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- import pygame # 导入动态模块(.dll .pyd .so) 不需要在包名后边跟模块名
-
- from pygame.locals import *
-
- import time
-
- import random
-
- import sys
- # 设置屏幕的宽度
- SCREEN_WIDTH = 450
- # 设置屏幕的高度
- SCREEN_HEIGHT = 600
- # 初始化窗口
- pygame.init()
- # 设置窗口标题
- pygame.display.set_caption("飞机大战")
- # 设置屏幕大小
- screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)
- # 隐藏光标
- pygame.mouse.set_visible(False)
- # 设置背景
- bg = pygame.image.load("resources/image/bg.png")
- # 绘制屏幕
- screen.fill(0)
- # 加入背景图片
- screen.blit(bg, (0, 0))
- # 设置游戏结束的图片
- bg_game_over = pygame.image.load("resources/image/bg_game_over.png")
- # 加载飞机资源图片
- img_plane = pygame.image.load("resources/image/shoot.png")
- img_start = pygame.image.load("resources/image/start.png")
- img_pause = pygame.image.load("resources/image/pause.png")
- img_icon = pygame.image.load("resources/image/plane.png").convert_alpha()
- # 顺便设置窗口
- pygame.display.set_icon(img_icon)
- # 初始化位置
- player_pos = [200, 450]
- class Player(pygame.sprite.Sprite):
- def __init__(self, img, rect, pos):
- pygame.sprite.Sprite.__init__(self)
- self.image = []
- # 将飞机图片部分分隔
- for i in range(len(rect)):
- self.image.append(img.subsurface(rect[i]).convert_alpha())
- # 获取飞机的区域
- self.rect = rect[0]
- self.rect.topleft = pos
- self.speed = 8
- # 生成精灵组实例
- self.bullets = pygame.sprite.Group()
- self.img_index = 0
- # 判断飞机是否被打中
- self.is_hit = False
- def shoot(self, img):
- bullet = Bullet(img, self.rect.midtop)
- # 添加子弹实例到玩家的子弹组
- self.bullets.add(bullet)
- def moveUp(self):
- # 当遇到顶部时,设置上顶部为0
- if self.rect.top <= 0:
- self.rect.top = 0
- else:
- self.rect.top -= self.speed
- def moveDown(self):
- # 当遇到底部时,设置一直为常值
- if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
- self.rect.top = SCREEN_HEIGHT - self.rect.height
- else:
- self.rect.top += self.speed
- def moveLeft(self):
- # 当遇到左边时,一直停靠在左边
- if self.rect.left <= 0:
- self.rect.left = 0
- else:
- self.rect.left -= self.speed
- def moveRight(self):
- # 当遇到右边时, 停靠右边
- if self.rect.left >= SCREEN_WIDTH - self.rect.width:
- self.rect.left = SCREEN_WIDTH - self.rect.width
- else:
- self.rect.left += self.speed
- class Bullet(pygame.sprite.Sprite):
- def __init__(self, img, pos):
- pygame.sprite.Sprite.__init__(self)
- self.image = img
- # 设置图片的区域
- self.rect = self.image.get_rect()
- self.rect.midbottom = pos
- self.speed = 10
- def move(self):
- self.rect.top -= self.speed
- class Enemy(pygame.sprite.Sprite):
- def __init__(self, img, explosion_img, pos):
- pygame.sprite.Sprite.__init__(self)
- self.image = img
- self.rect = self.image.get_rect()
- self.rect.topleft = pos
- self.explosion_img = explosion_img
- self.speed = 2
- # 设置击毁序列
- self.explosion_index = 0
- def move(self):
- # 敌人的子弹只能一直向下
- self.rect.top += self.speed
- while running:
- # 设置游戏帧率为 60
- clock.tick(60)
- if not is_pause and not is_game_over:
- if not player.is_hit:
- # 设置连续射击,因为每秒 60 帧,15/60=0.25 秒发一次子弹
- if shoot_frequency % 15 == 0:
- player.shoot(bullet_img)
- shoot_frequency += 1
- # 当设置的射击频率大于 15,置零
- if shoot_frequency >= 15:
- shoot_frequency = 0
- # 控制生成敌机的频率
- if enemy_frequency % 50 == 0:
- # 设置敌机的出现的位置
- enemy_pos = [random.randint(0, SCREEN_WIDTH - enemy_rect.width), 0]
- enemy = Enemy(enemy_img, enemy_explosion_imgs, enemy_pos)
- enemies.add(enemy)
- enemy_frequency += 1
- if enemy_frequency >= 100:
- enemy_frequency = 0
- # 控制子弹的显示运行
- for bullet in player.bullets:
- bullet.move()
- if bullet.rect.bottom < 0:
- player.bullets.remove(bullet)
- # 控制敌机的运行
- for enemy in enemies:
- enemy.move()
- # 判断敌机是否与玩家飞机碰撞
- if pygame.sprite.collide_circle(enemy, player):
- enemies_explosion.add(enemy)
- enemies.remove(enemy)
- player.is_hit = True
- # 设置玩家的飞机被毁
- is_game_over = True
- # 判断敌机是否在界面
- if enemy.rect.top < 0:
- enemies.remove(enemy)
- # 设置敌机与玩家的飞机子弹相碰时,返回被击的敌机实例
- enemy_explosion = pygame.sprite.groupcollide(enemies, player.bullets, 1, 1)
- for enemy in enemy_explosion:
- enemies_explosion.add(enemy)
- # 绘制屏幕
- screen.fill(0)
- # 加入背景图片
- screen.blit(bg, (0, 0))
- # 添加玩家飞机图片到屏幕
- if not player.is_hit:
- screen.blit(player.image[int(player.img_index)], player.rect)
- player.img_index = shoot_frequency / 8
- else:
- if player_explosion_index > 47:
- is_game_over = True
- else:
- player.img_index = player_explosion_index / 8
- screen.blit(player.image[int(player.img_index)], player.rect)
- player_explosion_index += 1
- # 敌机被子弹击中的效果显示
- for enemy in enemies_explosion:
- if enemy.explosion_index == 0:
- pass
- if enemy.explosion_index > 7:
- enemies_explosion.remove(enemy)
- score += 100
- continue
- # 敌机被击时显示图片
- screen.blit(enemy.explosion_img[int(enemy.explosion_index / 2)], enemy.rect)
- enemy.explosion_index += 1
- # 显示子弹
- player.bullets.draw(screen)
- # 显示敌机
- enemies.draw(screen)
- # 分数的显示效果
- score_font = pygame.font.Font(None, 36)
- score_text = score_font.render(str(score), True, (128, 128, 128))
- # 设置文字框
- text_rect = score_text.get_rect()
- # 放置文字的位置
- text_rect.topleft = [20, 10]
- # 显示出分数
- screen.blit(score_text, text_rect)
- left, middle, right = pygame.mouse.get_pressed()
- # 暂停游戏
- if right == True and not is_game_over:
- is_pause = True
- if left == True:
- # 重置游戏
- if is_game_over:
- is_game_over = False
- player_rect = []
- player_rect.append(pygame.Rect(0, 99, 102, 126))
- player_rect.append(pygame.Rect(165, 360, 102, 126))
- player_rect.append(pygame.Rect(165, 234, 102, 126))
- player_rect.append(pygame.Rect(330, 624, 102, 126))
- player_rect.append(pygame.Rect(330, 498, 102, 126))
- player_rect.append(pygame.Rect(432, 624, 102, 126))
- player = Player(img_plane, player_rect, player_pos)
- bullet_rect = pygame.Rect(1004, 987, 9, 21)
- bullet_img = img_plane.subsurface(bullet_rect)
- enemy_rect = pygame.Rect(534, 612, 57, 43)
- enemy_img = img_plane.subsurface(enemy_rect)
- enemy_explosion_imgs = []
- enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(267, 347, 57, 43)))
- enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(873, 697, 57, 43)))
- enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(267, 296, 57, 43)))
- enemy_explosion_imgs.append(img_plane.subsurface(pygame.Rect(930, 697, 57, 43)))
- enemies = pygame.sprite.Group()
- enemies_explosion = pygame.sprite.Group()
- score = 0
- shoot_frequency = 0
- enemy_frequency = 0
- player_explosion_index = 16
- # 继续游戏
- if is_pause:
- is_pause = False
- # 游戏结束
- if is_game_over:
- font = pygame.font.SysFont("微软雅黑", 48)
- text = font.render("Score: " + str(score), True, (255, 0, 0))
- text_rect = text.get_rect()
- text_rect.centerx = screen.get_rect().centerx
- text_rect.centery = screen.get_rect().centery + 70
- # 显示游戏结束画面
- screen.blit(bg_game_over, (0, 0))
- # 显示分数
- screen.blit(text, text_rect)
- font = pygame.font.SysFont("微软雅黑", 40)
- text = font.render("Press Left Mouse to Restart", True, (255, 0, 0))
- text_rect = text.get_rect()
- text_rect.centerx = screen.get_rect().centerx
- text_rect.centery = screen.get_rect().centery + 150
- screen.blit(text, text_rect)
- # 刷新屏幕
- pygame.display.update()
- # 处理游戏退出
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- exit()
- if not is_pause and not is_game_over:
- key = pygame.key.get_pressed()
- if key[K_w] or key[K_UP]:
- player.moveUp()
- if key[K_s] or key[K_DOWN]:
- player.moveDown()
- if key[K_a] or key[K_LEFT]:
- player.moveLeft()
- if key[K_d] or key[K_RIGHT]:
- player.moveRight()
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