1.摩擦,摩擦
素材提取:
https://pan.baidu.com/s/1OTwscnbiU6umX0DluooJuw
密码:w6ng
import pygame
import sys
from math import *
from pygame.locals import *
from random import *
class Ball(pygame.sprite.Sprite):
# 初始化动画精灵
def __init__(self,grayball_image,greenball_image,position,speed,bg_size,target):
pygame.sprite.Sprite.__init__(self)
self.grayball_image = pygame.image.load(grayball_image).convert_alpha()
self.greenball_image = pygame.image.load(greenball_image).convert_alpha()
self.rect = self.grayball_image.get_rect()
# 将小球放在指定位置
self.rect.left , self.rect.top = position
self.speed = speed
self.width , self.height = bg_size[0], bg_size[1]
self.radius = self.rect.width / 2
# 为每个小球设定一个目标
self.target = target
# 添加一个控制变量记录当前小球是否被控
self.control = False
# 小球自由移动函数
def move(self):
self.rect = self.rect.move(self.speed)
# 如果小球左侧出了边界,将小球左侧边界改为屏幕右侧边界
# 这样便实现左进右出的效果
if self.rect.right <= 0:
self.rect.left = self.width
elif self.rect.left >= self.width:
self.rect.right = 0
elif self.rect.bottom <= 0:
self.rect.top = self.height
elif self.rect.top >= self.height:
self.rect.bottom = 0
# check()方法用于判断鼠标一分钟产生的事件数量是否匹配此目标
def check(self,motion):
if self.target < motion < self.target + 5:
return True
else:
return False
#定义玻璃面板类
class Glass(pygame.sprite.Sprite):
def __init__(self, glass_image, mouse_image, bg_size):
# 初始化动画精灵
pygame.sprite.Sprite.__init__(self)
self.glass_image = pygame.image.load(glass_image).convert_alpha()
self.glass_rect = self.glass_image.get_rect()
self.glass_rect.left , self.glass_rect.top = \
(bg_size[0] - self.glass_rect.width) // 2, \
bg_size[1] - self.glass_rect.height
self.mouse_image = pygame.image.load(mouse_image).convert_alpha()
self.mouse_rect = self.mouse_image.get_rect()
self.mouse_rect.left , self.mouse_rect.top = \
self.glass_rect.left, self.glass_rect.top
# 使原来的鼠标不可见
pygame.mouse.set_visible(False)
# 定义主函数
def main():
pygame.init()
grayball_image = "gray_ball.png"
greenball_image = "green_ball.png"
bg_image = "background.png"
glass_image = "glass.png"
mouse_image = "hand.png"
running = True
# 添加魔性的背景音乐
pygame.mixer.music.load("bg_music.ogg")
pygame.mixer.music.play()
# 音乐播放完毕时游戏结束
GAMEOVER = USEREVENT
pygame.mixer.music.set_endevent(GAMEOVER)
# 添加音效
loser_sound = pygame.mixer.Sound("loser.wav")
laugh_sound = pygame.mixer.Sound("laugh.wav")
winner_sound = pygame.mixer.Sound("winner.wav")
hole_sound = pygame.mixer.Sound("hole.wav")
# 根据图片尺寸设置游戏界面边界
bg_size = width , height = 1024, 681
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("Play the ball")
background = pygame.image.load(bg_image).convert_alpha()
# 黑洞的位置
hole = [(115,121,197,203), (223,229,388,394),(501,507,318,324), (696,702,190,196),(904,910,417,423)]
# hole = [(117, 119, 199, 201), (225, 227, 390, 392),(503, 505, 320, 322), (698, 700, 192, 194), (906, 908, 419, 421)]
# 用于存放小球的列表
balls = []
group = pygame.sprite.Group()
# 创建5个小球
ball_num = 5
for i in range(ball_num):
# 位置和速度都是随机的
position = randint(0,width-100) ,randint(0,height-100)
speed = [randint(-10,10),randint(-10,10)]
# level用于改变游戏难度
level = 3 * (i+1)
ball = Ball(grayball_image, greenball_image, position, speed, bg_size, level)
while pygame.sprite.spritecollide(ball, group, False, pygame.sprite.collide_circle):
ball.rect.left , ball.rect.top = randint(0,width-100) ,randint(0,height-100)
balls.append(ball)
group.add(ball)
# 创建屏幕下方的玻璃面板
glass = Glass(glass_image,mouse_image,bg_size)
# 创建一个motion用于记录鼠标一分钟产生的事件数量
motion = 0
# 添加自定义事件
MYTIMER = USEREVENT + 1
pygame.time.set_timer(MYTIMER, 1000)
# 持续按键效果
pygame.key.set_repeat(100,100)
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == GAMEOVER:
loser_sound.play()
pygame.time.delay(2000)
laugh_sound.play()
pygame.time.delay(4000)
running = False
elif event.type == MYTIMER:
if motion:
for each in group:
if each.check(motion):
each.speed = [0,0]
each.control = True
motion = 0
elif event.type == MOUSEMOTION:
motion +=1
elif event.type == KEYDOWN:
if event.key == K_w:
for each in group:
if each.control:
each.speed[1] -= 1
if event.key == K_s:
for each in group:
if each.control:
each.speed[1] += 1
if event.key == K_a:
for each in group:
if each.control:
each.speed[0] -= 1
if event.key == K_d:
for each in group:
if each.control:
each.speed[0] += 1
if event.key == K_SPACE:
for each in group:
if each.control:
for i in hole:
if i[0] <= each.rect.left <= i[1] and i[2] <= each.rect.top <= i[3]:
hole_sound.play()
each.speed = [0,0]
group.remove(each)
temp = balls.pop(balls.index(each))
balls.insert(0,temp)
hole.remove(i)
if not hole:
pygame.mixer.music.stop()
winner_sound.play()
pygame.time.delay(3000)
sys.exit()
# 绘制背景和摩擦面板
screen.blit(background,(0,0))
screen.blit(glass.glass_image, glass.glass_rect)
# 将鼠标显示在摩擦面板内
glass.mouse_rect.left ,glass.mouse_rect.top = pygame.mouse.get_pos()
if glass.mouse_rect.left < glass.glass_rect.left:
glass.mouse_rect.left = glass.glass_rect.left
elif glass.mouse_rect.right > glass.glass_rect.right:
glass.mouse_rect.right = glass.glass_rect.right
elif glass.mouse_rect.top < glass.glass_rect.top:
glass.mouse_rect.top = glass.glass_rect.top
elif glass.mouse_rect.bottom > glass.glass_rect.bottom:
glass.mouse_rect.bottom = glass.glass_rect.bottom
# 绘制鼠标
screen.blit(glass.mouse_image, glass.mouse_rect)
for each in balls:
each.move()
if each.control:
# 画绿色的小球
screen.blit(each.greenball_image, each.rect)
else:
screen.blit(each.grayball_image, each.rect)
for each in group:
group.remove(each)
if pygame.sprite.spritecollide(each, group, False, pygame.sprite.collide_circle):
each.speed[0] = -each.speed[0]
each.speed[1] = -each.speed[1]
each.control = False
group.add(each)
pygame.display.flip()
clock.tick(30)
if __name__ == "__main__":
main()
2.飞机大战
素材提取:https://pan.baidu.com/s/1mkALJiFvtgIYhWSf6vi4UA
密码:7bj5
main.py:
import pygame
import sys
import random
from pygame.locals import *
import bullet
import enemy
import myplane
import supply
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")
background = pygame.image.load("images/background.png").convert()
# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.1)
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
bullet_sound.set_volume(0.1)
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(0.3)
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)
# 生成敌方飞机
enemies = pygame.sprite.Group()
# 生成小型机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,15)
# 生成中型机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
# 生成大型机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
# 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10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, 10 * 1000)
# 生成子弹
# 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、超级子弹定时器及是否使用超级子弹
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) ) )
DOUBLE_BULLET_TIME = USEREVENT + 1
is_double_bullet = False
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
pause = 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()
pause_rect = pause_nor_image.get_rect()
pause_rect.left, pause_rect.top = width - pause_rect.width -10, 10
pause_image = pause_nor_image
# 设置难度级别
level = 1
# 生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
# 重生之后的3秒无敌时间计时器
INVINCIBLE_TIME = USEREVENT +2
# 用于阻止重复打开文件的操作
record = False
# 绘制结束界面
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()
# 用于切换我方飞机图片
switch_image = True
# 添加延迟变量
delay = 100
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and pause_rect.collidepoint(event.pos):
pause = not pause
if pause:
pygame.time.set_timer(SUPPLY_TIME, 0)
pygame.mixer.music.pause()
pygame.mixer.pause()
else:
pygame.time.set_timer(SUPPLY_TIME, 10* 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
elif event.type == MOUSEMOTION:
if pause_rect.collidepoint(event.pos):
if pause:
pause_image = resume_pressed_image
else:
pause_image = pause_pressed_image
else:
if pause:
pause_image = resume_nor_image
else:
pause_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()
choice = random.randint(0, 100) % 2
if choice:
bullet_supply.reset()
else:
bomb_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)
# 根据用户得分增加难度
if level == 1 and score >= 10000:
level = 2
upgrade_sound.play()
# 增加3架小型敌机、2架小型敌机、1架大型飞机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 提升小型飞机速度
inc_speed(small_enemies, 1)
elif level == 2 and score >= 50000:
level = 3
upgrade_sound.play()
# 增加5架小型敌机、3架小型敌机、2架大型飞机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score >= 100000:
level = 4
upgrade_sound.play()
# 增加5架小型敌机、3架小型敌机、2架大型飞机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score >= 500000:
level = 5
upgrade_sound.play()
# 增加5架小型敌机、3架小型敌机、2架大型飞机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升小型飞机速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
if not pause and life_num:
# 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()
# 绘制背景
screen.blit(background, (0, 0))
# 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
bullet1[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
# 绘制炸弹补给并检测我方是否获得
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我方是否获得
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()
# 发射超级子弹
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 15* 1000)
bullet_supply.active = False
# 绘制敌方飞机
# 绘制大型飞机
for each in big_enemies:
if each.active:
each.move()
if each.hit:
# 绘制被打到的特效图片
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, (0,0,0), (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 = (0,255,0)
else:
energy_color = (255,0,0)
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)
# 大型飞机出现自带音效
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()
# 绘制中型飞机
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, (0, 0, 0), (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 = (0, 255, 0)
elif 0 < energy_remain <= 0.2:
energy_color = (255, 0, 0)
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()
# 绘制小型飞机
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()
# 检测敌我飞机是否相撞
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_image[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)
# 切换图片
if not (delay % 5):
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
# 得分显示
score_text = score_font.render("Score : %s" % str(score), True, (255, 255, 255))
screen.blit(score_text, (10, 5))
# 绘制剩余炸弹
bomb_text = bomb_font.render("x %d" % bomb_num, True, (255,255,255))
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
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))
# 绘制暂停按钮
screen.blit(pause_image, pause_rect)
# 绘制游戏结束画面
elif life_num == 0:
# 停止背景音乐
pygame.mixer.music.stop()
# 停止全部音效
pygame.mixer.stop()
# 停止补给发放
pygame.time.set_timer(SUPPLY_TIME, 0)
# 读取历史记录
if not record:
record = True
with open("record.txt","r") as f:
record_score = int(f.read())
if score > record_score:
with open("record.txt","w") as f:
f.write(str(score))
# 界面显示
# 重新绘制背景
screen.blit(background, (0, 0))
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 // 4
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_text1_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 - gameover_rect.width) // 2, again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)
# 检测用户鼠标按键操作
# 如果用户按下左键
if pygame.mouse.get_pressed()[0]:
# 获取鼠标坐标
pos = pygame.mouse.get_pos()
# 如果点击重新开始
if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
main()
# 如果点击游戏结束
elif gameover_rect.left < pos[0] <gameover_rect.right and gameover_rect.top < pos[1] <gameover_rect.bottom:
sys.exit()
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
main()
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
enemy.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 = 6
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 = 14
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)
myplane.py
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_image = []
self.destroy_image.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)
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
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