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本帖最后由 夏煜哥 于 2022-9-24 13:13 编辑
我在论坛上下载了一位鱼油(忘了是谁了,如见本帖,请回复一下,十分感谢🙏)的修改版飞机大战,我自己也做出了yi~点点修改,但现在出了一个bug:在困难模式下,子弹数量会疯狂增加,完全不受控制。并且我设置了一次困难模式持续10s,但经过测试,压根不只10s。
求各位大神帮帮忙,修一下bug。
MAIN.py:import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
from pygame.locals import *
from random import *
import time
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/background2.png').convert()
ice_bg = pygame.image.load('images/ice_bg.png').convert_alpha()
ice = pygame.image.load('images/ice.png').convert_alpha()
# 设置一些颜色
BLACK = (0,0,0)
WHITE = (255,255,255)
GREEN = (0,255,0)
RED = (255,0,0)
# 加载背景音乐及音效
pygame.mixer.music.load("sound/bg_music.mp3")
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)
get_heart_sound = pygame.mixer.Sound("sound/get_heart.wav")
get_heart_sound.set_volume(0.2)
get_ice_sound = pygame.mixer.Sound("sound/get_ice.wav")
get_ice_sound.set_volume(0.2)
lose_ice_sound = pygame.mixer.Sound("sound/lose_ice.wav")
lose_ice_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)
# 定义生成小型敌机函数
def add_small_enemies(group1,group2,num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
# 定义生成中型敌机函数
def add_mid_enemies(group1,group2,num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
# 定义生成大型敌机函数
def add_big_enemies(group1,group2,num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
# 定义改变敌机速度函数
def inc_speed(target, inc):
for each in target:
each.speed += inc
def add_boss(g):
boss = enemy.boss(bg_size)
g.add(boss)
# 主程序
def main():
# 循环播放背景音乐
pygame.mixer.music.play(-1)
# 生成我方飞机
me = myplane.MyPlane(bg_size)
# 创建敌机组
enemies = pygame.sprite.Group()
# 生成小型敌机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,20)
# 生成中型敌机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies,enemies,2)
# 生成大型敌机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies,enemies,1)
# 初始化子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
# 初始化超级子弹
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)))
# 初始化四层子弹
bullet3 = []
bullet3_index = 0
bullet3_num = 16
for i in range(bullet3_num // 4):
bullet3.append(bullet.Bullet3((me.rect.centerx - 63, me.rect.centery)))
bullet3.append(bullet.Bullet3((me.rect.centerx - 23, me.rect.centery)))
bullet3.append(bullet.Bullet3((me.rect.centerx + 23, me.rect.centery)))
bullet3.append(bullet.Bullet3((me.rect.centerx + 63, me.rect.centery)))
# 初始化延时器
clock = pygame.time.Clock()
# 定义绘制飞机索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
# 初始化得分
score = 0
score_font = pygame.font.Font('font/font.ttf',36)
supply_font = pygame.font.Font('font/font.ttf',20)
# 初始化暂停按钮和状态
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
# 初始化禁音按钮和状态
silence = False
volume_on_pressed_image = pygame.image.load('images/sound_open.png').convert_alpha()
volume_on_image = pygame.image.load('images/sound_open_not.png').convert_alpha()
volume_off_pressed_image = pygame.image.load('images/sound_close.png').convert_alpha()
volume_off_image = pygame.image.load('images/sound_close_not.png').convert_alpha()
volume_rect = volume_on_image.get_rect()
volume_rect.left, volume_rect.top = width - paused_rect.width - 10, 65
volume_image = volume_on_image
# 初始化全屏炸弹显示
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 = 6
# 初始化补给
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
heart_supply = supply.Heart_Supply(bg_size)
ice_supply = supply.Ice_Supply(bg_size)
fire_supply = supply.Fire_Supply(bg_size)
b_enemy_bullet_supply = supply.Big_Enemy_Bullet_Supply(bg_size)
b_enemy_bomb_supply = supply.Big_Enemy_Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME,20 * 1000)
DOUBLE_BULLET_TIME = USEREVENT + 1
is_double_bullet = False
is_super_bullet = False
is_normal_bullet = True
HARDCODE_STOP = USEREVENT
# 初始化无敌状态
INVINCIBLE_TIME = USEREVENT + 2
life_image = pygame.image.load('images/life.png').convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
INVINCIBLE_TIME2 = USEREVENT + 3
# 左上角补给时间计时
SUPPLY_IMG_MOVE = USEREVENT + 4
INVINCIBLE = USEREVENT + 5
#左上角补给时间初始化
supply_num = 20
#死亡后无敌时间计时
inv_num = 0
inv_img = pygame.image.load('images/s5(1).jpg').convert_alpha()
inv_rect = inv_img.get_rect()
have_ice = False
#定时减少子弹数量计时
BULLET_NUM_TIME = USEREVENT + 6
pygame.time.set_timer(BULLET_NUM_TIME,5 * 1000)
#右下角子弹数量字体
bullet_font = pygame.font.Font("font/font.ttf", 32)
kill_enemy = 0 #击落敌人总数
bullet_move = True
#困难模式时左侧 “!”字体
hardcode_font = pygame.font.Font('font/font.ttf',84)
# 避免反复读取文件
recorded = False
# 初始化游戏结束元素
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()
#是否被冰冻
flozen = False
FLOZEN_TIME = USEREVENT + 3
S2 = USEREVENT + 3
pygame.time.set_timer(S2,30*1000)
bg_posy = -700
switch_image = True
delay = 100
running = True
pygame.time.set_timer(SUPPLY_IMG_MOVE,1*1000)
#是否为困难模式
is_hardcode = False
while running:
for event in pygame.event.get():
if event.type == QUIT:
# 退出
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
# 暂停或开始
paused = not paused
if paused:
# 停止发放补给
pygame.time.set_timer(SUPPLY_TIME, 0)
# 停止播放音乐
pygame.mixer.music.pause()
pygame.mixer.pause()
elif not paused and not silence:
# 设置发放补给
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
# 继续播放音乐
pygame.mixer.music.unpause()
pygame.mixer.unpause()
if event.button == 1 and volume_rect.collidepoint(event.pos):
silence = not silence
if silence:
pygame.mixer.music.pause()
pygame.mixer.pause()
elif not paused and not silence:
pygame.mixer.music.unpause()
pygame.mixer.unpause()
elif event.type == MOUSEMOTION:
# 如果用户点击了暂停按钮
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
# 如果用户点击了禁音按钮
if volume_rect.collidepoint(event.pos):
if silence:
volume_image = volume_off_pressed_image
else:
volume_image = volume_on_pressed_image
else:
if silence:
volume_image = volume_off_image
else:
volume_image = volume_on_image
elif event.type == KEYDOWN:
# 用户使用了全屏炸弹
if event.key == K_SPACE:
if bomb_num:
bomb_num -= 1
if not silence:
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False
#使用冰
if event.key == K_RSHIFT:
if have_ice:
have_ice = False
pygame.time.set_timer(FLOZEN_TIME, 5 * 1000)
flozen = True
#开始/停止射击
if event.key == K_BACKSPACE:
if bullet_move:
bullet_move = False
pygame.time.set_timer(BULLET_NUM_TIME, 0)
else:
bullet_move = True
pygame.time.set_timer(BULLET_NUM_TIME,5*1000)
elif event.type == SUPPLY_TIME:
supply_num = 20
# 发放补给
if not silence:
supply_sound.play()
me.bullet_num += 300
# 随机的补给内容
choose = choice([1,2,3,4,5])
if choose == 1:
bomb_supply.reset(me.rect)
elif choose == 2:
bullet_supply.reset(me.rect)
elif choose == 3:
fire_supply.reset(me.rect)
elif choose == 4:
ice_supply.reset(me.rect)
elif choose == 5:
heart_supply.reset(me.rect)
elif event.type == DOUBLE_BULLET_TIME:
# 结束超级子弹的使用
is_double_bullet = False
is_super_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)
elif event.type == FLOZEN_TIME:
if not silence:
lose_ice_sound.play()
flozen = False
pygame.time.set_timer(FLOZEN_TIME, 0)
#左侧补给时间减少
elif event.type == SUPPLY_IMG_MOVE:
supply_num -= 1
#左侧无敌时间减少
elif event.type == INVINCIBLE:
inv_num -= 1
#右下子弹数减少
elif event.type == BULLET_NUM_TIME:
if me.bullet_num < 0:
me.bullet_num = 0
else:
me.bullet_num -= 100
if is_double_bullet:
me.bullet_num -= 200
if is_super_bullet:
me.bullet_num -= 4
elif event.type == HARDCODE_STOP:
is_hardcode = False
# 困难模式
if not is_hardcode:
if randint(1,7500) == 1:
is_hardcode = True
pygame.time.set_timer(HARDCODE_STOP,10*1)
if is_hardcode:
if randint(1,100) == 5:
add_small_enemies(small_enemies,enemies,randint(1,2))
elif randint(1,250) == 10:
add_mid_enemies(mid_enemies,enemies,randint(1,2))
elif randint(1,1000) == 1000:
add_big_enemies(big_enemies,enemies,1)
# 绘制背景
if bg_posy >= 0 and not paused and not flozen:
bg_posy = -700
if not paused and not flozen:
bg_posy += 0.5
screen.blit(background, (0, bg_posy))
if life_num and not paused:
if not flozen:
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()
if bomb_supply.active:
if not flozen:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me):
if not silence:
get_bomb_sound.play()
if bomb_num < 12:
bomb_num += 1
bomb_supply.active = False
if bullet_supply.active:
if not flozen:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
if not silence:
get_bullet_sound.play()
is_double_bullet = True
is_super_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
bullet_supply.active = False
if heart_supply.active:
if not flozen:
heart_supply.move()
screen.blit(heart_supply.image, heart_supply.rect)
if pygame.sprite.collide_mask(heart_supply, me):
if not silence:
get_heart_sound.play()
if life_num > 0:
life_num += 1
heart_supply.active = False
if ice_supply.active:
if not flozen:
ice_supply.move()
screen.blit(ice_supply.image, ice_supply.rect)
if pygame.sprite.collide_mask(ice_supply, me):
if not silence:
get_ice_sound.play()
'''
pygame.time.set_timer(FLOZEN_TIME, 5 * 1000)
flozen = True
'''
ice_supply.active = False
have_ice = True
if fire_supply.active:
if not flozen:
fire_supply.move()
screen.blit(fire_supply.image, fire_supply.rect)
if pygame.sprite.collide_mask(fire_supply, me):
if not silence:
get_bullet_sound.play()
is_super_bullet = True
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
fire_supply.active = False
'''
if not(delay % 10) and not flozen:
if not silence:
if me.bullet_num and bullet_move:
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
elif is_super_bullet:
bullets = bullet3
bullets[bullet3_index].reset((me.rect.centerx - 63, me.rect.centery))
bullets[bullet3_index + 1].reset((me.rect.centerx - 23, me.rect.centery))
bullets[bullet3_index + 2].reset((me.rect.centerx + 23, me.rect.centery))
bullets[bullet3_index + 3].reset((me.rect.centerx + 63, me.rect.centery))
bullet3_index = (bullet3_index + 4) % bullet3_num
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
for b in bullets:
if me.bullet_num and bullet_move:
if b.active and not flozen:
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
'''
if not(delay % 10) and not flozen:
if not silence:
if me.bullet_num > 0 and bullet_move:
bullet_sound.play()
if is_double_bullet:
bullet2[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
bullet2[bullet2_index + 1].reset((me.rect.centerx+33, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
if is_super_bullet:
bullet3[bullet3_index].reset((me.rect.centerx - 116, me.rect.centery))
bullet3[bullet3_index + 1].reset((me.rect.centerx - 76, me.rect.centery))
bullet3[bullet3_index + 2].reset((me.rect.centerx + 76, me.rect.centery))
bullet3[bullet3_index + 3].reset((me.rect.centerx + 116, me.rect.centery))
bullet3_index = (bullet3_index + 4) % bullet3_num
if is_normal_bullet:
bullet1[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
if me.bullet_num > 0 and bullet_move:
for nor_b in bullet1:
if nor_b.active and not flozen:
nor_b.move()
screen.blit(nor_b.image,nor_b.rect)
enemy_hit = pygame.sprite.spritecollide(nor_b,enemies,False,pygame.sprite.collide_mask)
if enemy_hit:
nor_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
if is_double_bullet:
for dou_b in bullet2:
if dou_b.active and not flozen:
dou_b.move()
screen.blit(dou_b.image,dou_b.rect)
enemy_hit = pygame.sprite.spritecollide(dou_b,enemies,False,pygame.sprite.collide_mask)
if enemy_hit:
dou_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
if is_super_bullet:
for sup_b in bullet3:
if sup_b.active and not flozen:
sup_b.move()
screen.blit(sup_b.image,sup_b.rect)
enemy_hit = pygame.sprite.spritecollide(sup_b,enemies,False,pygame.sprite.collide_mask)
if enemy_hit:
sup_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
for each in big_enemies:
if each.active:
each.move(flozen)
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)
pygame.draw.line(screen,BLACK,\
(each.rect.left,each.rect.top - 5),\
(each.rect.right,each.rect.top - 5),\
2)
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)
if each.rect.bottom == -50 and not silence:
enemy3_fly_sound.play(-1)
else:
if not (delay % 3):
if e3_destroy_index == 0 and not silence:
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 += 12000
each.reset()
if randint(1,5) == 5:
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False
for each in mid_enemies:
if each.active:
each.move(flozen)
if each.hit:
screen.blit(each.image_hit,each.rect)
each.hit = False
else:
screen.blit(each.image,each.rect)
pygame.draw.line(screen,BLACK,\
(each.rect.left,each.rect.top - 5),\
(each.rect.right,each.rect.top - 5),\
2)
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:
if not (delay % 3):
if e2_destroy_index == 0 and not silence:
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 += 8000
kill_enemy += 6
each.reset()
if randint(1,4) == 4:
choose = choice([1,5,2,3,4])
if choose == 1:
bomb_supply.reset(me.rect)
elif choose == 2:
bullet_supply.reset(me.rect)
elif choose == 3:
fire_supply.reset(me.rect)
elif choose == 4:
ice_supply.reset(me.rect)
elif choose == 5:
heart_supply.reset(me.rect)
for each in small_enemies:
if each.active:
each.move(flozen)
screen.blit(each.image,each.rect)
else:
if not (delay % 3):
if e1_destroy_index == 0 and not silence:
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 += 1500
kill_enemy += 1
each.reset()
if kill_enemy == 12:
kill_enemy = 0
me.bullet_num += 50
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
if me.active:
if not me.invincible:
if delay // 5 % 2 and not flozen:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
if delay % 10 < 7:
screen.blit(me.image1, me.rect)
else:
if not silence:
me_down_sound.play()
if not (delay % 3):
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,8 * 1000)
pygame.time.set_timer(INVINCIBLE,1 * 1000)
inv_num = 8
if flozen:
screen.blit(ice_bg,(0,0))
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))
if life_num:
life_text = bomb_font.render("× %d" % life_num, True, WHITE)
text_r = life_text.get_rect()
screen.blit(life_image,(width-10-3*life_rect.width,height-10-life_rect.height))
screen.blit(life_text,(400,630))
score_text = score_font.render('Score : %s'% str(score),True,WHITE)
screen.blit(score_text,(10,5))
supply_pic = pygame.image.load('images/supply.png').convert_alpha()
sp_rect = supply_pic.get_rect()
screen.blit(supply_pic,(10,55))
supply_str = supply_font.render(f'{supply_num}s',True,WHITE)
screen.blit(supply_str,(sp_rect.right / 2,sp_rect.bottom + 55))
bullet_str = bullet_font.render(f'bullets: {me.bullet_num}',True,WHITE)
screen.blit(bullet_str,(270,600))
if is_hardcode:
hardcode_str = hardcode_font.render('!',True,RED)
screen.blit(hardcode_str,(15,180))
if me.invincible:
screen.blit(inv_img,(10,120))
inv_str = supply_font.render(f'{inv_num}s',True,WHITE)
screen.blit(inv_str,(inv_rect.right / 2,inv_rect.bottom + 120))
if have_ice:
screen.blit(ice,(10,570))
if me.invincible:
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down and me.invincible:
for e in enemies_down:
e.active = False
score += 500
elif life_num == 0:
pygame.mixer.music.stop()
pygame.mixer.stop()
pygame.time.set_timer(SUPPLY_TIME,0)
if not recorded:
recorded = True
with open("record.txt", "r") as f:
record_score = int(f.read())
if score > record_score:
with open("record.txt", "w") as f:
f.write(str(score))
record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
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)
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
if again_rect.left < pos[0] < again_rect.right and \
again_rect.top < pos[1] < again_rect.bottom:
main()
elif gameover_rect.left < pos[0] < gameover_rect.right and \
gameover_rect.top < pos[1] < gameover_rect.bottom:
pygame.quit()
sys.exit()
screen.blit(paused_image,paused_rect)
screen.blit(volume_image, volume_rect)
if not(delay % 5):
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
main()
myplane.py:import pygame
class MyPlane(pygame.sprite.Sprite):
bullet_num = 9000
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load('images/me1.png').convert_alpha()
self.image2 = pygame.image.load('images/me2.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
pygame.image.load("images/me_destroy_4.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 90
self.speed = 10
self.active = True
self.invincible = False
self.mask = pygame.mask.from_surface(self.image1)
def moveUp(self):
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0
def moveDown(self):
if self.rect.bottom < self.height - 90:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 90
def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
def moveRight(self):
if self.rect.right < self.width:
self.rect.left += self.speed
else:
self.rect.right = self.width
def reset(self):
self.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60
self.active = True
self.invincible = True
supply.py:import pygame
from random import *
class Bullet_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bullet_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
class Big_Enemy_Bullet_Supply(Bullet_Supply):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/big_enemy_bullet_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
class Bomb_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bomb_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
class Big_Enemy_Bomb_Supply(Bomb_Supply):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/big_enemy_bomb_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
class Heart_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/heart_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
class Ice_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/ice_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
class Fire_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bullet2_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:[code]\
self.rect.top += self.speed
else:
self.active = False
def reset(self,me):
self.active = True
if randint(0,1):
self.rect.left, self.rect.bottom = \
me.left, -100
else:
self.rect.left, self.rect.bottom = \
randint(0, self.width - self.rect.width), -100
[/code]
bullet.py:import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self,position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bullet1.png").convert_alpha()
self.image2 = pygame.image.load("images/b1.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 12
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
class Bullet2(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/bullet2.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 15
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
class Bullet3(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/bullet3.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 18
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
enemy.py:import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/enemy1.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
pygame.image.load("images/enemy1_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 2
self.active = True
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-5 * self.height,0)
self.mask = pygame.mask.from_surface(self.image)
def move(self,flozen):
if not flozen:
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-5 * self.height,0)
class MidEnemy(pygame.sprite.Sprite):
energy = 8
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/enemy2.png').convert_alpha()
self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
pygame.image.load("images/enemy2_down4.png").convert_alpha() \
])
self.rect = self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 1
self.active = True
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-10 * self.height,-self.height)
self.mask = pygame.mask.from_surface(self.image)
self.energy = MidEnemy.energy
self.hit = False
def move(self,flozen):
if not flozen:
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.energy = MidEnemy.energy
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-10 * self.height,-self.height)
class BigEnemy(pygame.sprite.Sprite):
energy = 20
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()
self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()
self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
pygame.image.load("images/enemy3_down6.png").convert_alpha() \
])
self.rect = self.image1.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 1
self.active = True
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-15 * self.height,-5 * self.height)
self.mask = pygame.mask.from_surface(self.image1)
self.energy = BigEnemy.energy
self.hit = False
def move(self,flozen):
if not flozen:
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.energy = BigEnemy.energy
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-15 * self.height,-5 * self.height)
class boss(pygame.sprite.Sprite):
energy = 50
t = 0
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/hm1.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("images/hm3.png").convert_alpha(), \
pygame.image.load("images/hm5.png").convert_alpha(), \
pygame.image.load("images/hm8.png").convert_alpha(), \
])
self.rect = self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 0.5
self.active = True
self.rect.left,self.rect.top = \
randint(0,self.width - self.rect.width),\
randint(-15 * self.height,-5 * self.height)
self.mask = pygame.mask.from_surface(self.image)
self.energy = BigEnemy.energy
self.hit = False
def move(self,flozen):
if not flozen:
if self.rect.top < self.height:
if self.t == 0:
self.rect.left += speed
self.t += 1
else:
self.rect.left -= speed
self.t -= 1
self.rect.top += self.speed
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