|
|

楼主 |
发表于 2018-9-9 18:21:50
|
显示全部楼层
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# 检测是否暂停
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_iamge = resume_pressed_image
else:
paused_iamge = pause_pressed_image
else:
if paused:
paused_iamge = resume_nor_image
else:
paused_iamge = pause_nor_image
# 全屏炸弹
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
# 补给时间
elif event.type == SUPPLY_TIME:
supply_sound.play()
if choice([True,False]):
bullet_supply.reset()
else:
bomb_supply.reset()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME,0)
# 根据用户得分增加难度
if level == 1 and score > 10000:
level = 2
upgrade_sound.play()
# 增加3小飞机,2中飞机,1大飞机
add_small_enemies(small_enemies,enemies,3)
add_mid_enemies(mid_enemies,enemies,2)
add_big_enemies(big_enemies,enemies,1)
# 提升小飞机速度
inc_speed(small_enemies,1)
if level == 2 and score > 50000:
level = 3
upgrade_sound.play()
# 增加5小飞机,3中飞机,2大飞机
add_small_enemies(small_enemies,enemies, 5)
add_mid_enemies(mid_enemies,enemies, 3)
add_big_enemies(big_enemies,enemies, 2)
# 提升小、中飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
if level == 3 and score > 200000:
level = 4
upgrade_sound.play()
# 增加5小飞机,3中飞机,2大飞机
add_small_enemies(small_enemies,enemies, 5)
add_mid_enemies(mid_enemies,enemies, 3)
add_big_enemies(big_enemies,enemies, 2)
# 提升小、中飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
inc_speed(big_enemies, 1)
screen.blit(background,(0,0))
if level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
# 增加5小飞机,3中飞机,2大飞机
add_small_enemies(small_enemies,enemies, 5)
add_mid_enemies(mid_enemies,enemies, 3)
add_big_enemies(big_enemies,enemies, 2)
# 提升小、中飞机速度
inc_speed(small_enemies, 2)
inc_speed(mid_enemies, 1)
inc_speed(big_enemies, 1)
screen.blit(background,(0,0))
if not paused:
# 检测用户键盘操作
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 < 5:
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
# 切换图片
if not(delay % 5):
switch_image = not switch_image
if not delay:
delay = 100
delay -= 1
# 绘制背景
screen.blit(background,(0,0))
# 绘制子弹
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+30,me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
# 检测是否击中敌机
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 each in enemy_hit:
if each in mid_enemies or each in big_enemies:
each.hit = True
each.energy -= 1
if each.energy == 0:
each.active = False
else:
each.active = False
# 绘制大飞机
for each in big_enemies:
if each.active:
each.move()
if each.hit: # 绘制打击
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)
# 当血量大于20%的时候,显示绿色,否则红色
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)
# 当大飞机进入画面时播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else: # 毁灭
if not(delay % 5):
if e3_destroy_index == 0:
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 += 10000
each.reset()
# 绘制中飞机
for each in mid_enemies:
if each.active:
each.move()
if each.hit: # 绘制打击
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)
# 当血量大于20%的时候,显示绿色,否则红色
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 % 5):
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()
# 绘制小飞机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:# 毁灭
if not(delay % 5):
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()
# 绘制我方战机
if me.active:
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2,me.rect)
else:# 毁灭
if not(delay % 5):
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:
print("GAME OVER!")
running = False
# 绘制炸弹
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))
# 绘制分数
score_text = score_font.render("Score : %s" % str(score),True,WHITE)
screen.blit(score_text,(10,10))
# 绘制暂停键
screen.blit(paused_iamge,paused_rect)
# 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 each in enemies_down:
each.active = False
pygame.display.flip()
clock.tick(fps)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
|
|