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楼主 |
发表于 2021-8-20 01:07:47
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import sys
import pygame
import traceback
import myplane
import enemy
import bullet
import supply
import random
pygame.init() # pygame初始化
pygame.mixer.init() # 混音器初始化
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size) # 创建游戏屏幕
pygame.display.set_caption("飞机大战-----郝哥出品") # 创建游戏标题
background = pygame.image.load("image/background.png") # 载入背景图片
# 用于控制血槽的一些数据
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.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(0.5)
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.Small_Enemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, number):
for i in range(number):
e1 = enemy.Mid_Enemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1, group2, number):
for i in range(number):
e1 = enemy.Big_Enemy(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)
# 生成我方飞机的实例
my_plan = myplane.My_plane(bg_size)
# 生成敌方飞机的库
enemies = pygame.sprite.Group()
# 生成敌方的小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
# 生成敌方的中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
# 生成敌方的大型飞机
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(my_plan.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((my_plan.rect.centerx - 33, my_plan.rect.centery)))
bullet2.append(bullet.Bullet2((my_plan.rect.centerx + 33, my_plan.rect.centery)))
clock = pygame.time.Clock() # 用于绘制帧数
# 中弹量的索引
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
paused_nor_image = pygame.image.load("image/pause_nor.png") # 鼠标不在暂停按钮上
paused_pressed_image = pygame.image.load("image/pause_pressed.png") # 鼠标在暂停按钮上
resume_nor_image = pygame.image.load("image/resume_nor.png") # 鼠标不在恢复按钮上
resume_pressed_image = pygame.image.load("image/resume_pressed.png") # 鼠标在恢复按钮上
paused_rect = paused_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = paused_nor_image
# 设置难度
level = 1
# 全屏炸弹
bomb_image = pygame.image.load("image/bomb.png")
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf", 48)
bomb_num = 3
# 每30秒发放补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
# 补给包的定时器
SUPPLY_TIME = pygame.USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
# 超级子弹的定时器
DOUBLE_BULLET_TIME = pygame.USEREVENT + 1
# 标志是否使用超级子弹
is_double_bullet = False
# 解除无敌的定时器
INVINCIBLE_TIME = pygame.USEREVENT + 2
# 生命数量
life_image = pygame.image.load("image/life.png")
life_rect = life_image.get_rect()
life_num = 3
# 用于阻止一直打开记录文件
recorded = False
# 游戏结束画面的相关信息
game_over_font = pygame.font.Font("font/font.ttf", 48)
again_image = pygame.image.load("image/again.png")
again_rect = again_image.get_rect()
game_over_image = pygame.image.load("image/gameover.png")
game_over_rect = game_over_image.get_rect()
# 用于切换我飞机的图片,得到“突突”的飞行效果
switch_plan_picture = True
# 用于延迟,因为上面切换图片太快了,看不出来效果
delay = 100
# 游戏的主循环
while True:
for event in pygame.event.get(): # 检测所有的事件
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# 控制暂停的代码
elif event.type == pygame.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 == pygame.MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = paused_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = paused_nor_image
# 控制全屏炸弹的代码
elif event.type == pygame.KEYDOWN: # 为什么不写在控制上下左右的代码里面,因为按炸弹是偶然触发的,不需要按着空格就一直炸弹
if event.key == pygame.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 random.choice([True, False]):
bomb_supply.re_set()
else:
bullet_supply.re_set()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
elif event.type == INVINCIBLE_TIME:
my_plan.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)
# 根据得分来提升难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
# 增加3个小飞机,2个中分级,1个大飞机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 提升敌方飞机的速度
inc_speed(small_enemies, 2)
inc_speed(mid_enemies, 1)
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
# 增加5个小飞机,3个中分级,2个大飞机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升敌方飞机的速度
inc_speed(small_enemies, 2)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 600000:
level = 4
upgrade_sound.play()
# 增加7个小飞机,4个中分级,3个大飞机
add_small_enemies(small_enemies, enemies, 7)
add_mid_enemies(mid_enemies, enemies, 4)
add_big_enemies(big_enemies, enemies, 3)
# 提升敌方飞机的速度
inc_speed(small_enemies, 2)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
# 增加7个小飞机,4个中分级,3个大飞机
add_small_enemies(small_enemies, enemies, 7)
add_mid_enemies(mid_enemies, enemies, 4)
add_big_enemies(big_enemies, enemies, 3)
# 提升敌方飞机的速度
inc_speed(small_enemies, 2)
inc_speed(mid_enemies, 1)
# 绘制背景
screen.blit(background, (0, 0))
if life_num and not paused: # 如果有命玩,而且没有暂停
# 检测键盘的所有操作
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP]:
my_plan.move_up()
if key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]:
my_plan.move_down()
if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
my_plan.move_left()
if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
my_plan.move_right()
# 绘制全屏炸弹的补给,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, my_plan):
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False
# 绘制超级子弹的补给,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, my_plan):
get_bullet_sound.play()
# 发射超级子弹
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 == True: # 发射超级子弹
bullets = bullet2
bullets[bullet2_index].re_set((my_plan.rect.centerx - 33, my_plan.rect.centery))
bullets[bullet2_index + 1].re_set((my_plan.rect.centerx + 33, my_plan.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else: # 发射普通子弹
bullets = bullet1
bullets[bullet1_index].re_set(my_plan.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
# 子弹和敌人的碰撞检测
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
# 绘制大飞机和出现之前的音效
for each in big_enemies:
if each.active == True: # 如果是True那就正常绘制大飞机,如果不是,就绘制毁灭的飞机
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
if switch_plan_picture == True:
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)
# 当血大于20%显示绿色,否则显示红色
energy_remain = each.energy / enemy.Big_Enemy.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)
# 在大型飞机出现前播放音乐
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else:
# 毁灭
if not (delay % 3):
if e3_destroy_index == 0:
enemy1_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 = score + 10000
each.re_set()
# 绘制中飞机
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)
# 绘制血槽
pygame.draw.line(screen, BLACK, (each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5), 2)
# 当血大于20%显示绿色,否则显示红色
energy_remain = each.energy / enemy.Mid_Enemy.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 = score + 5000
each.re_set()
# 绘制小飞机
for each in small_enemies:
if each.active == True:
each.move()
screen.blit(each.image, each.rect)
else:
# 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 = score + 1000
each.re_set()
# 检测我方飞机是否被撞(碰撞检测)
enemies_down = pygame.sprite.spritecollide(my_plan, enemies, False, pygame.sprite.collide_mask)
if enemies_down and not my_plan.invincible:
my_plan.active = False
for e in enemies_down:
e.active = False
# 绘制我方飞机,且图片切换,以及死后重生
if my_plan.active:
if switch_plan_picture:
screen.blit(my_plan.image1, my_plan.rect) # 生成飞机1
else:
screen.blit(my_plan.image2, my_plan.rect) # 生成飞机2
else:
# 毁灭
if not (delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(my_plan.destroy_images[me_destroy_index], my_plan.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
life_num -= 1
my_plan.re_set()
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
# 绘制炸弹数量
bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE) # 数量的文本
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:
# 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("record.txt", mode="r", encoding="utf-8") as f:
record_score = int(f.read())
# 如果打破记录,应该存档
if score > record_score:
with open("record.txt", mode="w", encoding="utf-8") 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))
game_over_text1 = game_over_font.render("Your Score", True, (255, 255, 255))
game_over_text1_rect = game_over_text1.get_rect()
game_over_text1_rect.left, game_over_text1_rect.top = \
(width - game_over_text1_rect.width) // 2, height // 3
screen.blit(game_over_text1, game_over_text1_rect)
game_over_text2 = game_over_font.render(str(score), True, (255, 255, 255))
game_over_text2_rect = game_over_text2.get_rect()
game_over_text2_rect.left, game_over_text2_rect.top = \
(width - game_over_text2_rect.width) // 2, \
game_over_text1_rect.bottom + 10
screen.blit(game_over_text2, game_over_text2_rect)
again_rect.left, again_rect.top = \
(width - again_rect.width) // 2, \
game_over_text2_rect.bottom + 50
screen.blit(again_image, again_rect)
game_over_rect.left, game_over_rect.top = \
(width - again_rect.width) // 2, \
again_rect.bottom + 10
screen.blit(game_over_image, game_over_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 game_over_rect.left < pos[0] < game_over_rect.right and \
game_over_rect.top < pos[1] < game_over_rect.bottom:
# 退出游戏
pygame.quit()
sys.exit()
# 绘制暂停按钮
screen.blit(paused_image, paused_rect)
# 用于每5帧切换一次图片
if not (delay % 5):
switch_plan_picture = not switch_plan_picture
delay -= 1
if not delay:
delay = 100
pygame.display.flip() # 刷新屏幕
clock.tick(60) # 游戏帧数
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
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