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。

Python 相关文章推荐
Linux下将Python的Django项目部署到Apache服务器
Dec 24 Python
python2.7安装图文教程
Mar 13 Python
python如何为被装饰的函数保留元数据
Mar 21 Python
Python实现的爬取网易动态评论操作示例
Jun 06 Python
python获取代码运行时间的实例代码
Jun 11 Python
使用EduBlock轻松学习Python编程
Oct 08 Python
详解python中sort排序使用
Mar 23 Python
使用python对多个txt文件中的数据进行筛选的方法
Jul 10 Python
django之使用celery-把耗时程序放到celery里面执行的方法
Jul 12 Python
如何理解python对象
Jun 21 Python
Python爬虫之爬取某文库文档数据
Apr 21 Python
Tensorflow与RNN、双向LSTM等的踩坑记录及解决
May 31 Python
Django 自定义权限管理系统详解(通过中间件认证)
Mar 11 #Python
Django User 模块之 AbstractUser 扩展详解
Mar 11 #Python
pygame实现飞机大战
Mar 11 #Python
Django框架models使用group by详解
Mar 11 #Python
python检查目录文件权限并修改目录文件权限的操作
Mar 11 #Python
python 链接sqlserver 写接口实例
Mar 11 #Python
浅谈Python中range与Numpy中arange的比较
Mar 11 #Python
You might like
火影忍者:三大瞳力之一的白眼,为什么没有写轮眼那么出色?
2020/03/02 日漫
php设计模式 Proxy (代理模式)
2011/06/26 PHP
php计算整个mysql数据库大小的方法
2015/06/19 PHP
WAF的正确bypass
2017/01/05 PHP
浅谈laravel 5.6 安装 windows上使用composer的安装过程
2019/10/18 PHP
js常用排序实现代码
2010/12/28 Javascript
Jquery中LigerUi的弹出编辑框(实现方法)
2013/07/09 Javascript
JavaScript字符串对象toUpperCase方法入门实例(用于把字母转换为大写)
2014/10/17 Javascript
基于jQuery实现点击最后一行实现行自增效果的表格
2016/01/12 Javascript
jQuery Ajax和getJSON获取后台普通json数据和层级json数据用法分析
2016/06/08 Javascript
jQuery中text() val()和html()的区别实例详解
2016/06/28 Javascript
js检查是否关闭浏览器的方法
2016/08/02 Javascript
echarts实现词云自定义形状的示例代码
2019/02/20 Javascript
通过实例讲解JS如何防抖动
2019/06/15 Javascript
React中使用UMEditor的方法示例
2019/12/27 Javascript
vue封装自定义指令之动态显示title操作(溢出显示,不溢出不显示)
2020/11/12 Javascript
[03:42]2018完美盛典-《加冕》
2018/12/16 DOTA
python自定义解析简单xml格式文件的方法
2015/05/11 Python
Python装饰器使用实例:验证参数合法性
2015/06/24 Python
用matplotlib画等高线图详解
2017/12/14 Python
pygame实现俄罗斯方块游戏(基础篇2)
2019/10/29 Python
Python tkinter模版代码实例
2020/02/05 Python
基于pytorch padding=SAME的解决方式
2020/02/18 Python
Python如何对XML 解析
2020/06/28 Python
HTML5 声明兼容IE的写法
2011/05/16 HTML / CSS
TUMI澳大利亚网站:美国旅行箱包品牌
2017/03/27 全球购物
如何唤起类中的一个方法
2013/11/29 面试题
施工班组长岗位职责
2014/01/05 职场文书
演讲比赛获奖感言
2014/02/02 职场文书
公司委托书格式范文
2014/04/04 职场文书
2014年五一劳动节社区活动总结
2014/04/14 职场文书
企业年度评优方案
2014/06/02 职场文书
党员学习群众路线心得体会
2014/11/04 职场文书
2016年村干部公开承诺书(公开承诺事项)
2016/03/25 职场文书
老生常谈 使用 CSS 实现三角形的技巧(多种方法)
2021/04/13 HTML / CSS
详解thinkphp的Auth类认证
2021/05/28 PHP