您的位置:首页 > 移动开发 > 微信开发

游戏-飞机大战 (微信版)

2017-07-26 17:37 190 查看
项目详情见: https://github.com/VonSdite/Plane_Wars

飞机大战 (微信版)

使用python的pygame模块制作

学习游戏中的碰撞检测, 音效等

体会面向对象编程的思想

在此感谢小甲鱼老师提供的教学视频

1. 游戏界面如图:



2. 游戏的基本设定

我方飞机有三次机会, 每次被敌方飞机撞毁时, 新诞生的飞机会有3秒的安全期(无敌状态)

每隔30秒会有一个随机的道具补给,分为两种道具, 全屏炸弹和双倍子弹

我方初始有3个全屏炸弹, 上限也为3个, 功能是炸毁屏幕中所有敌方飞机

双倍子弹, 功能是使我方飞机一次射出两颗子弹, 持续19秒

我方飞机子弹射程不是全屏, 大概是屏幕长度的80%

敌方飞机有大中小3种, 速度分别为高中低3种速度

消灭小飞机需要1发子弹, 中飞机需要8发子弹, 大飞机需要2发子弹

每消灭一架小飞机得1000分, 中飞机得6000分, 大飞机10000分

游戏根据分数来逐步提高难度, 难度提高表现为, 敌方飞机数量增加, 敌方飞机速度加快

游戏分为4个等级

初始等级为1, 为 0分-50000分

等级2为 50000分-300000分

等级3为 300000分-600000分

等级4为 600000分-1000000分

游戏为中型敌机和大型敌机增加了血槽显示, 可以直观知道敌机还有多少生命

游戏结束时显示历史最高分数 (存放在record.txt中)

3. 最初代码块(后续会改进代码的重用性等):

主程序 main.py

import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
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 -- Demo')

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/game_music.ogg')
pygame.mixer.music.set_volume(0.2)

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)

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

def main():
# 播放音乐
pygame.mixer.music.play(-1)

# 实例我方飞机
me = myplane.MyPlane(bg_size=bg_size)

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

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

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

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

# 实例普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))

# 实例超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
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)))

# 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/font.ttf", 36)

# 标志是否暂停游戏
paused = False
paused_nor_image = pygame.image.load(
"images/pause_nor.png").conve
18854
rt_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/font.ttf", 48)
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)

SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)

# 超级子弹定时器
DOUBLE_BULLTET_TIME = USEREVENT + 1

# 解除我方重生无敌定时器
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/font.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

# 限制打开一次记录文件
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, 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([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()

elif event.type == DOUBLE_BULLTET_TIME:
is_double_bullet = False
pygame.time.set_time(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 > 50000:
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 > 300000:
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 > 600000:
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 > 1000000:
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 - 33, me.rect.centery))
bullets[bullet2_index +
1].reset((me.rect.centerx + 30, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_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 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, 播放音效
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 += 10000
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 / 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 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 += 6000
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 += 1000
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()

# 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, (50, 50))

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)

# 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()

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

# 用于切换图片
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__':
try:
main()

except SystemExit:
pass

except:
traceback.print_exc()
pygame.quit()
input()


我方飞机类 myplane.py

import pygame

class MyPlane(pygame.sprite.Sprite):
"""docstring for MyPlane"""

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


敌方飞机类 enemy.py

import pygame
from random import *

class SmallEnemy(pygame.sprite.Sprite):
"""docstring for SmallEnemy"""
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):
"""docstring for MidEnemy"""

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):
"""docstring for BigEnemy"""
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


子弹类 bullet.py

import pygame

class Bullet1(pygame.sprite.Sprite):
"""docstring for Bullet1"""
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):
"""docstring for Bullet2"""
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


补给类 supply.py

import pygame
from random import *

class Bullet_Supply(pygame.sprite.Sprite):
"""docstring for Bullet_Supply"""
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):
"""docstring for Bomb_Supply"""
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


历史最高分保存文档 record.txt
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息