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本帖最后由 python小鲨鱼 于 2020-4-8 23:10 编辑
其余enemy bullet myplane模块均与小甲鱼相同
出现的问题:
一:敌机被击毁之后音效重复播放,杂音很多
二:若是子弹击中敌机,我放飞机不移动的话,敌机一直显示击毁的图片和音效
三:程序运行一会之后,就算子弹没打中敌机,也会将敌机击毁
- import pygame
- import sys
- import traceback
- import myplane
- import enemy
- import bullet
- from pygame.locals import *
- # 初始化pygame,混音器
- pygame.init()
- pygame.mixer.init()
- # 初始化界面
- bg_size = width,height = 480,700
- screen = pygame.display.set_mode(bg_size)
- pygame.display.set_caption("飞机大战 - - 豆豆")
- background = pygame.image.load("images/background.png").convert()
- # 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):
- 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)
-
-
- # 定义主函数
- def main():
- pygame.mixer.music.play(-1)
- # 生成我方飞机
- me = myplane.MyPlane(bg_size)
- # 生成敌方飞机
- 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,2)
- # 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))
-
- 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
- # 用于切换图片
- switch_image = True
- # 用于延迟
- delay = 100
- running = True
- while running:
- for event in pygame.event.get():
- if event.type == QUIT:
- pygame.quit()
- sys.exit()
- # 检测用户的键盘操作
- 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()
- # 绘制背景
- screen.blit(background,(0,0))
-
- # 发射子弹
- if not(delay % 10):
- bullet1[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 bullet1:
- 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:
- e.active = False
- # 绘制敌方大型飞机
- for each in big_enemies:
- if each.active:
- each.move()
- if switch_image:
- screen.blit(each.image1, each.rect)
- else:
- screen.blit(each.image2, each.rect)
- # 即将出现在界面时播放音效
- if each.rect.bottom == -50:
- enemy3_fly_sound.play(-1)
- else:
- # 大型飞机毁灭
- if not(delay % 3):
- if e3_destroy_index == 0:
- enemy3_down_sound.play()
- screen.blit(each.destroy_imgaes[e3_destroy_index],each.rect)
- e3_destroy_index = (e3_destroy_index + 1) % 6
- if e3_destroy_index == 0:
- enemy3_down_sound.stop()
- each.reset()
-
-
- # 绘制敌方中型飞机
- for each in mid_enemies:
- if each.active:
- each.move()
- screen.blit(each.image, each.rect)
- else:
- # 中型飞机毁灭
- if not(delay % 3):
- if e2_destroy_index == 0:
- enemy2_down_sound.play()
- screen.blit(each.destroy_imgaes[e2_destroy_index],each.rect)
- e2_destroy_index = (e2_destroy_index + 1) % 4
- if e2_destroy_index == 0:
- each.reset()
-
-
- # 绘制敌方小型飞机
- for each in small_enemies:
- if each.active:
- each.move()
- screen.blit(each.image, each.rect)
- else:
- # 小型飞机毁灭
- if not(delay % 3):
- if e1_destroy_index == 0:
- enemy1_down_sound.play()
- screen.blit(each.destroy_imgaes[e1_destroy_index],each.rect)
- e1_destroy_index = (e1_destroy_index + 1) % 4
- if e1_destroy_index == 0:
- each.reset()
- # 检测我放飞机是否被撞
- 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:
- switch_image = not switch_image
- if switch_image:
- screen.blit(me.image1, me.rect)
- else:
- screen.blit(me.image2, me.rect)
- else:
- # 我方飞机毁灭
- if not(delay % 3):
- if me_destroy_index == 0:
- me_down_sound.play()
- screen.blit(me.destroy_imgaes[me_destroy_index],me.rect)
- me_destroy_index = (me_destroy_index + 1) % 4
- if me_destroy_index == 0:
- print("游戏结束")
- running = False
- # 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()
复制代码
本帖最后由 编程鱼C 于 2020-4-9 09:02 编辑
- # main.py
- import pygame
- import sys
- import traceback
- import myplane
- import enemy
- import bullet
- import supply
- from pygame.locals import *
- from random import *
- 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").convert()
- BLACK = (0, 0, 0)
- WHITE = (255, 255, 255)
- GREEN = (0, 255, 0)
- RED = (255, 0, 0)
- # 载入游戏音乐
- pygame.mixer.music.load("sound/game_music.wav")
- 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):
- 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)
- 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, 2)
- # 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))
-
-
- # 用于切换图片
- switch_image = True
- # 用于延迟
- delay = 100
- running = True
- 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)
-
-
-
- if life_num and not paused:
- # 检测用户的键盘操作
- 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()
-
- # 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:
- 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)
-
- # 即将出现在画面中,播放音效
- if each.rect.bottom == -50:
- enemy3_fly_sound.play(-1)
- else:
-
- # 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)
-
- # 绘制小型敌机:
- for each in small_enemies:
- if each.active:
- each.move()
- screen.blit(each.image, each.rect)
- else:
-
- # 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 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:
- # 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)
-
-
- # 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()
复制代码
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