Contra.py
import pygame
import sys
from pygame.locals import *
from settings import Settings
from game_player import Game_Player
import game_functions as gf
from pygame.sprite import Group
from game_stats import GameStats
from game_boss import Game_Boss
from button import Button
def run_game():
bg = pygame.image.load("图片/map01.jpeg")
game_settings = Settings()
pos_x = 0#地图移动
pygame.init()
screen = pygame.display.set_mode(
(game_settings.screen_width,game_settings.screen_height))
pygame.display.set_caption("魂斗罗BY Python代码大全")
stats = GameStats(game_settings)
player = Game_Player(game_settings,screen)
bullets = Group()
boss = Group()
enemys = Group()
win_button = Button(game_settings,screen,"YOU WIN")
gf.create_legion(game_settings,screen,enemys)
gf.create_boss(game_settings,screen,player,boss)
while True:
pygame.mouse.set_visible(False)
gf.check_events(game_settings,screen,player,bullets)
gf.update_player(game_settings,stats,player,enemys)
gf.update_bullet(game_settings,bullets,screen,enemys,boss)
gf.update_enemys(game_settings,enemys)
gf.update_boss(game_settings,boss)
gf.update_screen(game_settings,bg,pos_x,screen,player,bullets,enemys,boss,win_button)
if player.moving_right and player.center > player.screen_rect.centerx and game_settings.boss_appear == False:
game_settings.screen_rolling = True
pos_x -= 5#屏幕滚动速度
else:
game_settings.screen_rolling = False
run_game()
game_funtcions.py
import sys
import pygame
from bullet import Bullet
from enemy import Enemy
from game_boss import Game_Boss
def check_keydown_events(event,game_settings,screen,player,bullets):
if event.key == pygame.K_k:#跳跃
player.player_jump = True
if event.key == pygame.K_d:#向右
game_settings.bullet_direction = 'right'
if player.player_down or player.player_up:
player.moving_right = False
else:
player.moving_right = True
player.player_direction = 1
if event.key == pygame.K_a:#向左
game_settings.bullet_direction = 'left'
if player.player_down or player.player_up:
player.moving_left = False
else:
player.moving_left = True
player.player_direction = -1
elif event.key == pygame.K_s:#向下
player.player_down = True
player.player_moving = False
player.moving_left = False
player.moving_right = False
elif event.key == pygame.K_w:#向上
player.player_up = True
player.player_moving = False
player.moving_left = False
player.moving_right = False
elif event.key == pygame.K_j:#射击
new_bullet = Bullet(game_settings,screen,player)
bullets.add(new_bullet)
player.player_shooting = True
elif event.key == pygame.K_p:
sys.exit()
def check_keyup_events(event,player):
if event.key == pygame.K_d:#右
player.image = pygame.image.load('图片/PR/player.png')
player.moving_right = False
player.player_moving = False
elif event.key == pygame.K_a:#左
player.image = pygame.image.load('图片/PL/player.png')
player.player_moving = False
player.moving_left = False
elif event.key == pygame.K_s:#下
player.player_down = False
if player.player_direction == 1:
player.image = pygame.image.load('图片/PR/player.png')
if player.player_direction == -1:
player.image = pygame.image.load('图片/PL/player.png')
elif event.key == pygame.K_w:#上
player.player_up = False
if player.player_direction == 1:
player.image = pygame.image.load('图片/PR/player.png')
if player.player_direction == -1:
player.image = pygame.image.load('图片/PL/player.png')
def check_events(game_settings,screen,player,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
player.player_moving = True
check_keydown_events(event,game_settings,screen,player,bullets)
elif event.type == pygame.KEYUP:
check_keyup_events(event,player)
def update_screen(game_settings,bg,pos_x,screen,player,bullets,enemys,boss,win_button):
screen.blit(bg,(pos_x,0))
for bullet in bullets.sprites():
bullet.blit_bullet()
"""if game_settings.boom_end:#击中敌人爆炸
enemys.empty()
game_settings.boom_end = False"""
player.blitme()
if game_settings.boss_appear:
boss.draw(screen)
enemys.draw(screen)
if game_settings.game_win:
win_button.draw_button()
pygame.display.flip()
def update_bullet(game_settings,bullets,screen,enemys,boss):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.centerx<0 or bullet.rect.centery<0 or bullet.rect.centerx > game_settings.screen_width:
bullets.remove(bullet)
check_bullet_enemy_collisions(game跟单网_settings,bullets,screen,enemys)
check_bullet_boss_collisions(game_settings,bullets,boss)
def check_bullet_enemy_collisions(game_settings,bullets,screen,enemys):
if game_settings.enemy_is_alive:
collisions = pygame.sprite.groupcollide(bullets,enemys,True,False)
else:
collisions = pygame.sprite.groupcollide(bullets,enemys,True,True)
if collisions != {}:
game_settings.enemy_is_alive = False
if len(enemys) == 0:
create_legion(game_settings,screen,enemys)
def check_bullet_boss_collisions(game_settings,bullets,boss):
if game_settings.boss_alive:
collisions = pygame.sprite.groupcollide(boss,bullets,False,True)
else:
collisions = pygame.sprite.groupcollide(boss,bullets,True,True)
if collisions != {}:
game_settings.boss_lift -= 1
if game_settings.boss_lift == 0:
game_settings.boss_alive = False
def create_legion(game_settings,screen,enemys):
for enemy_number in range(1):
game_settings.enemy_is_alive = True
enemy = Enemy(game_settings,screen)
enemys.add(enemy)
def update_enemys(game_settings,enemys):
if game_settings.boss_appear == False:#判断boss是否出现,出现则不出现小兵
enemys.update()
for enemy in enemys.copy():
if enemy.rect.centerx<0:
enemys.remove(enemy)
if game_settings.boom_end:#击中敌人爆炸
enemys.remove(enemy)
game_settings.boom_end = False
game_settings.boss_appear = True
def update_player(game_settings,stats,player,enemys):
player.update()
if pygame.sprite.spritecollideany(player,enemys):
player_hit(game_settings,stats,player)
if game_settings.player_die_end == True:
player.revive_player()
game_settings.player_die_end = False
def player_hit(game_settings,stats,player):
stats.players_left -= 1
game_settings.player_is_alive = False
def update_boss(game_settings,boss):
if game_settings.boss_appear:
boss.update()
if game_settings.boss_boom_end:
boss.empty()
def create_boss(game_settings,screen,player,boss):
bo = Game_Boss(game_settings,screen,player)
boss.add(bo)