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飞机大战代码

飞机大战代码

作者: M_小七 | 来源:发表于2019-11-25 10:22 被阅读0次
# -*- 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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