【Python知识点梳理】8.飞机大战(面向对象设计思维)

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。
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在这里插入图片描述

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

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