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这是我的代码:
import pygame
from pygame import *
import myplane
import enemy
import bullet
import supply
import random
import sys
import traceback
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Aircraft Wars")
background = pygame.image.load(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\background.png").convert()
# 血槽颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# 字体颜色
WHITE = (255, 255, 255)
# 载入游戏音乐
pygame.mixer.music.load(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\enemy1_down.wav")
enemy1_down_sound.set_volume(0.1)
enemy2_down_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\sound\me_down.wav")
me_down_sound.set_volume(0.2)
# 添加地方飞机的函数,num为添加数量
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)
# 速度增加函数
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1) # 设置-1代表无限循环
# 生成我方飞机
me = myplane.MyPlane(bg_size)
# 定义一个所有敌方飞机的序列
enemies = pygame.sprite.Group()
# 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15) # 敌机要添加到两个组
# 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)
# 生成普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4 # 定义4个子弹加上其速度刚好和整个屏幕差不多了
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop)) # 子弹生成位置参数是我方飞机上方中央
# 生成超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM // 2): # 这样才能在两边出现
# 分别添加在飞机图片左右枪口,加减33是因为飞机图片本身不对称
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx + 33, me.rect.centery)))
clock = pygame.time.Clock()
# 坠毁飞机图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
# 用于切换我方飞机图片
switch_image = True
# 统计得分
score = 0
# 定义分数字体
score_font = pygame.font.Font(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\font\font.ttf", 36)
# 标志是否暂停游戏
paused = False
pause_nor_image = pygame.image.load(
r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load(
r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load(
r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load(
r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\resume_pressed.png").convert_alpha()
paused_rect = pause_nor_image.get_rect() # 4个图片一样大,位置矩形取一个就行了
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image # 默认显示这个
# 设置难度级别
level = 1
# 全屏炸弹
bomb_image = pygame.image.load(
r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\font\font.ttf", 48)
bomb_num = 3
# 每30s发放补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT # 自定义定时器事件
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) # 每30s触发
# 超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
# 是否使用超级子弹的变量
is_double_bullet = False
# 我方飞机复活后无敌时间定时器3s
INVINCIBLE_TIME = USEREVENT + 2
# 我方飞机生命数量
life_image = pygame.image.load(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3 # 共3条命
# 用于阻止游戏结束后循环重复打开记录得分文件
recorded = False
# 记录得分文件初始写入0
with open(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\record.txt", "w") as f:
f.write("0")
# 游戏结束画面
gameover_font = pygame.font.Font(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\font\font.ttf", 48)
again_image = pygame.image.load(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\images\gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()
# 用于延迟,让我方飞机两个图片切换更快,在不影响整体帧数的前提下
delay = 100
running = True
while running: # 一次循环是1帧
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# 暂停事件
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos): # 位置矩形的这个方法检测鼠标位置是否在矩形范围内,是返回True,否False
paused = not paused
if paused: # 同时暂停补给事件和背景音乐以及音效
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 = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_nor_image
# 全屏炸弹事件
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: # 屏幕内的敌机
each.active = False
elif event.type == SUPPLY_TIME: # 自定义的补给降落事件
supply_sound.play()
if random.choice([True, False]): # 随机
bomb_supply.reset()
else:
bullet_supply.reset()
# 超级子弹事件
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0) # 关闭定时器
# 响应解除复活后无敌时间事件
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0) # 关闭定时器
# 根据用户得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
# 增加3架小型敌机,2架中型敌机,1架大型敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 提升小型敌机速度
inc_speed(small_enemies, 1)
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,2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 600000:
level = 4
upgrade_sound.play()
# 增加5架小型敌机,3架中型敌机,2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
# 增加5架小型敌机,3架中型敌机,2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0, 0))
# 没点暂停和生命数量不为0时才会运行程序
if life_num and (not paused):
# 对于频繁发生的键盘事件采用如下方式检测
# 检测用户的键盘操作
key_pressed = pygame.key.get_pressed() # 返回一个序列,包含整个键盘事件的布尔类型值(True or False)
if key_pressed[K_w] or key_pressed[K_UP]: # 通过索引查
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()
# 发射超级子弹
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000) # 超级子弹持续18s,事件到了就会响应DOUBLE_BULLET_TIME事件从而关闭超级子弹
bullet_supply.active = False
# 发射子弹
if not(delay % 10): # 每10帧调用一次,每10帧发射一个子弹,防止4个子弹重叠发射
bullet_sound.play() # 子弹声音
if is_double_bullet: # 先检测超级子弹是否使用
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 # 两边
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop) # 子弹位置随飞机一起动,每次重新获取飞机中上方位置
bullet1_index = (bullet1_index + 1) % BULLET1_NUM # 不能超过4
# 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:
if e in (mid_enemies or big_enemies): # 大中型飞机减少血条
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False # 小型飞机中弹直接挂
# 绘制敌方飞机,注意绘制顺序:大中小,否则大的也许会覆盖小的
# 绘制大型敌机,通过大型敌机组绘制,大型敌机用两个图片来表示,展示其变化多端
for each in big_enemies:
if each.active: # 先检测这个值(定义在敌我方飞机模块内)是否为True
each.move()
if each.hit:
# 绘制被打中瞬间的特性图片
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, 通过画直线
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), # 终点是用总长度乘以剩余血量的比例
2)
# 大型敌机的音效,即将出现时播放
if each.rect.bottom == -50: # 取等让音乐播放一次,避免反复播放
enemy3_fly_sound.play(-1)
else:
# 毁灭图片显示
if not (delay % 3): # 控制速度
if e3_destroy_index == 0: # 初始就是0,音乐播放一次,后面不合条件就不会放了
enemy3_down_sound.play() # 播放毁灭音效,放在这个判断下是因为可以避免多次播放占满音乐通道导致其他音乐无法播放
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6 # 6张坠毁图
if e3_destroy_index == 0: # 第六张图播放完毕后
enemy3_fly_sound.stop() # 停止播放音乐
score += 10000 # 一个大型飞机10000分
each.reset() # 重生
# 绘制中型敌机
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)
# 绘制血槽, 通过画直线
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),
# 终点是用总长度乘以剩余血量的比例
2)
else:
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 # 一个中型飞机6000分
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:
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 # 一个小型飞机1000分
each.reset()
# 检测我方飞机是否被撞(碰撞检测函数)
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask) # 返回碰撞的精灵序列
if enemies_down and (not me.invincible): # 不无敌的时候才会被撞死
me.active = False # 我方飞机坠毁
for e in enemies_down:
e.active = False # 敌方飞机坠毁
# 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_images[me_destroy_index], me.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
life_num -= 1
me.reset() # 我方飞机重生
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000) # 3s后触发这个解除无敌时间事件
# 绘制剩余全屏炸弹
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))
# 绘制分数,render将字符串对象渲染成surface对象
score_text = score_font.render("Score : %s" % str(score), True, WHITE)
screen.blit(score_text, (10, 5))
# 绘制游戏结束画面
elif life_num == 0:
# 停止背景音乐
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:\PycharmProjects\Python\pygame\Aircraft Wars\record.txt", "r") as f:
record_score = int(f.read())
# 如果玩家得分高于历史最高分,则存档
if score > record_score:
with open(r"E:\PycharmProjects\Python\pygame\Aircraft Wars\record.txt", "w") as f:
f.write(str(score))
# 绘制结束界面(这里有问题,record_score无法被引用)
record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
screen.blit(record_score_text, (50, 50))
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)
# 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()
# 绘制暂停按钮
screen.blit(paused_image, paused_rect)
# 切换我方飞机图片,通过这个方法让其尾气更流畅
if not(delay % 5): # 只有delay%5为0时才执行
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
每次运行完了best哪里都是0,另外我必须在前面先在record。txt中写入个数字,不然后面也会报错(ValueError: invalid literal for int() with base 10:“ ”)
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