升级版飞机大战来袭,手把手教学,万字详解,你还学不会嘛?

前言

嗨!好几天没更新了,有没有想我?最近大家都在干嘛呢?

哈哈哈 我知道了,大家再准备1024程序员节嘛~

上一期给大家制作了一个简易版本的飞机大战大家还记得嘛,不记得的话可以看下往期的文章哈。

今天给大家升级了哦,期待吧,话不多说,正式开始吧

正文

一、游戏构想

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、游戏效果

    三、代码实践

    3.1我方飞机设置

    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

    3.2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 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)

    3.3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 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

    3.4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 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

    3.5主程序

    所有的模块都到齐了,接下来就该实现我们的主程序:

    
    # 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("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!

    结尾

    好啦!升级版的飞机大战就到这里结束啦,赶快自己动手试试吧记得三连哦~

    源码免费分享滴!

    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

    来源:嗨!栗子同学

    物联沃分享整理
    物联沃-IOTWORD物联网 » 升级版飞机大战来袭,手把手教学,万字详解,你还学不会嘛?

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