supply.move()
- screen.blit(fire_supply.image, fire_supply.rect)
- if pygame.sprite.collide_mask(fire_supply, me):
- if not silence:
- get_bullet_sound.play()
- is_super_bullet = True
- is_double_bullet = False
- pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
- fire_supply.active = False
- '''
- if not(delay % 10) and not flozen:
- if not silence:
- if me.bullet_num and bullet_move:
- bullet_sound.play()
- if is_double_bullet:
- bullets = bullet2
- bullets[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
- bullets[bullet2_index + 1].reset((me.rect.centerx+30, me.rect.centery))
- bullet2_index = (bullet2_index + 2) % BULLET2_NUM
- elif is_super_bullet:
- bullets = bullet3
- bullets[bullet3_index].reset((me.rect.centerx - 63, me.rect.centery))
- bullets[bullet3_index + 1].reset((me.rect.centerx - 23, me.rect.centery))
- bullets[bullet3_index + 2].reset((me.rect.centerx + 23, me.rect.centery))
- bullets[bullet3_index + 3].reset((me.rect.centerx + 63, me.rect.centery))
- bullet3_index = (bullet3_index + 4) % bullet3_num
- else:
- bullets = bullet1
- bullets[bullet1_index].reset(me.rect.midtop)
- bullet1_index = (bullet1_index + 1) % BULLET1_NUM
- for b in bullets:
- if me.bullet_num and bullet_move:
- if b.active and not flozen:
- b.move()
- screen.blit(b.image,b.rect)
- enemy_hit = pygame.sprite.spritecollide(b,enemies,False,pygame.sprite.collide_mask)
- if enemy_hit:
- b.active = False
- for e in enemy_hit:
- if e in mid_enemies or e in big_enemies:
- e.hit = True
- e.energy -= 1
- if e.energy == 0:
- e.active = False
- else:
- e.active = False
- '''
- if not(delay % 10) and not flozen:
- if not silence:
- if me.bullet_num > 0 and bullet_move:
- bullet_sound.play()
- if is_double_bullet:
- bullet2[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
- bullet2[bullet2_index + 1].reset((me.rect.centerx+33, me.rect.centery))
- bullet2_index = (bullet2_index + 2) % BULLET2_NUM
- if is_super_bullet:
- bullet3[bullet3_index].reset((me.rect.centerx - 116, me.rect.centery))
- bullet3[bullet3_index + 1].reset((me.rect.centerx - 76, me.rect.centery))
- bullet3[bullet3_index + 2].reset((me.rect.centerx + 76, me.rect.centery))
- bullet3[bullet3_index + 3].reset((me.rect.centerx + 116, me.rect.centery))
- bullet3_index = (bullet3_index + 4) % bullet3_num
-
- if is_normal_bullet:
- bullet1[bullet1_index].reset(me.rect.midtop)
- bullet1_index = (bullet1_index + 1) % BULLET1_NUM
-
- if me.bullet_num > 0 and bullet_move:
- for nor_b in bullet1:
- if nor_b.active and not flozen:
- nor_b.move()
- screen.blit(nor_b.image,nor_b.rect)
- enemy_hit = pygame.sprite.spritecollide(nor_b,enemies,False,pygame.sprite.collide_mask)
- if enemy_hit:
- nor_b.active = False
- for e in enemy_hit:
- if e in mid_enemies or e in big_enemies:
- e.hit = True
- e.energy -= 1
- if e.energy == 0:
- e.active = False
- else:
- e.active = False
- if is_double_bullet:
- for dou_b in bullet2:
- if dou_b.active and not flozen:
- dou_b.move()
- screen.blit(dou_b.image,dou_b.rect)
- enemy_hit = pygame.sprite.spritecollide(dou_b,enemies,False,pygame.sprite.collide_mask)
- if enemy_hit:
- dou_b.active = False
- for e in enemy_hit:
- if e in mid_enemies or e in big_enemies:
- e.hit = True
- e.energy -= 1
- if e.energy == 0:
- e.active = False
- else:
- e.active = False
- if is_super_bullet:
- for sup_b in bullet3:
- if sup_b.active and not flozen:
- sup_b.move()
- screen.blit(sup_b.image,sup_b.rect)
- enemy_hit = pygame.sprite.spritecollide(sup_b,enemies,False,pygame.sprite.collide_mask)
- if enemy_hit:
- sup_b.active = False
- for e in enemy_hit:
- if e in mid_enemies or e in big_enemies:
- e.hit = True
- e.energy -= 1
- if e.energy == 0:
- e.active = False
- else:
- e.active = False
- for each in big_enemies:
- if each.active:
- each.move(flozen)
- 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)
- pygame.draw.line(screen,BLACK,\
- (each.rect.left,each.rect.top - 5),\
- (each.rect.right,each.rect.top - 5),\
- 2)
- 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)
- if each.rect.bottom == -50 and not silence:
- enemy3_fly_sound.play(-1)
- else:
- if not (delay % 3):
- if e3_destroy_index == 0 and not silence:
- enemy3_down_sound.play()
- screen.blit(each.destroy_images[e3_destroy_index],each.rect)
- e3_destroy_index = (e3_destroy_index + 1) % 6
- if e3_destroy_index == 0:
- enemy3_fly_sound.stop()
- score += 12000
- each.reset()
- if randint(1,5) == 5:
- bomb_sound.play()
- for each in enemies:
- if each.rect.bottom > 0:
- each.active = False
- for each in mid_enemies:
- if each.active:
- each.move(flozen)
- if each.hit:
- screen.blit(each.image_hit,each.rect)
- each.hit = False
- else:
- screen.blit(each.image,each.rect)
- pygame.draw.line(screen,BLACK,\
- (each.rect.left,each.rect.top - 5),\
- (each.rect.right,each.rect.top - 5),\
- 2)
- 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:
- if not (delay % 3):
- if e2_destroy_index == 0 and not silence:
- 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 += 8000
- kill_enemy += 6
- each.reset()
- if randint(1,4) == 4:
- choose = choice([1,5,2,3,4])
- if choose == 1:
- bomb_supply.reset(me.rect)
- elif choose == 2:
- bullet_supply.reset(me.rect)
- elif choose == 3:
- fire_supply.reset(me.rect)
- elif choose == 4:
- ice_supply.reset(me.rect)
- elif choose == 5:
- heart_supply.reset(me.rect)
- for each in small_enemies:
- if each.active:
- each.move(flozen)
- screen.blit(each.image,each.rect)
- else:
- if not (delay % 3):
- if e1_destroy_index == 0 and not silence:
- 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 += 1500
- kill_enemy += 1
- each.reset()
- if kill_enemy == 12:
- kill_enemy = 0
- me.bullet_num += 50
-
- enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
- if enemies_down and not me.invincible:
- me.active = False
- for e in enemies_down:
- e.active = False
- if me.active:
- if not me.invincible:
- if delay // 5 % 2 and not flozen:
- screen.blit(me.image1, me.rect)
- else:
- screen.blit(me.image2, me.rect)
- else:
- if delay % 10 < 7:
- screen.blit(me.image1, me.rect)
- else:
- if not silence:
- me_down_sound.play()
- if not (delay % 3):
- 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,8 * 1000)
- pygame.time.set_timer(INVINCIBLE,1 * 1000)
- inv_num = 8
-
- if flozen:
- screen.blit(ice_bg,(0,0))
- bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
- text_rect = bomb_text.get_rect()
- screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
- screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
- if life_num:
- life_text = bomb_font.render("× %d" % life_num, True, WHITE)
- text_r = life_text.get_rect()
- screen.blit(life_image,(width-10-3*life_rect.width,height-10-life_rect.height))
- screen.blit(life_text,(400,630))
-
- score_text = score_font.render('Score : %s'% str(score),True,WHITE)
- screen.blit(score_text,(10,5))
- supply_pic = pygame.image.load('images/supply.png').convert_alpha()
- sp_rect = supply_pic.get_rect()
- screen.blit(supply_pic,(10,55))
- supply_str = supply_font.render(f'{supply_num}s',True,WHITE)
- screen.blit(supply_str,(sp_rect.right / 2,sp_rect.bottom + 55))
- bullet_str = bullet_font.render(f'bullets: {me.bullet_num}',True,WHITE)
- screen.blit(bullet_str,(270,600))
- if is_hardcode:
- hardcode_str = hardcode_font.render('!',True,RED)
- screen.blit(hardcode_str,(15,180))
-
- if me.invincible:
- screen.blit(inv_img,(10,120))
- inv_str = supply_font.render(f'{inv_num}s',True,WHITE)
- screen.blit(inv_str,(inv_rect.right / 2,inv_rect.bottom + 120))
-
- if have_ice:
- screen.blit(ice,(10,570))
- if me.invincible:
- enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
- if enemies_down and me.invincible:
- for e in enemies_down:
- e.active = False
- score += 500
- elif life_num == 0:
- pygame.mixer.music.stop()
- pygame.mixer.stop()
- pygame.time.set_timer(SUPPLY_TIME,0)
- if not recorded:
- recorded = True
- with open("record.txt", "r") as f:
- record_score = int(f.read())
- if score > record_score:
- with open("record.txt", "w") as f:
- f.write(str(score))
- record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
- gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
- gameover_text1_rect = gameover_text1.get_rect()
- gameover_text1_rect.left, gameover_text1_rect.top = \
- (width - gameover_text1_rect.width) // 2, height // 3
- screen.blit(gameover_text1, gameover_text1_rect)
- gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
- gameover_text2_rect = gameover_text2.get_rect()
- gameover_text2_rect.left, gameover_text2_rect.top = \
- (width - gameover_text2_rect.width) // 2, \
- gameover_text1_rect.bottom + 10
- screen.blit(gameover_text2, gameover_text2_rect)
- again_rect.left, again_rect.top = \
- (width - again_rect.width) // 2, \
- gameover_text2_rect.bottom + 50
- screen.blit(again_image, again_rect)
- gameover_rect.left, gameover_rect.top = \
- (width - again_rect.width) // 2, \
- again_rect.bottom + 10
- screen.blit(gameover_image, gameover_rect)
- if pygame.mouse.get_pressed()[0]:
- pos = pygame.mouse.get_pos()
- if again_rect.left < pos[0] < again_rect.right and \
- again_rect.top < pos[1] < again_rect.bottom:
- main()
- elif gameover_rect.left < pos[0] < gameover_rect.right and \
- gameover_rect.top < pos[1] < gameover_rect.bottom:
- pygame.quit()
- sys.exit()
- screen.blit(paused_image,paused_rect)
- screen.blit(volume_image, volume_rect)
- if not(delay % 5):
- switch_image = not switch_image
- delay -= 1
- if not delay:
- delay = 100
- pygame.display.flip()
- clock.tick(60)
- main()
复制代码
myplane.py:
- import pygame
- class MyPlane(pygame.sprite.Sprite):
- bullet_num = 9000
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image1 = pygame.image.load('images/me1.png').convert_alpha()
- self.image2 = pygame.image.load('images/me2.png').convert_alpha()
- self.destroy_images = []
- self.destroy_images.extend([\
- pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
- pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
- pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
- pygame.image.load("images/me_destroy_4.png").convert_alpha() \
- ])
- self.rect = self.image1.get_rect()
- self.width,self.height = bg_size[0],bg_size[1]
- self.rect.left, self.rect.top = \
- (self.width - self.rect.width) // 2, \
- self.height - self.rect.height - 90
- 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 - 90:
- self.rect.top += self.speed
- else:
- self.rect.bottom = self.height - 90
- def moveLeft(self):
- if self.rect.left > 0:
- self.rect.left -= self.speed
- else:
- self.rect.left = 0
- def moveRight(self):
- if self.rect.right < self.width:
- self.rect.left += self.speed
- else:
- self.rect.right = self.width
- def reset(self):
- self.rect.left, self.rect.top = \
- (self.width - self.rect.width) // 2, \
- self.height - self.rect.height - 60
- self.active = True
- self.invincible = True
复制代码
supply.py:
- import pygame
- from random import *
- class Bullet_Supply(pygame.sprite.Sprite):
- def __init__(self, bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/bullet_supply.png").convert_alpha()
- self.rect = self.image.get_rect()
- self.width, self.height = bg_size[0], bg_size[1]
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
- self.speed = 5
- self.active = False
- self.mask = pygame.mask.from_surface(self.image)
- def move(self):
- if self.rect.top < self.height:
- self.rect.top += self.speed
- else:
- self.active = False
- def reset(self,me):
- self.active = True
- if randint(0,1):
- self.rect.left, self.rect.bottom = \
- me.left, -100
- else:
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
- class Big_Enemy_Bullet_Supply(Bullet_Supply):
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/big_enemy_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,me):
- self.active = True
- if randint(0,1):
- self.rect.left, self.rect.bottom = \
- me.left, -100
- else:
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
- class Bomb_Supply(pygame.sprite.Sprite):
- def __init__(self, bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/bomb_supply.png").convert_alpha()
- self.rect = self.image.get_rect()
- self.width, self.height = bg_size[0], bg_size[1]
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
- self.speed = 5
- self.active = False
- self.mask = pygame.mask.from_surface(self.image)
- def move(self):
- if self.rect.top < self.height:
- self.rect.top += self.speed
- else:
- self.active = False
- def reset(self,me):
- self.active = True
- if randint(0,1):
- self.rect.left, self.rect.bottom = \
- me.left, -100
- else:
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
- class Big_Enemy_Bomb_Supply(Bomb_Supply):
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/big_enemy_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,me):
- self.active = True
- if randint(0,1):
- self.rect.left, self.rect.bottom = \
- me.left, -100
- else:
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
-
- class Heart_Supply(pygame.sprite.Sprite):
- def __init__(self, bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/heart_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,me):
- self.active = True
- if randint(0,1):
- self.rect.left, self.rect.bottom = \
- me.left, -100
- else:
- self.rect.left, self.rect.bottom = \
- randint(0, self.width - self.rect.width), -100
- class Ice_Supply(pygame.sprite.Sprite):
- def __init__(self, bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/ice_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,me):
- self.active = True
- if randint(0,1):
- self.rect.left, self.rect.bottom = \
- me.left, -100
- else:
- 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("images/bullet2_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:[code]\
复制代码
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
[/code]
bullet.py:
- import pygame
- class Bullet1(pygame.sprite.Sprite):
- def __init__(self,position):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/bullet1.png").convert_alpha()
- self.image2 = pygame.image.load("images/b1.png").convert_alpha()
- self.rect = self.image.get_rect()
- self.rect.left, self.rect.top = position
- self.speed = 12
- self.active = True
- self.mask = pygame.mask.from_surface(self.image)
- def move(self):
- self.rect.top -= self.speed
- if self.rect.top < 0:
- self.active = False
- def reset(self, position):
- self.rect.left, self.rect.top = position
- self.active = True
- class Bullet2(pygame.sprite.Sprite):
- def __init__(self, position):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load("images/bullet2.png").convert_alpha()
- self.rect = self.image.get_rect()
- self.rect.left, self.rect.top = position
- self.speed = 15
- 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('images/bullet3.png').convert_alpha()
- self.rect = self.image.get_rect()
- self.rect.left, self.rect.top = position
- self.speed = 18
- self.active = True
- 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
复制代码
enemy.py:
- import pygame
- from random import *
- class SmallEnemy(pygame.sprite.Sprite):
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load('images/enemy1.png').convert_alpha()
- self.destroy_images = []
- self.destroy_images.extend([\
- pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
- pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
- pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
- pygame.image.load("images/enemy1_down4.png").convert_alpha() \
- ])
- self.rect = self.image.get_rect()
- self.width,self.height = bg_size[0],bg_size[1]
- self.speed = 2
- self.active = True
- self.rect.left,self.rect.top = \
- randint(0,self.width - self.rect.width),\
- randint(-5 * self.height,0)
- self.mask = pygame.mask.from_surface(self.image)
- def move(self,flozen):
- if not flozen:
- if self.rect.top < self.height:
- self.rect.top += self.speed
- else:
- self.reset()
- def reset(self):
- self.active = True
- self.rect.left,self.rect.top = \
- randint(0,self.width - self.rect.width),\
- randint(-5 * self.height,0)
- class MidEnemy(pygame.sprite.Sprite):
- energy = 8
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load('images/enemy2.png').convert_alpha()
- self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()
- self.destroy_images = []
- self.destroy_images.extend([\
- pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
- pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
- pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
- pygame.image.load("images/enemy2_down4.png").convert_alpha() \
- ])
- self.rect = self.image.get_rect()
- self.width,self.height = bg_size[0],bg_size[1]
- self.speed = 1
- self.active = True
- self.rect.left,self.rect.top = \
- randint(0,self.width - self.rect.width),\
- randint(-10 * self.height,-self.height)
- self.mask = pygame.mask.from_surface(self.image)
- self.energy = MidEnemy.energy
- self.hit = False
- def move(self,flozen):
- if not flozen:
- if self.rect.top < self.height:
- self.rect.top += self.speed
- else:
- self.reset()
- def reset(self):
- self.active = True
- self.energy = MidEnemy.energy
- self.rect.left,self.rect.top = \
- randint(0,self.width - self.rect.width),\
- randint(-10 * self.height,-self.height)
- class BigEnemy(pygame.sprite.Sprite):
- energy = 20
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()
- self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()
- self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()
- self.destroy_images = []
- self.destroy_images.extend([\
- pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
- pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
- pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
- pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
- pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
- pygame.image.load("images/enemy3_down6.png").convert_alpha() \
- ])
- self.rect = self.image1.get_rect()
- self.width,self.height = bg_size[0],bg_size[1]
- self.speed = 1
- self.active = True
- self.rect.left,self.rect.top = \
- randint(0,self.width - self.rect.width),\
- randint(-15 * self.height,-5 * self.height)
- self.mask = pygame.mask.from_surface(self.image1)
- self.energy = BigEnemy.energy
- self.hit = False
- def move(self,flozen):
- if not flozen:
- 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 boss(pygame.sprite.Sprite):
- energy = 50
- t = 0
- def __init__(self,bg_size):
- pygame.sprite.Sprite.__init__(self)
- self.image = pygame.image.load('images/hm1.png').convert_alpha()
- self.destroy_images = []
- self.destroy_images.extend([\
- pygame.image.load("images/hm3.png").convert_alpha(), \
- pygame.image.load("images/hm5.png").convert_alpha(), \
- pygame.image.load("images/hm8.png").convert_alpha(), \
- ])
- self.rect = self.image.get_rect()
- self.width,self.height = bg_size[0],bg_size[1]
- self.speed = 0.5
- 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.image)
- self.energy = BigEnemy.energy
- self.hit = False
- def move(self,flozen):
- if not flozen:
- if self.rect.top < self.height:
- if self.t == 0:
- self.rect.left += speed
- self.t += 1
- else:
- self.rect.left -= speed
- self.t -= 1
-
- self.rect.top += self.speed
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