《零基礎入門學習Python》筆記 第094講:Pygame:飛機大戰5
我們接下來在遊戲界面的左上角設置一個得分顯示區域,實時顯示玩家得分,我們的規則如下:
擊落小中大敵機分別可以獲得1000,6000,10000分。
我們現在main 函數中添加一個score 變量統計用戶的得分,並設置顯示分數的字體,我們已經放在素材庫的font 文件夾中了。
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# 统计得分
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score = 0
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score_font = pygame.font.Font("font/font.ttf", 36) #字体
然後在大型敵機墜機要重建之前加10000分,中小型敵機同理。
然後在繪製我方飛機時把分數繪製到界面上。
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# 绘制得分
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score_text = score_font.render("Score : %s" % str(score), True, WHITE)
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screen.blit(score_text, (10, 5))
接下來,我們在界面右上角添加一個暫停符。

這裡總共有4張圖片,左邊兩張表示要暫停,右邊兩個表示要恢復遊戲。兩組各有一張深色的和淺色的,當鼠標移到圖像上方時(並沒有點擊鼠標),圖片會加深,起到一個提示的效果。
我們通過響應MOUSEBUTTONDOWN 的事件可以知道用戶是否點下鼠標,在點下鼠標那一剎那,我們去獲得鼠標的位置,就可以知道玩家是否點下了暫停按鈕。通過響應MOUSEMOTION 事件,我們可以改變按鈕的樣式。
在main函數里加一個pause 變量作為判斷暫停的標誌。
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# 标志是否暂停游戏
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paused = False
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pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
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pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
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resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
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resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
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paused_rect = pause_nor_image.get_rect()
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paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
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paused_image = pause_nor_image
接下來我們響應MOUSEBUTTONDOWN 事件和MOUSEMOTION 事件:
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elif event.type == MOUSEBUTTONDOWN:
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if event.button == 1 and paused_rect.collidepoint(event.pos):
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paused = not paused
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elif event.type == MOUSEMOTION:
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if paused_rect.collidepoint(event.pos):
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if paused:
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paused_image = resume_pressed_image
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else:
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paused_image = pause_pressed_image
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else:
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if paused:
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paused_image = resume_nor_image
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else:
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paused_image = pause_nor_image
接下來我們來談一下難度的控制:
因為敵人一成不變的慢慢的出現,對於玩家來說是無法忍受的,玩家希望的遊戲體驗是刺激。我們要讓遊戲的難度隨著玩家的得分增加而增加,這裡將游戲難度劃分為5 個級別,每提升一個級別,就會增加一些敵機或者說增加敵機的移動速度。
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# 设置难度级别
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level = 1
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# 根据用户的得分增加难度
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if level == 1 and score > 50000:
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level = 2
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upgrade_sound.play()
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# 增加3架小型敌机、2架中型敌机和1架大型敌机
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add_small_enemies(small_enemies, enemies, 3)
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add_mid_enemies(mid_enemies, enemies, 2)
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add_big_enemies(big_enemies, enemies, 1)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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elif level == 2 and score > 300000:
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level = 3
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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elif level == 3 and score > 600000:
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level = 4
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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elif level == 4 and score > 1000000:
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level = 5
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
但是考慮到,如果level 到5 的時候,敵機的密集度就會很大,玩家就很容易陷入不利的局面,這就需要給玩家提供大殺招:全屏爆炸。
這個大殺招的觸發是通過空格鍵來觸發的,初始化情況下,我們帶著3顆全屏炸彈,我們可以通過每30秒一次的補給獲得,但是最多你的飛機只能裝載3顆。
由於觸發全屏炸彈是屬於偶然事件,因此我們通過響應KEYDOWN事件,再檢測event.key 是否為 K_SPACE 就可以了。
我們首先定義全屏炸彈:
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# 全屏炸弹
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bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
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bomb_rect = bomb_image.get_rect()
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bomb_font = pygame.font.Font("font/font.ttf", 48)
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bomb_num = 3
然後實現 空格觸發全屏炸彈
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#空格触发全屏炸弹
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elif event.type == KEYDOWN:
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if event.key == K_SPACE:
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if bomb_num:
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bomb_num -= 1
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bomb_sound.play()
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for each in enemies:
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if each.rect.bottom > 0:
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each.active = False
在界面左下角繪製全屏炸彈數量
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# 绘制全屏炸弹数量
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bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
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text_rect = bomb_text.get_rect()
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screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
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screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
今天的任務就到這里為止了,在全屏炸彈用完之後,我們可以通過每30秒一次的補給來獲得,這個在下節課講解。
下面給出今天實現的全部代碼:
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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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WHITE = (255, 255, 255)
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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 inc_speed(target, inc): #加速函数
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for each in target:
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each.speed += inc
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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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# 统计得分
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score = 0
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score_font = pygame.font.Font("font/font.ttf", 36) #得分字体
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# 标志是否暂停游戏
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paused = False
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pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
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pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
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resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
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resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
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paused_rect = pause_nor_image.get_rect()
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paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
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paused_image = pause_nor_image
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# 设置难度级别
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level = 1
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# 全屏炸弹
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bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
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bomb_rect = bomb_image.get_rect()
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bomb_font = pygame.font.Font("font/font.ttf", 48)
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bomb_num = 3
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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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elif event.type == MOUSEBUTTONDOWN:
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if event.button == 1 and paused_rect.collidepoint(event.pos):
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paused = not paused
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elif event.type == MOUSEMOTION:
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if paused_rect.collidepoint(event.pos):
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if paused:
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paused_image = resume_pressed_image
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else:
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paused_image = pause_pressed_image
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else:
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if paused:
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paused_image = resume_nor_image
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else:
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paused_image = pause_nor_image
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#空格触发全屏炸弹
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elif event.type == KEYDOWN:
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if event.key == K_SPACE:
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if bomb_num:
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bomb_num -= 1
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bomb_sound.play()
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for each in enemies:
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if each.rect.bottom > 0:
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each.active = False
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# 根据用户的得分增加难度
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if level == 1 and score > 50000:
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level = 2
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upgrade_sound.play()
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# 增加3架小型敌机、2架中型敌机和1架大型敌机
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add_small_enemies(small_enemies, enemies, 3)
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add_mid_enemies(mid_enemies, enemies, 2)
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add_big_enemies(big_enemies, enemies, 1)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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elif level == 2 and score > 300000:
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level = 3
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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elif level == 3 and score > 600000:
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level = 4
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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elif level == 4 and score > 1000000:
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level = 5
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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screen.blit(background, (0, 0))
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if not paused:
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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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# 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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score += 10000
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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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score += 6000
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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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score += 1000
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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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-
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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:
-
screen.blit(me.image1, me.rect)
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else:
-
screen.blit(me.image2, me.rect)
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else:
-
#坠机
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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
-
-
# 绘制全屏炸弹数量
-
bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
-
text_rect = bomb_text.get_rect()
-
screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
-
screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
-
-
# 绘制得分
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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(paused_image, paused_rect)
-
-
#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
-
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()
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