import pygame
from sys import exit
from pygame.locals import *
import random
SCREEN_WIDTH = 683
SCREEN_HEIGHT = 1024
class Bullet(pygame.sprite.Sprite):
def __init__(self, bullet_img, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.midbottom = init_pos
self.speed = 10
def move(self):
self.rect.top -= self.speed
class Player(pygame.sprite.Sprite):
def __init__(self, plane_img, player_rect, init_pos):
pygame.sprite.Sprite.__init__(self)
self.image = []
for i in range(len(player_rect)):
self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())
self.rect = player_rect[0]
self.rect.topleft = init_pos
self.speed = 10
self.bullets = pygame.sprite.Group()
self.img_index = 0
self.is_hit = False
def shoot(self, bullet_img):
bullet = Bullet(bullet_img, self.rect.midtop)
self.bullets.add(bullet)
def moveUp(self):
if self.rect.top <= 0:
self.rect.top = 0
else:
self.rect.top -= self.speed
def moveDown(self):
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):
if self.rect.left <= 0:
self.rect.left = 0
else:
self.rect.left -= self.speed
def moveRight(self):
if self.rect.left >= SCREEN_WIDTH - self.rect.width:
self.rect.left = SCREEN_WIDTH - self.rect.width
else:
self.rect.left += self.speed
class Enemy(pygame.sprite.Sprite):
def __init__(self, enemy_img, enemy_down_imgs, init_pos,sp):
pygame.sprite.Sprite.__init__(self)
self.image = enemy_img
self.rect = self.image.get_rect()
self.rect.topleft = init_pos
self.down_imgs = enemy_down_imgs
self.speed = sp
self.down_index = 0
def move(self):
self.rect.top += self.speed
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('打月饼')
background = pygame.image.load('beijing.jpg').convert()
game_over = pygame.image.load('zqkl.jpg')
plane_img = pygame.image.load('feiji.png').convert_alpha()
yuebing = pygame.image.load('yuebing.png').convert_alpha()
print(plane_img.get_rect())
player_rect = []
player_rect.append(pygame.Rect(40, 490, 87, 126))
player_rect.append(pygame.Rect(40, 490, 87, 126))
player_rect.append(pygame.Rect(244, 490, 102, 126))
player_rect.append(pygame.Rect(346, 490, 102, 126))
player_rect.append(pygame.Rect(448, 490, 102, 126))
player_rect.append(pygame.Rect(550, 490, 102, 126))
player_pos = [200, 600]
player = Player(plane_img, player_rect, player_pos)
bullet_rect = pygame.Rect(96,227, 30, 30)
bullet_img = plane_img.subsurface(bullet_rect)
enemy1_rect = pygame.Rect(180, 10, 110,130)
enemy1_img = yuebing.subsurface(enemy1_rect).convert_alpha()
enemy1_down_imgs = []
enemy1_down_imgs.append(yuebing.subsurface(pygame.Rect(0, 10, 110,130)).convert_alpha())
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(166, 137, 70,70)).convert_alpha())
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(236, 207, 70,70)).convert_alpha())
enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(306, 277,70,70)).convert_alpha())
enemies1 = pygame.sprite.Group()
enemies_down = pygame.sprite.Group()
shoot_frequency = 0
enemy_frequency = 0
player_down_index = 16
score = 0
sp = 6
clock = pygame.time.Clock()
running = True
yb = pygame.image.load("111111.png").convert_alpha()
while running:
clock.tick(60)
if not player.is_hit:
if shoot_frequency % 15 == 0:
player.shoot(bullet_img)
shoot_frequency += 1
if shoot_frequency >= 15:
shoot_frequency = 0
if enemy_frequency % 50 == 0:
enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
if score>30000:
sp+=0.3
enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos,sp)
else:
enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos, sp)
enemies1.add(enemy1)
enemy_frequency += 1
if enemy_frequency >= 100:
enemy_frequency = 0
for bullet in player.bullets:
bullet.move()
if bullet.rect.bottom < 0:
player.bullets.remove(bullet)
for enemy in enemies1:
enemy.move()
if pygame.sprite.collide_circle(enemy, player):
enemies_down.add(enemy)
enemies1.remove(enemy)
player.is_hit = True
break
if enemy.rect.top < 0:
enemies1.remove(enemy)
enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
for enemy_down in enemies1_down:
enemies_down.add(enemy_down)
screen.fill(0)
screen.blit(background, (0, 0))
if not player.is_hit:
screen.blit(player.image[player.img_index], player.rect)
player.img_index = shoot_frequency // 8
else:
player.img_index = player_down_index // 8
screen.blit(player.image[player.img_index], player.rect)
player_down_index += 1
if player_down_index > 47:
running = False
for enemy_down in enemies_down:
if enemy_down.down_index == 0:
pass
if enemy_down.down_index > 7:
enemies_down.remove(enemy_down)
score += 1000
continue
screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
enemy_down.down_index += 1
player.bullets.draw(screen)
enemies1.draw(screen)
score_font = pygame.font.Font(None, 36)
score_text = score_font.render(str(score), True, (128, 128, 128))
text_rect = score_text.get_rect()
text_rect.topleft = [10, 10]
screen.blit(score_text, text_rect)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]:
player.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]:
player.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]:
player.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]:
player.moveRight()
SCREEN_WIDTH, SCREEN_HEIGHT = 1024,1024
font = pygame.font.SysFont('SimHei',32)
text = font.render('Score: ' + str(score)+'\r', True, (0, 55, 0))
text_rect = text.get_rect()
text_rect.centerx = screen.get_rect().centerx
text_rect.centery = screen.get_rect().centery + 24
print(text_rect.centerx,text_rect.centery)
screen.blit(game_over, (0, 0))
screen.blit(text, text_rect)
if score > 100000:
text2 =font.render( '哇,你打到好多月饼,你也可以吃一块了 ',True, (0, 55, 0))
text2_rect = text2.get_rect()
text2_rect.centerx = screen.get_rect().centerx
text2_rect.centery = screen.get_rect().centery + 56
screen.blit(text2, text2_rect)
print( text_rect)
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
pygame.display.update()