這節課實現的完整代碼如下:
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#main.py
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import pygame
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import sys
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import traceback #为了更好地退出
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import myplane
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import enemy
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import bullet
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from pygame.locals import *
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pygame.init()
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pygame.mixer.init() #混音器初始化
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bg_size = width, height = 480, 700
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screen = pygame.display.set_mode(bg_size)
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pygame.display.set_caption("飞机大战 -- Python Demo")
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background = pygame.image.load("images/background.png").convert()
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#生成一些颜色
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BLACK = (0, 0, 0)
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GREEN = (0, 255, 0)
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RED = (255, 0, 0)
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# 载入游戏音乐
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pygame.mixer.music.load("sound/game_music.ogg")
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pygame.mixer.music.set_volume(0.2)
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bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
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bullet_sound.set_volume(0.2)
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bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
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bomb_sound.set_volume(0.2)
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supply_sound = pygame.mixer.Sound("sound/supply.wav")
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supply_sound.set_volume(0.2)
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get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
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get_bomb_sound.set_volume(0.2)
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get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
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get_bullet_sound.set_volume(0.2)
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upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
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upgrade_sound.set_volume(0.2)
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enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
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enemy3_fly_sound.set_volume(0.5)
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enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
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enemy1_down_sound.set_volume(0.2)
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enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
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enemy2_down_sound.set_volume(0.2)
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enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
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enemy3_down_sound.set_volume(0.5)
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me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
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me_down_sound.set_volume(0.2)
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def add_small_enemies(group1, group2, num):
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for i in range(num):
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e1 = enemy.SmallEnemy(bg_size)
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group1.add(e1)
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group2.add(e1)
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def add_mid_enemies(group1, group2, num):
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for i in range(num):
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e2 = enemy.MidEnemy(bg_size)
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group1.add(e2)
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group2.add(e2)
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def add_big_enemies(group1, group2, num):
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for i in range(num):
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e3 = enemy.BigEnemy(bg_size)
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group1.add(e3)
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group2.add(e3)
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def main():
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pygame.mixer.music.play(-1)
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# 生成我方飞机
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me = myplane.Myplane(bg_size)
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#生成敌方飞机
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enemies = pygame.sprite.Group()
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# 生成敌方小型飞机
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small_enemies = pygame.sprite.Group()
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add_small_enemies(small_enemies, enemies, 15)
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# 生成敌方中型飞机
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mid_enemies = pygame.sprite.Group()
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add_mid_enemies(mid_enemies, enemies, 4)
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# 生成敌方大型飞机
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big_enemies = pygame.sprite.Group()
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add_big_enemies(big_enemies, enemies, 2)
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# 生成普通子弹
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bullet1 = []
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bullet1_index = 0
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BULLET1_NUM = 4
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for i in range(BULLET1_NUM):
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bullet1.append(bullet.Bullet1(me.rect.midtop)) #me.rect.midtop:机头位置
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clock = pygame.time.Clock()
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#中弹图片索引
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e1_destroy_index = 0
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e2_destroy_index = 0
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e3_destroy_index = 0
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me_destroy_index = 0
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#用于切换图片
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switch_image = True
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#用于延迟
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delay = 100
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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#检测用户的键盘操作
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key_pressed = pygame.key.get_pressed()
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if key_pressed[K_w] or key_pressed[K_UP]:
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me.moveUp()
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if key_pressed[K_s] or key_pressed[K_DOWN]:
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me.moveDown()
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if key_pressed[K_a] or key_pressed[K_LEFT]:
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me.moveLeft()
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if key_pressed[K_d] or key_pressed[K_RIGHT]:
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me.moveRight()
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screen.blit(background, (0, 0))
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# 发射子弹
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if not(delay % 10):
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bullet1[bullet1_index].reset(me.rect.midtop)
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bullet1_index = (bullet1_index + 1) % BULLET1_NUM
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# 检测子弹是否击中敌机
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for b in bullet1:
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if b.active:
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b.move()
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screen.blit(b.image, b.rect)
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enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
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if enemy_hit:
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b.active = False
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for e in enemy_hit:
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if e in mid_enemies or e in big_enemies:
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e.hit = True
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e.energy -= 1
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if e.energy == 0:
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e.active = False
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else:#是小型敌机
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e.active = False
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#绘制大型敌机
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for each in big_enemies:
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if each.active: #检测是否还活着
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each.move()
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if each.hit:
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#绘制被击中的特效
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screen.blit(each.image_hit, each.rect)
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each.hit = False
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else:
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if switch_image:
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screen.blit(each.image1, each.rect)
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else:
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screen.blit(each.image2, each.rect)
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# 绘制血槽
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pygame.draw.line(screen, BLACK, \
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(each.rect.left, each.rect.top - 5), \
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(each.rect.right, each.rect.top - 5), \
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2)
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# 当生命大于20%显示绿色,否则显示红色
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energy_remain = each.energy / enemy.BigEnemy.energy
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if energy_remain > 0.2:
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energy_color = GREEN
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else:
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energy_color = RED
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pygame.draw.line(screen, energy_color, \
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(each.rect.left, each.rect.top - 5), \
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(each.rect.left + each.rect.width * energy_remain, \
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each.rect.top - 5),
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2)
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#即将出现在界面中,播放音效
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if each.rect.bottom == -50:
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enemy3_fly_sound.play(-1) #循环播放
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else:
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#坠机
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if not(delay % 3):
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if e3_destroy_index == 0:
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enemy3_down_sound.play()
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screen.blit(each.destroy_images[e3_destroy_index], each.rect)
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e3_destroy_index = (e3_destroy_index + 1) % 6
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if e3_destroy_index == 0:
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enemy3_fly_sound.stop() #循环音效停止播放
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each.reset()
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#绘制中型敌机
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for each in mid_enemies:
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if each.active: #检测是否还活着
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each.move()
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if each.hit:
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#绘制被击中的特效
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screen.blit(each.image_hit, each.rect)
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each.hit = False
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else:
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screen.blit(each.image, each.rect)
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# 绘制血槽
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pygame.draw.line(screen, BLACK, \
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(each.rect.left, each.rect.top - 5), \
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(each.rect.right, each.rect.top - 5), \
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2)
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# 当生命大于20%显示绿色,否则显示红色
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energy_remain = each.energy / enemy.MidEnemy.energy
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if energy_remain > 0.2:
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energy_color = GREEN
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else:
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energy_color = RED
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pygame.draw.line(screen, energy_color, \
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(each.rect.left, each.rect.top - 5), \
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(each.rect.left + each.rect.width * energy_remain, \
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each.rect.top - 5), 2)
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else:
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#坠机
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if not(delay % 3):
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if e2_destroy_index == 0:
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enemy2_down_sound.play() #音效
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screen.blit(each.destroy_images[e2_destroy_index], each.rect)
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e2_destroy_index = (e2_destroy_index + 1) % 4
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if e2_destroy_index == 0:
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each.reset()
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#绘制小型敌机
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for each in small_enemies:
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if each.active: #检测是否还活着
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each.move()
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screen.blit(each.image, each.rect)
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else:
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#坠机
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if not(delay % 3):
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if e1_destroy_index == 0:
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enemy1_down_sound.play() #音效
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screen.blit(each.destroy_images[e1_destroy_index], each.rect)
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e1_destroy_index = (e1_destroy_index + 1) % 4
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if e1_destroy_index == 0:
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each.reset()
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#检测我方飞机是否被撞
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enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
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if enemies_down:
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#me.active = False
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for e in enemies_down:
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e.active = False
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#绘制我方飞机
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if me.active: #检测是否还活着
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if switch_image:
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screen.blit(me.image1, me.rect)
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else:
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screen.blit(me.image2, me.rect)
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else:
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#坠机
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if not(delay % 3):
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if me_destroy_index == 0:
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me_down_sound.play()
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screen.blit(me.destroy_images[me_destroy_index], me.rect)
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me_destroy_index = (me_destroy_index + 1) % 4
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if me_destroy_index == 0:
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print("game over")
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running = False
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#切换图片
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if not(delay % 5): #5帧切换一次,一秒就只切换12次
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switch_image = not switch_image
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delay -= 1
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if not delay:
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delay = 100
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pygame.display.flip()
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clock.tick(60)
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if __name__ == "__main__":
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try:
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main()
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except SystemExit:
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pass
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except:
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traceback.print_exc()
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pygame.quit()
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input()
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#myplane.py
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import pygame
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class Myplane(pygame.sprite.Sprite):
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def __init__(self, bg_size):
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pygame.sprite.Sprite.__init__(self)
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self.image1 = pygame.image.load("images/me1.png").convert_alpha()
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self.image2 = pygame.image.load("images/me2.png").convert_alpha()
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#添加坠机图片
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self.destroy_images = []
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self.destroy_images.extend([\
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pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
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pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
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pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
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pygame.image.load("images/me_destroy_4.png").convert_alpha() \
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])
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self.rect = self.image1.get_rect()
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self.width, self.height = bg_size[0], bg_size[1]
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self.rect.left, self.rect.top = \
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(self.width - self.rect.width) // 2, \
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self.height - self.rect.height - 60 #减60,留给状态栏
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self.speed = 10
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self.active = True
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self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
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def moveUp(self):
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if self.rect.top > 0:
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self.rect.top -= self.speed
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else:
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self.rect.top = 0
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def moveDown(self):
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if self.rect.bottom < self.height - 60:
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self.rect.top += self.speed
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else:
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self.rect.bottom = self.height - 60
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def moveLeft(self):
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if self.rect.left > 0:
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self.rect.left -= self.speed
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else:
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self.rect.left = 0
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def moveRight(self):
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if self.rect.right < self.width:
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self.rect.left += self.speed
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else:
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self.rect.right = self.width
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#enemy.py
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import pygame
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from random import *
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class SmallEnemy(pygame.sprite.Sprite):
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def __init__(self, bg_size):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.image.load("images/enemy1.png").convert_alpha()
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#添加坠机图片
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self.destroy_images = []
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self.destroy_images.extend([\
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pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
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pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
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pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
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pygame.image.load("images/enemy1_down4.png").convert_alpha() \
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])
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self.rect = self.image.get_rect()
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self.width, self.height = bg_size[0], bg_size[1]
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self.speed = 2
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self.active = True
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self.rect.left, self.rect.top = \
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randint(0, self.width - self.rect.width), \
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randint(-5 * self.height, 0) #在页面外部上方5个屏幕高度范围内随机生成一个敌机
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self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
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def move(self):
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if self.rect.top < self.height:
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self.rect.top += self.speed
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else:
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self.reset()
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def reset(self):
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self.active = True
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self.rect.left, self.rect.top = \
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randint(0, self.width - self.rect.width), \
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randint(-5 * self.height, 0)
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class MidEnemy(pygame.sprite.Sprite):
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energy = 8
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def __init__(self, bg_size):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.image.load("images/enemy2.png").convert_alpha()
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self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()#中弹图片
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#添加坠机图片
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self.destroy_images = []
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self.destroy_images.extend([\
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pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
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pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
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pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
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pygame.image.load("images/enemy2_down4.png").convert_alpha() \
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])
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self.rect = self.image.get_rect()
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self.width, self.height = bg_size[0], bg_size[1]
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self.speed = 1
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self.active = True
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self.rect.left, self.rect.top = \
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randint(0, self.width - self.rect.width), \
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randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
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self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
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self.energy = MidEnemy.energy
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self.hit = False #检测是否被击中的属性
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def move(self):
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if self.rect.top < self.height:
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self.rect.top += self.speed
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else:
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self.reset()
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def reset(self):
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self.active = True
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self.enery = MidEnemy.energy
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self.rect.left, self.rect.top = \
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randint(0, self.width - self.rect.width), \
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randint(-10 * self.height, -self.height)
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class BigEnemy(pygame.sprite.Sprite):
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energy = 20
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def __init__(self, bg_size):
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pygame.sprite.Sprite.__init__(self)
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#大型敌机有飞行特效,两张图片切换
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self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
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self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
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self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()#中弹图片
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#添加坠机图片
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self.destroy_images = []
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self.destroy_images.extend([\
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pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
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pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
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pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
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pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
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pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
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pygame.image.load("images/enemy3_down6.png").convert_alpha() \
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])
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self.rect = self.image1.get_rect()
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self.width, self.height = bg_size[0], bg_size[1]
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self.speed = 1
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self.active = True
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self.rect.left, self.rect.top = \
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randint(0, self.width - self.rect.width), \
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randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
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self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
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self.energy = BigEnemy.energy
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self.hit = False #检测是否被击中的属性
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def move(self):
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if self.rect.top < self.height:
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self.rect.top += self.speed
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else:
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self.reset()
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def reset(self):
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self.active = True
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self.enery = BigEnemy.energy
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self.rect.left, self.rect.top = \
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randint(0, self.width - self.rect.width), \
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randint(-15 * self.height, -5 * self.height)
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#bullet.py
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import pygame
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class Bullet1(pygame.sprite.Sprite):#普通子弹,一次一发
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def __init__(self, position):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.image.load("images/bullet1.png").convert_alpha()
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self.rect = self.image.get_rect()
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self.rect.left, self.rect.top = position #把飞机机头位置给子弹位置
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self.speed = 12
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self.active = True
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self.mask = pygame.mask.from_surface(self.image) #非透明部分
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def move(self):
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self.rect.top -= self.speed
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if self.rect.top < 0: #射出屏幕外
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self.active = False
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def reset(self, position):
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self.rect.left, self.rect.top = position
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self.active = True
(未完待續)
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#main.py
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import pygame
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import sys
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import traceback #为了更好地退出
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import myplane
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import enemy
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import bullet
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from pygame.locals import *
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pygame.init()
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pygame.mixer.init() #混音器初始化
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bg_size = width, height = 480, 700
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screen = pygame.display.set_mode(bg_size)
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pygame.display.set_caption("飞机大战 -- Python Demo")
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background = pygame.image.load("images/background.png").convert()
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#生成一些颜色
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BLACK = (0, 0, 0)
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GREEN = (0, 255, 0)
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RED = (255, 0, 0)
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# 载入游戏音乐
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pygame.mixer.music.load("sound/game_music.ogg")
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pygame.mixer.music.set_volume(0.2)
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bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
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bullet_sound.set_volume(0.2)
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bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
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bomb_sound.set_volume(0.2)
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supply_sound = pygame.mixer.Sound("sound/supply.wav")
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supply_sound.set_volume(0.2)
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get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
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get_bomb_sound.set_volume(0.2)
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get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
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get_bullet_sound.set_volume(0.2)
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upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
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upgrade_sound.set_volume(0.2)
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enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
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enemy3_fly_sound.set_volume(0.5)
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enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
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enemy1_down_sound.set_volume(0.2)
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enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
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enemy2_down_sound.set_volume(0.2)
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enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
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enemy3_down_sound.set_volume(0.5)
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me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
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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 main():
-
pygame.mixer.music.play(-1)
-
-
# 生成我方飞机
-
me = myplane.Myplane(bg_size)
-
-
#生成敌方飞机
-
enemies = pygame.sprite.Group()
-
-
# 生成敌方小型飞机
-
small_enemies = pygame.sprite.Group()
-
add_small_enemies(small_enemies, enemies, 15)
-
-
# 生成敌方中型飞机
-
mid_enemies = pygame.sprite.Group()
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add_mid_enemies(mid_enemies, enemies, 4)
-
-
# 生成敌方大型飞机
-
big_enemies = pygame.sprite.Group()
-
add_big_enemies(big_enemies, enemies, 2)
-
-
# 生成普通子弹
-
bullet1 = []
-
bullet1_index = 0
-
BULLET1_NUM = 4
-
for i in range(BULLET1_NUM):
-
bullet1.append(bullet.Bullet1(me.rect.midtop)) #me.rect.midtop:机头位置
-
-
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
-
-
#用于切换图片
-
switch_image = True
-
-
#用于延迟
-
delay = 100
-
-
running = True
-
-
while running:
-
for event in pygame.event.get():
-
if event.type == QUIT:
-
pygame.quit()
-
sys.exit()
-
-
#检测用户的键盘操作
-
key_pressed = pygame.key.get_pressed()
-
-
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()
-
-
screen.blit(background, (0, 0))
-
-
# 发射子弹
-
if not(delay % 10):
-
bullet1[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 bullet1:
-
if b.active:
-
b.move()
-
screen.blit(b.image, b.rect)
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enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
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if enemy_hit:
-
b.active = False
-
for e in enemy_hit:
-
if e in mid_enemies or e in big_enemies:
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e.hit = True
-
e.energy -= 1
-
if e.energy == 0:
-
e.active = False
-
else:#是小型敌机
-
e.active = False
-
-
#绘制大型敌机
-
for each in big_enemies:
-
if each.active: #检测是否还活着
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each.move()
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if each.hit:
-
#绘制被击中的特效
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screen.blit(each.image_hit, each.rect)
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each.hit = False
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else:
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if switch_image:
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screen.blit(each.image1, each.rect)
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else:
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screen.blit(each.image2, each.rect)
-
-
# 绘制血槽
-
pygame.draw.line(screen, BLACK, \
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(each.rect.left, each.rect.top - 5), \
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(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, \
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(each.rect.left, each.rect.top - 5), \
-
(each.rect.left + each.rect.width * energy_remain, \
-
each.rect.top - 5),
-
2)
-
-
#即将出现在界面中,播放音效
-
if each.rect.bottom == -50:
-
enemy3_fly_sound.play(-1) #循环播放
-
else:
-
#坠机
-
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() #循环音效停止播放
-
each.reset()
-
-
#绘制中型敌机
-
for each in mid_enemies:
-
if each.active: #检测是否还活着
-
each.move()
-
if each.hit:
-
#绘制被击中的特效
-
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:
-
#坠机
-
if not(delay % 3):
-
if e2_destroy_index == 0:
-
enemy2_down_sound.play() #音效
-
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
-
e2_destroy_index = (e2_destroy_index + 1) % 4
-
if e2_destroy_index == 0:
-
each.reset()
-
-
#绘制小型敌机
-
for each in small_enemies:
-
if each.active: #检测是否还活着
-
each.move()
-
screen.blit(each.image, each.rect)
-
else:
-
#坠机
-
if not(delay % 3):
-
if e1_destroy_index == 0:
-
enemy1_down_sound.play() #音效
-
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
-
e1_destroy_index = (e1_destroy_index + 1) % 4
-
if e1_destroy_index == 0:
-
each.reset()
-
-
#检测我方飞机是否被撞
-
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
-
if enemies_down:
-
#me.active = False
-
for e in enemies_down:
-
e.active = False
-
-
-
#绘制我方飞机
-
if me.active: #检测是否还活着
-
if switch_image:
-
screen.blit(me.image1, me.rect)
-
else:
-
screen.blit(me.image2, me.rect)
-
else:
-
#坠机
-
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:
-
print("game over")
-
running = False
-
-
#切换图片
-
if not(delay % 5): #5帧切换一次,一秒就只切换12次
-
switch_image = not switch_image
-
-
delay -= 1
-
if not delay:
-
delay = 100
-
-
pygame.display.flip()
-
-
clock.tick(60)
-
-
if __name__ == "__main__":
-
try:
-
main()
-
except SystemExit:
-
pass
-
except:
-
traceback.print_exc()
-
pygame.quit()
-
input()
-
#myplane.py
-
import pygame
-
-
class Myplane(pygame.sprite.Sprite):
-
def __init__(self, bg_size):
-
pygame.sprite.Sprite.__init__(self)
-
-
self.image1 = pygame.image.load("images/me1.png").convert_alpha()
-
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
-
#添加坠机图片
-
self.destroy_images = []
-
self.destroy_images.extend([\
-
pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
-
pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
-
pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
-
pygame.image.load("images/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 #减60,留给状态栏
-
self.speed = 10
-
self.active = True
-
self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
-
-
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.top += 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.left += self.speed
-
else:
-
self.rect.right = self.width
-
#enemy.py
-
import pygame
-
from random import *
-
-
class SmallEnemy(pygame.sprite.Sprite):
-
def __init__(self, bg_size):
-
pygame.sprite.Sprite.__init__(self)
-
-
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
-
#添加坠机图片
-
self.destroy_images = []
-
self.destroy_images.extend([\
-
pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
-
pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
-
pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
-
pygame.image.load("images/enemy1_down4.png").convert_alpha() \
-
])
-
self.rect = self.image.get_rect()
-
self.width, self.height = bg_size[0], bg_size[1]
-
self.speed = 2
-
self.active = True
-
self.rect.left, self.rect.top = \
-
randint(0, self.width - self.rect.width), \
-
randint(-5 * self.height, 0) #在页面外部上方5个屏幕高度范围内随机生成一个敌机
-
self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
-
-
def 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
-
-
def __init__(self, bg_size):
-
pygame.sprite.Sprite.__init__(self)
-
-
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
-
self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()#中弹图片
-
#添加坠机图片
-
self.destroy_images = []
-
self.destroy_images.extend([\
-
pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
-
pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
-
pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
-
pygame.image.load("images/enemy2_down4.png").convert_alpha() \
-
])
-
self.rect = self.image.get_rect()
-
self.width, self.height = bg_size[0], bg_size[1]
-
self.speed = 1
-
self.active = True
-
self.rect.left, self.rect.top = \
-
randint(0, self.width - self.rect.width), \
-
randint(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
-
self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
-
self.energy = MidEnemy.energy
-
self.hit = False #检测是否被击中的属性
-
-
def move(self):
-
if self.rect.top < self.height:
-
self.rect.top += self.speed
-
else:
-
self.reset()
-
-
def reset(self):
-
self.active = True
-
self.enery = 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)
-
-
#大型敌机有飞行特效,两张图片切换
-
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
-
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
-
self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()#中弹图片
-
#添加坠机图片
-
self.destroy_images = []
-
self.destroy_images.extend([\
-
pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
-
pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
-
pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
-
pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
-
pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
-
pygame.image.load("images/enemy3_down6.png").convert_alpha() \
-
])
-
self.rect = self.image1.get_rect()
-
self.width, self.height = bg_size[0], bg_size[1]
-
self.speed = 1
-
self.active = True
-
self.rect.left, self.rect.top = \
-
randint(0, self.width - self.rect.width), \
-
randint(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
-
self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
-
self.energy = BigEnemy.energy
-
self.hit = False #检测是否被击中的属性
-
-
def move(self):
-
if self.rect.top < self.height:
-
self.rect.top += self.speed
-
else:
-
self.reset()
-
-
def reset(self):
-
self.active = True
-
self.enery = BigEnemy.energy
-
self.rect.left, self.rect.top = \
-
randint(0, self.width - self.rect.width), \
-
randint(-15 * self.height, -5 * self.height)
-
#bullet.py
-
import pygame
-
-
class Bullet1(pygame.sprite.Sprite):#普通子弹,一次一发
-
def __init__(self, position):
-
pygame.sprite.Sprite.__init__(self)
-
-
self.image = pygame.image.load("images/bullet1.png").convert_alpha()
-
self.rect = self.image.get_rect()
-
self.rect.left, self.rect.top = position #把飞机机头位置给子弹位置
-
self.speed = 12
-
self.active = True
-
self.mask = pygame.mask.from_surface(self.image) #非透明部分
-
-
def move(self):
-
self.rect.top -= self.speed
-
-
if self.rect.top < 0: #射出屏幕外
-
self.active = False
-
-
def reset(self, position):
-
self.rect.left, self.rect.top = position
-
self.active = True
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