我们接下来在游戏界面的左上角设置一个得分显示区域,实时显示玩家得分,我们的规则如下:
击落小中大敌机分别可以获得1000,6000,10000分。
我们现在main 函数中添加一个 score 变量统计用户的得分,并设置显示分数的字体,我们已经放在素材库的 font 文件夹中了。
# 统计得分
score = 0
score_font = pygame.font.Font("font/font.ttf", 36) #字体
然后在大型敌机坠机要重建之前加10000分,中小型敌机同理。
然后在绘制我方飞机时把分数绘制到界面上。
# 绘制得分
score_text = score_font.render("Score : %s" % str(score), True, WHITE)
screen.blit(score_text, (10, 5))
接下来,我们在界面右上角添加一个暂停符。
这里总共有4张图片,左边两张表示要暂停,右边两个表示要恢复游戏。两组各有一张深色的和浅色的,当鼠标移到图像上方时(并没有点击鼠标),图片会加深,起到一个提示的效果。
我们通过响应 MOUSEBUTTONDOWN 的事件可以知道用户是否点下鼠标,在点下鼠标那一刹那,我们去获得鼠标的位置,就可以知道玩家是否点下了暂停按钮。通过响应 MOUSEMOTION 事件,我们可以改变按钮的样式。
在main函数里加一个 pause 变量作为判断暂停的标志。
# 标志是否暂停游戏
paused = False
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_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 = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image
接下来我们响应 MOUSEBUTTONDOWN 事件 和 MOUSEMOTION 事件:
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_nor_image
接下来我们来谈一下难度的控制:
因为敌人一成不变的慢慢的出现,对于玩家来说是无法忍受的,玩家希望的游戏体验是刺激。我们要让游戏的难度随着玩家的得分增加而增加,这里将游戏难度划分为 5 个级别,每提升一个级别,就会增加一些敌机或者说增加敌机的移动速度。
# 设置难度级别
level = 1
# 根据用户的得分增加难度
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(small_enemies, 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(small_enemies, 1)
inc_speed(mid_enemies, 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(small_enemies, 1)
inc_speed(mid_enemies, 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(small_enemies, 1)
inc_speed(mid_enemies, 1)
但是考虑到,如果 level 到 5 的时候,敌机的密集度就会很大,玩家就很容易陷入不利的局面,这就需要给玩家提供大杀招:全屏爆炸。
这个大杀招的触发是通过空格键来触发的,初始化情况下,我们带着3颗全屏炸弹,我们可以通过每30秒一次的补给获得,但是最多你的飞机只能装载3颗。
由于触发全屏炸弹是属于偶然事件,因此我们通过响应 KEYDOWN事件,再检测 event.key 是否为 K_SPACE 就可以了。
我们首先定义全屏炸弹:
# 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
然后实现 空格触发全屏炸弹
#空格触发全屏炸弹
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
在界面左下角绘制全屏炸弹数量
# 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))
今天的任务就到这里为止了,在全屏炸弹用完之后,我们可以通过每30秒一次的补给来获得,这个在下节课讲解。
下面给出今天实现的全部代码:
#main.py
import pygame
import sys
import traceback #为了更好地退出
import myplane
import enemy
import bullet
from pygame.locals import *
pygame.init()
pygame.mixer.init() #混音器初始化
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战 -- Python Demo")
background = pygame.image.load("images/background.png").convert()
#生成一些颜色
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("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(0.5)
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(0.5)
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): #加速函数
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
# 生成我方飞机
me = myplane.Myplane(bg_size)
#生成敌方飞机
enemies = pygame.sprite.Group()
# 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)
# 生成普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop)) #me.rect.midtop:机头位置
clock = pygame.time.Clock()
#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) #得分字体
# 标志是否暂停游戏
paused = False
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_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 = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image
# 设置难度级别
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
#用于切换图片
switch_image = True
#用于延迟
delay = 100
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
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_nor_image
#空格触发全屏炸弹
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
# 根据用户的得分增加难度
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(small_enemies, 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(small_enemies, 1)
inc_speed(mid_enemies, 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(small_enemies, 1)
inc_speed(mid_enemies, 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(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0, 0))
if not paused:
#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()
# 发射子弹
if not(delay % 10):
bullet1[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 bullet1:
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:
if e in mid_enemies or e in big_enemies:
e.hit = True
e.energy -= 1
if e.energy == 0:
e.active = False
else:#是小型敌机
e.active = False
#绘制大型敌机
for each in big_enemies:
if each.active: #检测是否还活着
each.move()
if each.hit:
#绘制被击中的特效
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)
#即将出现在界面中,播放音效
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1) #循环播放
else:
#坠机
if not(delay % 3):
if e3_destroy_index == 0:
enemy3_down_sound.play()
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() #循环音效停止播放
score += 10000
each.reset()
#绘制中型敌机
for each in mid_enemies:
if each.active: #检测是否还活着
each.move()
if each.hit:
#绘制被击中的特效
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:
#坠机
if not(delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play() #音效
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: #检测是否还活着
each.move()
screen.blit(each.image, each.rect)
else:
#坠机
if not(delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play() #音效
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:
#me.active = False
for e in enemies_down:
e.active = False
#绘制我方飞机
if me.active: #检测是否还活着
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
#坠机
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:
print("game over")
running = False
# 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))
# 绘制得分
score_text = score_font.render("Score : %s" % str(score), True, WHITE)
screen.blit(score_text, (10, 5))
# 绘制暂停按钮
screen.blit(paused_image, paused_rect)
#切换图片
if not(delay % 5): #5帧切换一次,一秒就只切换12次
switch_image = not switch_image
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()
#myplane.py
import pygame
class Myplane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images/me1.png").convert_alpha()
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
#添加坠机图片
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.rect.left, self.rect.top = \
(self.width - self.rect.width) // 2, \
self.height - self.rect.height - 60 #减60,留给状态栏
self.speed = 10
self.active = True
self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
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.top += 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.left += self.speed
else:
self.rect.right = self.width
#enemy.py
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
#添加坠机图片
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.speed = 2
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0) #在页面外部上方5个屏幕高度范围内随机生成一个敌机
self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
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.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, 0)
class MidEnemy(pygame.sprite.Sprite):
energy = 8
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()#中弹图片
#添加坠机图片
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.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(-10 * self.height, -self.height) #在页面外部上方1个到10个屏幕高度范围内随机生成一个敌机(1-10个,就保证了不会一开始出大一个大的)
self.mask = pygame.mask.from_surface(self.image) #将非透明部分标记为mask
self.energy = MidEnemy.energy
self.hit = False #检测是否被击中的属性
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 = 20
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
#大型敌机有飞行特效,两张图片切换
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()#中弹图片
#添加坠机图片
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.rect = self.image1.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(-15 * self.height, -5 * self.height) #在页面外部上方5-15个屏幕高度范围内随机生成一个敌机
self.mask = pygame.mask.from_surface(self.image1) #将非透明部分标记为mask
self.energy = BigEnemy.energy
self.hit = False #检测是否被击中的属性
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)