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import pygame
import sys
import traceback
import myplane # 调用myplane.py
import enemy # 调用enemy.py
import bullet # 调用bullet.py
import supply # 调用supply.py
from pygame.locals import *
from random import *
pygame.init() # 初始化游戏
pygame.mixer.init() # 初始化声音模块
bg_size = width, height = 480,700 # 游戏区域的大小
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('基于python的飞机大战游戏')
background = pygame.image.load('images/timg.png').convert() # 设置背景图片
# 定义常量,代表颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 载入音乐
# pygame.mixer用于加载和播放声音的pygame模块
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(0.6)
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/me_down.wav')
me_down_sound.set_volume(0.2)
# 敌方飞机分为大中小3种,速度依次增加减小
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size) # 调用enemy.py里的SmallEnemy方法,
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)
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
# 播放音乐
pygame.mixer.music.play(-1)
# 实例我方飞机
me = myplane.MyPlane(bg_size=bg_size) # 调用mylpane文件中的MyPlane方法,实例我方飞机
# 实例敌方飞机
enemies = pygame.sprite.Group() # 定义一个Group组
# 实例敌方小型飞机15个
small_enemies = pygame.sprite.Group() # pygame.sprite.Group(),用于保存和管理多个Sprite对象的容器类
add_small_enemies(small_enemies, enemies, 15) # 往small_enemies, enemies都添加15个敌机
# 实例敌方中型飞机4个
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
# 实例敌方大型飞机2个
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
# 实例普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
# 添加4个普通子弹
for i in range(BULLET1_NUM):
# me.rect.midtop其实是在画布中展示这样的效果: 飞机的正中间发射出子弹
bullet1.append(bullet.Bullet1(me.rect.midtop)) # 调用bullet.py里的Bullet1方法
# 实例超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
# 添加4个超级子弹
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)))
# 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
paused_nor_image = pygame.image.load(
"images/pause_nor.png").convert_alpha()
paused_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 = 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 # 初始化难度为1 ,以后分数越高,难度越大
# 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
# 每隔30秒会有一个随机的道具补给,分为两种道具, 全屏炸弹和双倍子弹
bullet_supply = supply.Bullet_Supply(bg_size) # 调用supply.py文件里的Bullet_Supply函数
bomb_supply = supply.Bomb_Supply(bg_size)
### 没看明白
SUPPLY_TIME = pygame.USEREVENT # 定义为键盘鼠标事件
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
# 超级子弹定时器
DOUBLE_BULLTET_TIME = pygame.USEREVENT + 1
# 解除我方重生无敌定时器
INVINCIBLE_TIME = pygame.USEREVENT + 2
# 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
# 用于切换我方飞机图片
switch_plane = True
# 游戏结束画面
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()
# 用于延迟切换
delay = 100
# 限制打开一次记录文件
recorded = False
clock = pygame.time.Clock()
running = True
# 这里是游戏的正式部分,游戏循环 -> 意味着游戏的正式开始!
while running:
# 监听用户事件
for event in pygame.event.get():
if event.type == QUIT: # 判断用户是否点击了关闭按钮
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN: # 鼠标按下
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if paused:
pygame.time.set_timer(SUPPLY_TIME, 0) # 定时器时间,0即不发生
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 = paused_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = paused_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_BULLTET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)
# 根据用户得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play() # 播放音乐
# 增加3架小型敌机, 2架中型敌机和1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)
# 提升小型敌机的速度以提高难度
inc_speed(target=small_enemies, inc=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, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机的速度
inc_speed(target=small_enemies, inc=1)
inc_speed(target=mid_enemies, inc=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, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机的速度
inc_speed(target=small_enemies, inc=1)
inc_speed(target=mid_enemies, inc=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, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机的速度
inc_speed(target=small_enemies, inc=1)
inc_speed(target=mid_enemies, inc=1)
inc_speed(target=big_enemies, inc=1)
screen.blit(background, (0, 0))
if life_num and not paused: # 3条命没用完,且游戏进行中
# 检测键盘操作
key_pressed = pygame.key.get_pressed()
# 可以按上下左右控制方向,也可以wsaf控制方向
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()
# 绘制全屏炸弹补给
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(me, bomb_supply): # 冲突检测,即画面碰撞到一起
get_bomb_sound.play() # 播放音乐
if bomb_num < 3: # 最多只有3个全屏炸弹
bomb_num += 1
bomb_supply.active = False
# 绘制超级子弹
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(me, bullet_supply):
get_bullet_sound.play()
# 发射超级子弹
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLTET_TIME, 18 * 1000)
bullet_supply.active = False
# 发射子弹
if not(delay % 10): # 是这延迟100
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
# 检测子弹是否击中敌机
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) # 检测是否碰撞
if enemy_hit:
b.active = False # 碰撞到里则隐藏该子弹
for each in enemy_hit:
each.hit = True
each.energy -= 1
if each.energy == 0: # 血槽清0则敌机生命结束,消失
each.active = False
# 绘制敌方大型机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit, each.rect) # 碰撞则消失
each.hit = False
else:
if switch_plane: # 切换飞机图片
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)
# 当生命大于20%显示绿色, 否则显示红色
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, 播放音效
if each.rect.bottom == -10:
enemy3_fly_sound.play(-1)
each.appear = True
# 离开画面, 关闭音效
if each.rect.bottom < -10 and each.appear:
enemy3_fly_sound.stop()
each.appear = False
else:
# 毁灭
if e3_destroy_index == 0:
enemy3_down_sound.play()
if not(delay % 2):
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()
# 绘制敌方中型机
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)
# 当生命大于20%显示绿色, 否则显示红色
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 e2_destroy_index == 0:
enemy2_down_sound.play()
if not(delay % 2):
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()
# 绘制敌方小型机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
# 毁灭
if e1_destroy_index == 0:
enemy1_down_sound.play()
if not(delay % 2):
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()
# 检测我方飞机碰撞
enemies_down = pygame.sprite.spritecollide(
me, enemies, False, pygame.sprite.collide_mask)
# 我方飞机碰撞到敌人飞机,两者都消失
if enemies_down and not me.invincible:
me.active = False
for each in enemies_down:
each.active = False
# 绘制我方飞机
if me.active:
if switch_plane:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
# 毁灭
if me_destroy_index == 0:
me_down_sound.play()
if not(delay % 2):
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 # 生命数量-1
me.reset() # 重新回到起点
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000) #
# 绘制全屏炸弹数量
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))
# 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 : %d' % 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
# 读取历史最高分
with open('record.txt', 'r') as f:
record_score = int(f.read())
# 判断是否高于历史最高分
if score > record_score:
with open('record.txt', 'w') 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))
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
if not(delay % 11):
switch_plane = not switch_plane
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__': # 函数执行入口
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
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