python实现飞机大战项目


Posted in Python onMarch 11, 2020

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、子弹模块

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)
 
 #生成敌方超级炸弹
 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()
 
 #生成普通子弹
 bullet1 = []
 bullet1_index = 0
 BULLET1_NUM = 6
 for i in range(BULLET1_NUM):
 bullet1.append(bullet.Bullet1(me.rect.midtop))
 clock = pygame.time.Clock()
 
 #生成超级子弹
 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
 
 #全屏炸弹
 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)
 
 #标志是否使用正常子弹
 is_normal_bullet = True
 
 #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
 
 #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枚超级炸弹
  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枚超级炸弹
  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
  
  #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
  
  #发射普通子弹、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
  
  #发生普通子弹、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:   
    #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
    #普通子弹击中掉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
  
  #绘制敌方超级炸弹
  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,(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。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持三水点靠木。

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