Python 游戲編程之實(shí)現(xiàn)飛機(jī)大戰(zhàn)(含源代碼)
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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 pygameclass 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 - 60self.speed = 10self.active = Trueself.invincible = Falseself.mask = pygame.mask.from_surface(self.image1)def moveUp(self):if self.rect.top > 0:self.rect.top -= self.speedelse:self.rect.top = 0def moveDown(self):if self.rect.bottom < self.height - 60:self.rect.top += self.speedelse:self.rect.bottom = self.height - 60def moveLeft(self):if self.rect.left > 0:self.rect.left -= self.speedelse:self.rect.left = 0def moveRight(self):if self.rect.right < self.width:self.rect.left += self.speedelse:self.rect.right = self.widthdef reset(self):self.rect.left, self.rect.top = \(self.width - self.rect.width) // 2, \self.height - self.rect.height - 60self.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 = 2self.active = Trueself.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.speedelse:self.reset()def reset(self):self.active = Trueself.rect.left, self.rect.top = \randint(0, self.width - self.rect.width), \randint(-5 * self.height, 0)class MidEnemy(pygame.sprite.Sprite):energy = 8def __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 = 1self.active = Trueself.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.energyself.hit = Falsedef move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.reset()def reset(self):self.active = Trueself.energy = MidEnemy.energyself.rect.left, self.rect.top = \randint(0, self.width - self.rect.width), \randint(-10 * self.height, -self.height)class BigEnemy(pygame.sprite.Sprite):energy = 20def __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 = 1self.active = Trueself.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.energyself.hit = Falsedef move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.reset()def reset(self):self.active = Trueself.energy = BigEnemy.energyself.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 = positionself.speed = 12self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):self.rect.top -= self.speedif self.rect.top < 0:self.active = Falsedef reset(self, position):self.rect.left, self.rect.top = positionself.active = Trueclass 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 = positionself.speed = 14self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):self.rect.top -= self.speedif self.rect.top < 0:self.active = Falsedef 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), -100self.speed = 5self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.active = Falsedef reset(self):self.active = Trueself.rect.left, self.rect.bottom = \randint(0, self.width - self.rect.width), -100class 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), -100self.speed = 5self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.active = Falsedef reset(self):self.active = Trueself.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 supplyfrom pygame.locals import *from random import *pygame.init()pygame.mixer.init()bg_size = width, height = 480, 700screen = pygame.display.set_mode(bg_size)-- 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:+= incdef 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()enemies, 15)# 生成敵方中型飛機(jī)mid_enemies = pygame.sprite.Group()enemies, 4)# 生成敵方大型飛機(jī)big_enemies = pygame.sprite.Group()enemies, 2)# 生成普通子彈bullet1 = []bullet1_index = 0BULLET1_NUM = 4for i in range(BULLET1_NUM):bullet1.append(bullet.Bullet1(me.rect.midtop))# 生成超級子彈bullet2 = []bullet2_index = 0BULLET2_NUM = 8for i in range(BULLET2_NUM // 2):- 33, me.rect.centery)))+ 30, me.rect.centery)))clock = pygame.time.Clock()# 中彈圖片索引e1_destroy_index = 0e2_destroy_index = 0e3_destroy_index = 0me_destroy_index = 0# 統(tǒng)計(jì)得分score = 0score_font = pygame.font.Font("font/font.ttf", 36)# 標(biāo)志是否暫停游戲paused = Falsepause_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.top = width - paused_rect.width - 10, 10paused_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 = USEREVENT30 * 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 = 100running = Truewhile 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 pausedif paused:0)pygame.mixer.music.pause()pygame.mixer.pause()else: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_imageelse:paused_image = pause_pressed_imageelse:if paused:paused_image = resume_nor_imageelse:paused_image = pause_nor_imageelif event.type == KEYDOWN:if event.key == K_SPACE:if bomb_num:bomb_num -= 1bomb_sound.play()for each in enemies:if each.rect.bottom > 0:= Falseelif 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 = False0)elif event.type == INVINCIBLE_TIME:= False0)# 根據(jù)用戶的得分增加難度if level == 1 and score > 50000:level = 2upgrade_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)enemies, 3)enemies, 2)enemies, 1)# 提升小型敵機(jī)的速度1)elif level == 2 and score > 300000:level = 3upgrade_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)enemies, 5)enemies, 3)enemies, 2)# 提升小型敵機(jī)的速度1)1)elif level == 3 and score > 600000:level = 4upgrade_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)enemies, 5)enemies, 3)enemies, 2)# 提升小型敵機(jī)的速度1)1)elif level == 4 and score > 1000000:level = 5upgrade_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)enemies, 5)enemies, 3)enemies, 2)# 提升小型敵機(jī)的速度1)1)(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()bomb_supply.rect)if pygame.sprite.collide_mask(bomb_supply, me):get_bomb_sound.play()if bomb_num < 3:bomb_num += 1= False# 繪制超級子彈補(bǔ)給并檢測是否獲得if bullet_supply.active:bullet_supply.move()bullet_supply.rect)if pygame.sprite.collide_mask(bullet_supply, me):get_bullet_sound.play()is_double_bullet = True18 * 1000)= False# 發(fā)射子彈if not (delay % 10):bullet_sound.play()if is_double_bullet:bullets = bullet2- 33, me.rect.centery))+ 1].reset((me.rect.centerx + 30, me.rect.centery))bullet2_index = (bullet2_index + 2) % BULLET2_NUMelse:bullets = bullet1bullets[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()b.rect)enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)if enemy_hit:= Falsefor e in enemy_hit:if e in mid_enemies or e in big_enemies:= True-= 1if e.energy == 0:= Falseelse:= False# 繪制大型敵機(jī)for each in big_enemies:if each.active:each.move()if each.hit:each.rect)= Falseelse:if switch_image:each.rect)else:each.rect)# 繪制血槽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.energyif energy_remain > 0.2:energy_color = GREENelse:energy_color = REDenergy_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()each.rect)e3_destroy_index = (e3_destroy_index + 1) % 6if e3_destroy_index == 0:enemy3_fly_sound.stop()score += 10000each.reset()# 繪制中型敵機(jī):for each in mid_enemies:if each.active:each.move()if each.hit:each.rect)= Falseelse:each.rect)# 繪制血槽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.energyif energy_remain > 0.2:energy_color = GREENelse:energy_color = REDenergy_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()each.rect)e2_destroy_index = (e2_destroy_index + 1) % 4if e2_destroy_index == 0:score += 6000each.reset()# 繪制小型敵機(jī):for each in small_enemies:if each.active:each.move()each.rect)else:# 毀滅if not (delay % 3):if e1_destroy_index == 0:enemy1_down_sound.play()each.rect)e1_destroy_index = (e1_destroy_index + 1) % 4if e1_destroy_index == 0:score += 1000each.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:= Falsefor e in enemies_down:= False# 繪制我方飛機(jī)if me.active:if switch_image:me.rect)else:me.rect)else:# 毀滅if not (delay % 3):if me_destroy_index == 0:me_down_sound.play()me.rect)me_destroy_index = (me_destroy_index + 1) % 4if me_destroy_index == 0:life_num -= 1me.reset()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()(10, height - 10 - bomb_rect.height))(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):\(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)(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))(50, 50))gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))gameover_text1_rect = gameover_text1.get_rect()gameover_text1_rect.top = \(width - gameover_text1_rect.width) // 2, height // 3gameover_text1_rect)gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))gameover_text2_rect = gameover_text2.get_rect()gameover_text2_rect.top = \(width - gameover_text2_rect.width) // 2, \gameover_text1_rect.bottom + 10gameover_text2_rect)again_rect.top = \(width - again_rect.width) // 2, \gameover_text2_rect.bottom + 50again_rect)gameover_rect.top = \(width - again_rect.width) // 2, \again_rect.bottom + 10gameover_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paused_rect)# 切換圖片if not (delay % 5):switch_image = not switch_imagedelay -= 1if not delay:delay = 100pygame.display.flip()clock.tick(60)if __name__ == "__main__":try:main()except SystemExit:passexcept: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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