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/background2.png').convert()
ice_bg = pygame.image.load('images/ice_bg.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/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)
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
# 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,15)
# 生成中型敌机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies,enemies,4)
# 生成大型敌机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies,enemies,2)
# 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)
# 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
# 初始化等级
level = 1
# 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 = 3
# 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)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
DOUBLE_BULLET_TIME = USEREVENT + 1
is_double_bullet = False
is_super_bullet = False
# 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
# 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()
flozen = False
FLOZEN_TIME = USEREVENT + 3
bg_posy = -700
switch_image = True
delay = 100
running = True
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
elif event.type == SUPPLY_TIME:
# 发放补给
if not silence:
supply_sound.play()
# 随机的补给内容
choose = choice([1,2,3,4,5])
if choose == 1:
bomb_supply.reset()
elif choose == 2:
bullet_supply.reset()
elif choose == 3:
fire_supply.reset()
elif choose == 4:
ice_supply.reset()
elif choose == 5:
heart_supply.reset()
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)
# 级别上升
if level == 1 and score > 50000:
level = 2
if not silence:
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,3)
add_mid_enemies(mid_enemies,enemies,2)
add_big_enemies(big_enemies,enemies,1)
inc_speed(small_enemies,1)
# 级别上升
elif level == 1 and score > 300000:
level = 2
if not silence:
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
# 级别上升
elif level == 3 and score > 600000:
level = 4
if not silence:
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
# 级别上升
elif level == 4 and score > 1000000:
level = 5
if not silence:
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
inc_speed(small_enemies,1)
inc_speed(mid_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:
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 < 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):
if not silence:
get_bullet_sound.play()
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
bullet_supply.active = False
if heart_supply.active:
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 < 3 and life_num > 0:
life_num += 1
heart_supply.active = False
if ice_supply.active:
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
if fire_supply.active:
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
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
fire_supply.active = False
if not(delay % 10) and not flozen:
if not silence:
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 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
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 += 10000
each.reset()
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 += 6000
each.reset()
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 += 1000
each.reset()
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,3 * 1000)
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:
for i in range(life_num):
screen.blit(life_image, \
(width-10-(i+1)*life_rect.width, \
height-10-life_rect.height))
score_text = score_font.render('Score : %s'% str(score),True,WHITE)
screen.blit(score_text,(10,5))
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))
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)
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)
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()