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太酷了! Python 游戲編程之實(shí)現(xiàn)飛機(jī)大戰(zhàn)(含源代碼)
發(fā)布于:2023-07-06 16:54:22

前言

我想大家都是有玩過類似飛機(jī)大戰(zhàn)的射擊類游戲,也享受目標(biāo)被消除通過后帶來的愉悅感。

那么如果用Python來實(shí)現(xiàn)飛機(jī)大戰(zhàn)游戲?

下面就跟大家一起用Python來做一個(gè)小游戲,不僅可以從中感受到樂趣,還可以提升自己的能力。

一、游戲設(shè)定

1、游戲界面展示和設(shè)定

太酷了! Python 游戲編程之實(shí)現(xiàn)飛機(jī)大戰(zhàn)(含源代碼) 圖1

游戲的基本設(shè)定:

敵方共有大中小3款飛機(jī),分為高中低三種速度;

子彈的射程并非全屏,而大概是屏幕長(zhǎng)度的80%;

消滅小飛機(jī)需要1發(fā)子彈,中飛機(jī)需要8發(fā),大飛機(jī)需要20發(fā)子彈;

每消滅一架小飛機(jī)得1000分,中飛機(jī)6000分,大飛機(jī)10000分;

每隔30秒有一個(gè)隨機(jī)的道具補(bǔ)給,分為兩種道具,全屏炸彈和雙倍子彈;

全屏炸彈最多只能存放3枚,雙倍子彈可以維持18秒鐘的效果;

游戲?qū)⒏鶕?jù)分?jǐn)?shù)來逐步提高難度,難度的提高表現(xiàn)為飛機(jī)數(shù)量的增多以及速度的加快。

 

二、實(shí)現(xiàn)過程

1.我方飛機(jī)

首先創(chuàng)建一個(gè)myplane. py模塊來定義我方飛機(jī):

 

 
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)
 
    # 分別定義moveUp()、moveDown()、moveLeft()和moveRight()控制我方飛機(jī)上、下、左、右移動(dòng):
 
    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

 

2、敵方飛機(jī)

敵機(jī)分為小、中、大三個(gè)尺寸,它們的速度依次是快、中、慢,在游戲界面的上方位置創(chuàng)造位置隨機(jī)的敵機(jī),可以讓它們不在同一排出現(xiàn)。將敵機(jī)的定義寫在enemy. py模塊中

 

 
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_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)

 

3、定義武器

定義子彈,子彈分為兩種: 一種是普通子彈一次只發(fā)射一顆; 另一種是補(bǔ)給發(fā)放的超級(jí)子彈一次可以發(fā)射兩顆。

我們將子彈定義為獨(dú)立的模塊bullet.py:

 

 
import pygame
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()
        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

 

4、武器補(bǔ)充庫:

游戲設(shè)計(jì)每30秒隨機(jī)發(fā)放一個(gè)補(bǔ)給包,可 能是超級(jí)子彈,也可能是全屏炸彈。補(bǔ)給包有自己的圖像和運(yùn)動(dòng)軌跡,定義一個(gè)模塊supply.py:

 

 
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, 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
 
 
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, 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

 

5、主模塊

 
# main.py
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
 
from pygame.locals import *
from random import *
 
pygame.init()
pygame.mixer.init()
 
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飛機(jī)大戰(zhàn) -- 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)
 
# 載入游戲音樂
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)
 
    # 生成我方飛機(jī)
    me = myplane.MyPlane(bg_size)
 
    enemies = pygame.sprite.Group()
 
    # 生成敵方小型飛機(jī)
    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)
 
    # 生成敵方中型飛機(jī)
    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)
 
    # 生成敵方大型飛機(jī)
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)
 
    # 生成普通子彈
    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 4
    for i in range(BULLET1_NUM):
        bullet1.append(bullet.Bullet1(me.rect.midtop))
 
    # 生成超級(jí)子彈
    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()
 
    # 中彈圖片索引
    e1_destroy_index = 0
    e2_destroy_index = 0
    e3_destroy_index = 0
    me_destroy_index = 0
 
    # 統(tǒng)計(jì)得分
    score = 0
    score_font = pygame.font.Font("font/font.ttf", 36)
 
    # 標(biāo)志是否暫停游戲
    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
 
    # 設(shè)置難度級(jí)別
    level = 1
 
    # 全屏炸彈
    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秒發(fā)放一個(gè)補(bǔ)給包
    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)
 
    # 超級(jí)子彈定時(shí)器
    DOUBLE_BULLET_TIME = USEREVENT + 1
 
    # 標(biāo)志是否使用超級(jí)子彈
    is_double_bullet = False
 
    # 解除我方無敵狀態(tài)定時(shí)器
    INVINCIBLE_TIME = USEREVENT + 2
 
    # 生命數(shù)量
    life_image = pygame.image.load("images/life.png").convert_alpha()
    life_rect = life_image.get_rect()
    life_num = 3
 
    # 用于阻止重復(fù)打開記錄文件
    recorded = False
 
    # 游戲結(jié)束畫面
    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()
 
    # 用于切換圖片
    switch_image = True
 
    # 用于延遲
    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)
 
        # 根據(jù)用戶的得分增加難度
        if level == 1 and score > 50000:
            level = 2
            upgrade_sound.play()
            # 增加3架小型敵機(jī)、2架中型敵機(jī)和1架大型敵機(jī)
            add_small_enemies(small_enemies, enemies, 3)
            add_mid_enemies(mid_enemies, enemies, 2)
            add_big_enemies(big_enemies, enemies, 1)
            # 提升小型敵機(jī)的速度
            inc_speed(small_enemies, 1)
        elif level == 2 and score > 300000:
            level = 3
            upgrade_sound.play()
            # 增加5架小型敵機(jī)、3架中型敵機(jī)和2架大型敵機(jī)
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敵機(jī)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架小型敵機(jī)、3架中型敵機(jī)和2架大型敵機(jī)
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敵機(jī)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架小型敵機(jī)、3架中型敵機(jī)和2架大型敵機(jī)
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敵機(jī)的速度
            inc_speed(small_enemies, 1)
            inc_speed(mid_enemies, 1)
 
        screen.blit(background, (0, 0))
 
        if life_num and not paused:
            # 檢測(cè)用戶的鍵盤操作
            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()
 
            # 繪制全屏炸彈補(bǔ)給并檢測(cè)是否獲得
            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
 
            # 繪制超級(jí)子彈補(bǔ)給并檢測(cè)是否獲得
            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
 
            # 發(fā)射子彈
            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
 
            # 檢測(cè)子彈是否擊中敵機(jī)
            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
 
            # 繪制大型敵機(jī)
            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)
 
                    # 繪制血槽
                    pygame.draw.line(screen, BLACK, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.right, each.rect.top - 5), \
                                     2)
                    # 當(dāng)生命大于20%顯示綠色,否則顯示紅色
                    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)
 
                    # 即將出現(xiàn)在畫面中,播放音效
                    if each.rect.bottom == -50:
                        enemy3_fly_sound.play(-1)
                else:
                    # 毀滅
                    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()
 
            # 繪制中型敵機(jī):
            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)
 
                    # 繪制血槽
                    pygame.draw.line(screen, BLACK, \
                                     (each.rect.left, each.rect.top - 5), \
                                     (each.rect.right, each.rect.top - 5), \
                                     2)
                    # 當(dāng)生命大于20%顯示綠色,否則顯示紅色
                    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:
                    # 毀滅
                    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()
 
            # 繪制小型敵機(jī):
            for each in small_enemies:
                if each.active:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    # 毀滅
                    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()
 
            # 檢測(cè)我方飛機(jī)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
 
            # 繪制我方飛機(jī)
            if me.active:
                if switch_image:
                    screen.blit(me.image1, me.rect)
                else:
                    screen.blit(me.image2, me.rect)
            else:
                # 毀滅
                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)
 
            # 繪制全屏炸彈數(shù)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))
 
            # 繪制剩余生命數(shù)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))
 
            # 繪制得分
            score_text = score_font.render("Score : %s" % str(score), True, WHITE)
            screen.blit(score_text, (10, 5))
 
        # 繪制游戲結(jié)束畫面
        elif life_num == 0:
            # 背景音樂停止
            pygame.mixer.music.stop()
 
            # 停止全部音效
            pygame.mixer.stop()
 
            # 停止發(fā)放補(bǔ)給
            pygame.time.set_timer(SUPPLY_TIME, 0)
 
            if not recorded:
                recorded = True
                # 讀取歷史最高得分
                with open("record.txt", "r") as f:
                    record_score = int(f.read())
 
                # 如果玩家得分高于歷史最高得分,則存檔
                if score > record_score:
                    with open("record.txt", "w") as f:
                        f.write(str(score))
 
            # 繪制結(jié)束畫面
            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)
 
            # 檢測(cè)用戶的鼠標(biāo)操作
            # 如果用戶按下鼠標(biāo)左鍵
            if pygame.mouse.get_pressed()[0]:
                # 獲取鼠標(biāo)坐標(biāo)
                pos = pygame.mouse.get_pos()
                # 如果用戶點(diǎn)擊“重新開始”
                if again_rect.left < pos[0] < again_rect.right and \
                        again_rect.top < pos[1] < again_rect.bottom:
                    # 調(diào)用main函數(shù),重新開始游戲
                    main()
                # 如果用戶點(diǎn)擊“結(jié)束游戲”
                elif gameover_rect.left < pos[0] < gameover_rect.right and \
                        gameover_rect.top < pos[1] < gameover_rect.bottom:
                    # 退出游戲
                    pygame.quit()
                    sys.exit()
 
                    # 繪制暫停按鈕
        screen.blit(paused_image, paused_rect)
 
        # 切換圖片
        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()

 

總結(jié):

以上就是分享的內(nèi)容!

最后重點(diǎn)是所有的模塊應(yīng)該放在同一個(gè)文件夾下,再運(yùn)行我們的主模塊就大功告成了!

轉(zhuǎn)載自:https://blog.csdn.net/veratata/article/details/128283231