python--飞机大战(课程设计)

news2024/11/16 16:50:46

实现功能:

1:飞机的移动,发射子弹,手雷,生命值,生命条

2:敌飞机有3种形态(小,中,大)不同的飞机大小不一样,生命值不一样,爆炸动画也不一样

3:背景音乐,子弹击中敌机会发生碰撞的爆炸动画和音效

4:随机产生补给(双射子弹和全屏炸弹)

5:难度逐渐增加(同一屏幕出现的飞机更多)

代码如下:(一个类文件(800行代码))

import pygame
import sys
import traceback
from pygame.locals import *
from random import *
pygame.init()
pygame.mixer.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')
background = pygame.image.load('images/background.png').convert()
# 定义颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 载入音乐
pygame.mixer.music.load('sound/bjmusic.wav')
pygame.mixer.music.set_volume(0.1)
bullet_sound = pygame.mixer.Sound('sound/bullet.wav')
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound('sound/supply.wav')
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')
enemy3_fly_sound.set_volume(0.6)
enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')
enemy3_down_sound.set_volume(0.2)
me_down_sound = pygame.mixer.Sound('sound/me_down.wav')
me_down_sound.set_volume(0.2)
# 设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类

class MyPlane(pygame.sprite.Sprite):

    def __init__(self, bg_size):
        super(MyPlane, self).__init__()

        self.image1 = pygame.image.load('images/me1.png').convert_alpha()
        self.image2 = pygame.image.load('images/me2.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/me_destroy_1.png').convert_alpha(),
            pygame.image.load('images/me_destroy_2.png').convert_alpha(),
            pygame.image.load('images/me_destroy_3.png').convert_alpha(),
            pygame.image.load('images/me_destroy_4.png').convert_alpha()
            ])
        self.rect = self.image1.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.invincible = False
        self.mask = pygame.mask.from_surface(self.image2)
        self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60
        self.speed = 10

    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 - 60:
            self.rect.bottom += self.speed
        else:
            self.rect.bottom = self.height - 60

    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.right += 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 - 60
        self.active = True
        self.invincible = True
# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机

class SmallEnemy(pygame.sprite.Sprite):
    energy = 1

    def __init__(self, bg_size):
        super(SmallEnemy, self).__init__()

        self.image = pygame.image.load('images/enemy1.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/enemy1_down1.png').convert_alpha(),
            pygame.image.load('images/enemy1_down2.png').convert_alpha(),
            pygame.image.load('images/enemy1_down3.png').convert_alpha(),
            pygame.image.load('images/enemy1_down4.png').convert_alpha()
        ])
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.mask = pygame.mask.from_surface(self.image)
        self.speed = 2
        self.reset()
        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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)
        self.active = True
        self.energy = SmallEnemy.energy

class MidEnemy(pygame.sprite.Sprite):
    energy = 8
    def __init__(self, bg_size):
        super(MidEnemy, self).__init__()

        self.image = pygame.image.load('images/enemy2.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/enemy2_down1.png').convert_alpha(),
            pygame.image.load('images/enemy2_down2.png').convert_alpha(),
            pygame.image.load('images/enemy2_down3.png').convert_alpha(),
            pygame.image.load('images/enemy2_down4.png').convert_alpha()
        ])
        self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()
        self.rect = self.image.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.speed = 1
        self.mask = pygame.mask.from_surface(self.image)
        self.reset()
        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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height)
        self.active = True
        self.energy = MidEnemy.energy

class BigEnemy(pygame.sprite.Sprite):
    energy = 20

    def __init__(self, bg_size):
        super(BigEnemy, self).__init__()

        self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()
        self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()
        self.destroy_images = []
        self.destroy_images.extend([
            pygame.image.load('images/enemy3_down1.png').convert_alpha(),
            pygame.image.load('images/enemy3_down2.png').convert_alpha(),
            pygame.image.load('images/enemy3_down3.png').convert_alpha(),
            pygame.image.load('images/enemy3_down4.png').convert_alpha(),
            pygame.image.load('images/enemy3_down5.png').convert_alpha(),
            pygame.image.load('images/enemy3_down6.png').convert_alpha()
        ])
        self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()
        self.rect = self.image1.get_rect()
        self.width, self.height = bg_size[0], bg_size[1]
        self.active = True
        self.speed = 1
        self.mask = pygame.mask.from_surface(self.image1)
        self.appear = False
        self.reset()
        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.rect.left, self.rect.top =  randint(0, self.width - self.rect.width), randint(-20 * self.height, -10 * self.height)
        self.active = True
        self.energy = BigEnemy.energy

# 设置补给:# 设置补给:# 设置补给:# 设置补给:# 设置补给
class Bullet_Supply(pygame.sprite.Sprite):
    def __init__(self, bg_size):
        super(Bullet_Supply, self).__init__()

        self.image = pygame.image.load('images/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):
        super(Bomb_Supply, self).__init__()

        self.image = pygame.image.load('images/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

# 设置我方发射子弹类
class Bullet1(pygame.sprite.Sprite):
    def __init__(self, position):
        super(Bullet1, self).__init__()
        self.image = pygame.image.load("images/bullet1.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = position
        self.speed = 12
        self.active = True
        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):
        super(Bullet2, self).__init__()

        self.image = pygame.image.load("images/bullet2.png").convert_alpha()
        self.rect = self.image.get_rect()
        self.rect.left, self.rect.top = position
        self.speed = 14
        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
# 主程序的实现 :# 主程序的实现   :# 主程序的实现   :# 主程序的实现   :# 主程序的实现

def add_small_enemies(group1, group2, num):
    for i in range(num):
        e1 = SmallEnemy(bg_size)
        group1.add(e1)
        group2.add(e1)
def add_mid_enemies(group1, group2, num):
    for i in range(num):
        e2 = MidEnemy(bg_size)
        group1.add(e2)
        group2.add(e2)
def add_big_enemies(group1, group2, num):
    for i in range(num):
        e3 = BigEnemy(bg_size)
        group1.add(e3)
        group2.add(e3)

def inc_speed(target, inc):
    for each in target:
        each.speed += inc
def main():
    # 播放音乐
    pygame.mixer.music.play(-1)

    # 实例化我方飞机
    me =MyPlane(bg_size=bg_size)

    # 实例化敌方飞机
    enemies = pygame.sprite.Group()

    # 实例化敌方小型飞机
    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 15)

    # 实例化敌方中型飞机
    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    # 实例化敌方大型飞机
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    # 实例化普通子弹
    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 4
    for i in range(BULLET1_NUM):
        bullet1.append(Bullet1((me.rect.centerx-10 , me.rect.centery)))

    # 实例超级子弹
    bullet2 = []
    bullet2_index = 0
    BULLET2_NUM = 8
    for i in range(BULLET2_NUM // 2):
        bullet2.append(Bullet2((me.rect.centerx - 33, me.rect.centery)))
        bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))

    # 中弹图片索引
    e1_destroy_index = 0
    e2_destroy_index = 0
    e3_destroy_index = 0
    me_destroy_index = 0
    # 统计得分
    score = 0
    score_font = pygame.font.Font("font/font1.ttf", 36)
    # 标志是否暂停游戏
    paused = False
    paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
    paused_pressed_image = pygame.image.load( "images/pause_pressed.png").convert_alpha()
    resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()
    resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()
    paused_rect = paused_nor_image.get_rect()
    paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
    paused_image = paused_nor_image
    # 设置难度
    level = 1

    # 全屏炸弹
    bomb_image = pygame.image.load('images/bomb.png').convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.Font("font/font1.ttf", 48)
    bomb_num = 3
    # 每20秒发放一个补给包
    bullet_supply = Bullet_Supply(bg_size)
    bomb_supply = Bomb_Supply(bg_size)
    SUPPLY_TIME = USEREVENT
    pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)
    DOUBLE_BULLTET_TIME = USEREVENT + 1
    INVINCIBLE_TIME = USEREVENT + 2
    # 标志是否使用超级子弹
    is_double_bullet = False
    # 生命数量
    life_image = pygame.image.load('images/life.png').convert_alpha()
    life_rect = life_image.get_rect()
    life_num = 3
    # 用于切换我方飞机图片
    switch_plane = True
    # 游戏结束画面
    gameover_font = pygame.font.Font("font/font1.TTF", 48)
    again_image = pygame.image.load("images/again.png").convert_alpha()
    again_rect = again_image.get_rect()
    gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
    gameover_rect = gameover_image.get_rect()
    # 用于延迟切换
    delay = 100
    recorded = False

    clock = pygame.time.Clock()
    running = True

    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, 20 * 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([True, False]):
                    bomb_supply.reset()
                else:
                    bullet_supply.reset()

            elif event.type == DOUBLE_BULLTET_TIME:
                is_double_bullet = False
                pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)

            elif event.type == INVINCIBLE_TIME:
                me.invincible = False
                pygame.time.set_timer(INVINCIBLE_TIME, 0)

        # 根据用户得分增加难度
        if level == 1 and score > 5000:
            level = 2
            upgrade_sound.play()
            # 增加3架小型敌机, 2架中型敌机和1架大型敌机
            add_small_enemies(small_enemies, enemies, 3)
            add_mid_enemies(mid_enemies, enemies, 2)
            add_big_enemies(big_enemies, enemies, 1)

            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)

        elif level == 2 and score > 30000:
            level = 3
            upgrade_sound.play()
            # 增加5架小型敌机, 3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)
            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)
            inc_speed(target=mid_enemies, inc=1)

        elif level == 3 and score > 60000:
            level = 4
            upgrade_sound.play()
            # 增加5架小型敌机, 3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)

            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)
            inc_speed(target=mid_enemies, inc=1)

        elif level == 4 and score > 100000:
            level = 5
            upgrade_sound.play()
            # 增加5架小型敌机, 3架中型敌机和2架大型敌机
            add_small_enemies(small_enemies, enemies, 5)
            add_mid_enemies(mid_enemies, enemies, 3)
            add_big_enemies(big_enemies, enemies, 2)

            # 提升小型敌机的速度
            inc_speed(target=small_enemies, inc=1)
            inc_speed(target=mid_enemies, inc=1)
            inc_speed(target=big_enemies, inc=1)
        screen.blit(background, (0, 0))

        if life_num and not paused:
            # 检测键盘按键操作
            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()

            # 绘制全屏炸弹补给
            if bomb_supply.active:
                bomb_supply.move()
                screen.blit(bomb_supply.image, bomb_supply.rect)
                if pygame.sprite.collide_mask(me, bomb_supply):
                    get_bomb_sound.play()
                    if bomb_num < 3:
                        bomb_num += 1
                    bomb_supply.active = False

            # 绘制超级子弹补给
            if bullet_supply.active:
                bullet_supply.move()
                screen.blit(bullet_supply.image, bullet_supply.rect)
                if pygame.sprite.collide_mask(me, bullet_supply):
                    get_bullet_sound.play()
                    # 发射超级子弹
                    is_double_bullet = True
                    pygame.time.set_timer(DOUBLE_BULLTET_TIME, 18 * 1000)
                    bullet_supply.active = False

            # 发射子弹
            if not(delay % 10):
                bullet_sound.play()
                if is_double_bullet:
                    bullets = bullet2
                    bullets[bullet2_index].reset(
                        (me.rect.centerx - 40, me.rect.centery))
                    bullets[bullet2_index +
                            1].reset((me.rect.centerx + 20, me.rect.centery))
                    bullet2_index = (bullet2_index + 2) % BULLET2_NUM
                else:
                    bullets = bullet1
                    bullets[bullet1_index].reset((me.rect.centerx-10, me.rect.centery-10))
                    bullet1_index = (bullet1_index + 1) % BULLET1_NUM

            # 碰撞检测 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 each in enemy_hit:
                            each.hit = True
                            each.energy -= 1
                            if each.energy == 0:
                                each.active = False

            # 绘制敌方大型机
            for each in big_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        if switch_plane:
                            screen.blit(each.image1, each.rect)
                        else:
                            screen.blit(each.image2, each.rect)

                    # 绘制血条
                    pygame.draw.line(screen, BLACK,
                                     (each.rect.left, each.rect.top - 5),
                                     (each.rect.right, each.rect.top - 5),
                                     2)

                    energy_remain = each.energy / 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)

                    if each.rect.bottom == -10:
                        enemy3_fly_sound.play(-1)
                        each.appear = True
                    # 离开画面, 关闭音效
                    if each.rect.bottom < -10 and each.appear:
                        enemy3_fly_sound.stop()
                        each.appear = False
                else:
                    # 毁灭
                    if e3_destroy_index == 0:
                        enemy3_down_sound.play()
                    if not(delay % 2):
                        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 += 1000
                            each.reset()

            # 绘制敌方中型机
            for each in mid_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        screen.blit(each.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 / 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 e2_destroy_index == 0:
                        enemy2_down_sound.play()
                    if not(delay % 2):
                        screen.blit(each.destroy_images[
                                    e2_destroy_index], each.rect)
                        e2_destroy_index = (e2_destroy_index + 1) % 4
                        if e2_destroy_index == 0:
                            score += 600
                            each.reset()

            # 绘制敌方小型机
            for each in small_enemies:
                if each.active:
                    each.move()
                    screen.blit(each.image, each.rect)
                else:
                    # 毁灭
                    if e1_destroy_index == 0:
                        enemy1_down_sound.play()
                    if not(delay % 2):
                        screen.blit(each.destroy_images[
                                    e1_destroy_index], each.rect)
                        e1_destroy_index = (e1_destroy_index + 1) % 4
                        if e1_destroy_index == 0:
                            score += 100
                            each.reset()

            # 检测我方飞机碰撞
            enemies_down = pygame.sprite.spritecollide(
                me, enemies, False, pygame.sprite.collide_mask)
            if enemies_down and not me.invincible:
                me.active = False
                for each in enemies_down:
                    each.active = False

            # 绘制我方飞机
            if me.active:
                if switch_plane:
                    screen.blit(me.image1, me.rect)
                else:
                    screen.blit(me.image2, me.rect)
            else:
                # 毁灭
                if me_destroy_index == 0:
                    me_down_sound.play()
                if not(delay % 2):
                    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("× %d" % bomb_num, True, WHITE)
            text_rect = bomb_text.get_rect()
            screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
            screen.blit(bomb_text, (20 + bomb_rect.width,height - 5 - text_rect.height))
            # 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 : %d' % score, True, WHITE)
            screen.blit(score_text, (10, 5))

        #  绘制游戏结束画面
        elif life_num == 0:
            # 背景音乐停止
            pygame.mixer.music.stop()
            pygame.mixer.stop()

            # 停止发放补给
            pygame.time.set_timer(SUPPLY_TIME, 0)

            if not recorded:
                recorded =True
                # 读取历史最高分
                with open('record.txt', 'r') as f:
                    record_score = int(f.read())
                # 判断是否高于历史最高分
                if score > record_score:
                    with open('record.txt', 'w') as f:
                        f.write(str(score))

            # 绘制结束界面
            record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
            screen.blit(record_score_text, (10, 45))
            gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
            gameover_text1_rect = gameover_text1.get_rect()
            gameover_text1_rect.left, gameover_text1_rect.top = (width - gameover_text1_rect.width) // 2, height // 3
            screen.blit(gameover_text1, gameover_text1_rect)
            gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
            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)
            # 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()
                if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
                    main()
                elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:
                    pygame.quit()
                    sys.exit()
        screen.blit(paused_image, paused_rect)
        if not(delay % 11):
            switch_plane = not switch_plane
        delay -= 1
        if not delay:
            delay = 100
        pygame.display.flip()
        clock.tick(60)
if __name__ == '__main__':
    main()

部分运行截图:

本文来自互联网用户投稿,该文观点仅代表作者本人,不代表本站立场。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如若转载,请注明出处:http://www.coloradmin.cn/o/192797.html

如若内容造成侵权/违法违规/事实不符,请联系多彩编程网进行投诉反馈,一经查实,立即删除!

相关文章

【halcon学习-读图像和遍历文件下图像】

halcon学习-读图像和遍历文件下图像1.读取单张图像2.读取多张选定图片3.读取文件目录下所有的图片1.读取单张图像 与很多图像处理读图算子一样&#xff0c;halcon里读取单张图片的操作很简单&#xff1a; read_image(test1, D:/myfile/作业/拉链检测/chain1.bmp)也可以使用Ct…

【数据结构与算法】LRU Cache

&#x1f320;作者&#xff1a;阿亮joy. &#x1f386;专栏&#xff1a;《数据结构与算法要啸着学》 &#x1f387;座右铭&#xff1a;每个优秀的人都有一段沉默的时光&#xff0c;那段时光是付出了很多努力却得不到结果的日子&#xff0c;我们把它叫做扎根 目录&#x1f449;…

2023年房地产融资模式研究报告

第一章 概况 融资&#xff0c;英文为 Financing&#xff0c;指为支付超过现金或转账的购货款而采取的货币交易手段&#xff0c;或者为取得特定资产而筹集资金所采取的货币手段。融资通常指货币资金的特有者和需求者之间&#xff0c;直接或间接地进行资金融通的活动。 广义的融…

【操作系统】多线程与多进程通信之深入理解【2023.01.31】

基本概念 首先&#xff0c;假设这么一个场景&#xff0c;进程A有线程Thread_A1和线程Thread_A2&#xff0c;进程B有线程Thread_B1和Thread_B2。举个例子&#xff0c;系统中进程的内存是独立的&#xff0c;也就是一台内存为4G的计算机&#xff0c;除了系统占用的1G部分&#xf…

Oracle——分析函数

文章目录前言介绍demo案例测试测试前的准备rank()dense_rank()row_number()前言 分析函数在oracle中比较常见&#xff0c;但用的不多&#xff0c;今天有幸碰见&#xff0c;索性做一次使用的总结说明。 介绍 oracle中的分析函数&#xff0c;常见的有下面的三种&#xff1a; r…

四季度亏损扩大,Meta Reality Labs近4年财报营收汇总

2月2日青亭网报道&#xff0c;Meta今天发布了2022财年第四季度财报、全年财报。根据22年四季度财报信息显示&#xff0c;Reality Labs业务部门营收营收7.27亿美元&#xff0c;同比&#xff08;21年四季度8.77亿美元&#xff09;要下降17.1%&#xff1b;净亏损42.79亿美元&#…

R语言多元数据统计分析在生态环境中的应用

生态环境领域研究中常常面对众多的不同类型的数据或变量&#xff0c;当要同时分析多个因变量&#xff08;y&#xff09;时需要用到多元统计分析&#xff08;multivariate statistical analysis&#xff09;。多元统计分析内容丰富&#xff0c;应用广泛&#xff0c;是非常重要和…

关于java中的BigInteger

文章目录关于BigInteger类BigInteger的构造方法BigInteger方法使用示例算术运算API转换为基本数据类型的方法小结关于BigInteger类 BigInteger类是用于解决整型类型&#xff08;含基本数据类型及对应的包装类&#xff09;无法表示特别大的数组及运算问题。 即使是占用字节数最…

HTB_Weak RSA

文章目录信息收集RSA 算法题目解密信息收集 下载&#xff0c;解压 (密码都是hackthebox) enc后缀的文件是一种加密文件&#xff0c;打开为乱码&#xff0c;key.pub内容如下&#xff0c;是 RSA 加密算法的公钥 -----BEGIN PUBLIC KEY----- MIIBHzANBgkqhkiG9w0BAQEFAAOCAQwAMI…

CISP信息安全认证考试都考什么?

CISP考试是目前热门的信息安全认证考试&#xff0c;很多刚刚开始了解CISP的朋友&#xff0c;比较关心关于CISP考试内容的相关问题&#xff0c;今天就由中培小编带大家一起去看看CISP认证考试究竟都考哪些内容&#xff1f;首先来看一下试卷结构考试时间&#xff1a;120分钟考试题…

CSS图标与链接

目录 如何添加图标 Font Awesome 图标 实例 Bootstrap 图标 实例 Google 图标 实例 为图标添加样式或颜色 设置链接样式 实例 实例 文本装饰 实例 背景色 实例 链接按钮 实例 更多实例 如何添加图标 向 HTML 页面添加图标的最简单方法是使用图标库&#xff0…

【Less】全局样式重复注入问题

// package.json {"less": "^4.1.3","vite": "^3.1.0", }参考&#xff1a; [less/sass]如何避免因公共模块导致生成重复css代码解决 Vue CSS 样式重复载入&#xff0c;为 Vue 添加全局 less 或 sass 基础样式库【不是本篇解决方法&am…

vue3学习笔记之router(router4 + ts)

文章目录Vue Router1. 基本使用router-view2. 路由跳转2.1 router-link2.2 编程式导航2.3 replace3. 路由传参4. 嵌套路由5. 命令视图6. 重定向和别名6.1 重定向6.2 别名7. 路由守卫7.1 全局前置守卫7.2 全局后置守卫案例&#xff1a;加载滚动条8. 路由元信息9. 路由过渡动效10…

瞧不上alert 老古董?使用alert实现一个精美的弹窗

曾几何时alert陪伴了我很多歌日日夜夜&#xff0c;但现在人们越来越追求高端的技术&#xff0c;其实慢慢的我也都快淡忘了前端的世界里还有alert这么一个伟大的成员。 目录 一、为什么抛弃了alert? 1. 不同浏览器的表现 2. 第三方组件的使用 3. 代码意识的控制 二、用al…

2023年浏览器哪个好用速度快,看这一篇就够了

在网络覆盖的社会&#xff0c;不管走到哪里&#xff0c;都能上网浏览新闻、看热点资讯。浏览器是用户上网浏览的必要软件之一&#xff0c;它决定这用户浏览网页的速度和习惯。那么&#xff0c;2023年什么浏览器好用稳定速度快&#xff1f;目前优秀的浏览器有很多&#xff0c;但…

HDFS常用命令汇总

HDFS常用命令汇总一、前言信息二、帮助信息查看1、查看帮助信息2、帮助文档&#xff08;附带命令的详细说明&#xff09;三、常用命令1、创建目录2、查看目录下的内容3、上传文件4、上传并删除源文件5、查看文件内容6、查看文件开头内容7、查看文件末尾内容8、下载文件9、合并下…

ceph中报错“ clock skew detected on mon.ceph2, mon.ceph3”

自己搭建的ceph集群&#xff0c;显示时间不同步:clock skew detected on mon.ceph2, mon.ceph3但是查看chrony进程已经启动&#xff0c;ceph配置文件中,如下参数也已经配置&#xff0c;查看chrony.conf配置文件发现&#xff0c;同步源没有修改过&#xff0c;默认的于是修改ceph…

面试官的几句话,差点让我挂在HTTPS上

面试官的几句话&#xff0c;差点让我挂在HTTPS上 目录&#xff1a;导读 一、HTTP 协议 二、HTTPS 协议 三、使用 HTTP 协议还是 HTTPS 协议呢&#xff1f; 四、HTTP 协议和 HTTPS 协议的区别 作为软件测试&#xff0c;大家都知道一些常用的网络协议是我们必须要了解和掌握…

MySQL jdbc 反序列化分析

0x01 前言听师傅们说这条链子用的比较广泛&#xff0c;所以最近学一学&#xff0c;本来是想配合着 tabby 或是 codeql 一起看的&#xff0c;但是 tabby 的环境搭建一直有问题&#xff0c;耽误了很久时间&#xff0c;所以就直接看了0x02 JDBC 的基础• 本来不太想写这点基础的&a…

敏捷与DevOps的区别,知异同,发准力

​图片来自Robert Martin《敏捷整洁之道》。敏捷DevOps生命之环&#xff0c;由内到外&#xff0c;第一圈&#xff1a;Kent Beck&#xff0c;第二圈&#xff1a;Uncle Bob&#xff0c;第三圈&#xff1a;Mike Cohn。三圈由内到外分别是&#xff1a;编程、工程&#xff08;大致对…