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正文

pygame.mixer.music.play(-1)

clock = pygame.time.Clock()

中弹图片索引

e1_destroy_index = 0

e2_destroy_index = 0

e3_destroy_index = 0

me_destroy_index = 0

me = myplane.MyPlane(bg_size)

enemies = pygame.sprite.Group()

生成敌方小型飞机

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, 1)

running = True

switch_image = True

delay = 100

score = 0

score_font = pygame.font.Font(“plane/font/font.ttf”, 36)

bullets = []

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))

生命数量

life_image = pygame.image.load(“plane/images/life.png”).convert_alpha()

life_rect = life_image.get_rect()

life_num = 3

游戏结束画面

gameover_font = pygame.font.Font(“plane/font/font.ttf”, 48)

again_image = pygame.image.load(“plane/images/again.png”).convert_alpha()

again_rect = again_image.get_rect()

gameover_image = pygame.image.load(“plane/images/gameover.png”).convert_alpha()

gameover_rect = gameover_image.get_rect()

DOUBLE_BULLET_TIME = USEREVENT + 1

解除我方飞机无敌状态

INVINCEBLE_TIME = USEREVENT + 2

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)))

标记是否使用超级子弹

is_double_bullet = False

level = 1

全屏炸弹

bomb_image = pygame.image.load(“plane/images/bomb.png”).convert_alpha()

bomb_rect = bomb_image.get_rect()

bomb_font = pygame.font.Font(“plane/font/font.ttf”, 48)

bomb_num = 3

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)

阻止重复读取成绩记录文件

recorded = False

标志是否暂停游戏

paused = False

paused_nor_image = pygame.image.load(“plane/images/pause_nor.png”).convert_alpha()

pause_pressed_image = pygame.image.load(“plane/images/pause_pressed.png”).convert_alpha()

resume_nor_image = pygame.image.load(“plane/images/resume_nor.png”).convert_alpha()

resume_pressed_image = pygame.image.load(“plane/images/resume_pressed.png”).convert_alpha()

paused_rect = paused_nor_image.get_rect()

paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10

paused_image = paused_nor_image

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()

paused_image = resume_pressed_image

else:

pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)

pygame.mixer.music.unpause()

pygame.mixer.unpause()

paused_image = pause_pressed_image

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 = 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 random.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 == INVINCEBLE_TIME:

me.invincible = False

pygame.time.set_timer(INVINCEBLE_TIME, 0)

根据用户的得分增加难度

if level == 1 and score > 50000:

level = 2

upgrade_sound.play()

add_small_enemies(small_enemies, enemies, 3)

add_mid_enemies(mid_enemies, enemies, 2)

add_big_enemies(big_enemies, enemies, 1)

inc_speed(small_enemies, 1)

elif level == 2 and score > 300000:

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, 2)

inc_speed(small_enemies, 1)

inc_speed(mid_enemies, 1)

elif level == 3 and score > 500000:

level = 4

upgrade_sound.play()

add_small_enemies(small_enemies, enemies, 5)

add_mid_enemies(mid_enemies, enemies, 3)

add_big_enemies(big_enemies, enemies, 2)

inc_speed(small_enemies, 1)

inc_speed(mid_enemies, 1)

elif level == 4 and score > 1000000:

level = 5

upgrade_sound.play()

add_small_enemies(small_enemies, enemies, 5)

add_mid_enemies(mid_enemies, enemies, 3)

add_big_enemies(big_enemies, enemies, 2)

inc_speed(small_enemies, 1)

inc_speed(mid_enemies, 1)

screen.blit(background, (0, 0))

if life_num and not paused:

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

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 + 33, 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

绘制全屏炸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()

is_double_bullet = True

pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)

bullet_supply.active = False

绘制大型敌机

for each in big_enemies:

if each.active:

each.move()

if each.hit:

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)

if each.rect.bottom == -50:

enemy3_fly_sound.play(-1)

绘制血槽

pygame.draw.line(screen, BLACK,

(each.rect.left, each.rect.top - 5),

(each.rect.right, each.rect.top - 5),

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),

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:

me_down_sound.stop()

score += 10000

each.reset()

绘制中型敌机

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.image1, each.rect)

绘制血槽

pygame.draw.line(screen, BLACK,

(each.rect.left, each.rect.top - 5),

(each.rect.right, each.rect.top - 5),

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),

else:

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 += 5000

each.reset()

绘制小型敌机

for each in small_enemies:

if each.active:

each.move()

screen.blit(each.image1, 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)

e1_destroy_index = (e1_destroy_index + 1) % 4

if e1_destroy_index == 0:

score += 1000

each.reset()

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()

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:

me_down_sound.play()

if not (delay % 3):

screen.blit(each.destroy_images[me_destroy_index], each.rect)

me_destroy_index = (me_destroy_index + 1) % 4

剩余生命数量

if me_destroy_index == 0:

life_num -= 1

me.reset()

pygame.time.set_timer(INVINCEBLE_TIME, 3 * 1000)

绘制剩余炸弹数量

bomb_text = bomb_font.render(“x %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))

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))

score_text = score_font.render(str(“Score: %s” % score), True, WHITE)

screen.blit(score_text, (10, 5))

elif life_num == 0:

pygame.mixer.music.stop()

pygame.mixer.stop()

停止发放补给

pygame.time.set_timer(SUPPLY_TIME, 0)

if not recorded:

recorded = True

读取历史最高分

with open(“plane/record/record.txt”, “r”) as f:

record_score = int(f.read())

if score > record_score:

with open(“plane/record/record.txt”, “w”) as f:

f.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_text1 = gameover_font.render("Your 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)

gameover_text2 = gameover_font.render(str(score), True, WHITE)

gameover_text2_rect = gameover_text2.get_rect()

gameover_text2_rect.left, gameover_text2_rect.top = \

(width - gameover_text2_rect.width) // 2, \

gameover_text1_rect.bottom + 10

screen.blit(gameover_text2, gameover_text2_rect)

again_rect.left, again_rect.top = \

(width - again_rect.width) // 2, \

gameover_text2_rect.bottom + 50

screen.blit(again_image, again_rect)

gameover_rect.left, gameover_rect.top = \

(width - again_rect.width) // 2, \

again_rect.bottom + 10

screen.blit(gameover_image, gameover_rect)

检测用户的鼠标操作

如果用户按下鼠标左键

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)

切换图片

if not (delay % 5):

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()

在这里插入图片描述

4、子弹模块


import pygame

class Bullet1(pygame.sprite.Sprite): # 定义一个子弹类Bullet1继承pygame模块的sprite,Sprite类

def init(self, position): # 定义构造函数,并继承sprite.Sprite类中的构造函数

pygame.sprite.Sprite.init(self)

定义自己的属型

self.image = pygame.image.load(“plane/images/bullet1.png”).convert_alpha()

self.rect = self.image.get_rect()

self.rect.left, self.rect.top = position

self.speed = 12

self.active = True

self.mask = pygame.mask.from_surface(self.image)

定义子弹的移动

def move(self):

self.rect.top -= self.speed

if self.rect.top < 0:

self.active = False

def reset(self, position):

self.rect.left, self.rect.top = position

self.active = True

定义第二个子弹类,并继承pygame.sprite.Sprite类

class Bullet2(pygame.sprite.Sprite):

def init(self, position): # 定义构造函数

pygame.sprite.Sprite.init(self) # 并继承sprite.Sprite类中的构造函数

实例化第二个子弹属型

self.image = pygame.image.load(“plane/images/bullet2.png”).convert_alpha()

self.rect = self.image.get_rect()

self.rect.left, self.rect.top = position

self.speed = 14

self.active = True

self.mask = pygame.mask.from_surface(self.image)

#同上

def move(self):

self.rect.top -= self.speed

if self.rect.top < 0:

self.active = False

#同上

def reset(self, position):

self.rect.left, self.rect.top = position

self.active = True

在这里插入图片描述

5、敌机模块


import pygame

from random import * # 导入random库中所有模块

定义SmallEnemy也就是小敌机类,并继承pygame.sprite.Sprite类

class SmallEnemy(pygame.sprite.Sprite):

def init(self, bg_size): # 定义构造函数,传入bg_size参数

pygame.sprite.Sprite.init(self) #继承pygame.sprite.Sprite的构造函数

实例化属型,也就是赋值

self.image1 = pygame.image.load(“plane/images/enemy1.png”).convert_alpha()

self.destroy_images = []

敌机爆炸后的图片

self.destroy_images.extend([

pygame.image.load(“plane/images/enemy1_down1.png”).convert_alpha(),

pygame.image.load(“plane/images/enemy1_down2.png”).convert_alpha(),

pygame.image.load(“plane/images/enemy1_down3.png”).convert_alpha(),

pygame.image.load(“plane/images/enemy1_down4.png”).convert_alpha(),

])

self.rect = self.image1.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.speed = 2

self.active = True

在这里插入图片描述

感谢每一个认真阅读我文章的人,看着粉丝一路的上涨和关注,礼尚往来总是要有的:

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网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以添加V获取:vip1024c (备注python)
img

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!
troy_images.extend([

pygame.image.load(“plane/images/enemy1_down1.png”).convert_alpha(),

pygame.image.load(“plane/images/enemy1_down2.png”).convert_alpha(),

pygame.image.load(“plane/images/enemy1_down3.png”).convert_alpha(),

pygame.image.load(“plane/images/enemy1_down4.png”).convert_alpha(),

])

self.rect = self.image1.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.speed = 2

self.active = True

在这里插入图片描述

感谢每一个认真阅读我文章的人,看着粉丝一路的上涨和关注,礼尚往来总是要有的:

① 2000多本Python电子书(主流和经典的书籍应该都有了)

② Python标准库资料(最全中文版)

③ 项目源码(四五十个有趣且经典的练手项目及源码)

④ Python基础入门、爬虫、web开发、大数据分析方面的视频(适合小白学习)

⑤ Python学习路线图(告别不入流的学习)

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以添加V获取:vip1024c (备注python)
[外链图片转存中…(img-WtDmmJIe-1713041747117)]

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!

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