飞机大战一触即发

1:飞机的移动,发射子弹,手雷,生命值,生命条\n\n2:敌飞机有3种形态(小,中,大)不同的飞机大小不一样,生命值不一样,爆炸动画也不一样\n\n3:背景音乐,子弹击中敌机会发生碰撞的爆炸动画和音效\n\n4:随机产生补给(双射子弹和全屏炸弹)\n\n5:难度逐渐增加(同一屏幕出现的飞机更多)\n\n代码如下:(一个类文件(800行代码))\n\nimport pygame\nimport sys\nimport traceback\nfrom pygame.locals import *\nfrom random import *\npygame.init()\npygame.mixer.init()\nbg_size = width, height = 480, 700\nscreen = pygame.display.set_mode(bg_size)\npygame.display.set_caption('飞机大战')\nbackground = pygame.image.load('images/background.png').convert()\n# 定义颜色\nBLACK = (0, 0, 0)\nGREEN = (0, 255, 0)\nRED = (255, 0, 0)\nWHITE = (255, 255, 255)\n# 载入音乐\npygame.mixer.music.load('sound/bjmusic.wav')\npygame.mixer.music.set_volume(0.1)\nbullet_sound = pygame.mixer.Sound('sound/bullet.wav')\nbullet_sound.set_volume(0.2)\nbomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')\nbomb_sound.set_volume(0.2)\nsupply_sound = pygame.mixer.Sound('sound/supply.wav')\nsupply_sound.set_volume(0.2)\nget_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')\nget_bomb_sound.set_volume(0.2)\nget_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')\nget_bullet_sound.set_volume(0.2)\nupgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')\nupgrade_sound.set_volume(0.2)\nenemy3_fly_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')\nenemy3_fly_sound.set_volume(0.6)\nenemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')\nenemy1_down_sound.set_volume(0.2)\nenemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')\nenemy2_down_sound.set_volume(0.2)\nenemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')\nenemy3_down_sound.set_volume(0.2)\nme_down_sound = pygame.mixer.Sound('sound/me_down.wav')\nme_down_sound.set_volume(0.2)\n# 设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类\n\nclass MyPlane(pygame.sprite.Sprite):\n\n def __init__(self, bg_size):\n super(MyPlane, self).__init__()\n\n self.image1 = pygame.image.load('images/me1.png').convert_alpha()\n self.image2 = pygame.image.load('images/me2.png').convert_alpha()\n self.destroy_images = []\n self.destroy_images.extend([\n pygame.image.load('images/me_destroy_1.png').convert_alpha(),\n pygame.image.load('images/me_destroy_2.png').convert_alpha(),\n pygame.image.load('images/me_destroy_3.png').convert_alpha(),\n pygame.image.load('images/me_destroy_4.png').convert_alpha()\n ])\n self.rect = self.image1.get_rect()\n self.width, self.height = bg_size[0], bg_size[1]\n self.active = True\n self.invincible = False\n self.mask = pygame.mask.from_surface(self.image2)\n self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60\n self.speed = 10\n\n def moveUp(self):\n if self.rect.top > 0:\n self.rect.top -= self.speed\n else:\n self.rect.top = 0\n\n def moveDown(self):\n if self.rect.bottom \u003C self.height - 60:\n self.rect.bottom += self.speed\n else:\n self.rect.bottom = self.height - 60\n\n def moveLeft(self):\n if self.rect.left > 0:\n self.rect.left -= self.speed\n else:\n self.rect.left = 0\n\n def moveRight(self):\n if self.rect.right \u003C self.width:\n self.rect.right += self.speed\n else:\n self.rect.right = self.width\n\n def reset(self):\n self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60\n self.active = True\n self.invincible = True\n# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机\n\nclass SmallEnemy(pygame.sprite.Sprite):\n energy = 1\n\n def __init__(self, bg_size):\n super(SmallEnemy, self).__init__()\n\n self.image = pygame.image.load('images/enemy1.png').convert_alpha()\n self.destroy_images = []\n self.destroy_images.extend([\n pygame.image.load('images/enemy1_down1.png').convert_alpha(),\n pygame.image.load('images/enemy1_down2.png').convert_alpha(),\n pygame.image.load('images/enemy1_down3.png').convert_alpha(),\n pygame.image.load('images/enemy1_down4.png').convert_alpha()\n ])\n self.rect = self.image.get_rect()\n self.width, self.height = bg_size[0], bg_size[1]\n self.active = True\n self.mask = pygame.mask.from_surface(self.image)\n self.speed = 2\n self.reset()\n self.energy = SmallEnemy.energy\n self.hit = False\n\n def move(self):\n if self.rect.top \u003C self.height:\n self.rect.top += self.speed\n else:\n self.reset()\n def reset(self):\n self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)\n self.active = True\n self.energy = SmallEnemy.energy\n\nclass MidEnemy(pygame.sprite.Sprite):\n energy = 8\n def __init__(self, bg_size):\n super(MidEnemy, self).__init__()\n\n self.image = pygame.image.load('images/enemy2.png').convert_alpha()\n self.destroy_images = []\n self.destroy_images.extend([\n pygame.image.load('images/enemy2_down1.png').convert_alpha(),\n pygame.image.load('images/enemy2_down2.png').convert_alpha(),\n pygame.image.load('images/enemy2_down3.png').convert_alpha(),\n pygame.image.load('images/enemy2_down4.png').convert_alpha()\n ])\n self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()\n self.rect = self.image.get_rect()\n self.width, self.height = bg_size[0], bg_size[1]\n self.active = True\n self.speed = 1\n self.mask = pygame.mask.from_surface(self.image)\n self.reset()\n self.energy = MidEnemy.energy\n self.hit = False\n\n def move(self):\n if self.rect.top \u003C self.height:\n self.rect.top += self.speed\n else:\n self.reset()\n\n def reset(self):\n self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height)\n self.active = True\n self.energy = MidEnemy.energy\n\nclass BigEnemy(pygame.sprite.Sprite):\n energy = 20\n\n def __init__(self, bg_size):\n super(BigEnemy, self).__init__()\n\n self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()\n self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()\n self.destroy_images = []\n self.destroy_images.extend([\n pygame.image.load('images/enemy3_down1.png').convert_alpha(),\n pygame.image.load('images/enemy3_down2.png').convert_alpha(),\n pygame.image.load('images/enemy3_down3.png').convert_alpha(),\n pygame.image.load('images/enemy3_down4.png').convert_alpha(),\n pygame.image.load('images/enemy3_down5.png').convert_alpha(),\n pygame.image.load('images/enemy3_down6.png').convert_alpha()\n ])\n self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()\n self.rect = self.image1.get_rect()\n self.width, self.height = bg_size[0], bg_size[1]\n self.active = True\n self.speed = 1\n self.mask = pygame.mask.from_surface(self.image1)\n self.appear = False\n self.reset()\n self.energy = BigEnemy.energy\n self.hit = False\n def move(self):\n if self.rect.top \u003C self.height:\n self.rect.top += self.speed\n else:\n self.reset()\n\n def reset(self):\n self.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-20 * self.height, -10 * self.height)\n self.active = True\n self.energy = BigEnemy.energy\n\n# 设置补给:# 设置补给:# 设置补给:# 设置补给:# 设置补给\nclass Bullet_Supply(pygame.sprite.Sprite):\n def __init__(self, bg_size):\n super(Bullet_Supply, self).__init__()\n\n self.image = pygame.image.load('images/bullet_supply.png').convert_alpha()\n self.rect = self.image.get_rect()\n self.width, self.height = bg_size[0], bg_size[1]\n self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100\n self.speed = 5\n self.active = False\n self.mask = pygame.mask.from_surface(self.image)\n\n def move(self):\n if self.rect.top \u003C self.height:\n self.rect.top += self.speed\n else:\n self.active = False\n\n def reset(self):\n self.active = True\n self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100\n\n\nclass Bomb_Supply(pygame.sprite.Sprite):\n def __init__(self, bg_size):\n super(Bomb_Supply, self).__init__()\n\n self.image = pygame.image.load('images/bomb_supply.png').convert_alpha()\n self.rect = self.image.get_rect()\n self.width, self.height = bg_size[0], bg_size[1]\n self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100\n self.speed = 5\n self.active = False\n self.mask = pygame.mask.from_surface(self.image)\n\n def move(self):\n if self.rect.top \u003C self.height:\n self.rect.top += self.speed\n else:\n self.active = False\n\n def reset(self):\n self.active = True\n self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100\n\n# 设置我方发射子弹类\nclass Bullet1(pygame.sprite.Sprite):\n def __init__(self, position):\n super(Bullet1, self).__init__()\n self.image = pygame.image.load(\"images/bullet1.png\").convert_alpha()\n self.rect = self.image.get_rect()\n self.rect.left, self.rect.top = position\n self.speed = 12\n self.active = True\n self.mask = pygame.mask.from_surface(self.image)\n\n def move(self):\n self.rect.top -= self.speed\n if self.rect.top \u003C 0:\n self.active = False\n\n def reset(self, position):\n self.rect.left, self.rect.top = position\n self.active = True\n\nclass Bullet2(pygame.sprite.Sprite):\n def __init__(self, position):\n super(Bullet2, self).__init__()\n\n self.image = pygame.image.load(\"images/bullet2.png\").convert_alpha()\n self.rect = self.image.get_rect()\n self.rect.left, self.rect.top = position\n self.speed = 14\n self.active = False\n self.mask = pygame.mask.from_surface(self.image)\n\n def move(self):\n self.rect.top -= self.speed\n if self.rect.top \u003C 0:\n self.active = False\n\n def reset(self, position):\n self.rect.left, self.rect.top = position\n self.active = True\n# 主程序的实现 :# 主程序的实现 :# 主程序的实现 :# 主程序的实现 :# 主程序的实现\n\ndef add_small_enemies(group1, group2, num):\n for i in range(num):\n e1 = SmallEnemy(bg_size)\n group1.add(e1)\n group2.add(e1)\ndef add_mid_enemies(group1, group2, num):\n for i in range(num):\n e2 = MidEnemy(bg_size)\n group1.add(e2)\n group2.add(e2)\ndef add_big_enemies(group1, group2, num):\n for i in range(num):\n e3 = BigEnemy(bg_size)\n group1.add(e3)\n group2.add(e3)\n\ndef inc_speed(target, inc):\n for each in target:\n each.speed += inc\ndef main():\n # 播放音乐\n pygame.mixer.music.play(-1)\n\n # 实例化我方飞机\n me =MyPlane(bg_size=bg_size)\n\n # 实例化敌方飞机\n enemies = pygame.sprite.Group()\n\n # 实例化敌方小型飞机\n small_enemies = pygame.sprite.Group()\n add_small_enemies(small_enemies, enemies, 15)\n\n # 实例化敌方中型飞机\n mid_enemies = pygame.sprite.Group()\n add_mid_enemies(mid_enemies, enemies, 4)\n\n # 实例化敌方大型飞机\n big_enemies = pygame.sprite.Group()\n add_big_enemies(big_enemies, enemies, 2)\n\n # 实例化普通子弹\n bullet1 = []\n bullet1_index = 0\n BULLET1_NUM = 4\n for i in range(BULLET1_NUM):\n bullet1.append(Bullet1((me.rect.centerx-10 , me.rect.centery)))\n\n # 实例超级子弹\n bullet2 = []\n bullet2_index = 0\n BULLET2_NUM = 8\n for i in range(BULLET2_NUM // 2):\n bullet2.append(Bullet2((me.rect.centerx - 33, me.rect.centery)))\n bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))\n\n # 中弹图片索引\n e1_destroy_index = 0\n e2_destroy_index = 0\n e3_destroy_index = 0\n me_destroy_index = 0\n # 统计得分\n score = 0\n score_font = pygame.font.Font(\"font/font1.ttf\", 36)\n # 标志是否暂停游戏\n paused = False\n paused_nor_image = pygame.image.load(\"images/pause_nor.png\").convert_alpha()\n paused_pressed_image = pygame.image.load( \"images/pause_pressed.png\").convert_alpha()\n resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()\n resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()\n paused_rect = paused_nor_image.get_rect()\n paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10\n paused_image = paused_nor_image\n # 设置难度\n level = 1\n\n # 全屏炸弹\n bomb_image = pygame.image.load('images/bomb.png').convert_alpha()\n bomb_rect = bomb_image.get_rect()\n bomb_font = pygame.font.Font(\"font/font1.ttf\", 48)\n bomb_num = 3\n # 每20秒发放一个补给包\n bullet_supply = Bullet_Supply(bg_size)\n bomb_supply = Bomb_Supply(bg_size)\n SUPPLY_TIME = USEREVENT\n pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)\n DOUBLE_BULLTET_TIME = USEREVENT + 1\n INVINCIBLE_TIME = USEREVENT + 2\n # 标志是否使用超级子弹\n is_double_bullet = False\n # 生命数量\n life_image = pygame.image.load('images/life.png').convert_alpha()\n life_rect = life_image.get_rect()\n life_num = 3\n # 用于切换我方飞机图片\n switch_plane = True\n # 游戏结束画面\n gameover_font = pygame.font.Font(\"font/font1.TTF\", 48)\n again_image = pygame.image.load(\"images/again.png\").convert_alpha()\n again_rect = again_image.get_rect()\n gameover_image = pygame.image.load(\"images/gameover.png\").convert_alpha()\n gameover_rect = gameover_image.get_rect()\n # 用于延迟切换\n delay = 100\n recorded = False\n\n clock = pygame.time.Clock()\n running = True\n\n while running:\n for event in pygame.event.get():\n if event.type == QUIT:\n pygame.quit()\n sys.exit()\n\n elif event.type == MOUSEBUTTONDOWN:\n if event.button == 1 and paused_rect.collidepoint(event.pos):\n paused = not paused\n if paused:\n pygame.time.set_timer(SUPPLY_TIME, 0)\n pygame.mixer.music.pause()\n pygame.mixer.pause()\n else:\n pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)\n pygame.mixer.music.unpause()\n pygame.mixer.unpause()\n\n elif event.type == MOUSEMOTION:\n if paused_rect.collidepoint(event.pos):\n if paused:\n paused_image = resume_pressed_image\n else:\n paused_image = paused_pressed_image\n else:\n if paused:\n paused_image = resume_nor_image\n else:\n paused_image = paused_nor_image\n elif event.type == KEYDOWN:\n if event.key == K_SPACE:\n if bomb_num:\n bomb_num -= 1\n bomb_sound.play()\n for each in enemies:\n if each.rect.bottom > 0:\n each.active = False\n elif event.type == SUPPLY_TIME:\n supply_sound.play()\n if choice([True, False]):\n bomb_supply.reset()\n else:\n bullet_supply.reset()\n\n elif event.type == DOUBLE_BULLTET_TIME:\n is_double_bullet = False\n pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)\n\n elif event.type == INVINCIBLE_TIME:\n me.invincible = False\n pygame.time.set_timer(INVINCIBLE_TIME, 0)\n\n # 根据用户得分增加难度\n if level == 1 and score > 5000:\n level = 2\n upgrade_sound.play()\n # 增加3架小型敌机, 2架中型敌机和1架大型敌机\n add_small_enemies(small_enemies, enemies, 3)\n add_mid_enemies(mid_enemies, enemies, 2)\n add_big_enemies(big_enemies, enemies, 1)\n\n # 提升小型敌机的速度\n inc_speed(target=small_enemies, inc=1)\n\n elif level == 2 and score > 30000:\n level = 3\n upgrade_sound.play()\n # 增加5架小型敌机, 3架中型敌机和2架大型敌机\n add_small_enemies(small_enemies, enemies, 5)\n add_mid_enemies(mid_enemies, enemies, 3)\n add_big_enemies(big_enemies, enemies, 2)\n # 提升小型敌机的速度\n inc_speed(target=small_enemies, inc=1)\n inc_speed(target=mid_enemies, inc=1)\n\n elif level == 3 and score > 60000:\n level = 4\n upgrade_sound.play()\n # 增加5架小型敌机, 3架中型敌机和2架大型敌机\n add_small_enemies(small_enemies, enemies, 5)\n add_mid_enemies(mid_enemies, enemies, 3)\n add_big_enemies(big_enemies, enemies, 2)\n\n # 提升小型敌机的速度\n inc_speed(target=small_enemies, inc=1)\n inc_speed(target=mid_enemies, inc=1)\n\n elif level == 4 and score > 100000:\n level = 5\n upgrade_sound.play()\n # 增加5架小型敌机, 3架中型敌机和2架大型敌机\n add_small_enemies(small_enemies, enemies, 5)\n add_mid_enemies(mid_enemies, enemies, 3)\n add_big_enemies(big_enemies, enemies, 2)\n\n # 提升小型敌机的速度\n inc_speed(target=small_enemies, inc=1)\n inc_speed(target=mid_enemies, inc=1)\n inc_speed(target=big_enemies, inc=1)\n screen.blit(background, (0, 0))\n\n if life_num and not paused:\n # 检测键盘按键操作\n key_pressed = pygame.key.get_pressed()\n if key_pressed[K_w] or key_pressed[K_UP]:\n me.moveUp()\n if key_pressed[K_s] or key_pressed[K_DOWN]:\n me.moveDown()\n if key_pressed[K_a] or key_pressed[K_LEFT]:\n me.moveLeft()\n if key_pressed[K_d] or key_pressed[K_RIGHT]:\n me.moveRight()\n\n # 绘制全屏炸弹补给\n if bomb_supply.active:\n bomb_supply.move()\n screen.blit(bomb_supply.image, bomb_supply.rect)\n if pygame.sprite.collide_mask(me, bomb_supply):\n get_bomb_sound.play()\n if bomb_num \u003C 3:\n bomb_num += 1\n bomb_supply.active = False\n\n # 绘制超级子弹补给\n if bullet_supply.active:\n bullet_supply.move()\n screen.blit(bullet_supply.image, bullet_supply.rect)\n if pygame.sprite.collide_mask(me, bullet_supply):\n get_bullet_sound.play()\n # 发射超级子弹\n is_double_bullet = True\n pygame.time.set_timer(DOUBLE_BULLTET_TIME, 18 * 1000)\n bullet_supply.active = False\n\n # 发射子弹\n if not(delay % 10):\n bullet_sound.play()\n if is_double_bullet:\n bullets = bullet2\n bullets[bullet2_index].reset(\n (me.rect.centerx - 40, me.rect.centery))\n bullets[bullet2_index +\n 1].reset((me.rect.centerx + 20, me.rect.centery))\n bullet2_index = (bullet2_index + 2) % BULLET2_NUM\n else:\n bullets = bullet1\n bullets[bullet1_index].reset((me.rect.centerx-10, me.rect.centery-10))\n bullet1_index = (bullet1_index + 1) % BULLET1_NUM\n\n # 碰撞检测 检测子弹是否击中敌机\n for b in bullets:\n if b.active:\n b.move()\n screen.blit(b.image, b.rect)\n enemy_hit = pygame.sprite.spritecollide(\n b, enemies, False, pygame.sprite.collide_mask)\n if enemy_hit:\n b.active = False\n for each in enemy_hit:\n each.hit = True\n each.energy -= 1\n if each.energy == 0:\n each.active = False\n\n # 绘制敌方大型机\n for each in big_enemies:\n if each.active:\n each.move()\n if each.hit:\n screen.blit(each.image_hit, each.rect)\n each.hit = False\n else:\n if switch_plane:\n screen.blit(each.image1, each.rect)\n else:\n screen.blit(each.image2, each.rect)\n\n # 绘制血条\n pygame.draw.line(screen, BLACK,\n (each.rect.left, each.rect.top - 5),\n (each.rect.right, each.rect.top - 5),\n 2)\n\n energy_remain = each.energy / BigEnemy.energy\n if energy_remain > 0.2:\n energy_color = GREEN\n else:\n energy_color = RED\n pygame.draw.line(screen, energy_color,\n (each.rect.left, each.rect.top - 5),\n (each.rect.left + each.rect.width * energy_remain,\n each.rect.top - 5),\n 2)\n\n if each.rect.bottom == -10:\n enemy3_fly_sound.play(-1)\n each.appear = True\n # 离开画面, 关闭音效\n if each.rect.bottom \u003C -10 and each.appear:\n enemy3_fly_sound.stop()\n each.appear = False\n else:\n # 毁灭\n if e3_destroy_index == 0:\n enemy3_down_sound.play()\n if not(delay % 2):\n screen.blit(each.destroy_images[\n e3_destroy_index], each.rect)\n e3_destroy_index = (e3_destroy_index + 1) % 6\n if e3_destroy_index == 0:\n enemy3_fly_sound.stop()\n score += 1000\n each.reset()\n\n # 绘制敌方中型机\n for each in mid_enemies:\n if each.active:\n each.move()\n if each.hit:\n screen.blit(each.image_hit, each.rect)\n each.hit = False\n else:\n screen.blit(each.image, each.rect)\n\n # 绘制血槽\n pygame.draw.line(screen, BLACK,\n (each.rect.left, each.rect.top - 5),\n (each.rect.right, each.rect.top - 5),\n 2)\n # 当生命大于20%显示绿色, 否则显示红色\n energy_remain = each.energy / MidEnemy.energy\n if energy_remain > 0.2:\n energy_color = GREEN\n else:\n energy_color = RED\n pygame.draw.line(screen, energy_color,\n (each.rect.left, each.rect.top - 5),\n (each.rect.left + each.rect.width * energy_remain,\n each.rect.top - 5),\n 2)\n else:\n # 毁灭\n if e2_destroy_index == 0:\n enemy2_down_sound.play()\n if not(delay % 2):\n screen.blit(each.destroy_images[\n e2_destroy_index], each.rect)\n e2_destroy_index = (e2_destroy_index + 1) % 4\n if e2_destroy_index == 0:\n score += 600\n each.reset()\n\n # 绘制敌方小型机\n for each in small_enemies:\n if each.active:\n each.move()\n screen.blit(each.image, each.rect)\n else:\n # 毁灭\n if e1_destroy_index == 0:\n enemy1_down_sound.play()\n if not(delay % 2):\n screen.blit(each.destroy_images[\n e1_destroy_index], each.rect)\n e1_destroy_index = (e1_destroy_index + 1) % 4\n if e1_destroy_index == 0:\n score += 100\n each.reset()\n\n # 检测我方飞机碰撞\n enemies_down = pygame.sprite.spritecollide(\n me, enemies, False, pygame.sprite.collide_mask)\n if enemies_down and not me.invincible:\n me.active = False\n for each in enemies_down:\n each.active = False\n\n # 绘制我方飞机\n if me.active:\n if switch_plane:\n screen.blit(me.image1, me.rect)\n else:\n screen.blit(me.image2, me.rect)\n else:\n # 毁灭\n if me_destroy_index == 0:\n me_down_sound.play()\n if not(delay % 2):\n screen.blit(me.destroy_images[me_destroy_index], me.rect)\n me_destroy_index = (me_destroy_index + 1) % 4\n if me_destroy_index == 0:\n life_num -= 1\n me.reset()\n pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)\n\n # 绘制全屏炸弹数量\n bomb_text = bomb_font.render(\"× %d\" % bomb_num, True, WHITE)\n text_rect = bomb_text.get_rect()\n screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))\n screen.blit(bomb_text, (20 + bomb_rect.width,height - 5 - text_rect.height))\n # 绘制剩余生命数量\n if life_num:\n for i in range(life_num):\n screen.blit(life_image,\n ((width - 10 - (i + 1) * life_rect.width),\n height - 10 - life_rect.height))\n # 绘制得分\n score_text = score_font.render('Score : %d' % score, True, WHITE)\n screen.blit(score_text, (10, 5))\n\n # 绘制游戏结束画面\n elif life_num == 0:\n # 背景音乐停止\n pygame.mixer.music.stop()\n pygame.mixer.stop()\n\n # 停止发放补给\n pygame.time.set_timer(SUPPLY_TIME, 0)\n\n if not recorded:\n recorded =True\n # 读取历史最高分\n with open('record.txt', 'r') as f:\n record_score = int(f.read())\n # 判断是否高于历史最高分\n if score > record_score:\n with open('record.txt', 'w') as f:\n f.write(str(score))\n\n # 绘制结束界面\n record_score_text = score_font.render(\"Best : %d\" % record_score, True, (255, 255, 255))\n screen.blit(record_score_text, (10, 45))\n gameover_text1 = gameover_font.render(\"Your Score\", True, (255, 255, 255))\n gameover_text1_rect = gameover_text1.get_rect()\n gameover_text1_rect.left, gameover_text1_rect.top = (width - gameover_text1_rect.width) // 2, height // 3\n screen.blit(gameover_text1, gameover_text1_rect)\n gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))\n gameover_text2_rect = gameover_text2.get_rect()\n gameover_text2_rect.left, gameover_text2_rect.top =(width - gameover_text2_rect.width) // 2, gameover_text1_rect.bottom + 10\n screen.blit(gameover_text2, gameover_text2_rect)\n\n again_rect.left, again_rect.top = (width - again_rect.width) // 2, gameover_text2_rect.bottom + 50\n screen.blit(again_image, again_rect)\n\n gameover_rect.left, gameover_rect.top = (width - again_rect.width) // 2, again_rect.bottom + 10\n screen.blit(gameover_image, gameover_rect)\n # 如果用户按下鼠标左键\n if pygame.mouse.get_pressed()[0]:\n # 获取鼠标坐标\n pos = pygame.mouse.get_pos()\n if again_rect.left \u003C pos[0] \u003C again_rect.right and again_rect.top \u003C pos[1] \u003C again_rect.bottom:\n main()\n elif gameover_rect.left \u003C pos[0] \u003C gameover_rect.right and gameover_rect.top \u003C pos[1] \u003C gameover_rect.bottom:\n pygame.quit()\n sys.exit()\n screen.blit(paused_image, paused_rect)\n if not(delay % 11):\n switch_plane = not switch_plane\n delay -= 1\n if not delay:\n delay = 100\n pygame.display.flip()\n clock.tick(60)\nif __name__ == '__main__':\n

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