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import pygame
import sys
import traceback
from pygame.locals import *
from random import *
import myplane
import enemy
import bullet
import supply
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—FishC Demo')
background=pygame.image.load('images/background.png')
BLACK=(0,0,0)
GREEN=(0,255,0)
RED=(255,0,0)
WHITE=(255,255,255)
#载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
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)
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)
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):
e1=enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1,group2,num):
for i in range(num):
e1=enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def inc_speed(target,inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
#生成我方飞机
me=myplane.MyPlane(bg_size)
enemies=pygame.sprite.Group()
#生成敌方小型飞机
small_enemies=pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,15)
#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,4)
#生成普通子弹
bullet1=[]
bullet1_index=0
BULLET1_NUM=4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
#生成超级子弹
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)))
clock=pygame.time.Clock()
#中弹图片索引
e1_destroy_index=0
e2_destroy_index=0
e3_destroy_index=0
me_destroy_index=0
#设置难度级别
level=1
#全屏炸弹
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=3
#每30秒发放一个补给包
bullet_supply=supply.Bullet_Supply(bg_size)
bomb_supply=supply.Bomb_Supply(bg_size)
SUPPLY_TIME=USEREVENT
pygame.time.set_timer(SUPPLY_TIME,30*1000)
#超级子弹定时器
DOUBLE_BULLET_TIME=USEREVENT+1
#标志是否使用超级子弹
is_double_bullet=False
#解除我方无敌定时器
INVINCIBLE_TIME=USEREVENT+2
#生命数量
life_image=pygame.image.load('images/life.png').convert_alpha()
life_rect=life_image.get_rect()
life_num=3
#游戏结束界面
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()
#用于阻值重复打开文件
recorded=False
#用于切换飞机移动图片
switch_image=True
#统计得分
score=0
score_font=pygame.font.Font('font/font.ttf',36)
#标志是否暂停游戏
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.right,paused_rect.top=width-10,10
paused_image=pause_nor_image
running=True
#用于延时
delay=100
while running:
for event in pygame.event.get():
if event.type==QUIT:
pygame.quit()
sys.exit()
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_image=resume_pressed_image
else:
paused_image=pause_pressed_image
else:
if paused:
paused_image=resume_nor_image
else:
paused_image=pause_nor_image
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
elif event.type==SUPPLY_TIME:
supply_sound.play()
if choice([True,False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type==DOUBLE_BULLET_TIME:
is_double_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)
#根据用户的得分增加难度
if level==1 and score>50000:
level=2
upgrade_sound.play()
#增加3架小飞机,2架中敌机,1架大敌机
add_small_enemies(small_enemies,enemies,3)
add_mid_enemies(mid_enemies,enemies,2)
add_big_enemies(big_enemies,enemies,1)
#提升小飞机速度
inc_speed(small_enemies,1)
elif level==2 and score>300000:
level=3
upgrade_sound.play()
#增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小中飞机速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
elif level==3 and score>600000:
level=4
upgrade_sound.play()
#增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小中飞机速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
elif level==4 and score>1000000:
level=5
upgrade_sound.play()
#增加5架小飞机,3架中敌机,2架大敌机
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小中飞机速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
screen.blit(background,(0,0))
if life_num and 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()
is_double_bullet=True
pygame.time.set_timer(DOUBLE_BULLET_TIME,18*1000)
bullet_supply.active=False
#发射子弹
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 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:
#绘制被打倒图片
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
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),2)
#展示大型机音效
if each.rect.bottom==-50:
enemy3_fly_sound.play(-1)
else:
#大飞机毁灭
if not(delay%3):
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()
#绘制中型机
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
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),2)
else:
#中飞机毁灭
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
each.reset()
#绘制小型机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image,each.rect)
else:
#小飞机毁灭
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
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 and not me.invincible:
me.active=False
for each in enemies_down:
each.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:
#本机毁灭
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()
pygame.time.set_timer(INVINCIBLE_TIME,3*1000)
#绘制全屏炸弹数量
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))
#绘制得分
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:
#背景音乐停止
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:
#读取历史最高分
recorded=True
with open('record.txt','r')as f:
record_score=int(f.read())
#如果玩家得分高于历史最高得分,存档
if score>record_score:
with open('record.txt','w')as f:
f.write(str(score))
#绘制结束界面
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)
#切换图片
if not(delay%5):
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()
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