Directorio de artículos
1. Visualización y configuración de la interfaz del juego
4. Biblioteca complementaria de armas
prefacio
Creo que todos han jugado juegos de disparos similares a Airplane Wars, y también disfrutan del placer que brinda la eliminación del objetivo.
Entonces, ¿si usa Python para implementar el juego de guerra de aviones?
Usemos Python para hacer un juego pequeño con todos, no solo puedes sentir la diversión de él, sino también mejorar tu habilidad.
1. Configuración del juego
1. Visualización y configuración de la interfaz del juego
Configuración básica del juego:
-
El enemigo dispone de tres tipos de aeronaves, grandes, medianas y pequeñas, divididas en tres velocidades: alta, media y baja;
-
El alcance de la viñeta no es pantalla completa, sino aproximadamente el 80 % de la longitud de la pantalla;
-
Se necesita 1 bala para destruir un avión pequeño, 8 balas para un avión mediano y 20 balas para un avión grande;
-
Cada vez que destruyes un avión pequeño, obtienes 1.000 puntos, los aviones medianos obtienen 6.000 puntos y los aviones grandes obtienen 10.000 puntos;
-
Hay un suministro de accesorios aleatorio cada 30 segundos, dividido en dos tipos de accesorios, bomba de pantalla completa y doble bala;
-
Las bombas de pantalla completa solo pueden almacenar hasta 3 bombas, y las balas dobles pueden mantener el efecto durante 18 segundos;
-
La dificultad del juego aumentará gradualmente según la puntuación, y el aumento de la dificultad se refleja en el aumento del número de aeronaves y la aceleración de la velocidad.
2. Proceso de implementación
1. Nuestro avión
Primero crea un módulo myplane.py para definir nuestro avión:
import pygame
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 = []
self.destroy_images.extend([\
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 = 10
self.active = True
self.invincible = False
self.mask = pygame.mask.from_surface(self.image1)
# 分别定义moveUp()、moveDown()、moveLeft()和moveRight()控制我方飞机上、下、左、右移动:
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 - 60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 60
def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
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.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60
self.active = True
self.invincible = True
2. Aviones enemigos
Los aviones enemigos se dividen en tres tamaños: pequeño, mediano y grande. Sus velocidades son rápidas, medias y lentas a su vez. Crea aviones enemigos aleatorios en la parte superior de la interfaz del juego para que no aparezcan en la misma fila. Escriba la definición de la aeronave enemiga en el módulo enemigo.py:
import pygame
from random import *
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 = []
self.destroy_images.extend([ \
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 = 2
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0)
self.mask = pygame.mask.from_surface(self.image)
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, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0)
class MidEnemy(pygame.sprite.Sprite):
energy = 8
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([ \
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.rect = self.image.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -self.height)
self.mask = pygame.mask.from_surface(self.image)
self.energy = MidEnemy.energy
self.hit = False
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, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -self.height)
class BigEnemy(pygame.sprite.Sprite):
energy = 20
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.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([ \
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.rect = self.image1.get_rect()
self.width, self.height = bg_size[0], bg_size[1]
self.speed = 1
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -5 * self.height)
self.mask = pygame.mask.from_surface(self.image1)
self.energy = BigEnemy.energy
self.hit = False
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, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-15 * self.height, -5 * self.height)
3. Definir el arma
Definir balas Hay dos tipos de balas: una es balas ordinarias que solo disparan una bala a la vez, la otra son súper balas emitidas por suministros que pueden disparar dos balas a la vez.
Definimos bullet como un módulo separado bullet.py:
import pygame
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):
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
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 = 14
self.active = False
self.mask = pygame.mask.from_surface(self.image)
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
4. Biblioteca complementaria de armas:
El diseño del juego distribuye aleatoriamente un paquete de suministros cada 30 segundos, que puede ser una súper bala o una bomba de pantalla completa. El paquete de suministro tiene su propia imagen y trayectoria, defina un módulo supply.py:
import pygame
from random import *
class Bullet_Supply(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), -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
class Bomb_Supply(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
5. Módulo principal
# main.py
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
from pygame.locals import *
from random import *
pygame.init()
pygame.mixer.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- FishC Demo")
background = pygame.image.load("images/background.png").convert()
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
# 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_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
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(0.5)
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 = 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)
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()
# 中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
# 统计得分
score = 0
score_font = pygame.font.Font("font/font.ttf", 36)
# 标志是否暂停游戏
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.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image
# 设置难度级别
level = 1
# 全屏炸弹
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("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)
# 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
# 解除我方无敌状态定时器
INVINCIBLE_TIME = USEREVENT + 2
# 生命数量
life_image = pygame.image.load("images/life.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/font.TTF", 48)
again_image = pygame.image.load("images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()
# 用于切换图片
switch_image = True
# 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 = 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_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)
# 根据用户的得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
# 增加3架小型敌机、2架中型敌机和1架大型敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 提升小型敌机的速度
inc_speed(small_enemies, 1)
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
# 增加5架小型敌机、3架中型敌机和2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机的速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 600000:
level = 4
upgrade_sound.play()
# 增加5架小型敌机、3架中型敌机和2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机的速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
# 增加5架小型敌机、3架中型敌机和2架大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型敌机的速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
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()
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)
# 绘制血槽
pygame.draw.line(screen, BLACK, \
(each.rect.left, 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)
# 即将出现在画面中,播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else:
# 毁灭
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.image, 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), \
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:
# 毁灭
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()
# 绘制小型敌机:
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image, each.rect)
else:
# 毁灭
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:
# 毁灭
if not (delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy_images[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("record.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("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, (255, 255, 255))
screen.blit(record_score_text, (50, 50))
gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
(width - gameover_text1_rect.width) // 2, height // 3
screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
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]:
# 获取鼠标坐标
pos = pygame.mouse.get_pos()
# 如果用户点击“重新开始”
if again_rect.left < pos[0] < again_rect.right and \
again_rect.top < pos[1] < again_rect.bottom:
# 调用main函数,重新开始游戏
main()
# 如果用户点击“结束游戏”
elif gameover_rect.left < pos[0] < gameover_rect.right and \
gameover_rect.top < pos[1] < gameover_rect.bottom:
# 退出游戏
pygame.quit()
sys.exit()
# 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 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()
Resumir:
¡Eso es todo para compartir!
El último punto es que todos los módulos deben colocarse en la misma carpeta , y luego ejecutar nuestro módulo principal y ¡listo!