基于Python软件的面向对象编程思想设计飞机大战游戏, 玩家操作飞机发射子弹, 通过左右移动来躲避子弹; 敌机位于屏幕顶部左右匀速移动, 并且随机向玩家飞机发射子弹。 实践表明, 该游戏操作简单灵活, 具有趣味性。
主程序如下:
import pygame
import sys
import traceback
from pygame.locals import *
import myplane
import enemy
import bullet
import supply
import random
pygame.init()
bg_size = width, height = 400, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战")
background = pygame.image.load("images/timg.JFIF").convert()
BLACK = (0,0,0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255,255,255)
#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):
e1 = enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
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
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)
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 1)
running = True
switch_image = True
delay = 100
score = 0
score_font = pygame.font.Font("font/font.ttf", 36)
bullets = []
# 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))
# 生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
# 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()
DOUBLE_BULLET_TIME = USEREVENT + 1
# 解除我方飞机无敌状态
INVINCEBLE_TIME = USEREVENT + 2
# 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)))
# 标记是否使用超级子弹
is_double_bullet = False
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, 20 *1000)
# 阻止重复读取成绩记录文件
recorded = False
# 标志是否暂停游戏
paused = False
paused_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 = paused_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width -10, 10
paused_image = paused_nor_image
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()
paused_image = resume_pressed_image
else:
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
paused_image = pause_pressed_image
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 = paused_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 random.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 == INVINCEBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCEBLE_TIME, 0)
# 根据用户的得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
inc_speed(small_enemies, 1)
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 300000:
level = 4
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0,0))
if life_num and not paused:
# 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
#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 + 33, 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
# 绘制全屏炸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
# 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)
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
# 绘制血槽
pygame.draw.line(screen, BLACK, \
(each.rect.left, each.rect.top - 5),\
(each.rect.right, each.rect.top - 5), \
2)
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)
else:
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:
me_down_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.image1, 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)
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:
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 += 5000
each.reset()
# 绘制小型敌机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image1, each.rect)
else:
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()
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()
# 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:
me_down_sound.play()
if not(delay % 3):
screen.blit(each.destroy_images[me_destroy_index], each.rect)
me_destroy_index = (me_destroy_index+1)%4
# 剩余生命数量
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCEBLE_TIME, 3 * 1000)
# 绘制剩余炸弹数量
bomb_text = bomb_font.render("x %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))
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))
score_text = score_font.render(str("Score: %s" % score), True, WHITE)
screen.blit(score_text, (10,5))
elif life_num == 0:
pygame.mixer.music.stop()
pygame.mixer.stop()
# 停止发放补给
pygame.time.set_timer(SUPPLY_TIME, 0)
if not recorded:
recorded = True
# 读取历史最高分
with open("record.txt", "r") as f:
record_score = int(f.read())
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,WHITE)
screen.blit(record_score_text, (50,50))
gameover_text1 = gameover_font.render("Your Score: ", True, WHITE)
gameover_text1_rect = gameover_text1.get_rect()
gameover_text1_rect.left, gameover_text1_rect.top = \
(width - gameover_text1_rect.width) // 2, height // 2
screen.blit(gameover_text1, gameover_text1_rect)
gameover_text2 = gameover_font.render(str(score), True, WHITE)
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]:
pos = pygame.mouse.get_pos()
if again_rect.left < pos[0] < again_rect.right and \
again_rect.top < pos[1] < again_rect.bottom:
main()
elif gameover_rect.left < pos[0] < gameover_rect.right and \
gameover_rect.top < pos[1] < gameover_rect.bottom:
pygame.quit()
sys.exit()
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()