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| import myPlane import pygame import sys import enemy import bullet import traceback import supply import random
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")
BLACK = (0, 0, 0) GREEN = (0, 255, 0) RED = (255, 0, 0) WHITE = (255, 255, 255) background = pygame.image.load("images/background.png").convert()
# 载入游戏音 # pygame.mixer.music.load("sound/game_music.ogg") # pygame.mixer.music.set_volume(0.2) # start_sound = pygame.mixer.Sound("sound/game_music.ogg") 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(0.1) enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav") enemy3_down_sound.set_volume(0.1) me_down_sound = pygame.mixer.Sound("sound/me_down.wav") me_down_sound.set_volume(0.2)
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)
def add_all_enemies(group1, group2, group3, group, num1, num2, num3): add_small_enemies(group1, group, num1) add_mid_enemies(group2, group, num2) add_big_enemies(group3, group, num3)
def inc_speed(target, inc): for each in target: each.speed += inc
def main(): # pygame.mixer.music.play(-1)
me = myPlane.MyPlane(bg_size) # 我方飞机
# 生成敌方飞机 enemies = pygame.sprite.Group() small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies, enemies, 15) mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies, enemies, 4) big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies, enemies, 2)
running = True clock = pygame.time.Clock()
# 中弹图片索引 e1_destroy_index = 0 e2_destroy_index = 0 e3_destroy_index = 0 me_destroy_index = 0
score = 0 # 分数
recorded = False # 记录是否已经保存记录
score_font = pygame.font.Font("font/font.ttf", 36) # 分数字体
level = 1 # 游戏难度等级
# 飞机生命 life_image = pygame.image.load("images/life.png").convert_alpha() life_rect = life_image.get_rect() life_num = 3
# 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 30 秒发送一个补给包 bullet_supply = supply.BulletSupply(bg_size) bomb_supply = supply.BombSupply(bg_size) SUPPLY_TIME = pygame.USEREVENT pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
SUPER_BULLET_TIME = pygame.USEREVENT+1 # 超级子弹定时器
INVINCIBLE_TIME = pygame.USEREVENT+2 # 无敌状态定时器
is_super_bullet = False # 是否使用超级子弹标志
paused = False # 标志是否暂停游戏 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 pause_image = pause_nor_image
# 游戏结束界面 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()
# 普通子弹 bullet1 = [] bullet1_index = 0 bullet1_num = 4 for i in range(bullet1_num): bullet1.append(bullet.Bullet1(me.rect.midtop))
# 超级子弹 bullet2 = [] bullet2_index = 0 bullet2_num = 8 for i in range(bullet2_num): bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery))) bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
switch_image = True # 切换飞机标志 delay = 100 # 延迟
while running: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1 and paused_rect.collidepoint(event.pos): paused = not paused if not paused: pygame.time.set_timer(SUPPLY_TIME, 30 * 1000) else: pygame.time.set_timer(SUPPLY_TIME, 0) elif event.type == pygame.MOUSEMOTION: if paused_rect.collidepoint(event.pos): if paused: pause_image = resume_pressed_image else: pause_image = pause_pressed_image else: if paused: pause_image = resume_nor_image else: pause_image = pause_nor_image elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not paused: if bomb_num: # 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.reset() else: bullet_supply.reset() elif event.type == SUPER_BULLET_TIME: is_super_bullet = False pygame.time.set_timer(SUPER_BULLET_TIME, 0) elif event.type == INVINCIBLE_TIME: me.invincible = False pygame.time.set_timer(INVINCIBLE_TIME, 0)
screen.blit(background, (0, 0)) # 画背景
# 画分数 score_text = score_font.render("Score : %s" % score, True, WHITE) screen.blit(score_text, (10, 5))
# 画按钮 screen.blit(pause_image, paused_rect) if not life_num or paused: if life_num == 0: pygame.time.set_timer(SUPPLY_TIME, 0) screen.blit(background, (0, 0)) # 画背景 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)) # 绘制游戏结束界面 record_score_text = score_font.render("Best: %d" % record_score, True, WHITE) screen.blit(record_score_text, (50, 50))
gameover_text1 = gameover_font.render("Your Score: ", True, WHITE) gameover_text1_rect = gameover_text1.get_rect() gameover_text1_rect.left, gameover_text1_rect.top = \ (width - gameover_text1_rect.width) // 2, height // 2 screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, WHITE) 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]: 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()
# 刷新屏幕, 帧率选择 177 pygame.display.flip() clock.tick(120) continue
# 绘制全屏炸弹数量 bomb_text = bomb_font.render("x %d" % bomb_num, True, WHITE) bomb_text_rect = bomb_text.get_rect() screen.blit(bomb_image, (10, height - 10 - bomb_rect.height)) screen.blit(bomb_text, (20 + bomb_text_rect.width, \ height - 5 - bomb_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))
# 绘制全屏炸弹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, me): 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): get_bullet_sound.play() is_super_bullet = True pygame.time.set_timer(SUPER_BULLET_TIME, 18 * 1000) bullet_supply.active = False
if level == 1 and score > 50000: level = 2 upgrade_sound.play() # 增加 3 架小形飞机, 2 架中型飞机, 1 架大型飞机 add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 3, 2, 1) inc_speed(small_enemies, 1) # 增加小型飞机速度 # inc_speed(small_enemies, 1) if level == 2 and score >= 300000: level = 3 upgrade_sound.play() # 增加 5 架小形飞机, 3 架中型飞机, 2 架大型飞机 add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 5, 3, 2) # 增加小型和中型飞机速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) if level == 3 and score >= 600000: level = 4 upgrade_sound.play() # 增加 5 架小形飞机, 3 架中型飞机, 2 架大型飞机 add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 5, 3, 2) # 增加小型和中型飞机速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) if level == 4 and score >= 1200000: level = 5 upgrade_sound.play() # 增加 5 架小形飞机, 3 架中型飞机, 2 架大型飞机 add_all_enemies(small_enemies, mid_enemies, big_enemies, enemies, 5, 3, 2) # 增加小型和中型飞机速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) inc_speed(big_enemies, 1)
key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP]: me.moveUp() if key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]: me.moveDown() if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: me.moveLeft() if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: me.moveRight()
# 画敌方飞机 for each in big_enemies: if each.active: each.move() 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 energy_color = GREEN if energy_remain <= 0.20: 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)
# 如果即将出现,播放音效 if each.rect.bottom > -50: enemy3_fly_sound.play(-1) else: if not (delay % 3): if e3_destroy_index == 0: 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: score += 10000 enemy3_fly_sound.stop() each.reset()
for each in mid_enemies: if each.active: each.move() 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 energy_color = GREEN if energy_remain <= 0.20: 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: 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 += 7000 each.reset() for each in small_enemies: if each.active: each.move() screen.blit(each.image, each.rect) else: 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 += 1000 each.reset() # 画子弹 if not (delay % 10): # 子弹声音 bullet_sound.play() if is_super_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 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 small_enemies: e.active = False continue if (e.energy - 1) == 0: e.active = False else: screen.blit(e.image_hit, e.rect) e.energy -= 1 # 检测碰撞 enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask) if enemies_down: if not me.invincible: me.active = False for e in enemies_down: e.active = False
# 画我方飞机 # 来回切换 image1, image2 达到动态尾气效果 if me.active: if switch_image: screen.blit(me.image1, me.rect) else: screen.blit(me.image2, me.rect) else: if not (delay % 3): if me_destroy_index == 0: me_down_sound.play() screen.blit(me.destory_images[me_destroy_index], me.rect) me_destroy_index = (me_destroy_index + 1) % 4 if me_destroy_index == 0: life_num -= 1 pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000) me.reset()
if not (delay % 7): switch_image = not switch_image
delay -= 1 if not delay: delay = 400
# 刷新屏幕, 帧率选择 177 pygame.display.flip() clock.tick(120)
if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()
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