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          Python 游戲編程之實(shí)現(xiàn)飛機(jī)大戰(zhàn)(含源代碼)

          共 30538字,需瀏覽 62分鐘

           ·

          2020-12-14 08:11


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          不知道大家有沒有打過飛機(jī),喜不喜歡打飛機(jī)。當(dāng)我第一次接觸這個東西的時候,我的內(nèi)心是被震撼到的。第一次接觸打飛機(jī)的時候作者本人是身心愉悅的,因?yàn)橹苓叺呐笥讯荚诖蝻w機(jī), 每次都會下意識彼此較量一下,看誰打得更好。打飛機(jī)也是需要有一定的技巧的,熟練的朋友一把能打上半個小時,生疏的則三五分鐘就敗下陣來。

          那么怎么實(shí)現(xiàn)自己的打飛機(jī)游戲?下面就跟大家一起來動手實(shí)現(xiàn)打飛機(jī)游戲。全部源代碼見文末鏈接。

          一.游戲設(shè)定

          游戲界面如下圖所示:

          ?

          游戲的基本設(shè)定:

          • 敵方共有大中小3款飛機(jī),分為高中低三種速度;

          • 子彈的射程并非全屏,而大概是屏幕長度的80%;

          • 消滅小飛機(jī)需要1發(fā)子彈,中飛機(jī)需要8發(fā),大飛機(jī)需要20發(fā)子彈;

          • 每消滅一架小飛機(jī)得1000分,中飛機(jī)6000分,大飛機(jī)10000分;

          • 每隔30秒有一個隨機(jī)的道具補(bǔ)給,分為兩種道具,全屏炸彈和雙倍子彈;

          • 全屏炸彈最多只能存放3枚,雙倍子彈可以維持18秒鐘的效果;

          • 游戲?qū)⒏鶕?jù)分?jǐn)?shù)來逐步提高難度,難度的提高表現(xiàn)為飛機(jī)數(shù)量的增多以及速度的加快。

          另外還對游戲做了一些改進(jìn),比如為中飛機(jī)和大飛機(jī)增加了血槽的顯示,這樣玩家可以直觀地知道敵機(jī)快被消滅了沒有;我方有三次機(jī)會,每次被敵人消滅,新誕生的飛機(jī)會有3秒鐘的安全期;游戲結(jié)束后會顯示歷史最高分?jǐn)?shù)。

          這個游戲加上基本的注釋代碼量在800行左右,代碼看上去比較多,多打代碼少動腦。所以大家不要怕,越是多的代碼,邏輯就越容易看得清楚,就越好學(xué)習(xí)。好,那讓我們從無到有,從簡單到復(fù)雜來一起打造這個游戲吧!

          二.我方飛機(jī)

          首先創(chuàng)建一個myplane. py模塊來定義我方飛機(jī):

          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)
          # 分別定義moveUp()、moveDown()、moveLeft()和moveRight()控制我方飛機(jī)上、下、左、右移動:
          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

          三.敵方飛機(jī)

          既然英雄已經(jīng)有了,那現(xiàn)在就是需要創(chuàng)造敵人的時候。敵機(jī)分為小、中、大三個尺寸,它們的速度依次是快、中、慢,在游戲界面的上方位置創(chuàng)造位置隨機(jī)的敵機(jī),可以讓它們不在同一排出現(xiàn)。將敵機(jī)的定義寫在enemy. py模塊中:

          import pygamefrom?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)

          四.發(fā)射子彈

          現(xiàn)在的情況是我方飛機(jī)處于落后挨打的狀態(tài),敵強(qiáng)我弱,所以應(yīng)該拿起武器進(jìn)行反擊! 接下來定義子彈,子彈分為兩種: 一種是普通子彈一次只發(fā)射一顆; 另一種是補(bǔ)給發(fā)放的超級子彈一次可以發(fā)射兩顆。

          我們將子彈定義為獨(dú)立的模塊bullet.py:

          import?pygameclass 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

          ?五.發(fā)放補(bǔ)給包


          游戲設(shè)計(jì)每30秒隨機(jī)發(fā)放一個補(bǔ)給包,可 能是超級子彈,也可能是全屏炸彈。補(bǔ)給包有自己的圖像和運(yùn)動軌跡,定義一個模塊supply.py:

          import pygamefrom 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

          六.主模塊

          所有的模塊都到齊了,接下來就該實(shí)現(xiàn)我們的主模塊:

          # main.pyimport pygameimport sysimport tracebackimport myplaneimport enemyimport bulletimport supply
          from pygame.locals import *from random import *
          pygame.init()pygame.mixer.init()
          bg_size = width, height = 480, 700screen = pygame.display.set_mode(bg_size)pygame.display.set_caption("飛機(jī)大戰(zhàn) -- 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)
          # 載入游戲音樂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)
          # 生成我方飛機(jī) me = myplane.MyPlane(bg_size)
          enemies = pygame.sprite.Group()
          # 生成敵方小型飛機(jī) small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies, enemies, 15)
          # 生成敵方中型飛機(jī) mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies, enemies, 4)
          # 生成敵方大型飛機(jī) big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies, enemies, 2)
          # 生成普通子彈 bullet1 = [] bullet1_index = 0 BULLET1_NUM = 4 for i in range(BULLET1_NUM): bullet1.append(bullet.Bullet1(me.rect.midtop))
          # 生成超級子彈 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()
          # 中彈圖片索引 e1_destroy_index = 0 e2_destroy_index = 0 e3_destroy_index = 0 me_destroy_index = 0
          # 統(tǒng)計(jì)得分 score = 0 score_font = pygame.font.Font("font/font.ttf", 36)
          # 標(biāo)志是否暫停游戲 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
          # 設(shè)置難度級別 level = 1
          # 全屏炸彈 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秒發(fā)放一個補(bǔ)給包 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)
          # 超級子彈定時器 DOUBLE_BULLET_TIME = USEREVENT + 1
          # 標(biāo)志是否使用超級子彈 is_double_bullet = False
          # 解除我方無敵狀態(tài)定時器 INVINCIBLE_TIME = USEREVENT + 2
          # 生命數(shù)量 life_image = pygame.image.load("images/life.png").convert_alpha() life_rect = life_image.get_rect() life_num = 3
          # 用于阻止重復(fù)打開記錄文件 recorded = False
          # 游戲結(jié)束畫面 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()
          # 用于切換圖片 switch_image = True
          # 用于延遲 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)
          # 根據(jù)用戶的得分增加難度 if level == 1 and score > 50000: level = 2 upgrade_sound.play() # 增加3架小型敵機(jī)、2架中型敵機(jī)和1架大型敵機(jī) add_small_enemies(small_enemies, enemies, 3) add_mid_enemies(mid_enemies, enemies, 2) add_big_enemies(big_enemies, enemies, 1) # 提升小型敵機(jī)的速度 inc_speed(small_enemies, 1) elif level == 2 and score > 300000: level = 3 upgrade_sound.play() # 增加5架小型敵機(jī)、3架中型敵機(jī)和2架大型敵機(jī) add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敵機(jī)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架小型敵機(jī)、3架中型敵機(jī)和2架大型敵機(jī) add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敵機(jī)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架小型敵機(jī)、3架中型敵機(jī)和2架大型敵機(jī) add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敵機(jī)的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1)
          screen.blit(background, (0, 0))
          if life_num and not paused: # 檢測用戶的鍵盤操作 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()
          # 繪制全屏炸彈補(bǔ)給并檢測是否獲得 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
          # 繪制超級子彈補(bǔ)給并檢測是否獲得 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
          # 發(fā)射子彈 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
          # 檢測子彈是否擊中敵機(jī) 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
          # 繪制大型敵機(jī) 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)
          # 繪制血槽 pygame.draw.line(screen, BLACK, \ (each.rect.left, each.rect.top - 5), \ (each.rect.right, each.rect.top - 5), \ 2) # 當(dāng)生命大于20%顯示綠色,否則顯示紅色 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)
          # 即將出現(xiàn)在畫面中,播放音效 if each.rect.bottom == -50: enemy3_fly_sound.play(-1) else: # 毀滅 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()
          # 繪制中型敵機(jī): 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)
          # 繪制血槽 pygame.draw.line(screen, BLACK, \ (each.rect.left, each.rect.top - 5), \ (each.rect.right, each.rect.top - 5), \ 2) # 當(dāng)生命大于20%顯示綠色,否則顯示紅色 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: # 毀滅 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()
          # 繪制小型敵機(jī): for each in small_enemies: if each.active: each.move() screen.blit(each.image, each.rect) else: # 毀滅 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()
          # 檢測我方飛機(jī)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
          # 繪制我方飛機(jī) if me.active: if switch_image: screen.blit(me.image1, me.rect) else: screen.blit(me.image2, me.rect) else: # 毀滅 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)
          # 繪制全屏炸彈數(shù)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))
          # 繪制剩余生命數(shù)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))
          # 繪制得分 score_text = score_font.render("Score : %s" % str(score), True, WHITE) screen.blit(score_text, (10, 5))
          # 繪制游戲結(jié)束畫面 elif life_num == 0: # 背景音樂停止 pygame.mixer.music.stop()
          # 停止全部音效 pygame.mixer.stop()
          # 停止發(fā)放補(bǔ)給 pygame.time.set_timer(SUPPLY_TIME, 0)
          if not recorded: recorded = True # 讀取歷史最高得分 with open("record.txt", "r") as f: record_score = int(f.read())
          # 如果玩家得分高于歷史最高得分,則存檔 if score > record_score: with open("record.txt", "w") as f: f.write(str(score))
          # 繪制結(jié)束畫面 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)
          # 檢測用戶的鼠標(biāo)操作 # 如果用戶按下鼠標(biāo)左鍵 if pygame.mouse.get_pressed()[0]: # 獲取鼠標(biāo)坐標(biāo) pos = pygame.mouse.get_pos() # 如果用戶點(diǎn)擊“重新開始” if again_rect.left < pos[0] < again_rect.right and \ again_rect.top < pos[1] < again_rect.bottom: # 調(diào)用main函數(shù),重新開始游戲 main() # 如果用戶點(diǎn)擊“結(jié)束游戲” elif gameover_rect.left < pos[0] < gameover_rect.right and \ gameover_rect.top < pos[1] < gameover_rect.bottom: # 退出游戲 pygame.quit() sys.exit()
          # 繪制暫停按鈕 screen.blit(paused_image, paused_rect)
          # 切換圖片 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()

          切記:?所有的模塊應(yīng)該放在同一個文件夾下

          最后運(yùn)行我們的主模塊就大功告成了!

          下面是運(yùn)行結(jié)果:

          飛機(jī)大戰(zhàn)源代碼以及素材資料github項(xiàng)目地址鏈接:https://github.com/yangshangqi/The-Python-code-implements-aircraft-warfare


          來源:逐夢er

          https://zhumenger.blog.csdn.net/article/details/106853332


          --End--


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