python实现飞机大战项目

作者:好好学习专用博客 时间:2023-05-15 07:12:42 

本文实例为大家分享了python实现飞机大战的具体代码,供大家参考,具体内容如下

引用了小甲鱼的框架,往上面添加了一些新功能

1、我方飞机模块


import pygame

class MyPlane(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load(r'E:\learn pygame\image\me1.png').convert_alpha()
self.image2 = pygame.image.load(r'E:\learn pygame\image\me2.png').convert_alpha()
self.image3 = pygame.image.load(r'E:\learn pygame\image\me_protect.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
 pygame.image.load(r'E:\learn pygame\image\me_destroy_1.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\me_destroy_2.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\me_destroy_3.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\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)

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 - 30:
 self.rect.top += self.speed
else:
 self.rect.bottom = self.height - 30

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 - 30
self.active = True
self.invincible = True

2、敌机与背景动图模块


import pygame
from random import *

class SmallEnemy(pygame.sprite.Sprite):
energy = 1
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(r'E:\learn pygame\image\enemy1.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
 pygame.image.load(r'E:\learn pygame\image\enemy1_down1.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy1_down2.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy1_down3.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\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)
self.energy = SmallEnemy.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 = SmallEnemy.energy
self.rect.left,self.rect.top = \
  randint(0,self.width - self.rect.width), \
  randint(-5 * self.height, 0)

class MidEnemy(pygame.sprite.Sprite):
energy = 4

def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\enemy2.png').convert_alpha()
self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy2_hit.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
 pygame.image.load(r'E:\learn pygame\image\enemy2_down1.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy2_down2.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy2_down3.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy2_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(-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 = 8
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load(r'E:\learn pygame\image\enemy3_n1.png').convert_alpha()
self.image2 = pygame.image.load(r'E:\learn pygame\image\enemy3_n2.png').convert_alpha()
self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy3_hit.png').convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
 pygame.image.load(r'E:\learn pygame\image\enemy3_down1.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy3_down2.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy3_down3.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy3_down4.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy3_down5.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\enemy3_down6.png').convert_alpha() \
 ])
self.rect = self.image1.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(-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)

class Cloud1(pygame.sprite.Sprite):
energy = 2
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.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(-5 * self.height, 0)
self.energy = Cloud1.energy

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 = Cloud1.energy
self.rect.left,self.rect.top = \
  randint(0,self.width - self.rect.width), \
  randint(-5 * self.height, 0)

class Cloud2(pygame.sprite.Sprite):
energy = 2
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.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(-5 * self.height, 0)
self.energy = Cloud2.energy

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 = Cloud2.energy
self.rect.left,self.rect.top = \
  randint(0,self.width - self.rect.width), \
  randint(-5 * self.height, 0)

class BombEnemy(pygame.sprite.Sprite):
energy = 10

def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image1 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy1.png').convert_alpha()
self.image2 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy2.png').convert_alpha()
self.rect = self.image1.get_rect()
self.destroy_images = []
self.destroy_images.extend([ \
 pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down1.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down2.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down3.png').convert_alpha(), \
 pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down4.png').convert_alpha(), \
 ])
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(-15 * self.height, -5 * self.height)
self.mask = pygame.mask.from_surface(self.image1)
self.energy = BombEnemy.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 = BombEnemy.energy
self.rect.left,self.rect.top = \
  randint(0,self.width - self.rect.width), \
  randint(-15 * self.height, -5 * self.height)

class BackGround1(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\background1.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.center = ((self.width // 2), (self.height // 2))

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.center = ((self.width // 2), -(self.height // 2))

class BackGround2(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\background1.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.center = ((self.width // 2), -(self.height // 2))

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.center = ((self.width // 2), -(self.height // 2))

3、 * 模块


import pygame

class Bullet1(pygame.sprite.Sprite):
def __init__(self,position):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\bullet1.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = position
self.speed = 18
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(r'E:\learn pygame\image\bullet2.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = position
self.speed = 18
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 Bullet3(pygame.sprite.Sprite):
def __init__(self,position):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\bullet3.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = position
self.speed = 120
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 Bullet4(pygame.sprite.Sprite):
def __init__(self,position,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\bullet4.png').convert_alpha()
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = position
self.width,self.height = bg_size[0],bg_size[1]
self.speed = 9
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、补给模块


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(r'E:\learn pygame\image\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(r'E:\learn pygame\image\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

class Laser_Supply(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\laser_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 Fire_Supply(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\fire_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 Me_Protect_Supply(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\me_protect_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 Life_Supply(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\life_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、掉落星星模块(还没完善好)


import pygame

class Star(pygame.sprite.Sprite):
energy = 1
def __init__(self,bg_size,star_left,star_top):
pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha()
self.rect = self.image.get_rect()
self.star_images = []
self.star_images.extend([pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling2.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling3.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling4.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling5.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling6.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling7.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling8.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling9.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling10.png').convert_alpha()])
self.width,self.height = bg_size[0],bg_size[1]
self.rect.left,self.rect.top = star_left,star_top
self.speed = 1
self.active = True
self.is_star = False
self.star_is_touch = False

def move(self):
if self.rect.top < self.height:
 self.rect.top += self.speed
else:
 self.reset()

def reset(self):
self.active = True

6、主模块


import pygame
import sys
import traceback
import time
import myplane
import enemy
import bullet
import supply
import star
from random import *
from pygame.locals import *

pygame.init()
pygame.mixer.init()

bg_size = width, height = 450,675
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')

background = pygame.image.load(r'E:\learn pygame\image\background1.png').convert()
background_rect = background.get_rect()

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(r'E:\learn pygame\music\bg_music.ogg')
pygame.mixer.music.set_volume(0.2)
bomb_enemy_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_flying.wav')
bomb_enemy_fly_sound.set_volume(0.1)
enemy3_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy3_flying.wav')
enemy3_fly_sound.set_volume(0.1)
enemy1_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy1_down.wav')
enemy1_down_sound.set_volume(0.5)
enemy2_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy2_down.wav')
enemy2_down_sound.set_volume(0.5)
enemy3_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav')
enemy3_down_sound.set_volume(0.5)
bomb_enemy_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav')
bomb_enemy_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\me_down.wav')
me_down_sound.set_volume(0.5)
upgrade_sound = pygame.mixer.Sound(r'E:\learn pygame\music\upgrade.wav')
upgrade_sound.set_volume(0.5)
bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\use_bomb.wav')
bomb_sound.set_volume(0.5)
supply_sound = pygame.mixer.Sound(r'E:\learn pygame\music\supply.wav')
supply_sound.set_volume(0.5)
get_bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bomb.wav')
get_bomb_sound.set_volume(0.5)
get_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bullet.wav')
get_bullet_sound.set_volume(0.5)
get_laser_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_laser.wav')
get_laser_sound.set_volume(0.5)
get_fire_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_fire.wav')
get_fire_sound.set_volume(0.5)
get_me_protect_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_me_protect.wav')
get_me_protect_sound.set_volume(0.5)
get_life_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_life.wav')
get_life_sound.set_volume(0.5)
bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bullet.wav')
bullet_sound.set_volume(0.2)
fire_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\fire_bullet.wav')
fire_bullet_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 add_bomb_enemies(group1,group2,num):
for i in range(num):
e3 = enemy.BombEnemy(bg_size)
group1.add(e3)
group2.add(e3)

def add_cloud1_enemies(group1,group2,num):
for i in range(num):
e4 = enemy.Cloud1(bg_size)
group1.add(e4)
group2.add(e4)

def add_cloud2_enemies(group1,group2,num):
for i in range(num):
e5 = enemy.Cloud2(bg_size)
group1.add(e5)
group2.add(e5)

def add_background1(group1,group2,num):
for i in range(num):
e6 = enemy.BackGround1(bg_size)
group1.add(e6)
group2.add(e6)

def add_background2(group1,group2,num):
for i in range(num):
e7 = enemy.BackGround2(bg_size)
group1.add(e7)
group2.add(e7)

def add_star(group1,group2,star_left,star_top,num):
for i in range(num):
e8 = star.Star(bg_size,star_left,star_top)
group1.add(e8)
group2.add(e8)

def inc_speed(inc,*targets):
for each in targets:
for every in each:
 every.speed += inc

def inc_speed_background(inc,target):
for each in target:
each.speed += inc

def inc_speed_me(inc,target):
target.speed += inc

def inc_speeds(inc,*targets):
for each in targets:
for every in each:
 every.speed += inc

def main():

pygame.mixer.music.play(-1)

#生成我方飞机、背景、敌机、云朵、星星的类,以便做碰撞检测
me = myplane.MyPlane(bg_size)
backgrounds = pygame.sprite.Group()
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
stars = pygame.sprite.Group()
bullets = pygame.sprite.Group()
#生成背景1
background1 = pygame.sprite.Group()
add_background1(background1,backgrounds,1)

#生成背景2
background2 = pygame.sprite.Group()
add_background2(background2,backgrounds,1)

#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)

#生成敌方超级 *
bomb_enemies = pygame.sprite.Group()
add_bomb_enemies(bomb_enemies,enemies,1)

#生成云朵1
cloud1_enemies = pygame.sprite.Group()
add_cloud1_enemies(cloud1_enemies,clouds,1)

#生成云朵2
cloud2_enemies = pygame.sprite.Group()
add_cloud2_enemies(cloud2_enemies,clouds,1)

#生成星星
star = pygame.sprite.Group()

#生成普通 *
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 6
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
clock = pygame.time.Clock()

#生成超级 *
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 12
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()

#生成激光
bullet3 = []
bullet3_index = 0
BULLET3_NUM = 1
for i in range(BULLET3_NUM):
bullet3.append(bullet.Bullet3((me.rect.midtop)))
clock = pygame.time.Clock()

#生成火焰弹
bullet4 = []
bullet4_index = 0
BULLET4_NUM = 4
for i in range(BULLET4_NUM):
bullet4.append(bullet.Bullet4((me.rect.midtop),bg_size))
clock = pygame.time.Clock()

#中弹图片索引
e1_destroy_index = 0
e2_destroy_index = 0
e3_destroy_index = 0
e4_destroy_index = 0
me_destroy_index = 0

#统计得分和星星
score = 0
score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20)

#统计星星和加载星星图片
star_score = 0
star_score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20)
star_score_image = pygame.image.load(r'E:\learn pygame\image\star_score.png').convert_alpha()
star_score_rect = star_score_image.get_rect()

#标志是否暂停游戏
paused = False
paused_nor_image = pygame.image.load(r'E:\learn pygame\image\pause_nor.png').convert_alpha()
paused_pressed_image = pygame.image.load(r'E:\learn pygame\image\pause_pressed.png').convert_alpha()
resume_nor_image = pygame.image.load(r'E:\learn pygame\image\resume_nor.png').convert_alpha()
resume_pressed_image = pygame.image.load(r'E:\learn pygame\image\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

#游戏暂停画面
continues_image = pygame.image.load(r'E:\learn pygame\image\continues.png').convert_alpha()
continues_rect = continues_image.get_rect()
continues_rect.left,continues_rect.top = \
  (width - continues_rect.width) // 2, \
  (height - continues_rect.height) // 2

#设置难度级别
level = 1

#全屏 *
bomb_image = pygame.image.load(r'E:\learn pygame\image\bomb.png').convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',30)
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)
laser_supply = supply.Laser_Supply(bg_size)
fire_supply = supply.Fire_Supply(bg_size)
me_protect_supply = supply.Me_Protect_Supply(bg_size)
life_supply = supply.Life_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 18 * 1000)

#标志是否使用正常 *
is_normal_bullet = True

#超级 * 定时器
DOUBLE_BULLET_TIME = USEREVENT + 1

#标志是否使用超级 *
is_double_bullet = False

#解除我方无敌状态定时器
INVINCIBLE_TIME = USEREVENT + 2

#激光定时器
LASER_BULLET_TIME = USEREVENT + 3

#标志是否使用激光
is_laser_bullet = False

#火焰弹定时器
FIRE_BULLET_TIME = USEREVENT + 4

#标志是否使用火焰弹
is_fire_bullet = False

#保护罩定时器
ME_PROTECT_BULLET_TIME = USEREVENT + 5

#标志是否使用保护罩
is_me_protect_bullet = False

#死亡生成星星图片索引
s1_star_index = 0

#生命数量
life_image = pygame.image.load(r'E:\learn pygame\image\life.png').convert_alpha()
life_rect = life_image.get_rect()
life_num = 3

#游戏开始画面
logo_image = pygame.image.load(r'E:\learn pygame\image\logo.png').convert_alpha()
logo_rect = logo_image.get_rect()
logo_rect.left,logo_rect.top = \
 (width - logo_rect.width) // 2, \
 (height - logo_rect.height) // 2
begingame_image = pygame.image.load(r'E:\learn pygame\image\begingame.png').convert_alpha()
begingame_rect = begingame_image.get_rect()
begingame_rect.left,begingame_rect.top = \
 (width - begingame_rect.width) // 2, \
 (logo_rect.bottom + 10)

#游戏结束画面
gameover_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',48)
again_image = pygame.image.load(r'E:\learn pygame\image\again.png').convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load(r'E:\learn pygame\image\gameover.png').convert_alpha()
gameover_rect = gameover_image.get_rect()

#用于阻止重复打开记录文件
recorded = False

#用于切换图片
switch_image = True

#用于延迟
delay = 100

#游戏开始
running = True

#正式开始游戏
start = False

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 = paused_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 choice([1,2,3,4,5,6]) == 1:
  bomb_supply.reset()
 elif choice([1,2,3,4,5,6]) == 2:
  bullet_supply.reset()
 elif choice([1,2,3,4,5,6]) == 3:
  laser_supply.reset()
 elif choice([1,2,3,4,5,6]) == 4:
  fire_supply.reset()
 elif choice([1,2,3,4,5,6]) == 5:
  me_protect_supply.reset()
 else:
  life_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)
 elif event.type == LASER_BULLET_TIME:
 is_laser_bullet = False
 pygame.time.set_timer(LASER_BULLET_TIME,0)
 elif event.type == FIRE_BULLET_TIME:
 is_fire_bullet = False
 is_normal_bullet = True
 pygame.time.set_timer(FIRE_BULLET_TIME,0)
 elif event.type == ME_PROTECT_BULLET_TIME:
 is_me_protect_bullet = False
 pygame.time.set_timer(ME_PROTECT_BULLET_TIME,0)

#绘制移动背景
for each1 in background1:
 screen.blit(each1.image,each1.rect)
 each1.move()
 if each1.rect.height > 0:
 for each2 in background2:
  screen.blit(each2.image,each2.rect)
  each2.move()
#根据用户的得分增加难度
if level == 1 and score > 100000:
 level = 2
 upgrade_sound.play()
 #增加3架小型敌机、2架中型敌机和1驾大型敌机
 add_small_enemies(small_enemies,enemies,3)
 add_mid_enemies(mid_enemies,enemies,2)
 add_big_enemies(big_enemies,enemies,1)
 #提高敌机速度
 inc_speed(1,small_enemies)

#提高背景速度

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驾大型敌机
 add_small_enemies(small_enemies,enemies,5)
 add_mid_enemies(mid_enemies,enemies,3)
 add_big_enemies(big_enemies,enemies,2)
 #提高敌机、云朵、背景、星星速度
 inc_speeds(1,enemies,clouds,star)
 #inc_speed_background(1,background1)
 #inc_speed_background(1,background2)
 inc_speed_me(3,me)

elif level == 3 and score > 8000000:
 level = 4
 upgrade_sound.play()
 #增加5架小型敌机、3架中型敌机、2驾大型敌机和1枚超级 *
 add_small_enemies(small_enemies,enemies,5)
 add_mid_enemies(mid_enemies,enemies,3)
 add_big_enemies(big_enemies,enemies,2)
 add_bomb_enemies(big_enemies,enemies,1)
 #提高敌机速度
 inc_speeds(1,enemies,clouds,star)
 inc_speed_background(1,background1)
 inc_speed_background(1,background2)
 inc_speed_me(3,me)

elif level == 4 and score > 1200000:
 level = 5
 upgrade_sound.play()
 #增加5架小型敌机、3架中型敌机和2驾大型敌机和1枚超级 *
 add_small_enemies(small_enemies,enemies,5)
 add_mid_enemies(mid_enemies,enemies,3)
 add_big_enemies(big_enemies,enemies,2)
 add_bomb_enemies(big_enemies,enemies,1)
 #提高敌机速度
 inc_speeds(1,enemies,clouds,star)
 inc_speed_background(1,background1)
 inc_speed_background(1,background2)
 inc_speed_me(3,me)

#绘制开始界面
if not start:
 screen.blit(logo_image,logo_rect)    
 screen.blit(begingame_image,begingame_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 begingame_rect.left < pos[0] < begingame_rect.right and \
   begingame_rect.top < pos[1] < begingame_rect.bottom:
  start = True

elif life_num and not paused and start:
 #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()

#绘制云朵
 for each in cloud1_enemies:
 each.move()
 screen.blit(each.image,each.rect)

for each in cloud2_enemies:
 each.move()
 screen.blit(each.image,each.rect)

#绘制全屏 * 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 * 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

#绘制激光补给并检测是否获得
 if laser_supply.active:
 laser_supply.move()
 screen.blit(laser_supply.image,laser_supply.rect)
 if pygame.sprite.collide_mask(laser_supply,me):
  get_laser_sound.play()
  is_laser_bullet = True
  pygame.time.set_timer(LASER_BULLET_TIME,18 * 1000)
  laser_supply.active = False

#绘制火焰弹补给并检测是否获得
 if fire_supply.active:
 fire_supply.move()
 screen.blit(fire_supply.image,fire_supply.rect)
 if pygame.sprite.collide_mask(fire_supply,me):
  get_fire_sound.play()
  is_fire_bullet = True
  is_normal_bullet = False
  pygame.time.set_timer(FIRE_BULLET_TIME,18 * 1000)
  fire_supply.active = False

#绘制保护罩补给并检测是否获得
 if me_protect_supply.active:
 me_protect_supply.move()
 screen.blit(me_protect_supply.image,me_protect_supply.rect)
 if pygame.sprite.collide_mask(me_protect_supply,me):
  get_me_protect_sound.play()
  is_me_protect_bullet = True
  pygame.time.set_timer(ME_PROTECT_BULLET_TIME,15 * 1000)
  me_protect_supply.active = False

#绘制生命补给并检测是否获得
 if life_supply.active:
 life_supply.move()
 screen.blit(life_supply.image,life_supply.rect)
 if pygame.sprite.collide_mask(life_supply,me):
  get_life_sound.play()
  if life_num < 3:
  life_num += 1
  life_supply.active = False

#发射普通 * 、激光、双弹
 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
 elif is_laser_bullet:
  bullets = bullet3
  bullets[bullet3_index].reset((me.rect.centerx - 20,me.rect.top - 70))
  bullet3_index = (bullet3_index + 1) % BULLET3_NUM
 else:
  bullets = bullet1
  bullets[bullet1_index].reset(me.rect.midtop)
  bullet1_index = (bullet1_index + 1) % BULLET1_NUM

#发生普通 * 、火焰弹
 if not(delay % 10):
 if is_normal_bullet:
  bullet_sound.play()
 else:
  fire_bullet_sound.play()
  if is_fire_bullet:
  bullets = bullet4
  bullets[bullet4_index].reset((me.rect.centerx - 20,me.rect.top - 70))
  bullet4_index = (bullet4_index + 1) % BULLET4_NUM

#检测 * 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:  
   #火焰弹击中掉2血
   if b == bullet4:
   if e in mid_enemies or e in big_enemies or e in bomb_enemies:
    e.hit = True
    e.energy -= 2
    #敌机死亡
    if e.energy == 0:
    e.active = False
    #记录敌机死亡位置和生成星星
    enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top
    print(enemies_death_down_left,enemies_death_down_top)
    add_star(star,stars,starenemies_death_down_left,enemies_death_down_top,1)
   else:
    e.active = False
   #普通 * 击中掉1血
   else:
   if e in mid_enemies or e in big_enemies or e in bomb_enemies:
    e.hit = True
    e.energy -= 1
    #敌机死亡
    if e.energy == 0:
    e.active = False
    #记录敌机死亡位置和生成星星
    enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top
    print(enemies_death_down_left,enemies_death_down_top)
    add_star(star,stars,enemies_death_down_left,enemies_death_down_top,1)
   else:
    e.active = False

#绘制生成的星星
 for each in star:
 if each.active:
  each.move()
  if not(delay % 3):
  screen.blit(each.image,each.rect)
  screen.blit(each.star_images[s1_star_index],each.rect)
  s1_star_index = (s1_star_index + 1) % 10
  star_touch = pygame.sprite.spritecollide(me,star,False,pygame.sprite.collide_mask)
  if star_touch:
  for s in star_touch:
   s.active = False
 elif each.rect.top > height:
  each.active = False

#绘制敌方超级 *
 for each in bomb_enemies:
 if each.active:
  each.move()
  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.BombEnemy.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 (height + 50) > each.rect.bottom > -50:
  bomb_enemy_fly_sound.play(-1)
  if each.rect.bottom > (height + 50):
  bomb_enemy_fly_sound.stop()
  each.reset()
 else:
  #毁灭
  if not(delay % 3):
  if e4_destroy_index == 0:
   bomb_enemy_down_sound.play()  
  screen.blit(each.destroy_images[e4_destroy_index],each.rect)
  e4_destroy_index = (e4_destroy_index + 1) % 4
  if e4_destroy_index == 0:
   bomb_enemy_fly_sound.stop()
   score += 12000
   each.reset()

#绘制大型敌机
 for each in big_enemies:
 if each.active:
  each.move()
  if each.hit:
  #绘制被打到的特效
  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 height > each.rect.bottom > -50:
  enemy3_fly_sound.play(-1)
  if each.rect.bottom > height:
  enemy3_fly_sound.stop()
  each.active = False
  each.reset()
 else:
  #毁灭
  if not(delay % 3):
  if e3_destroy_index == 0:
   enemy3_down_sound.play(-1)
  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:
  #绘制被打到的特效
  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:

#开启保护罩保护功能
 if is_me_protect_bullet:
  me.active = True
 else:
  me.active = False
 for e in enemies_down:
  e.active = False

#绘制保护罩
 if is_me_protect_bullet:
 if switch_image:
  screen.blit(me.image1,me.rect)
  screen.blit(me.image3,me.rect)
 else:
  screen.blit(me.image2,me.rect)
 #绘制我方飞机
 elif me.active:
 if switch_image:
  screen.blit(me.image1,me.rect)
 else:
  screen.blit(me.image2,me.rect)
 #毁灭
 else:  
 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 * 数量
 bomb_text = bomb_font.render('x %d' % bomb_num,True,WHITE)
 text_rect = bomb_text.get_rect()
 screen.blit(bomb_image,(0,height - bomb_rect.height))
 screen.blit(bomb_text,(bomb_rect.width - 10,height - 10 - 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))
 star_score_text = star_score_font.render('Stars:%s' % str(star_score),True,WHITE)
 screen.blit(star_score_text,(10,25))

#绘制暂停按钮
 screen.blit(paused_image,paused_rect)

#绘制暂停游戏界面
elif paused:
 screen.blit(continues_image,continues_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()
 #如果用户点击继续游戏
 if continues_rect.left < pos[0] < continues_rect.right and \
   continues_rect.top < pos[1] < continues_rect.bottom:
  paused = not paused
  pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
  pygame.mixer.music.unpause()
  pygame.mixer.unpause()

#绘制游戏结束界面
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(r'E:\learn pygame\record.txt','r') as f:
  record_score = int(f.readline())
  record_star_score = int(f.readline())

#如果玩家得分高于历史最高得分,则存档
 if score > record_score or star_score > record_star_score:
  with open(r'E:\learn pygame\record.txt','w') as f:
  if score > record_score and star_score <= record_star_score:
   f.write('{0}{1}{2}'.format(str(score),'\n',str(record_star_score)))
  elif score <= record_score and star_score > record_star_score :
   f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score)))
  elif score > record_score and star_score > record_star_score:
   f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score)))
 #绘制结束画面
 record_score_text = score_font.render('Best : %d' % record_score,True,WHITE)
 screen.blit(record_score_text,(20,20))
 star_score_text = star_score_font.render('Total : %d' % record_star_score,True,WHITE)
 screen.blit(star_score_text,(20,60))

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 - gameover_text1_rect.bottom) // 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]:
 #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(0)

#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 SystemError:
pass
except:
traceback.print_exc()
pygame.quit()
input()

7、成果如下

网上下载了腾全民飞机大战的贴图,把原来的贴图改头换面了一下,其中的P图修改过程历尽艰辛啊,兼职了美工……

python实现飞机大战项目

python实现飞机大战项目

纯粹为了自娱自乐与学习pygame模块,这个过程还是比较全面的了解了pygame模块哈哈,但实际上使用的知识还是非常基础的python知识。

来源:https://blog.csdn.net/jjjraddit/article/details/66043504

标签:python,飞机大战
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