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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
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)
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
#****************************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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