Python之游戏

这篇博客介绍了两个Python游戏的开发,包括'摩擦,摩擦'和'飞机大战'。提供了素材提取链接以及相关代码文件如main.py, bullet.py, enemy.py, myplane.py和supply.py。" 135029348,21450849,Oracle数据库配置与管理指南,"['数据库', 'Oracle', '数据库配置']

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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
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