# -*- coding: utf-8 -*-
# @Time : 2019/11/21 16:03
# @Author : WenTing Men
# @Email : wentingmen@163.com
# @File : game10.py
# @Software: PyCharm
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
snd_dir = path.join(path.dirname(__file__), 'snd')
WIDTH = 480
HEIGHT = 600
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GRAY = (96, 96, 96)
# 初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("飞机大战")
clock = pygame.time.Clock()
# 得分字体设置
font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x, y)
surf.blit(text_surface, text_rect)
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
# 血条定义
def draw_shield_bar(surf, x, y, pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GRAY, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2)
# 命定义
def draw_lives(surf, x, y, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img, img_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# player精灵大小,图像
self.image = pygame.transform.scale(player_img, (100, 124))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# player精灵运动范围
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
# 给player添加血条
self.speedx = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
# 给player添加命
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_time = pygame.time.get_ticks()
def update(self):
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
# 左右移动控制
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
self.rect.x += self.speedx
# 设置边界 精灵不会离开屏幕
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
if self.power == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 2:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 怪兽精灵设置
self.image_orig = random.choice(meteor_images)
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * .85 / 2)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.bottom = random.randrange(-80, -20)
self.speedy = random.randrange(1, 8)
self.speedx = random.randrange(-3, 3)
self.last_update = pygame.time.get_ticks()
def update(self):
self.rect.x += self.speedx
self.rect.y += self.speedy
# 对角线移动的怪物可能会在它离开底部之前就离开侧面
if self.rect.top > HEIGHT + 10 or self.rect.left < -100 or self.rect.right > WIDTH + 100:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 8)
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
# 子弹精灵
self.image = bullet_img1
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
# 设置speedy为负值,以便它会向上移动
self.speedy = -10
def update(self):
self.rect.y += self.speedy
# 检查子弹是否已经脱离屏幕顶部,如果是,将其删除
if self.rect.bottom < 0:
self.kill()
class Pow(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield', 'gun'])
self.image = powerup_images[self.type]
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 5
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 75
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
def show_go_screen():
screen.blit(background, background_rect)
draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
draw_text(screen, "Arrow keys move, Space to fire", 22,
WIDTH / 2, HEIGHT / 2)
draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 3 / 4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
# 读取图片
background = pygame.image.load(path.join(img_dir, "background.png")).convert_alpha()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, "player.png")).convert_alpha()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
bullet_img1 = pygame.image.load(path.join(img_dir, "bullet1.png")).convert_alpha()
bullet_img2 = pygame.image.load(path.join(img_dir, "bullet2.png")).convert_alpha()
meteor_images = []
meteor_list = ['enemy0.png', 'enemy0.png', 'enemy0.png','enemy0.png', 'enemy1.png', 'enemy2.png']
for img in meteor_list:
meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert_alpha())
explosion_anim = {}
explosion_anim['player'] = []
for i in range(1, 5):
filename = 'player_blowup_n{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert_alpha()
img.set_colorkey(BLACK)
explosion_anim['player'].append(img)
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'prop_type_2.png')).convert_alpha()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'prop_type_1.png')).convert_alpha()
# 添加音乐
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'pew.wav'))
shield_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow4.wav'))
power_sound = pygame.mixer.Sound(path.join(snd_dir, 'pow5.wav'))
expl_sounds = []
for snd in ['expl3.wav', 'expl6.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
player_die_sound = pygame.mixer.Sound(path.join(snd_dir, 'rumble1.ogg'))
pygame.mixer.music.load(path.join(snd_dir, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))
pygame.mixer.music.set_volume(0.4)
pygame.mixer.music.play(loops=-1)
# Game loop
game_over = True
running = True
while running:
if game_over:
show_go_screen()
game_over = False
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
newmob()
score = 0
clock.tick(FPS)
for event in pygame.event.get():
# 点击关闭窗口
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
# 空格键触发子弹功能
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
# 子弹打到怪兽的时候
hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
for hit in hits:
# 击中越大的怪兽得分越高
score += 30 + hit.radius
random.choice(expl_sounds).play()
if random.random() > 0.95:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob()
# 怪兽碰到player的时候
hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.radius * 2
newmob()
if player.shield <= 0:
player_die_sound.play()
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide()
player.lives -= 1
player.shield = 100
# player碰到道具的时候
hits = pygame.sprite.spritecollide(player, powerups, True)
for hit in hits:
if hit.type == 'shield':
player.shield += random.randrange(10, 30)
shield_sound.play()
if player.shield >= 100:
player.shield = 100
if hit.type == 'gun':
player.powerup()
power_sound.play()
if player.lives == 0 and not death_explosion.alive():
game_over = True
# Draw / render
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH / 2, 10)
draw_shield_bar(screen, 5, 5, player.shield)
draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)
pygame.display.flip()
pygame.quit()

background.png

bomb.png

bullet1.png

bullet2.png

enemy0.png

enemy0_down1.png

enemy0_down2.png

enemy0_down3.png

enemy0_down4.png

enemy1.png

enemy1_down1.png

enemy1_down2.png

enemy1_down3.png

enemy1_down4.png

enemy2.png

enemy2_down1.png

enemy2_down2.png

enemy2_down3.png

enemy2_down4.png

enemy2_down5.png

enemy2_down6.png

game_loading3.png

player.png

player_blowup_n1.png

player_blowup_n2.png

player_blowup_n3.png

player_blowup_n4.png

prop_type_1.png

prop_type_2.png
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