|
|

楼主 |
发表于 2017-7-15 20:02:33
|
显示全部楼层
把代码直接拿过来:
这个是main.py的:
# ===============================================================================
# 主要功能:模拟微信打飞机的小游戏
# 算法流程:1)加载相关图片、声音资源
# 2)编写my_plane.py模块,定义我方飞机的所有动作属性函数
# 3)编写enemy.py模块,定义敌方飞机的所有动作属性函数
# 注意事项:1)大型飞机出厂有帧切换和音效特效
# 2)大型中型飞机有血槽属性,血槽低于百分之二十为红色,否则为绿色
# ===============================================================================
# 导入相关模块
# coding: utf-8
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
from random import *
from pygame.locals import *
# ====================初始化====================
pygame.init()
pygame.mixer.init() # 混音器初始化
bg_size = width, height = 480, 852 # 设计背景尺寸
screen = pygame.display.set_mode(bg_size) # 设置背景对话框
pygame.display.set_caption("飞机大战……FishC Demo")
background = pygame.image.load("image/background.png") # 加载背景图片,并设置为不透明
# ====================载入游戏音乐====================
pygame.mixer.music.load("sound/game_music.wav")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.2)
big_enemy_flying_sound = pygame.mixer.Sound("sound/big_spaceship_flying.wav")
big_enemy_flying_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(0.2)
me_down_sound = pygame.mixer.Sound("sound/game_over.wav")
me_down_sound.set_volume(0.2)
button_down_sound = pygame.mixer.Sound("sound/button.wav")
button_down_sound.set_volume(0.2)
level_up_sound = pygame.mixer.Sound("sound/achievement.wav")
level_up_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
bomb_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_double_laser.wav")
get_bullet_sound.set_volume(0.2)
# ====================敌方飞机生成控制函数====================
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1, group2, num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
# ====================提升敌机速度====================
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
clock = pygame.time.Clock() # 设置帧率
switch_image = False # 控制飞机图片切换的标志位(用以模拟发动机喷火效果)
delay = 60 # 控制分级图片切换的频率(延时参数)
running = True
pygame.mixer.music.play(-1) # 循环播放背景音乐
me = myplane.MyPlane(bg_size) # 生成我方飞机
score = 0 # 统计用户得分
paused = False # 标志是否暂停游戏
pause_nor_image = pygame.image.load("image/game_pause_nor.png") # 加载暂停相关按钮
pause_pressed_image = pygame.image.load("image/game_pause_pressed.png")
resume_nor_image = pygame.image.load("image/game_resume_nor.png")
resume_pressed_image = pygame.image.load("image/game_resume_pressed.png")
paused_rect = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10 # 设置暂停按钮位置
paused_image = pause_nor_image # 设置默认显示的暂停按钮
score_font = pygame.font.SysFont("arial", 48) # 定义分数字体
color_black = (0, 0, 0)
color_green = (0, 255, 0)
color_red = (255, 0, 0)
color_white = (255, 255, 255)
bomb_image = pygame.image.load("image/bomb.png") # 加载全屏炸弹图标
bomb_rect = bomb_image.get_rect()
bomb_front = score_font
bomb_num = 3 # 初始为三个炸弹
level = 1 # 游戏难度级别
life_image = pygame.image.load("image/life.png").convert()
life_rect = life_image.get_rect()
life_num = 3 # 一共有三条命
invincible_time = USEREVENT + 2 # 接触我方飞机无敌时间定时器
flag_recorded = False # 是否已经打开记录文件标志位
gameover_image = pygame.image.load("image/game_over.png") # 游戏结束背景图片
gameover_rect = gameover_image.get_rect()
# ====================生成普通子弹====================
bullet1 = []
bullet1_index = 0
bullet1_num = 6 # 定义子弹实例化个数
for i in range(bullet1_num):
bullet1.append(bullet.Bullet1(me.rect.midtop))
# ====================生成超级子弹====================
double_bullet_timer = USEREVENT + 1 # 超级子弹持续时间定时器
is_double_bullet = False # 是否使用超级子弹标志位
bullet2 = []
bullet2_index = 0
bullet2_num = 10 # 定义子弹实例化个数
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)))
# ====================实例化敌方飞机====================
enemies = pygame.sprite.Group() # 生成敌方飞机组
small_enemies = pygame.sprite.Group() # 敌方小型飞机组
add_small_enemies(small_enemies, enemies, 1) # 生成若干敌方小型飞机
mid_enemies = pygame.sprite.Group() # 敌方小型飞机组
add_mid_enemies(mid_enemies, enemies, 1) # 生成若干敌方中型飞机
big_enemies = pygame.sprite.Group() # 敌方小型飞机组
add_big_enemies(big_enemies, enemies, 1) # 生成若干敌方大型飞机
# ====================实例化补给包====================
bullet_supply = supply.BulletSupply(bg_size)
bomb_supply = supply.BombSupply(bg_size)
supply_timer = USEREVENT # 补给包发放定时器
pygame.time.set_timer(supply_timer, 10 * 1000) # 定义每30秒发放一次补给包
# ====================飞机损毁图像索引====================
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
# ===============================================================================
# 主要功能:主循环,响应用户鼠标按键以及键盘事件
# 算法流程:
# 注意事项:
# ===============================================================================
while running:
screen.blit(background, (0, 0)) # 将背景图片打印到内存的屏幕上
score_text = score_font.render("Score : %s" % str(score), True, color_white)
screen.blit(score_text, (10, 5))
# ====================定义难度递进操作====================
if level == 1 and score > 5000: # 如果达到第二难度等级,则增加3架小型敌机,2架中型敌机,1架大型敌机,并提升小型敌机速度
level = 2
level_up_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)
elif level == 2 and score > 30000: # 如果达到第三难度等级
level = 3
level_up_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)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 60000: # 如果达到第四难度等级
level = 4
level_up_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)
inc_speed(mid_enemies, 1)
inc_speed(big_enemies, 1)
# ====================检测用户的退出及暂停操作====================
for event in pygame.event.get(): # 响应用户的偶然操作
if event.type == QUIT: # 如果用户按下屏幕上的关闭按钮,触发QUIT事件,程序退出
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
button_down_sound.play()
if event.button == 1 and paused_rect.collidepoint(event.pos): # 如果检测到用户在指定按钮区域按下鼠标左键
paused = not paused
if paused: # r如果当前的状态是暂停
paused_image = resume_pressed_image
pygame.time.set_timer(supply_timer, 0) # 关闭补给机制以及所有音效
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
paused_image = pause_pressed_image
pygame.time.set_timer(supply_timer, 30 * 1000) # 开启补给机制以及所有音效
pygame.mixer.music.unpause()
pygame.mixer.unpause()
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos): # 如果鼠标悬停在按钮区域
if paused: # r如果当前的状态是暂停
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: # 如果检测到用户按下空格键
if bomb_num: # 如果炸弹数量大于零,则引爆一颗超级炸弹
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0: # 屏幕上的所有敌机均销毁
each.active = False
elif event.type == supply_timer: # 响应补给发放的事件消息
if choice([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == double_bullet_timer:
is_double_bullet = False
pygame.time.set_timer(double_bullet_timer, 0)
elif event.type == invincible_time: # 如果无敌时间已过
me.invincible = False
pygame.time.set_timer(invincible_time, 0)
screen.blit(paused_image, paused_rect)
if life_num and (not paused): # 如果游戏未被暂停,正常运行
# ====================绘制全屏炸弹数量和剩余生命数量====================
bomb_text = bomb_front.render("× %d" % bomb_num, True, color_black)
bomb_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 - 10 - bomb_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))
# ====================检测用户的键盘操作====================
key_pressed = pygame.key.get_pressed() # 获得用户所有的键盘输入序列
if key_pressed[K_w] or key_pressed[K_UP]: # 如果用户通过键盘发出“向上”的指令,其他类似
me.move_up()
if key_pressed[K_s] or key_pressed[K_DOWN]:
me.move_down()
if key_pressed[K_a] or key_pressed[K_LEFT]:
me.move_left()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
me.move_right()
if not (delay % 10): # 每十帧发射一颗移动的子弹
bullet_sound.play()
if not is_double_bullet: # 如果当前是普通子弹状态
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % bullet1_num
else: # 如果当前是超级子弹状态
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
# ====================绘制补给并检测玩家是否获得====================
if bomb_supply.active: # 如果是超级炸弹补给包
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me): # 如果玩家获得超级炸弹补给包
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False
if bullet_supply.active: # 如果是超级子弹补给包
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
get_bullet_sound.play()
is_double_bullet = True
pygame.time.set_timer(double_bullet_timer, 18 * 1000)
bullet_supply.active = False
# ====================子弹与敌机的碰撞检测====================
for b in bullets:
if b.active: # 只有激活的子弹才可能击中敌机
b.move() # 子弹移动
screen.blit(b.image, b.rect)
enemies_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
if enemies_hit: # 如果子弹击中飞机
b.active = False # 子弹损毁
for e in enemies_hit:
if e in big_enemies or e in mid_enemies:
e.energy -= 1
e.hit = True # 表示飞机已经被击中
if e.energy == 0:
e.active = False # 大中型敌机损毁
else:
e.active = False # 小型敌机损毁
# ====================我方飞机碰撞检测====================
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
if enemies_down and not me.invincible: # 如果碰撞检测返回的列表非空,则说明已发生碰撞,若此时我方飞机处于无敌状态
me.active = False
for e in enemies_down:
e.active = False # 敌机损毁
# ====================绘制我方飞机,设置两种飞机交替绘制,以实现动态喷气效果====================
if delay == 0:
delay = 60
delay -= 1
if not delay % 3:
switch_image = not switch_image
if me.active:
if switch_image:
screen.blit(me.image1, me.rect) # 绘制我方飞机的两种不同的形式
else:
screen.blit(me.image2, me.rect)
else:
if not (delay % 3):
screen.blit(me.destroy_images[me_destroy_index], me.rect) # 绘制我方飞机损毁画面
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
me_down_sound.play()
life_num -= 1
me.reset() # 我方飞机重生并开始无敌时间计时
pygame.time.set_timer(invincible_time, 3 * 1000)
# ====================绘制敌方飞机,由大到小进行绘制,避免速度快的小飞机被覆盖====================
for each in big_enemies: # 绘制大型敌机并自动移动
if each.active: # 如果飞机正常存在
each.move() # 绘制大型敌机
if not each.hit: # 如果飞机未被击中
if switch_image:
screen.blit(each.image1, each.rect) # 绘制大型敌机的两种不同的形式
else:
screen.blit(each.image2, each.rect)
else:
screen.blit(each.image_hit, each.rect)
each.hit = False
# ====================绘制血槽====================
pygame.draw.line(screen, color_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: # 如果血量大约百分之二十则为绿色,否则为红色
energy_color = color_green
else:
energy_color = 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:
big_enemy_flying_sound.play(-1) # 播放大型飞机的音效(循环播放)
else: # 如果飞机已撞毁
big_enemy_flying_sound.stop() # 出场音效停止
if e3_destroy_index == 0:
enemy3_down_sound.play() # 播放飞机撞毁音效
if not (delay % 3): # 每三帧播放一张损毁图片
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6 # 大型敌机有六张损毁图片
if e3_destroy_index == 0: # 如果损毁图片播放完毕,则重置飞机属性
score += 6000 # 击毁一架大型敌机得6000分
each.reset()
for each in mid_enemies: # 绘制中型敌机并自动移动
if each.active:
each.move() # 绘制中型敌机
if not each.hit:
screen.blit(each.image, each.rect)
else:
screen.blit(each.image_hit, each.rect)
each.hit = False
# ====================绘制血槽====================
pygame.draw.line(screen, color_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: # 如果血量大约百分之二十则为绿色,否则为红色
energy_color = color_green
else:
energy_color = 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 e2_destroy_index == 0:
enemy2_down_sound.play() # 播放损毁音效
if not (delay % 3):
screen.blit(each.destroy_images[e2_destroy_index], each.rect) # 绘制损毁画面
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
score += 2000 # 击毁一架中型飞机得2000分
each.reset()
for each in small_enemies: # 绘制小型敌机并自动移动
if each.active:
each.move() # 绘制小型敌机
screen.blit(each.image, each.rect)
else:
if e1_destroy_index == 0:
enemy1_down_sound.play() # 敌机损毁音效
if not (delay % 3):
screen.blit(each.destroy_images[e1_destroy_index], each.rect) # 播放损毁画面
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
score += 500 # 击毁一架小型飞机得500分
each.reset()
elif life_num == 0: # 生命值为零,绘制游戏结束画面
screen.blit(gameover_image, gameover_rect)
pygame.mixer.music.stop() # 关闭背景音乐
pygame.mixer.stop() # 关闭所有音效
pygame.time.set_timer(supply_timer, 0) # 关闭补给机制
if not flag_recorded: # 读取历史最高分
flag_recorded = True
with open("score_record.txt", "r") as f:
record_score = int(f.read())
if score > record_score: # 如果玩家得分大于历史最高分,则将当前分数存档
with open("score_record.txt", "w") as f:
f.write(str(score))
record_score_text = score_font.render("%d" % record_score, True, color_white)
screen.blit(record_score_text, (150, 25))
game_over_score_text = score_font.render("%d" % score, True, color_white)
screen.blit(game_over_score_text, (180, 370))
pygame.display.flip() # 将内存中绘制好的屏幕刷新到设备屏幕上
clock.tick(60) # 设置帧数为60
# ===============================================================================
# 主要功能:程序入口
# 算法流程:
# 注意事项:
# ===============================================================================
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
下面是定义子弹的bullet.py:
# ===============================================================================
# 主要功能:定义子弹的相关属性
# 算法流程:
# 注意事项:1)position代表子弹出现的位置,由主函数给出
# ===============================================================================
# 导入相关模块
# coding: utf-8
import pygame
# ====================定义普通子弹====================
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("image/bullet1.png")
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):
if self.rect.top < 0:
self.active = False
else:
self.rect.top -= self.speed
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
# ====================定义超级子弹====================
class Bullet2(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("image/bullet2.png")
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 14
self.active = True
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < 0:
self.active = False
else:
self.rect.top -= self.speed
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
|
|