#开发时间: 2021/7/24 14:43
import pygame
import sys
import traceback
from random import choice
from pygame.locals import *
from sprites import *
pygame.init()
bg_size = width,height=480,700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')
back_ground = pygame.image.load('images/background.png').convert()
BLACK = (0,0,0)
RED = (255,0,0)
GREEN = (0,255,0)
WHITE = (255,255,255)
#载入游戏音乐
pygame.mixer.music.load('sound/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound('sound/bullet.wav')
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound('sound/supply.wav')
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')
upgrade_sound.set_volume(0.2)
enemy3_flying_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')
enemy3_flying_sound.set_volume(0.3)
enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')
enemy3_down_sound.set_volume(0.2)
me_down_sound = pygame.mixer.Sound('sound/me_down.wav')
me_down_sound.set_volume(0.2)
def add_small_enemies(group1,group2,num):
for i in range(num):
e1 = SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1,group2,num):
for i in range(num):
e2 = MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1,group2,num):
for i in range(num):
e3 = BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
def inc_speed(target,inc):
for each in target:
each.speed += inc
def main():
#pygame.mixer.music.play(-1)
#生成敌我飞机
me = MyPlane(bg_size)
enemies = pygame.sprite.Group()
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
#生成子弹
bullet1 = []
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(Bullet1(me.rect.midtop))
bullet2 = []
BULLET2_NUM = 12
for i in range(BULLET2_NUM//3):
bullet2.append(Bullet2(me.rect.midtop))
bullet2.append(Bullet2((me.rect.centerx - 33,me.rect.centery)))
bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
bullet1_index = 0
bullet2_index = 0
level = 1
score = 0
score_font = pygame.font.Font('font/font.ttf',36)
bomb_image = pygame.image.load('images/bomb.png').convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font('font/font.ttf',36)
bomb_num = 3
#绘制暂停按键
paused = False
pause_nor_image = pygame.image.load('images/pause_nor.png').convert_alpha()
pause_pressed_image = pygame.image.load('images/pause_pressed.png').convert_alpha()
resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()
resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.right,paused_rect.top = width-10,10
paused_image = pause_nor_image
clock = pygame.time.Clock()
#每30秒发放一个补给包
bullet_supply = BulletSupply(bg_size)
bomb_supply = BombSupply(bg_size)
SUPPLY_EVENT = USEREVENT
pygame.time.set_timer(SUPPLY_EVENT,10*1000)
SUPER_BULLET_EVENT = USEREVENT+1
is_super_bullet = False
INVINCIBLE_EVENT = USEREVENT+2
live_image = pygame.image.load('images/life.png').convert_alpha()
live_rect = live_image.get_rect()
live_num = 3
switch_image = True
delay = 100
running = True
recorded = False
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if paused:
pygame.time.set_timer(SUPPLY_EVENT,0)
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
pygame.time.set_timer(SUPPLY_EVENT, 10*1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_nor_image
elif event.type == KEYDOWN:
if event.key == K_SPACE:
if bomb_num:
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom >0:
each.active = False
elif event.type == SUPPLY_EVENT:
supply_sound.play()
if choice([True,False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == SUPER_BULLET_EVENT:
is_super_bullet = False
pygame.time.set_timer(SUPER_BULLET_EVENT,0)
elif event.type == INVINCIBLE_EVENT:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_EVENT, 0)
#检测分数增加难度
if level == 1 and score>10000:
level = 2
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,4)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
inc_speed(small_enemies,0.5)
elif level == 2 and score>30000:
level = 3
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 1)
inc_speed(small_enemies,0.5)
inc_speed(big_enemies,0.5)
elif level == 3 and score>60000:
level = 4
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,6)
add_mid_enemies(mid_enemies, enemies, 4)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
inc_speed(big_enemies,0.5)
elif level == 4 and score>100000:
level = 5
upgrade_sound.play()
add_small_enemies(small_enemies,enemies,8)
add_mid_enemies(mid_enemies, enemies, 5)
add_big_enemies(big_enemies, enemies, 3)
inc_speed(small_enemies,2)
inc_speed(mid_enemies,1)
inc_speed(big_enemies,0.5)
screen.blit(back_ground, (0, 0))
if not paused and live_num:
#检测用户键盘操作
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()
#绘制补给包并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image,bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply,me):
get_bomb_sound.play()
bomb_num += 1
bomb_supply.active = False
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image,bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply,me):
get_bullet_sound.play()
is_super_bullet = True
pygame.time.set_timer(SUPER_BULLET_EVENT,20*1000)
bullet_supply.active = False
#发射·检测子弹
if not delay%10:
bullet_sound.play()
if is_super_bullet:
bullets = bullet2
bullets[bullet2_index].reset((me.rect.centerx-33,me.rect.centery))
bullets[bullet2_index+1].reset((me.rect.centerx +30, me.rect.centery))
bullets[bullet2_index+2].reset(me.rect.midtop)
bullet2_index = (bullet2_index + 3) % BULLET2_NUM
else:
bullets =bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index+1)%BULLET1_NUM
for b in bullets:
if b.active:
b.move()
screen.blit(b.image,b.rect)
enemy_hit = pygame.sprite.spritecollide(b,enemies,False,pygame.sprite.collide_mask)
if enemy_hit:
b.active = False
for e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False
#绘制敌方飞机
for each in big_enemies:
if each.active:
each.move()
if each.hit == True:
screen.blit(each.image_hit,each.rect)
each.hit = False
else:
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
pygame.draw.line(screen,BLACK,(each.rect.left,each.rect.top-5),
(each.rect.right,each.rect.top-5),2)
energy_remain=each.energy/BigEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color=RED
pygame.draw.line(screen,energy_color,(each.rect.left,each.rect.top-6),
(each.rect.left+each.rect.width*energy_remain,each.rect.top-6),2)
if each.rect.bottom == -50:
enemy3_flying_sound.play(1)
else:
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:
score += 1000
enemy3_flying_sound.stop()
each.reset()
for each in mid_enemies:
if each.active:
each.move()
if each.hit:
screen.blit(each.image_hit,each.rect)
each.hit = False
else:
screen.blit(each.image,each.rect)
pygame.draw.line(screen, BLACK, (each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5),2)
energy_remain = each.energy / 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 - 6),
(each.rect.left + each.rect.width * energy_remain, each.rect.top - 6), 2)
else:
if not (delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e3_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
score += 600
each.reset()
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image,each.rect)
else:
if not (delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e3_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
score += 100
each.reset()
#检测我放飞机是否碰撞
enemies_down = pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask)
if enemies_down and not me.invincible:
me.active = False
for e in enemies_down:
e.active = False
#绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2, me.rect)
else:
if not (delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy_images[me_destroy_index], me.rect)
e3_destroy_index = (me_destroy_index + 1) % 6
if me_destroy_index == 0:
live_num -= 1
me.reset()
pygame.time.set_timer(INVINCIBLE_EVENT,3*1000)
bomb_text = bomb_font.render('X%s'%str(bomb_num),True,BLACK)
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-10-text_rect.height))
if live_num:
for i in range(live_num):
screen.blit(live_image,(width-10-(i+1)*live_rect.width,height-10-live_rect.height))
score_text = score_font.render('score : %s' % str(score), True, BLACK)
screen.blit(score_text, (10, 5))
elif live_num == 0:
pygame.mixer.stop()
pygame.mixer.music.stop()
pygame.time.set_timer(SUPPLY_EVENT,0)
if not recorded:
recorded = True
with open('record.txt','r') as rf:
record_score = int(rf.read())
if score > record_score:
with open('record.txt','w') as wf:
wf.write(str(score))
#绘制结束画面
record_score_text = score_font.render('BEST: %d'%record_score,True,WHITE)
screen.blit(record_score_text,(50,50))
gameover_font = pygame.font.Font('font/font.ttf', 36)
gameover_text1 = gameover_font.render("Your Score: %d"%score, True, WHITE)
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = (width - gameover_text1_rect.width) // 2, height // 2
screen.blit(gameover_text1, gameover_text1_rect)
again_image = pygame.image.load('images/again.png').convert_alpha()
again_rect = again_image.get_rect()
again_rect.left, again_rect.top = (width - again_rect.width) // 2,gameover_text1_rect.bottom + 50
screen.blit(again_image, again_rect)
gameover_image = pygame.image.load('images/gameover.png').convert_alpha()
gameover_rect = gameover_image.get_rect()
gameover_rect.left, gameover_rect.top = (width - again_rect.width) // 2, again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
main()
elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:
pygame.quit()
sys.exit()
screen.blit(paused_image,paused_rect)
if not (delay%5):
switch_image = not switch_image
if delay:
delay -=1
else:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
精灵类:
#开发时间: 2021/7/24 17:28
import pygame
from random import *
pygame.init()
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()
self.destroy_images = [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
self.speed = 8
self.active = True
self.invincible = False
self.mask = pygame.mask.from_surface(self.image1)
def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
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-30:
self.rect.top += self.speed
else:
self.rect.bottom = self.height-30
def moveRight(self):
if self.rect.right < self.width:
self.rect.left += self.speed
else:
self.rect.right = self.width
def reset(self):
self.rect.left = (self.width - self.rect.width) // 2
self.rect.top =self.height - self.rect.height - 60
self.active = True
self.invincible = True
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()
self.destroy_images = [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 = randint(1,2)
self.active = True
self.mask = pygame.mask.from_surface(self.image)
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-5 * self.height, -self.rect.height)
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 = randint(0, self.width - self.rect.width)
self.rect.top = randint(-5 * self.height,-self.rect.height)
class MidEnemy(pygame.sprite.Sprite):
energy = 6
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/enemy2.png').convert_alpha()
self.destroy_images = [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.image_hit= pygame.image.load('images/enemy2_hit.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.hit = False
self.mask = pygame.mask.from_surface(self.image)
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-10 * self.height, -0.5*self.height)
self.energy = MidEnemy.energy
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.energy = MidEnemy.energy
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-10 * self.height, -0.5*self.height)
class BigEnemy(pygame.sprite.Sprite):
energy = 15
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()
self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()
self.destroy_images = [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.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()
self.rect = self.image1.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 0.5
self.active =True
self.hit = False
self.mask = pygame.mask.from_surface(self.image1)
self.rect.left = randint(0,self.width-self.rect.width)
self.rect.top = randint(-20*self.height,-5*self.height)
self.energy = BigEnemy.energy
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.active = True
self.energy = BigEnemy.energy
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-20 * self.height, -5 * self.height)
class Bullet1(pygame.sprite.Sprite):
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
self.speed = 12
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.bottom > 0:
self.rect.top -= self.speed
else:
self.active = False
def reset(self,position):
self.active = True
self.rect.left,self.rect.top = position
class Bullet2(pygame.sprite.Sprite):
def __init__(self,position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/bullet2.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = position
self.speed = 15
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.bottom > 0:
self.rect.top -= self.speed
else:
self.active = False
def reset(self,position):
self.active = True
self.rect.left,self.rect.top = position
class BulletSupply(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.image.load('images/bullet_supply.png').convert_alpha()
self.rect=self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.rect.left,self.rect.bottom = randint(0,self.width-self.rect.width),-50
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self):
self.active = True
self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -50
class BombSupply(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.image.load('images/bomb_supply.png').convert_alpha()
self.rect=self.image.get_rect()
self.width,self.height = bg_size[0],bg_size[1]
self.rect.left,self.rect.bottom = randint(0,self.width-self.rect.width),-100
self.speed = 5
self.active = False
self.mask = pygame.mask.from_surface(self.image)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.active = False
def reset(self):
self.active = True
self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100