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楼主 |
发表于 2020-5-4 16:32:39
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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')
background = pygame.image.load('images/background.png').convert()
BLACK = (0,0,0)
GREEN = (0,255,0)
RED = (255,0,0)
WHITE = (255,255,255)
#载入游戏的音乐
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(0.1)
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(0.2)
me_down_sound = pygame.mixer.Sound('sound/me_down.wav')
me_down_sound.set_volume(0.2)
def add_small_enemies(group1,group2,number):
for i in range(number):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1,group2,number):
for i in range(number):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1,group2,number):
for i in range(number):
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)
#生成敌方飞机的总和组
enemies = pygame.sprite.Group()
#生成小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
#生成中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
#生成大型飞机
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))
#生成超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM):
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
#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.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image
#设置难度级别
level = 1
#用于阻止重复打开记录文件
recorded = False
#用于切换图片
switch_image = True
#超级子弹的定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
#标志是否使用超级子弹
is_double_bullet = False
#生命数量
life_image = pygame.image.load('images/life.png').convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
#用于延迟的变量
delay = 100
#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
#解除无敌时间的计时器
INVINCIBLE_TIME = USEREVENT + 2
#每三十秒发放一个补给包
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)
#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()
clock = pygame.time.Clock()
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):
#上述的方法是rect的一个方法,传入一个坐标然后检测是否在其矩形范围之内
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,18*1000)
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)
screen.blit(background,(0,0))
#根据用户的得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
#增加三架小型敌机,两架中型敌机,和一架大型敌机
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,和2架大型敌机
add_small_enemies(small_enemies,enemies,4)
add_mid_enemies(mid_enemies,enemies,2)
add_big_enemies(big_enemies,enemies,1)
#提升速度
inc_speed(small_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,和2架大型敌机
add_small_enemies(small_enemies,enemies,4)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,1)
#提升速度
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,和2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)
#提升速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
if not paused and life_num:
#检测用户的键盘操作
key_pressed = pygame.key.get_pressed() #这个方法返回一个序列,
#包含整个键盘按键的布尔类型,如果按下就是True
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()
#绘制补给
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
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
get_bomb_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
#检测是否打中敌人
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
#绘制大型飞机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
#绘制被打倒的特效
else:
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
#绘制血条
pygame.draw.line(screen,BLACK,(each.rect.left, each.rect.top - 5),\
(each.rect.right, each.rect.top - 5),2)
#当生命大于百分20.是绿色,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)
#即将出现在画面中播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else:
#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()
#就是第一次进来的index是0,播放第一张图片然后加1,然后对6取余,等到
#六次以后,取余变成0了,那就不播放了,直接重生
#绘制中型飞机
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)
#绘制血条
pygame.draw.line(screen,BLACK,(each.rect.left, each.rect.top - 5),\
(each.rect.right, each.rect.top - 5),2)
#当生命大于百分20.是绿色,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 % 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()
#绘制小型飞机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
#毁灭
enemy1_down_sound.play()
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)
#这里的mask方法跟那些属性定义的mask对应,就是把图片中非透明的部分作为一个对象返回,
#然后根据这个对象去检验是否发生碰撞
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:
#失去生命
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCIBLE_TIME, 3*1000)
#绘制全屏炸弹
bomb_text = bomb_font.render('X %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:
recorded = True
#读取历史最高得分
with open ('record.txt','r') as f:
record_score = int(f.read())
#判断得分是否高于高于历史
if score > record_score:
with open('record.txt','w') as f:
f.write(str(score))
# 绘制结束画面
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)
#用于切换图片的变量改变
#用这个方法是为了不改变下面的clock从而不让游戏的流畅度改变
#这样就能够让尾气有突突突的感觉,这是很常用的切换方法
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()
这是完整的代码
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