Python 游戏编程之实现飞机大战(含源代码)

(给Python开发者加星标,提升Python技能)

来源:逐梦er

https://zhumenger.blog.csdn.net/article/details/106853332

不知道大家有没有打过飞机,喜不喜欢打飞机。当我第一次接触这个东西的时候,我的内心是被震撼到的。第一次接触打飞机的时候作者本人是身心愉悦的,因为周边的朋友都在打飞机, 每次都会下意识彼此较量一下,看谁打得更好。打飞机也是需要有一定的技巧的,熟练的朋友一把能打上半个小时,生疏的则三五分钟就败下阵来。

那么怎么实现自己的打飞机游戏?下面就跟大家一起来动手实现打飞机游戏。全部源代码见文末链接

一.游戏设定

游戏界面如下图所示:

游戏的基本设定:

  • 敌方共有大中小3款飞机,分为高中低三种速度;

  • 子弹的射程并非全屏,而大概是屏幕长度的80%;

  • 消灭小飞机需要1发子弹,中飞机需要8发,大飞机需要20发子弹;

  • 每消灭一架小飞机得1000分,中飞机6000分,大飞机10000分;

  • 每隔30秒有一个随机的道具补给,分为两种道具,全屏炸弹和双倍子弹;

  • 全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒钟的效果;

  • 游戏将根据分数来逐步提高难度,难度的提高表现为飞机数量的增多以及速度的加快。

另外还对游戏做了一些改进,比如为中飞机和大飞机增加了血槽的显示,这样玩家可以直观地知道敌机快被消灭了没有;我方有三次机会,每次被敌人消灭,新诞生的飞机会有3秒钟的安全期;游戏结束后会显示历史最高分数。

这个游戏加上基本的注释代码量在800行左右,代码看上去比较多,多打代码少动脑。所以大家不要怕,越是多的代码,逻辑就越容易看得清楚,就越好学习。好,那让我们从无到有,从简单到复杂来一起打造这个游戏吧!

二.我方飞机

首先创建一个myplane. py模块来定义我方飞机:

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_images = [] self.destroy_images.extend([\ pygame.image.load('images/me_destroy_1.png').convert_alpha(), \ pygame.image.load('images/me_destroy_2.png').convert_alpha(), \ pygame.image.load('images/me_destroy_3.png').convert_alpha(), \ pygame.image.load('images/me_destroy_4.png').convert_alpha() \ ]) self.rect = self.image1.get_rect() self.width, self.height = bg_size[0], bg_size[1] self.rect.left, self.rect.top = \ (self.width - self.rect.width) // 2, \ self.height - self.rect.height - 60 self.speed = 10 self.active = True self.invincible = False self.mask = pygame.mask.from_surface(self.image1)
# 分别定义moveUp()、moveDown()、moveLeft()和moveRight()控制我方飞机上、下、左、右移动:
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
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

三.敌方飞机

既然英雄已经有了,那现在就是需要创造敌人的时候。敌机分为小、中、大三个尺寸,它们的速度依次是快、中、慢,在游戏界面的上方位置创造位置随机的敌机,可以让它们不在同一排出现。将敌机的定义写在enemy. py模块中:

import pygamefrom random import *class SmallEnemy(pygame.sprite.Sprite):    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        self.image = pygame.image.load('images/enemy1.png').convert_alpha()        self.destroy_images = []        self.destroy_images.extend([ \            pygame.image.load('images/enemy1_down1.png').convert_alpha(), \            pygame.image.load('images/enemy1_down2.png').convert_alpha(), \            pygame.image.load('images/enemy1_down3.png').convert_alpha(), \            pygame.image.load('images/enemy1_down4.png').convert_alpha() \            ])        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.speed = 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 = 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_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 = 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_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)

四.发射子弹

现在的情况是我方飞机处于落后挨打的状态,敌强我弱,所以应该拿起武器进行反击! 接下来定义子弹,子弹分为两种: 一种是普通子弹一次只发射一颗; 另一种是补给发放的超级子弹一次可以发射两颗。

我们将子弹定义为独立的模块bullet.py:

import pygameclass Bullet1(pygame.sprite.Sprite): def __init__(self, position): pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('images/bullet1.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left, self.rect.top = 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

五.发放补给包

游戏设计每30秒随机发放一个补给包,可 能是超级子弹,也可能是全屏炸弹。补给包有自己的图像和运动轨迹,定义一个模块supply.py:

import pygamefrom random import *class Bullet_Supply(pygame.sprite.Sprite):    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        self.image = pygame.image.load('images/bullet_supply.png').convert_alpha()        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.rect.left, self.rect.bottom = \            randint(0, self.width - self.rect.width), -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), -100class Bomb_Supply(pygame.sprite.Sprite):    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        self.image = pygame.image.load('images/bomb_supply.png').convert_alpha()        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.rect.left, self.rect.bottom = \            randint(0, self.width - self.rect.width), -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

六.主模块

所有的模块都到齐了,接下来就该实现我们的主模块:

# main.pyimport pygameimport sysimport tracebackimport myplaneimport enemyimport bulletimport supply
from pygame.locals import *from random import *
pygame.init()pygame.mixer.init()
bg_size = width, height = 480, 700screen = pygame.display.set_mode(bg_size)pygame.display.set_caption('飞机大战 -- FishC Demo')
background = pygame.image.load('images/background.png').convert()
BLACK = (0, 0, 0)WHITE = (255, 255, 255)GREEN = (0, 255, 0)RED = (255, 0, 0)
# 载入游戏音乐pygame.mixer.music.load('sound/game_music.ogg')pygame.mixer.music.set_volume(0.2)bullet_sound = pygame.mixer.Sound('sound/bullet.wav')bullet_sound.set_volume(0.2)bomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')bomb_sound.set_volume(0.2)supply_sound = pygame.mixer.Sound('sound/supply.wav')supply_sound.set_volume(0.2)get_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')get_bomb_sound.set_volume(0.2)get_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')get_bullet_sound.set_volume(0.2)upgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')upgrade_sound.set_volume(0.2)enemy3_fly_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')enemy3_fly_sound.set_volume(0.2)enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')enemy1_down_sound.set_volume(0.2)enemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')enemy2_down_sound.set_volume(0.2)enemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')enemy3_down_sound.set_volume(0.5)me_down_sound = pygame.mixer.Sound('sound/me_down.wav')me_down_sound.set_volume(0.2)

def add_small_enemies(group1, group2, num): for i in range(num): e1 = enemy.SmallEnemy(bg_size) group1.add(e1) group2.add(e1)

def add_mid_enemies(group1, group2, num): for i in range(num): e2 = enemy.MidEnemy(bg_size) group1.add(e2) group2.add(e2)

def add_big_enemies(group1, group2, num): for i in range(num): e3 = enemy.BigEnemy(bg_size) group1.add(e3) group2.add(e3)

def inc_speed(target, inc): for each in target: each.speed += inc

def main(): pygame.mixer.music.play(-1)
# 生成我方飞机 me = myplane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
# 生成敌方小型飞机 small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies, enemies, 15)
# 生成敌方中型飞机 mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies, enemies, 4)
# 生成敌方大型飞机 big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies, enemies, 2)
# 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 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)))
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 paused = 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() paused_rect = pause_nor_image.get_rect() paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10 paused_image = pause_nor_image
# 设置难度级别 level = 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) bomb_supply = supply.Bomb_Supply(bg_size) SUPPLY_TIME = USEREVENT pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
# 超级子弹定时器 DOUBLE_BULLET_TIME = USEREVENT + 1
# 标志是否使用超级子弹 is_double_bullet = False
# 解除我方无敌状态定时器 INVINCIBLE_TIME = USEREVENT + 2
# 生命数量 life_image = pygame.image.load('images/life.png').convert_alpha() life_rect = life_image.get_rect() life_num = 3
# 用于阻止重复打开记录文件 recorded = False
# 游戏结束画面 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()
# 用于切换图片 switch_image = True
# 用于延迟 delay = 100
running = True
while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit()
elif event.type == MOUSEBUTTONDOWN: if event.button == 1 and paused_rect.collidepoint(event.pos): paused = not paused if paused: 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: if paused_rect.collidepoint(event.pos): if paused: paused_image = resume_pressed_image else: paused_image = pause_pressed_image else: if paused: paused_image = resume_nor_image else: paused_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() if choice([True, False]): bomb_supply.reset() else: bullet_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)
# 根据用户的得分增加难度 if level == 1 and score > 50000: level = 2 upgrade_sound.play() # 增加3架小型敌机、2架中型敌机和1架大型敌机 add_small_enemies(small_enemies, enemies, 3) add_mid_enemies(mid_enemies, enemies, 2) add_big_enemies(big_enemies, enemies, 1) # 提升小型敌机的速度 inc_speed(small_enemies, 1) elif level == 2 and score > 300000: level = 3 upgrade_sound.play() # 增加5架小型敌机、3架中型敌机和2架大型敌机 add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敌机的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) elif level == 3 and score > 600000: level = 4 upgrade_sound.play() # 增加5架小型敌机、3架中型敌机和2架大型敌机 add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敌机的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1) elif level == 4 and score > 1000000: level = 5 upgrade_sound.play() # 增加5架小型敌机、3架中型敌机和2架大型敌机 add_small_enemies(small_enemies, enemies, 5) add_mid_enemies(mid_enemies, enemies, 3) add_big_enemies(big_enemies, enemies, 2) # 提升小型敌机的速度 inc_speed(small_enemies, 1) inc_speed(mid_enemies, 1)
screen.blit(background, (0, 0))
if life_num and not paused: # 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()
# 绘制全屏炸弹补给并检测是否获得 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
# 绘制超级子弹补给并检测是否获得 if bullet_supply.active: bullet_supply.move() screen.blit(bullet_supply.image, bullet_supply.rect) if pygame.sprite.collide_mask(bullet_supply, me): get_bullet_sound.play() is_double_bullet = True pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000) bullet_supply.active = False
# 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 bullets[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
# 绘制大型敌机 for each in big_enemies: if each.active: each.move() 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)
# 即将出现在画面中,播放音效 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()
# 绘制中型敌机: 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, 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_images[e2_destroy_index], each.rect) e2_destroy_index = (e2_destroy_index + 1) % 4 if e2_destroy_index == 0: score += 6000 each.reset()
# 绘制小型敌机: 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()
# 检测我方飞机是否被撞 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_images[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)
# 绘制全屏炸弹数量 bomb_text = bomb_font.render('× %d' % bomb_num, True, WHITE) 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))
# 绘制得分 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 # 读取历史最高得分 with open('record.txt', 'r') as f: record_score = int(f.read())
# 如果玩家得分高于历史最高得分,则存档 if score > record_score: with open('record.txt', 'w') as f: f.write(str(score))
# 绘制结束画面 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 // 3 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_text2_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 - again_rect.width) // 2, \ again_rect.bottom + 10 screen.blit(gameover_image, gameover_rect)
# 检测用户的鼠标操作 # 如果用户按下鼠标左键 if pygame.mouse.get_pressed()[0]: # 获取鼠标坐标 pos = pygame.mouse.get_pos() # 如果用户点击“重新开始” if again_rect.left < pos[0] < again_rect.right and \ again_rect.top < pos[1] < again_rect.bottom: # 调用main函数,重新开始游戏 main() # 如果用户点击“结束游戏” elif gameover_rect.left < pos[0] < gameover_rect.right and \ gameover_rect.top < pos[1] < gameover_rect.bottom: # 退出游戏 pygame.quit() sys.exit()
# 绘制暂停按钮 screen.blit(paused_image, paused_rect)
# 切换图片 if not (delay % 5): switch_image = not switch_image
delay -= 1 if not delay: delay = 100
pygame.display.flip() clock.tick(60)

if __name__ == '__main__': try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit()        input()

切记: 所有的模块应该放在同一个文件夹下

最后运行我们的主模块就大功告成了!

下面是运行结果:

飞机大战源代码以及素材资料github项目地址链接:https://github.com/yangshangqi/The-Python-code-implements-aircraft-warfare

- EOF -

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