飞机大战游戏
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飞机大战游戏界面
代码
main.m
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
from pygame.locals import *
from random import *
import os
pygame.init()
pygame.mixer.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("Airplane_war")
background = pygame.image.load("image/background.png").convert()
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
#载入音频文件
pygame.mixer.music.load("sound_WAV/game_music.wav")
pygame.mixer.music.set_volume(0.2)
print(os.path.exists("sound_WAV/bullet.wav"))
bullet_sound = pygame.mixer.Sound("sound_WAV/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("sound_WAV/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("sound_WAV/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("sound_WAV/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("sound_WAV/bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("sound_WAV/achievement.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("sound_WAV/big_spaceship_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound_WAV/enemy0_down.wav")
enemy1_down_sound.set_volume(0.1)
enemy2_down_sound = pygame.mixer.Sound("sound_WAV/enemy1_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("sound_WAV/enemy2_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound_WAV/game_over.wav")
me_down_sound.set_volume(0.2)
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1, group2, num):
for i in range(num):
e3 = enemy.BigEnemy(bg_size)
group1.add(e3)
group2.add(e3)
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
#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()
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))
# 生成超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM//2):
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
clock = pygame.time.Clock()
#用于切换图片
switch_image = True
#得分
score = 0
score_font = pygame.font.Font("font/Marker Felt.ttf",36)
#判断是否暂停
paused = False
paused_nor_image = pygame.image.load("image/game_pause_nor.png").convert_alpha()
paused_pressed_image = pygame.image.load("image/game_pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("image/game_resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load("image/game_resume_pressed.png").convert_alpha()
paused_rect = paused_pressed_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = paused_nor_image
# 设置难度级别
level = 1
# 全屏炸弹
bomb_image = pygame.image.load("image/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/Marker Felt.ttf", 48)
bomb_num = 3
#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
#每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 30 *1000)
#超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
#标志是否使用超级子弹
is_double_bullet = False
#解除我方飞机无敌状态
INVINCIBLE_TIME = USEREVENT + 2
#生命数量
life_image = pygame.image.load("image/icon72x72.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
#用于阻止重复打开记录文件
recorded = False
#游戏结束画面
gameover_font = pygame.font.Font("font/Marker Felt.ttf", 48)
again_image = pygame.image.load("image/btn_finish.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("image/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()
#用于延迟
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == 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_TIME, 0)
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
pygame.time.set_timer(SUPPLY_TIME, 30 * 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 = paused_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = paused_nor_image
elif event.type == KEYDOWN:
if event.key == K_SPACE:
if bomb_num:
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False
elif event.type == SUPPLY_TIME:
supply_sound.play()
if choice([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0)
screen.blit(background,(0, 0))
if life_num and not paused:
#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()
#绘制全屏炸弹补给并检测是否获得
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()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False
#绘制超级子弹补给并检测是否获得
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()
#发射超级子弹
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
bullet_supply.active = False
#发射子弹
if not(delay % 10):
bullet_sound.play()
if is_double_bullet:
bullets = bullet2
bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
bullets[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 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
#绘制敌方大型飞机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
#绘制被打到的画面
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)
# 绘制血槽
pygame.draw.line(screen, BLACK, (each.rect.right, 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.BigEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
pygame.draw.line(screen,energy_color, (each.rect.left, each.rect.top - 5), (each.rect.left + each.rect.width * energy_remain, each.rect.top - 5), 2)
#即将出现在屏幕中,播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else:
#播放死亡音乐
if not(delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6
if e3_destroy_index == 0:
enemy3_fly_sound.stop()
score += 10000
each.reset()
#绘制敌方中型飞机
for each in mid_enemies:
if each.active:
each.move()
if each.hit:
#绘制被打到的画面
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.right, 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:
#播放死亡音乐
if not(delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4
if e2_destroy_index == 0:
score += 6000
each.reset()
#绘制地方小型飞机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
#播放死亡音乐
if not(delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4
if e1_destroy_index == 0:
score += 1000
each.reset()
#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 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:
#播放死亡音乐
if not(delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy_image[me_destroy_index], me.rect)
me_destroy_index = (me_destroy_index + 1) % 4
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
#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))
#绘制剩余生命数量
if life_num:
for i in range(life_num):
screen.blit(life_image, (width - 10- (i+1)*life_rect.width, height - 10 -life_rect.height))
#绘制得分
score_text = score_font.render("Score : %s" %str(score), True, WHITE)
screen.blit(score_text, (10, 5))
#绘制游戏结束画面
elif life_num == 0:
#背景音乐停止
pygame.mixer.music.stop()
#停止全部音效
pygame.mixer.stop()
#停止发放补给
pygame.time.set_timer(SUPPLY_TIME, 0)
if not recorded:
recorded = True
#读取历史最高得分
with open("recorder.txt", "r") as f:
record_score = int (f.read())
#如果玩家得分高于历史最高得分,则存档
if score > record_score:
with open("recorder.txt", "w") as f:
f.write(str(score))
#绘制游戏结束画面
#绘制暂停按钮
screen.blit(paused_image,paused_rect)
#切换图片
if not(delay % 5):
switch_image = not switch_image
delay -= 1
if delay == 0:
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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