8.飞机大战(面向对象设计思维)
1、飞机大战效果展示
飞机大战(面向对象设计思维),主要实现如下功能:我放飞机上下左右移动,发射两种子弹,发射清屏炸弹。敌方飞机有三类,以不同概率,时间,速度出现。我方飞机与敌机碰撞后,损失一条生命值,一共有三条生命。小型飞机打一次被击毁,中型飞机打八次被击毁,大型飞机打二十次被击毁,不同的飞机有不同的得分,分数满足要求后所有敌机会增加速度和出现的多少。游戏含有不同的音效,可以暂停,同时记录玩家分数。游戏结束后由结束页面,可以选择退出和继续游戏的选项。
2、我方飞机类
使用Python中类的概念针对飞机的属性构建一个类。
import pygame
# pygame.sprite模块里面包含了一个名为Sprite类,是pygame本身自带的一个精灵类(Sprite)
# 使用时,并不需要对它实例化,只需要继承它,然后按需写出自己的类
# 提供了多种检测精灵是否碰撞的方法
class MyPlane(pygame.sprite.Sprite): # 从Sprite类继承,新建一个MyPlane类
def __init__(self, bg_size):
# 必须在初始化函数中执行父类构造函数Sprite.__init__(self)
pygame.sprite.Sprite.__init__(self)
# convert_alpha相对于convert,保留了图像的Alpha 通道信息,可以认为是保留了透明的部分,实现了透明转换
self.image1 = pygame.image.load("images/me1.png").convert_alpha() # 提高blit的速度,同时实现透明效果
self.image2 = pygame.image.load("images/me2.png").convert_alpha() # 两种图片切换,实现动态效果
# 以列表的形式将飞机的爆过程的图片进行加载
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()])
# 获取一张图片的矩形
self.rect = self.image1.get_rect() # top、left、width、height
# 背景图片的大小
self.width = bg_size[0] # 480
self.height = bg_size[1] # 700
# 设置飞机图片位置(初始化中央底部向上60个像素)-->修改位置
self.rect.left = (self.width - self.rect.width) // 2
self.rect.top = self.height - self.rect.height - 60
# 设置飞机的速度
self.speed = 10
# 我方飞机被击杀状态
self.active = True
# 设置无敌状态(重生时3秒内)
self.invincible = False
# 实现精准碰撞检测
self.mask = pygame.mask.from_surface(self.image1)
# 定义四个方法,设置飞机上下左右的移动
def moveUP(self):
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0
def moveDown(self):
if self.rect.bottom < self.height - 60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height - 60
def moveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
def moveRight(self):
if self.rect.right < self.width:
self.rect.left += self.speed
else:
self.rect.right = self.width
# 飞机重生的时候才会调用reset()函数
def reset(self):
self.rect.left = (self.width - self.rect.width) // 2
self.rect.top = self.height - self.rect.height - 60
self.active = True
self.invincible = True
3、敌方飞机类
使用Python中类的概念针对飞机的属性构建一个类。
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_image = []
self.destroy_image.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 = bg_size[0] # 480
self.height = bg_size[1] # 700
self.speed = 2
self.active = True
# 设置随机出现的位置
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-5 * self.height, 0) # add_small_enemies(xxx, xxx, 15)5个屏幕范围内出现15个小飞机
# 实现精准碰撞检测
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() # 内部方法的互相调用
def reset(self):
self.active = True
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-5 * self.height, 0)
class MidEnemy(pygame.sprite.Sprite):
# 敌机的血量
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_image = []
self.destroy_image.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 = bg_size[0] # 480
self.height = bg_size[1] # 700
self.speed = 1
self.active = True
# 设置随机出现的位置
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-10 * self.height, -self.height)
# 实现精准碰撞检测
self.mask = pygame.mask.from_surface(self.image)
self.energy = MidEnemy.energy
# 是否被击中的属性
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 = randint(0, self.width - self.rect.width)
self.rect.top = 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_image = []
self.destroy_image.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 = bg_size[0] # 480
self.height = bg_size[1] # 700
self.speed = 1
# 飞机击杀情况
self.active = True
# 设置随机出现的位置
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.top = randint(-15 * self.height, -5 * self.height)
# 实现精准碰撞检测
self.mask = pygame.mask.from_surface(self.image1)
self.energy = BigEnemy.energy
# 是否被击中的属性
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 = randint(0, self.width - self.rect.width)
self.rect.top = randint(-15 * self.height, -5 * self.height)
4、子弹类
使用Python中类的概念针对子弹的属性构建一个类。
import pygame
# 普通子弹
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()
# 子弹的位置在飞机中间发射
self.rect.left, self.rect.top = position
# 子弹的速度(要快于飞机的速度10)
self.speed = 12
# 子弹存在的状态
self.active = True
# 作用:将传进来的surface对象的不透明区域做一个标志(mask)
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
# 重置状态
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
# 超级子弹
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()
# 子弹的位置在飞机中间发射
self.rect.left, self.rect.top = position
# 子弹的速度(要快于飞机的速度10)
self.speed = 16
# 子弹存在的状态
self.active = True
# 作用:将传进来的surface对象的不透明区域做一个标志(mask)
self.mask = pygame.mask.from_surface(self.image)
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
# 重置状态
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
5、补给类
使用Python中类的概念针对不同时间出现的补给属性构建一个类。
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 = bg_size[0]
self.height = bg_size[1]
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.bottom = -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 = randint(0, self.width - self.rect.width)
self.rect.bottom = -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 = bg_size[0]
self.height = bg_size[1]
self.rect.left = randint(0, self.width - self.rect.width)
self.rect.bottom = -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 = randint(0, self.width - self.rect.width)
self.rect.bottom = -100
6、主函数
根据pygame模块,实现游戏流程。
# 主模块
import traceback # 用来跟踪异常返回信息
import sys
import pygame
from pygame.locals import * # 将所有的 Pygame 常量导入
import random
import myplane
import enemy
import bullet
import supply
# 定义颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
pygame.init() # 初始化所有导入的pygame模块
pygame.mixer.init() # 初始化混音器模块
bg_size = width, height = 480, 700 # 返回元组类型数据,尺寸是背景图片的大小
screen = pygame.display.set_mode(bg_size) # 创建一个名为screen的窗口(surface实例)
pygame.display.set_caption("飞机大战") # 设置当前窗口标题
# 从文件加载图片(surface实例),convert可以转换格式,提高blit的速度
background = pygame.image.load("images/background.png").convert() # surface实例
# 载入游戏的音乐
# 加载背景音乐
pygame.mixer.music.load("sound/game_music.ogg") # 载入一个音乐文件用于播放
pygame.mixer.music.set_volume(0.2) # 设置音量
# 加载音效
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(0.1)
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 e1 in range(num):
e1 = enemy.SmallEnemy(bg_size) # 类的实例化,创建小型飞机对象
group1.add(e1) # 集合添加元素
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for e2 in range(num):
e2 = enemy.MidEnemy(bg_size) # 类的实例化,创建中型飞机对象
group1.add(e2) # 集合添加元素
group2.add(e2)
def add_big_enemies(group1, group2, num):
for e3 in range(num):
e3 = enemy.BigEnemy(bg_size) # 类的实例化,创建大型飞机对象
group1.add(e3) # 集合添加元素
group2.add(e3)
# 提升飞机的速度
def inc_speed(target, inc):
for each in target:
each.speed += inc
# 主函数
def main():
pygame.mixer.music.play(-1) # 播放载入的音乐。-1表示无限重复播放
# 生成我方飞机(导入myplane.py,实例化里面的对象)
me = myplane.MyPlane(bg_size) # 类的实例化,创建我方飞机对象
# 所有的敌机编为一个精灵组
enemies = pygame.sprite.Group() # 编组(精灵组:进行碰撞检测,在游戏开发中,把显示图像的对象叫做精灵Sprite)
# 生成敌方小型飞机(导入enemy.py,实例化里面的对象)
small_enemies = pygame.sprite.Group() # 小型飞机变编一个精灵组
add_small_enemies(small_enemies, enemies, 15)
# 生成敌方小型飞机(导入enemy.py,实例化里面的对象)
mid_enemies = pygame.sprite.Group() # 中型飞机变编一个精灵组
add_mid_enemies(mid_enemies, enemies, 4)
# 生成敌方小型飞机(导入enemy.py,实例化里面的对象)
big_enemies = pygame.sprite.Group() # 大型飞机变编一个精灵组
add_big_enemies(big_enemies, enemies, 2)
bullets = []
# 生成我方飞机普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4 # 4个子弹刚好满足屏幕的射程(80%)
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop)) # 类的实例化,创建我方飞机子弹对象
# 生成我方飞机超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8 # 8个子弹刚好满足屏幕的射程(80%)
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 + 33, me.rect.centery)))
clock = pygame.time.Clock() # 控制动画帧速率
# 中弹过程图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
me_destroy_index = 0
# 统计得分
score = 0
# 设置得分显示时的字体格式,font.模块来创建一个字体对象,从而实现绘制文本的目的
score_font = pygame.font.Font("font/font.ttf", 36)
# 设置标记:是否暂停游戏(默认情况下为False)
puased = False
# 获取相应的图片
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()
# 图片的大小都一样,因此只需获得一个图片的rect矩形范围即可
pause_rect = pause_nor_image.get_rect()
# 修改位置,放在界面右上角
pause_rect.left = width - pause_rect.width - 10
pause_rect.top = 10
# 默认情况下显示的图片
pause_image = pause_nor_image
# 设置游戏级别
level = 1 # 默认情况下为1
# 全屏炸弹
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf", 48)
bomb_num = 3
# 每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size) # 实例化
bomb_supply = supply.Bomb_Supply(bg_size)
# 设置定时器
SUPPLY_TIME = USEREVENT # 用户可以自行定义事件(pygame.USEREVENT)
pygame.time.set_timer(SUPPLY_TIME, 15 * 1000)
# 超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
# 标记是否使用超级子弹
is_double_bullet = False
# 解除我方飞机重生时无敌状态定时器
INVINCIBLE_TIME = USEREVENT + 2
# 设置我方飞机初始生命值和生命数量小飞机
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
# 用于阻止重复打开记录文件
recorded = False
# 游戏结束画面
gameover_font = pygame.font.Font("font/font.ttf", 45)
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()
# 用于切换飞机图片
switch_image = True
# 用于延时
delay = 100
running = True
# 每一次while循环就是一帧
while running:
# 事件检测,如果点击右上角X,则程序退出,没有这个循环,则窗口可能会闪退
for event in pygame.event.get(): # 获得用户当前所作动作的事件列表
# 判断用户是否点击了关闭按钮
if event.type == QUIT:
pygame.quit() # 卸载所有pygame模块
sys.exit() # 程序直接退出,不捕捉异常
# 响应鼠标事件:进行游戏的暂停
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and pause_rect.collidepoint(event.pos): # 检测到在指定按钮区域按下鼠标
puased = not puased
if puased:
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: # 鼠标移动事件,移动过程中对应的点的坐标:event.pos
if pause_rect.collidepoint(event.pos):
if puased:
pause_image = resume_pressed_image
else:
pause_image = pause_pressed_image
else:
if puased:
pause_image = resume_nor_image
else:
pause_image = pause_nor_image
# 全屏炸弹键盘检测触发
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: # 判断所有在屏幕中的敌机
each.active = False
# 发放补给
elif event.type == SUPPLY_TIME:
supply_sound.play()
if random.choice([True, False]):# choice方法返回一个列表,元组或字符串的随机项(random模块)
bomb_supply.reset()
else:
bullet_supply.reset()
# 超级子弹
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0) # 关闭定时器
# 无敌时间响应
elif event.type == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME, 0) # 关闭定时器
# 根据用户的得分增加难度
if level == 1 and score == 6500:
level = 2
upgrade_sound.play()
# 增加3个小型飞机,2个中型敌机,1个大型敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
# 提升速度
inc_speed(small_enemies, 1)
if level == 2 and score == 13000:
level = 3
upgrade_sound.play()
# 增加5个小型飞机,3个中型敌机,2个大型敌机
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
# 提升速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
if level == 3 and score == 25000:
level = 4
upgrade_sound.play()
# 增加5个小型飞机,3个中型敌机,2个大型敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 4)
# 提升速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
if level == 4 and score == 45000:
level = 5
upgrade_sound.play()
# 增加5个小型飞机,3个中型敌机,2个大型敌机
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 4)
# 提升速度
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
inc_speed(big_enemies, 1)
# 参数background图像(Surface实例),将被绘制到screen(Surface实例)上由参数(0,0)指定位置
# 将一个图像(Surface实例)绘制到另一个图像(Surface实例)上,blit(图像,绘制的位置)
screen.blit(background, (0, 0))
if life_num and not puased:
# 检测用户的键盘操作
# 偶然触发键盘事件,使用检测事件发生的消息进行响应:判断event.type == pygame.KEYDOWN
# 频繁触发键盘事件,使用key.get_pressed():返回所有被按下按键的元组(布尔类型)
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
me.moveUP() # 调用myplane.py实例化对象me中的moveXx()方法进行移动
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()
# 发射子弹
if not (delay % 10): # 被10整除时,发射一个子弹
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 + 33,me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM # 0-3的序列
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM # 0-3的序列
# 绘制全屏炸弹,并检测是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image, bomb_supply.rect)
if pygame.sprite.collide_mask(bomb_supply, me):
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False
# 绘制超级子弹,并检测是否获得
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image, bullet_supply.rect)
if pygame.sprite.collide_mask(bullet_supply, me):
# 发射超级子弹
get_bullet_sound.play()
is_double_bullet = True
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
bullet_supply.active = False
# 检测子弹是否击中敌机
for b in bullets:
if b.active:
b.move() # 子弹移动
screen.blit(b.image, b.rect) # 绘制子弹(子弹的图片,子弹的矩形范围)
# 判断某个精灵(子弹b)和指定精灵组(所有敌机)中的精灵的碰撞,返回返回 精灵组中跟精灵发生碰撞的精灵列表
enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask )
# 列表中有元素:发生碰撞,则子弹b消失
if enemy_hit:
b.active = False
# 变量列表中的每一个被碰撞的敌机
for e in enemy_hit:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:
e.active = False
# 绘制大型敌机
for each in big_enemies: # 遍历大型飞机的精灵组(2个)
if each.active:
each.move()
# 绘制被打到的形态
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
if switch_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
# 绘制血槽
pygame.draw.line(screen, BLACK, (each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5),
2)
# 当生命大于20%显示绿色,否则显示红色
energy_remain = each.energy / enemy.BigEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
pygame.draw.line(screen, energy_color, (each.rect.left, each.rect.top - 5),
(each.rect.left + each.rect.width * energy_remain, each.rect.top - 5),
2) # 血槽的位置:(起点,终点)
# 即将出现在画面中,播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
# active = False 条件根据检测子弹是否击中敌机进行重置
else:
# 毁灭
if not (delay % 3):
if e3_destroy_index == 0: # 每次毁灭只播放一次音效
enemy3_down_sound.play()
screen.blit(each.destroy_image[e3_destroy_index], each.rect)
e3_destroy_index = (e3_destroy_index + 1) % 6 # 序列:0-5
if e3_destroy_index == 0:
enemy3_fly_sound.stop()
score += 1000 # 中型飞机即将消失时进行加分
each.reset()
# 绘制中型敌机
for each in mid_enemies: # 遍历中型飞机的精灵组(4个)
if each.active:
each.move()
# 绘制被打到的形态
if each.hit:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
screen.blit(each.image, each.rect)
# 绘制血槽
pygame.draw.line(screen, BLACK, (each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5),
2)
# 当生命大于20%显示绿色,否则显示红色
energy_remain = each.energy / enemy.MidEnemy.energy
if energy_remain > 0.2:
energy_color = GREEN
else:
energy_color = RED
pygame.draw.line(screen, energy_color, (each.rect.left, each.rect.top - 5),
(each.rect.left + each.rect.width * energy_remain, each.rect.top - 5),
2)
else:
# 毁灭
if not (delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_image[e2_destroy_index], each.rect)
e2_destroy_index = (e2_destroy_index + 1) % 4 # 序列:0-3
if e2_destroy_index == 0:
score += 500 # 大型飞机即将消失时进行加分
each.reset()
# 绘制小型敌机
for each in small_enemies: # 遍历小型飞机的精灵组(15个)
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_image[e1_destroy_index], each.rect)
e1_destroy_index = (e1_destroy_index + 1) % 4 # 序列:0-5
if e1_destroy_index == 0:
score += 100 # 小型飞机即将消失时进行加分
each.reset()
# 检测我方飞机是否被碰撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask ) # 返回一个列表
if enemies_down and not me.invincible: # not me.invincible = False
me.active = False
for e in enemies_down: # 迭代enemies_down中的每一个元素,使敌机的active = False
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 # 序列:0-5
if me_destroy_index == 0:
life_num -= 1
me.reset() # 重新初始化我方飞机(我方飞机重生)
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
# 绘制剩余炸弹的数量
bomb_text = bomb_font.render("x :%s"% str(bomb_num), True, WHITE)
text_rect = bomb_text.get_rect()
screen.blit(bomb_image, (10 , height - 10 - bomb_rect.height)) # 绘制炸弹
screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
# 绘制剩生命的数量
if life_num:
for i in range(life_num):
screen.blit(life_image, (width - 10 - (i+1) * life_rect.width, height - 10 - life_rect.height))
# 绘制分数(render()函数创建一个渲染了文本的scurface对象)
score_text = score_font.render("Score :%s"% str(score), True, WHITE)
screen.blit(score_text,(10 , 5))
# 绘制游戏结束画面
elif life_num == 0:
# 背景音乐停止
pygame.mixer.music.stop()
# 停止全部音效
pygame.mixer.stop()
# 停止发放补给
pygame.time.set_timer(SUPPLY_TIME, 0)
if not recorded:
recorded = True
# 读取历史分数
with open("record/record.txt", "r") as f:
record_score = int(f.read())
# 如果玩家得分高于历史记录则进行重写
if score > record_score:
with open("record/record.txt", "w") as f:
f.write(str(score))
# 绘制结束界面
record_score_text = score_font.render("Best: %d" % record_score, True, WHITE)
screen.blit(record_score_text, (50, 50))
gameover_text1 = gameover_font.render("Your Score:", True, WHITE)
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left = (width - gameover_text1_rect.width) // 2
gameover_text1_rect.top = height // 2
screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, WHITE)
gameover_text2_rect = gameover_text2.get_rect()
gameover_text2_rect.left = (width - gameover_text2_rect.width) // 2
gameover_text2_rect.top = gameover_text1_rect.bottom + 50
screen.blit(gameover_text2, gameover_text2_rect)
again_rect.left = (width - again_rect.width) // 2
again_rect.top = gameover_text2_rect.bottom + 50
screen.blit(again_image, again_rect)
gameover_rect.left = (width - again_rect.width) // 2
gameover_rect.top = again_rect.bottom + 10
screen.blit(gameover_image, gameover_rect)
# 检测用户的鼠标操作
# 鼠标左键被按下
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
main()
elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:
pygame.quit()
sys.exit()
# 显示暂停按键
screen.blit(pause_image, pause_rect)
# 切换图片(使用延时,当可以被5整除时,才会实现图片的切换)
if not(delay % 5):
switch_image = not switch_image # 取反,在循环中反复进行切换
delay -= 1
if not delay:
delay = 100
pygame.display.flip() # 更新整个待显示的Surface实例到屏幕上
clock.tick(60) # 更新帧显示速率,要在surface实例更新显示之后调用
if __name__ == "__main__": # if __name__=="__main__"下的代码只有在文件作为脚本直接执行才会被执行
# 通过try…expect捕获异常
try:
main()
except SystemExit:
pass
except:
traceback.print_exc() # 打印报错
pygame.quit()
input()
总结
代码中有较为详细的注释,可以说明代码构建的主要思路。所需的图片、音效、字体等资源已上传到飞机大战(面向对象设计思维)资源下载。