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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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