源代码
import random
import time
import pygame
import sys
# 音乐
class BGM:
@staticmethod
def besa_bgm():
pygame.mixer.init()
pygame.mixer.music.load("sound/y802.wav")
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(-1)
@staticmethod
def event_bgm(name):
sound = pygame.mixer.Sound(name)
pygame.mixer.music.set_volume(0.1)
sound.play()
# 鼠标碰撞检测
class Util:
@staticmethod
def click_check(sprite):
if pygame.mouse.get_pressed()[0]:
if sprite.rect.collidepoint(pygame.mouse.get_pos()):
return True
return False
# 普通精灵
class BaseSprite(pygame.sprite.Sprite):
def __init__(self, name):
super().__init__()
self.image = pygame.image.load(name)
self.rect = self.image.get_rect()
def update(self):
pass
# 道具精灵
class PropSprite(BaseSprite):
def __init__(self, name, type):
super().__init__(name)
self.type = type
self.rect.left = random.randrange(0, 500 - self.rect.width)
self.rect.bottom = 0
def update(self):
self.rect.centery += 5
class PropManage:
def __init__(self, gm):
self.gm = gm
self.prop_group = pygame.sprite.Group()
self.prop_time = 8
def generator(self):
value = random.random()
# 子弹道具 加子弹速度
if value > 0.8:
self.prop = PropSprite("images/bullet_supply.png", 1)
self.prop.add(self.prop_group)
# # 变化子弹
if value > 0.4:
self.prop1 = PropSprite("images/bomb_supply.png", 2)
self.prop1.add(self.prop_group)
# 生命道具
if value > 0.0:
self.prop1 = PropSprite("images/enemy1.png", 3)
self.prop1.add(self.prop_group)
def clear(self):
self.prop_group.empty()
def update(self):
self.prop_time -= 0.1
if self.prop_time <= 0:
self.prop_time = 8
self.generator()
self.prop_group.update()
self.prop_group.draw(self.gm.screen)
# 子弹组
class BulletSprite(BaseSprite):
def __init__(self, name, centerx, y, speed):
super().__init__(name)
self.rect.centerx = centerx
self.rect.top = y
self.speed = speed
def update(self):
self.rect.top += self.speed
# 敌人精灵
class EnemySprite(BaseSprite):
def __init__(self, name, speed, gm, hp, type, speed2, names):
super().__init__(name)
self.gm = gm
self.rect.left = random.randrange(0, 500 - self.rect.width)
self.rect.bottom = 0
# 飞机移动速度
self.speed = speed
self.move_line = random.choice([5, -5])
self.hp = hp
self.max_hp = hp
self.type = type
self.alive = True
# 子弹速度
self.speed2 = speed2
self.shooter_time = self.speed2
# 子弹组
self.bullet_group = pygame.sprite.Group()
# 死亡动画组
self.images = [pygame.image.load(name_move) for name_move in names]
self.image_index = 0
def shooter(self):
self.bullet = BulletSprite("images/bullet2.png", self.rect.centerx, self.rect.centery + 20, 20)
self.bullet.add(self.bullet_group)
def shooter1(self):
for i in range(0, 3):
self.bullet = BulletSprite("images/bullet2.png", self.rect.centerx - 20 + i * 20, self.rect.centery + 30,
15)
self.bullet.add(self.bullet_group)
def shooter2(self):
for i in range(0, 11):
self.bullet = BulletSprite("images/bullet2.png", self.rect.centerx + i * 25 - 120,
self.rect.centery + 80 + i * 10 if i < 6 else self.rect.centery + 180 - i * 10,
8)
self.bullet.add(self.bullet_group)
def draw_hp(self):
pygame.draw.rect(self.gm.screen, (127, 127, 127), (self.rect.left, self.rect.top - 20, self.rect.width, 5))
pygame.draw.rect(self.gm.screen, (255, 0, 0),
(self.rect.left, self.rect.top - 20, self.hp / self.max_hp * self.rect.width, 5))
def boom(self):
self.image_index += 1
if self.image_index < len(self.images) * 1:
self.image = self.images[self.image_index // 1]
else:
self.kill()
def update_image(self):
if self.alive:
pass
else:
self.boom()
def update(self):
self.draw_hp()
self.update_image()
self.rect.left += self.move_line
if self.rect.left <= 0:
self.move_line = 3
if self.rect.right >= 500:
self.move_line = -3
self.rect.top += self.speed
if self.rect.top > 700:
self.kill()
self.shooter_time -= 0.1
if self.shooter_time <= 0:
self.shooter_time = self.speed2
if self.type == 1:
self.shooter()
if self.type == 2:
self.shooter1()
if self.type == 3:
self.shooter2()
self.bullet_group.update()
self.bullet_group.draw(self.gm.screen)
class EnemyManage:
def __init__(self, gm):
self.gm = gm
self.generator_time = 4
self.enemy_group = pygame.sprite.Group()
self.probability_time = 5
self.i = 0
def clear(self):
self.enemy_group.empty()
for es in self.enemy_group.sprites():
for e in es:
e.bullet_group.empty()
def generator(self):
self.probability_time -= 1
if self.probability_time <= 0:
self.probability_time = 5
self.i += 2
value = random.randint(0, 10 + self.i)
if value > 0.0:
self.enemy = EnemySprite("images/enemy1.png", 8, self.gm, 1, 1, 1.5,
[f"images/enemy1_down{i}.png" for i in range(1, 5)])
self.enemy.add(self.enemy_group)
if value > 6:
self.enemy1 = EnemySprite("images/enemy2.png", 5, self.gm, 5, 2, 5,
[f"images/enemy2_down{i}.png" for i in range(1, 5)])
self.enemy1.add(self.enemy_group)
if value > 15:
self.enemy2 = EnemySprite("images/enemy3_n1.png", 3, self.gm, 10, 3, 8,
[f"images/enemy3_down{i}.png" for i in range(1, 7)])
self.enemy2.add(self.enemy_group)
BGM.event_bgm("sound/enemy3_flying.wav")
def update(self):
self.generator_time -= 0.1
if self.generator_time <= 0:
self.generator_time = 4
self.generator()
self.enemy_group.update()
self.enemy_group.draw(self.gm.screen)
class PlayerSprite(BaseSprite):
def __init__(self, name, center, gm, hp, names):
super().__init__(name)
self.gm = gm
self.rect.center = center
# 移动速度
self.speed = 15
self.max_hp = hp
self.hp = hp
# 初始攻速
self.max_shoot = 2.5
self.shoot_time = self.max_shoot
# 超级子弹
self.shoot1_time = 0
# 子弹组
self.bullet_group = pygame.sprite.Group()
self.images = [pygame.image.load(name_move) for name_move in names]
self.image_index = 0
# 生成子弹
def shoot(self):
self.bullet = BulletSprite("images/bullet2.png", self.rect.centerx + 1, self.rect.top - 20, -15)
self.bullet.add(self.bullet_group)
def shoot1(self):
for i in range(3):
self.bullet1 = BulletSprite("images/ing.png", self.rect.centerx - 40 + 40 * (i - 1) + 40 * i,
self.rect.top - 50, -15)
self.bullet1.add(self.bullet_group)
def draw_hp(self):
pygame.draw.rect(self.gm.screen, (127, 127, 127), (self.rect.left, self.rect.top + 120, self.rect.width, 10))
pygame.draw.rect(self.gm.screen, (0, 255, 0),
(self.rect.left, self.rect.top + 120, self.hp / self.max_hp * self.rect.width, 10))
def update(self):
key_all = pygame.key.get_pressed()
self.draw_hp()
self.image_index += 1
if self.image_index == len(self.images) * 5:
self.image_index = 0
self.image = self.images[self.image_index // 5]
self.shoot_time -= 0.3
if self.shoot_time <= 0:
self.shoot_time = self.max_shoot
if self.shoot1_time > 0:
self.shoot1_time -= 1
if key_all[pygame.K_SPACE]:
BGM.event_bgm("sound/bullet.wav")
self.shoot1()
else:
if key_all[pygame.K_SPACE]:
BGM.event_bgm("sound/bullet.wav")
self.shoot()
if key_all[pygame.K_LEFT] and self.rect.left > 0:
self.rect.left -= self.speed
if key_all[pygame.K_RIGHT] and self.rect.right < 500:
self.rect.left += self.speed
if key_all[pygame.K_UP] and self.rect.top > 0:
self.rect.top -= self.speed
if key_all[pygame.K_DOWN] and self.rect.bottom < 700:
self.rect.top += self.speed
self.bullet_group.draw(self.gm.screen)
self.bullet_group.update()
class PlayerManage:
def __init__(self, gm):
self.gm = gm
self.player_group = pygame.sprite.Group()
self.player = PlayerSprite("images/me1.png", (250, 600), self.gm, 10, ["images/me1.png", "images/me2.png"])
self.player.add(self.player_group)
def bron(self):
self.player = PlayerSprite("images/me1.png", (250, 600), self.gm, 10, ["images/me1.png", "images/me2.png"])
self.player.add(self.player_group)
def clear(self):
self.player_group.empty()
self.player.bullet_group.empty()
def update(self):
self.player_group.update()
self.player_group.draw(self.gm.screen)
# 背景精灵
class BGSprite(BaseSprite):
def __init__(self, name, top_left):
super().__init__(name)
self.rect.topleft = top_left
def update(self):
self.rect.top += 5
if self.rect.top >= 700:
self.rect.top = -700
# 背景管理
class BGManage:
def __init__(self, gm):
self.gm = gm
self.bg_group = pygame.sprite.Group()
self.bg = BGSprite("images/base.jpeg", (0, 0))
self.bg.add(self.bg_group)
self.bg2 = BGSprite("images/base.jpeg", (0, -700))
self.bg2.add(self.bg_group)
# 动
def update(self):
self.bg_group.update()
self.bg_group.draw(self.gm.screen)
# ui精灵
class UISprite(BaseSprite):
def __init__(self, name, center):
super().__init__(name)
self.rect.center = center
def update(self):
pass
# 游戏状态管理
class UIManage:
def __init__(self, gm):
self.gm = gm
# 设置字体
self.font = pygame.font.Font("font/font.ttf", 50)
# 准备 精灵
self.ready_group = pygame.sprite.Group()
self.ready_btn = UISprite("images/1.png", (250, 400))
self.ready_btn.add(self.ready_group)
# 游戏中 显示分数
self.surface = self.font.render(f"Score:{self.gm.score}", True, (255, 255, 200))
self.surface2 = self.font.render(f"HP:{self.gm.player_manage.player.hp}", True, (255, 255, 200))
# # 游戏中显示血量
# 游戏结束
self.end_group = pygame.sprite.Group()
self.end_btn = UISprite("images/again.png", (250, 400))
self.end_btn.add(self.end_group)
# 游戏状态
def update(self):
if self.gm.state == "ready":
BGM.besa_bgm()
self.ready_group.draw(self.gm.screen)
if Util.click_check(self.ready_btn):
BGM.event_bgm("sound/click.mp3")
self.gm.state = "gaming"
self.gm.player_manage.bron()
if self.gm.state == "gaming":
self.gm.screen.blit(self.surface, (280, 30))
self.gm.screen.blit(self.surface2, (280, 70))
# # # # 显示血量
# self.hp_draw_group.draw(self.gm.screen)
self.surface = self.font.render(f"Score:{self.gm.score}", True, (255, 255, 200))
self.surface2 = self.font.render(f"HP:{self.gm.player_manage.player.hp}", True, (255, 255, 200))
if self.gm.state == "end":
self.end_group.draw(self.gm.screen)
self.gm.player_manage.clear()
self.gm.enemy_manage.clear()
self.gm.prop_manage.clear()
self.gm.screen.blit(self.surface, (150, 250))
self.surface = self.font.render(f"Score:{self.gm.score}", True, (255, 255, 200))
if Util.click_check(self.end_btn):
BGM.event_bgm("sound/click.mp3")
self.gm.state = "gaming"
self.gm.score = 0
self.gm.player_manage.bron()
# 游戏主管理
class GameManage:
def __init__(self):
pygame.init()
# 初始分值
self.score = 0
# 初始状态
self.state = "ready"
self.screen = pygame.display.set_mode((500, 700))
pygame.display.set_caption("飞机大战")
self.check = pygame.time.Clock()
self.bg_manage = BGManage(self)
self.player_manage = PlayerManage(self)
self.enemy_manage = EnemyManage(self)
self.prop_manage = PropManage(self)
self.ui_manage = UIManage(self)
def check_event(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# 碰撞检测
def check_collider(self):
# 玩家精灵的子弹组 与敌人组碰撞
for player_sprite in self.player_manage.player_group.sprites():
p_bullet_enemy = pygame.sprite.groupcollide(player_sprite.bullet_group, self.enemy_manage.enemy_group, True,
False)
if p_bullet_enemy:
for es in p_bullet_enemy.values():
for e in es:
e.hp -= 1
if e.hp <= 0:
if e.type == 1:
self.score += 1
BGM.event_bgm("sound/enemy1_down.wav")
e.alive = False
if e.type == 2:
e.alive = False
BGM.event_bgm("sound/enemy2_down.wav")
self.score += 5
if e.type == 3:
e.alive = False
BGM.event_bgm("sound/enemy3_down.wav")
self.score += 10
# 玩家组与道具组
prop_bullet = pygame.sprite.groupcollide(self.player_manage.player_group, self.prop_manage.prop_group, False,
True)
if prop_bullet:
for es in prop_bullet.values():
for e in es:
if e.type == 1 and self.player_manage.player.max_shoot > 1.5:
BGM.event_bgm("sound/get_bullet.wav")
self.player_manage.player.max_shoot -= 0.5
if e.type == 2:
BGM.event_bgm("sound/get_bullet.wav")
self.player_manage.player.shoot1_time = 5
if e.type == 3 and self.player_manage.player.hp < self.player_manage.player.max_hp:
BGM.event_bgm("sound/get_bullet.wav")
self.player_manage.player.hp += 1
# 先找到所有 敌人精灵 在找到所有敌人精灵的子弹组
sprites = self.enemy_manage.enemy_group.sprites()
for sprite in sprites:
for player_sprite in self.player_manage.player_group.sprites():
# 子弹组与子弹组碰撞
if pygame.sprite.groupcollide(player_sprite.bullet_group, sprite.bullet_group, True, True):
pass
# 玩家组 与敌人子弹
enemy_bullet_p = pygame.sprite.groupcollide(sprite.bullet_group, self.player_manage.player_group, True,
False)
if enemy_bullet_p:
for es in enemy_bullet_p.values():
for e in es:
e.hp -= 1
if e.hp <= 1:
BGM.event_bgm("sound/2643.wav")
e.kill()
self.state = "end"
print("玩家阵亡")
# 玩家组与敌人组
player_bullet_enemy = pygame.sprite.groupcollide(self.player_manage.player_group, self.enemy_manage.enemy_group,
True,
True)
if player_bullet_enemy:
BGM.event_bgm("sound/2643.wav")
self.state = "end"
def run(self):
while True:
self.check.tick(20)
self.check_event()
self.bg_manage.update()
self.ui_manage.update()
if self.state == "gaming":
self.player_manage.update()
self.enemy_manage.update()
self.prop_manage.update()
self.check_collider()
pygame.display.flip()
gm = GameManage()
gm.run()