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python实现飞机大战_py飞机大战简单代码

py飞机大战简单代码

1 子弹类

import sys
import pygame
import random

class Bullet1(pygame.sprite.Sprite):
    def __init__(self,position):
        pygame.sprite.Sprite.__init__(self)  #继承类

        self.image = pygame.image.load("image/bullet1.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)   #碰撞检测

    def move(self):
        self.rect.top -=self.speed   #向上移动
        if self.rect.top < 0:
            self.active = False

    def reset(self,position):
        self.rect.left,self.rect.top = position
        self.active = True

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2 敌机类

import sys
import pygame
from random import *

class Smallenemy(pygame.sprite.Sprite):
    def __init__(self,bg_size):
        pygame.sprite.Sprite.__init__(self)  #继承类

        self.image = pygame.image.load("image/enemy1.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([\
            pygame.image.load("image/enemy1_down1.png").convert_alpha(),\
            pygame.image.load("image/enemy1_down2.png").convert_alpha(),\
            pygame.image.load("image/enemy1_down3.png").convert_alpha(),\
            pygame.image.load("image/enemy1_down4.png").convert_alpha()])
            

        self.rect = self.image.get_rect()
        self.width,self.height =bg_size[0], bg_size[1] 
        self.rect.left,self.rect.top = \
                                     randint(0,self.width-self.rect.width),\
                                     randint(-5*self.height,0)
        self.speed = 3
        self.active = True                      
    def enemy_move(self):
        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    #全局变量
    def __init__(self,bg_size):
        pygame.sprite.Sprite.__init__(self)  #继承类

        self.image = pygame.image.load("image/enemy2.png").convert_alpha()
        self.image_hit = pygame.image.load("image/enemy2_hit.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([\
            pygame.image.load("image/enemy2_down1.png").convert_alpha(),\
            pygame.image.load("image/enemy2_down2.png").convert_alpha(),\
            pygame.image.load("image/enemy2_down3.png").convert_alpha(),\
            pygame.image.load("image/enemy2_down4.png").convert_alpha()])
            
        self.rect = self.image.get_rect()
        self.width,self.height =bg_size[0], bg_size[1] 
        self.rect.left,self.rect.top = \
                                     randint(0,self.width-self.rect.width),\
                                     randint(-10*self.height,-self.height)
        self.speed = 2
        self.active = True
        self.energy = Midenemy.energy
        self.hit = False
        
    def enemy_move(self):
        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)  #继承类

        self.image1 = pygame.image.load("image/enemy3_n1.png").convert_alpha()
        self.image2 = pygame.image.load("image/enemy3_n2.png").convert_alpha()
        self.image_hit = pygame.image.load("image/enemy3_hit.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([\
            pygame.image.load("image/enemy3_down1.png").convert_alpha(),\
            pygame.image.load("image/enemy3_down2.png").convert_alpha(),\
            pygame.image.load("image/enemy3_down3.png").convert_alpha(),\
            pygame.image.load("image/enemy3_down4.png").convert_alpha(),\
            pygame.image.load("image/enemy3_down5.png").convert_alpha(),\
            pygame.image.load("image/enemy3_down6.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 = \
                                     randint(0,self.width-self.rect.width),\
                                     randint(-15*self.height,-5*self.height)
        self.speed = 1
        self.active = True
        self.energy = Bigenemy.energy
        self.hit = False
        
    def enemy_move(self):
        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)



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3 我方飞机

import sys
import pygame



class Myplane(pygame.sprite.Sprite):
    def __init__(self,bg_size):
        pygame.sprite.Sprite.__init__(self)  #继承类

        self.image1 = pygame.image.load("image/me1.png").convert_alpha()
        self.image2 = pygame.image.load("image/me2.png").convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([\
            pygame.image.load("image/me_destroy_1.png").convert_alpha(),\
            pygame.image.load("image/me_destroy_2.png").convert_alpha(),\
            pygame.image.load("image/me_destroy_3.png").convert_alpha(),\
            pygame.image.load("image/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 -60
        self.speed = 10
        self.active = True          
    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-60:
            self.rect.bottom += self.speed
        else:
            self.rect.bottom = self.height -60

    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.right += self.speed
        else:
            self.rect.right = self.width








  
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4 主函数

#****************************游戏基本设定******************************

#敌方共有大中小3款飞机,分为高中低三种速度,子弹的射程并非全屏,大概是屏幕长度的80%
#消灭小飞机需要1发子弹,中等大小飞机需要8发子弹,大飞机需要20发子弹
#每消灭一架小飞机,得分1000分,中飞机6000,大飞机10000
#每30秒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
#全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒的效果
#游戏将根据分数来逐步提高难度,难度表现为飞机数量增多以及速度的加快

#中飞机和大飞机增加了血槽的显示,可以直观的知道敌飞机还有多久才能被消灭
#有三次复活的机会,诞生的飞机有3秒的安全期
#游戏结束后会显示历史最高分数

#**********************************************************************

import sys
import traceback
from pygame.locals import *
import pygame
import myplane
import enemy
import bullet
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")

background = pygame.image.load("image/background.png").convert()

BLACK = (0,0,0)
GREEN = (0,255,0)
RED = (255,0,0)
WHITE = (255,255,255)

#载入游戏音乐
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(0.2)
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/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 inc_speed(target,inc):
    for each in target:
        each.speed += inc

def main():
    pygame.mixer.music.play(-1)   #无限循环背景
    clock = pygame.time.Clock()

    #生成我方飞机
    me = myplane.Myplane(bg_size)


   
    #生成敌方飞机
    enemies = pygame.sprite.Group()   #存放所有的敌人飞机

    #生成普通子弹
    bullet1 = []
    bullet1_index = 0
    BULLEF1_NUM = 4  #在这个游戏的设置中,四颗子弹能够保证整个屏幕的显示是连贯的
    for i in range(BULLEF1_NUM):
        bullet1.append(bullet.Bullet1(me.rect.midtop))   #在飞机顶部的中央生成子弹,

    #生成超级子弹
    bullet2 = []
    bullet2_index = 0
    BULLEF2_NUM = 8  #在这个游戏的设置中,四颗子弹能够保证整个屏幕的显示是连贯的
    for i in range(BULLEF2_NUM //2):    #添加4次,每次添加两个
        bullet2.append(bullet.Bullet2((me.rect.centerx-33,me.rect.centery)))
        bullet2.append(bullet.Bullet2((me.rect.centerx+33,me.rect.centery)))     #发射两发子弹          
    
    #small
    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies,enemies,15)   #添加15个小型飞机


    #middle
    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies,enemies,4)   #添加15个小型飞机
    

    #big
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies,enemies,2)   #添加15个小型飞机
    

    #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)

    #标志鼠标是否被按下
    paused = False
    pause_nor_image = pygame.image.load("image/pause_nor.png").convert_alpha()
    pause_pressed_image = pygame.image.load("image/pause_pressed.png").convert_alpha()
    resume_nor_image = pygame.image.load("image/resume_nor.png").convert_alpha()
    resume_pressed_image = pygame.image.load("image/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
    #用于切换图片
    switch_image = True

    #延时图片的切换,有突突的感觉
    delay = 100
    
    #设置难度级别
    level = 1

    #全屏炸弹
    bomb_image = pygame.image.load("image/bomb.png").convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.Font("font/font.ttf",48)
    bomb_num = 3

    #显示生命
    life_image = pygame.image.load("image/life.png").convert_alpha()
    life_rect = life_image.get_rect()
    life_font = pygame.font.Font("font/font.ttf",48)
    life_num = 3

    #加载重新开始和游戏结束按钮
    over_image = pygame.image.load("image/gameover.png").convert_alpha()
    again_image = pygame.image.load("image/again.png").convert_alpha()
    over_rect = over_image.get_rect()
    again_rect = again_image.get_rect()

    #每30秒发放一个补给包
    bullet_supply = supply.Bullet_Supply(bg_size)
    bomb_supply = supply.Bomb_Supply(bg_size)
    #自定义一个定时器发放炸弹
    SUPPLY_TIME = USEREVENT
    pygame.time.set_timer(SUPPLY_TIME,30 * 1000)

    #超级子弹定时器
    DOUBLE_BULLET_TIME = USEREVENT + 1
    

    #解除我方飞机无敌的定时器
    INVINCIBLE_TIME = USEREVENT + 2
    
    #用来标志是否使用超级子弹
    is_double_bullet = False

    #用于限制重复打开记录文件
    recored = False
    
    running = True
    while running:
        for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()
                    
                elif event.type == MOUSEBUTTONDOWN:
                    #判断鼠标左键是否按下,且调用collidepoint判断鼠标是否在矩形范围内
                    if event.button == 1 and paused_rect.collidepoint(event.pos):
                        paused = not paused
                        if paused:
                            pygame.time.set_timer(SUPPLY_TIME,0)   #设置为0,就是取消定时时间
                            pygame.mixer.music.pause()    #暂停背景音乐
                            pygame.mixer.pause()          #暂停所有的音效
                        else:
                            pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
                            pygame.mixer.music.unpause()    
                            pygame.mixer.unpause()
    
                
                            
                #以下判断是为了显示鼠标悬浮在暂停图片方时,图片的颜色会变深,鼠标在图片上点击才会真正执行暂停和继续
                elif event.type == MOUSEMOTION:
                    if paused_rect.collidepoint(event.pos):   #鼠标悬浮在图片上方
                        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 == 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 random.choice([True,False]) == True:    #随机选取一个发放
                        bomb_supply.reset()
                    else:
                        bullet_supply.reset()

                elif event.type == DOUBLE_BULLET_TIME:
                       is_double_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)     
                    
                        
        screen.blit(background,(0,0))
        #根据用户的得分增加难度
        if level == 1 and score >10000:
            level = 2
            upgrade_sound.play()

            #增加3架小型敌机,2架中,1架大
            add_small_enemies(small_enemies,enemies,3)   #添加3个小型飞机
            add_mid_enemies(mid_enemies,enemies,2)
            add_big_enemies(big_enemies,enemies,1)

            #提升小型飞机的速度
            inc_speed(small_enemies,1)

        elif level == 2 and score >30000:
            level = 3
            upgrade_sound.play()
            #增加5架小型敌机,3架中,2架大
            add_small_enemies(small_enemies,enemies,5)   #添加3个小型飞机
            add_mid_enemies(mid_enemies,enemies,3)
            add_big_enemies(big_enemies,enemies,2)

            #提升小型飞机的速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)

        elif level ==3 and score >60000:
            level = 4
            upgrade_sound.play()
            #增加5架小型敌机,3架中,2架大
            add_small_enemies(small_enemies,enemies,7)   #添加3个小型飞机
            add_mid_enemies(mid_enemies,enemies,4)
            add_big_enemies(big_enemies,enemies,3)

            #提升小型飞机的速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
            
        elif level == 4 and score >100000:
            level = 5
            upgrade_sound.play()
            #增加5架小型敌机,3架中,2架大
            add_small_enemies(small_enemies,enemies,10)   #添加3个小型飞机
            add_mid_enemies(mid_enemies,enemies,6)
            add_big_enemies(big_enemies,enemies,4)

            #提升小型飞机的速度
            inc_speed(small_enemies,1)
            inc_speed(mid_enemies,1)
        
            
        if not paused and life_num:
            #获取用户的键盘操作,当键盘操作频繁时,建议使用这种方式获取键盘
            key_pressed = pygame.key.get_pressed()
            
            if key_pressed[K_w] or key_pressed[K_UP]:  #按下w或者方向键
                me.moveUp()
            if key_pressed[K_s] or key_pressed[K_DOWN]:  #按下w或者方向键
                me.moveDown()
            if key_pressed[K_a] or key_pressed[K_LEFT]:  #按下w或者方向键
                me.moveLeft()
            if key_pressed[K_d] or key_pressed[K_RIGHT]:  #按下w或者方向键
                me.moveRight()
      

            #绘制全屏炸弹补给并检测玩家是否获得
            if bomb_supply.active:
                bomb_supply.move()
                screen.blit(bomb_supply.image,bomb_supply.rect)
                #此处调用的函数为检测非透明部分是否发生碰撞,在子弹补给定义时,已经调用了相关的mask函数
                if pygame.sprite.collide_mask(bomb_supply,me):
                    get_bomb_sound.play()
                    if bomb_num < 3:
                        bomb_num += 1
                    bomb_supply.active = False  #设置为false,图片消失

                    

            #绘制超级子弹补给并检测玩家是否获得
            if bullet_supply.active:
                bullet_supply.move()
                screen.blit(bullet_supply.image,bullet_supply.rect)
                #此处调用的函数为检测非透明部分是否发生碰撞,在子弹补给定义时,已经调用了相关的mask函数
                if pygame.sprite.collide_mask(bullet_supply,me):
                    get_bullet_sound.play()
                    #发射超级子弹
                    is_double_bullet =True
                    pygame.time.set_timer(DOUBLE_BULLET_TIME,15 * 1000)
                    bullet_supply.active = False  #设置为false,图片消失       


            
            #发射子弹
            if not (delay % 10):
                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+33,me.rect.centery)) 
                    bullet2_index = (bullet2_index + +2)% BULLEF2_NUM 
                   
                else:
                    bullets = bullet1 
                    bullets[bullet1_index].reset(me.rect.midtop)
                    bullet1_index = (bullet1_index + 1)% BULLEF1_NUM  #总共四个子弹,index从0,1,2,3



            #检测子弹是否击中敌人的飞机
            for b in bullets:
                if b.active:
                    b.move()
                    screen.blit(b.image,b.rect)
                    #enemy_hit存放,被子弹打中的敌人飞机
                    enemy_hit = pygame.sprite.spritecollide(b,enemies,False)
                    if enemy_hit:   #不为空,表示有飞机被打中
                        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  #小型敌人飞机被击中,直接挂掉
                            
                        


                    
            #切换图片
            if not(delay % 5):   #每五帧切换一次
                switch_image =  not switch_image  

            delay -= 1
            if not delay:   #如果delay为0
                delay == 100


            #绘制大型飞机
            for each in big_enemies:
                if each.active:
                    each.enemy_move()
                    if each.hit:
                        screen.blit(each.image_hit,each.rect)
                        each.hit = False
                    if switch_image:
                        screen.blit(each.image1,each.rect)
                    else:
                        screen.blit(each.image2,each.rect)
                        #大型飞机即将出现前,添加音效
                        if each.rect.bottom ==  -50:
                            enemy3_fly_sound.play(-1)
                            
                    #绘制血槽
                    pygame.draw.line(screen,BLACK,\
                                     (each.rect.left,each.rect.top - 5),\
                                     (each.rect.right,each.rect.top - 5),\
                                     2)   #两个像素的宽度

                    #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) 
                                     

                        
                else:
                   #毁灭,总共有6张图片,每循环显示6张之后,重置,重从屏幕上方出现
                   
                   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:
                          enemy3_fly_sound.stop()
                          score += 10000
                          each.reset()

            #检测我方飞机是否被撞
            enemies_down = pygame.sprite.spritecollide(me, enemies, False)
            if enemies_down:
                me.active = False
                for e in enemies_down:
                    e.active = False
                    
            #绘制中型飞机
            for each in mid_enemies:
               if each.active:
                    each.enemy_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)   #两个像素的宽度

                    #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:
                   
                   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 += 6000
                          each.reset() 


            #绘制小型飞机
            for each in small_enemies:
                if each.active:
                    each.enemy_move()
                    screen.blit(each.image,each.rect)
                else:
                    #毁灭
                    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()

            #绘制我方飞机
            if me.active:
                switch_image = not switch_image  #取反,实现不断切换
                if switch_image:
                    screen.blit(me.image1,me.rect)
                else:
                    screen.blit(me.image2,me.rect)
            else:

                #毁灭
                
                if not(delay % 3):
                      if me_destroy_index == 0:
                          me_down_sound.play()
                      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)  #无敌3秒
                     
                      
                          
                      
                                     
                          
            #绘制剩余全屏炸弹数量
            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
            life_text = life_font.render("× %d" % life_num,True,WHITE)
            life_text_rect = life_text.get_rect()
            screen.blit(life_image,(width-140,height - 10 - life_rect.height ))
            screen.blit(life_text,(width-80 ,height - 5 - life_text_rect.height ))
            


        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 recored:
                recored = True
                #读取历史最高得分
                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))
                       #绘制历史最高得分

            #绘制历史最高分  
            highest_score_font = pygame.font.Font("font/font.ttf",36)
            hig_score_text = highest_score_font.render("History Best:%d" % record_score,True,WHITE)
            hig_score_text_rect = hig_score_text.get_rect()
            screen.blit(hig_score_text,(width//2-50,(height //2-100)))

            #绘制此次得分
            me_score_font = pygame.font.Font("font/font.ttf",36)
            me_score_text = me_score_font.render("Your:%d" % score,True,WHITE)
            me_score_text_rect = me_score_text.get_rect()
            screen.blit(me_score_text,(width//2-20,(height //2-150)))
                       
            #绘制剩余生命
            life_text = life_font.render("× %d" % life_num,True,WHITE)
            life_text_rect = life_text.get_rect()
            screen.blit(life_image,(width-140,height - 10 - life_rect.height ))
            screen.blit(life_text,(width-80 ,height - 5 - life_text_rect.height ))

            #绘制游戏结束和再次开始游戏按钮
            screen.blit(over_image,(width//2-150,(height //2-20)))
            screen.blit(again_image,(width//2-150,(height //2+30)))        

            #检测用户按键操作
            #判断鼠标是否在“游戏结束”按钮内
            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 over_rect.left < pos[0] < over_rect.right and \
                     over_rect.top < pos[1] < over_rect.bottom:
                     pygame.quit()
                     sys.exit()
            
            


        
        #绘制得分
        score_text = score_font.render("Score: %s" %str(score),True,WHITE)
        screen.blit(score_text,(10,5))

        #绘制暂停按钮
        screen.blit(pause_image,paused_rect)

        
            
        pygame.display.flip()
        clock.tick(60)
        
        
    


if __name__ =="__main__":
    #在双击打开文件时,如果出现异常,将异常显示出来
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()

















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