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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import supply
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from pygame.locals import *
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from random 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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# 生成超级子弹
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bullet2 = []
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bullet2_index = 0
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BULLET2_NUM = 8
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for i in range(BULLET2_NUM//2):
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bullet2.append(bullet.Bullet2((me.rect.centerx-33, me.rect.centery)))
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bullet2.append(bullet.Bullet2((me.rect.centerx+30, me.rect.centery)))
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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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# 每30秒发放一个补给包
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bullet_supply = supply.Bullet_Supply(bg_size)
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bomb_supply = supply.Bomb_Supply(bg_size)
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SUPPLY_TIME = USEREVENT
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pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
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# 超级子弹定时器
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DOUBLE_BULLET_TIME = USEREVENT + 1
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# 标志是否使用超级子弹
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is_double_bullet = False
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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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if paused:
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pygame.time.set_timer(SUPPLY_TIME, 0)
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pygame.mixer.music.pause()
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pygame.mixer.pause()
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else:
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pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
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pygame.mixer.music.unpause()
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pygame.mixer.unpause()
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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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#响应补给包事件
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elif event.type == SUPPLY_TIME:
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supply_sound.play()
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if choice([True, False]):
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bomb_supply.reset()
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else:
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bullet_supply.reset()
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#响应超级子弹事件
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elif event.type == DOUBLE_BULLET_TIME:
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is_double_bullet = False
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pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
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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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# 绘制全屏炸弹补给并检测是否获得
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if bomb_supply.active:
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bomb_supply.move()
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screen.blit(bomb_supply.image, bomb_supply.rect)
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if pygame.sprite.collide_mask(bomb_supply, me):
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get_bomb_sound.play()
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if bomb_num < 3:
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bomb_num += 1
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bomb_supply.active = False
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# 绘制超级子弹补给并检测是否获得
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if bullet_supply.active:
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bullet_supply.move()
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screen.blit(bullet_supply.image, bullet_supply.rect)
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if pygame.sprite.collide_mask(bullet_supply, me):
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get_bullet_sound.play()
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#发射超级子弹18秒
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is_double_bullet = True
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pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
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bullet_supply.active = False
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# 发射子弹
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if not(delay % 10):
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bullet_sound.play()
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if is_double_bullet:
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bullets = bullet2
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bullets[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
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bullets[bullet2_index+1].reset((me.rect.centerx+30, me.rect.centery))
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bullet2_index = (bullet2_index + 2) % BULLET2_NUM
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else:
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bullets = bullet1
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bullets[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 bullets:
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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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#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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# 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))
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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))
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# 绘制暂停按钮
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screen.blit(paused_image, paused_rect)
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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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