空闲之余学了下Python基础,拿飞机大战练下手熟练,之后更新Python爬虫系列!代码枯燥,我加了很多好玩的表情包,哈哈哈哈!
前言:整体难度不大,要求掌握Pyhton 的面向对象思想。掌握住了面向对象的可以尝试写一下这个项目,巩固学习面向对象!
参考资料:
- B战小甲鱼飞机大战
源代码以及素材资料(图片,音频)可从下面的百度网盘下载下载:
- 链接:https://pan.baidu.com/s/1E3kk5g0K_nSN6Uk9HyaPow 提取码:2dkr
永久有效!
文章目录:
- 1、效果展示:
- 2、游戏说明:
- 3、主程序
- 4、子弹模块
- 5、敌机模块
- 6、自定义飞机模块
- 7、补给模块
- 8、一些细节
1、效果展示:
在main函数页面运行程序即可实现效果
2、游戏说明:
- 敌方共有大中小3款飞机,分为高中低三种速度;
- 子弹的射程并非全屏,而大概是屏幕长度的80%;
- 消灭小飞机需要1发子弹,中飞机需要8发,大飞机需要20发子弹;
- 每消灭一架小飞机得1000分,中飞机6000分,大飞机10000分;
- 每隔30秒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;
- 全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒钟的效果;
- 游戏将根据分数来逐步提高难度,难度的提高表现为飞机数量的增多以及速度的加快。
3、主程序
结合多个模块,把写好的子弹,敌机,补给,飞机设定结合在一起
# 导入几个常用的库和模块还有自己写的子弹模块,供给之类的...
import pygame
import sys
import traceback
from pygame.locals import *
import myplane
import enemy
import bullet
import supply
import random
pygame.init()
bg_size = width, height = 400, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("飞机大战")
background = pygame.image.load("plane/images/background.png").convert()
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 载入游戏音乐
pygame.mixer.music.load("plane/sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("plane/sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("plane/sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("plane/sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("plane/sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("plane/sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("plane/sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("plane/sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("plane/sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound("plane/sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("plane/sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("plane/sound/me_down.wav")
me_down_sound.set_volume(0.2)
# 定义三个增加敌机的函数
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):
e1 = enemy.MidEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_big_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.BigEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
global each
pygame.mixer.music.play(-1)
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
me = myplane.MyPlane(bg_size)
enemies = pygame.sprite.Group()
# 生成敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 5)
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 1)
running = True
switch_image = True
delay = 100
score = 0
score_font = pygame.font.Font("plane/font/font.ttf", 36)
bullets = []
# 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))
# 生命数量
life_image = pygame.image.load("plane/images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
# 游戏结束画面
gameover_font = pygame.font.Font("plane/font/font.ttf", 48)
again_image = pygame.image.load("plane/images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load("plane/images/gameover.png").convert_alpha()
gameover_rect = gameover_image.get_rect()
DOUBLE_BULLET_TIME = USEREVENT + 1
# 解除我方飞机无敌状态
INVINCEBLE_TIME = USEREVENT + 2
# 生成超级子弹
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)))
# 标记是否使用超级子弹
is_double_bullet = False
level = 1
# 全屏炸弹
bomb_image = pygame.image.load("plane/images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("plane/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)
# 阻止重复读取成绩记录文件
recorded = False
# 标志是否暂停游戏
paused = False
paused_nor_image = pygame.image.load("plane/images/pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load("plane/images/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("plane/images/resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load("plane/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
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()
paused_image = resume_pressed_image
else:
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
paused_image = pause_pressed_image
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 = 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 random.choice([True, False]):
bomb_supply.reset()
else:
bullet_supply.reset()
elif event.type == DOUBLE_BULLET_TIME:
is_double_bullet = False
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
elif event.type == INVINCEBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCEBLE_TIME, 0)
# 根据用户的得分增加难度
if level == 1 and score > 50000:
level = 2
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
inc_speed(small_enemies, 1)
elif level == 2 and score > 300000:
level = 3
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 3 and score > 500000:
level = 4
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
elif level == 4 and score > 1000000:
level = 5
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0, 0))
if life_num and not paused:
# 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
# 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 + 33, 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 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:
e.active = False
# 绘制全屏炸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
# 绘制大型敌机
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_image:
screen.blit(each.image1, each.rect)
else:
screen.blit(each.image2, each.rect)
if each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
# 绘制血槽
pygame.draw.line(screen, BLACK,
(each.rect.left, each.rect.top - 5),
(each.rect.right, each.rect.top - 5),
2)
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)
else:
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:
me_down_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:
screen.blit(each.image_hit, each.rect)
each.hit = False
else:
screen.blit(each.image1, 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)
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:
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 += 5000
each.reset()
# 绘制小型敌机
for each in small_enemies:
if each.active:
each.move()
screen.blit(each.image1, each.rect)
else:
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()
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()
# 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:
me.active = False
for e in enemies_down:
e.active = False
# 绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
else:
me_down_sound.play()
if not (delay % 3):
screen.blit(each.destroy_images[me_destroy_index], each.rect)
me_destroy_index = (me_destroy_index + 1) % 4
# 剩余生命数量
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCEBLE_TIME, 3 * 1000)
# 绘制剩余炸弹数量
bomb_text = bomb_font.render("x %d" % bomb_num, True, WHITE)
text_rect = bomb_text.get_rect()
screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
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))
score_text = score_font.render(str("Score: %s" % score), True, WHITE)
screen.blit(score_text, (10, 5))
elif life_num == 0:
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("plane/record/record.txt", "r") as f:
record_score = int(f.read())
if score > record_score:
with open("plane/record/record.txt", "w") as f:
f.write(str(score))
# 绘制结束画面
record_score_text = score_font.render("Best: %d" % record_score, True, WHITE)
screen.blit(record_score_text, (50, 50))
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 // 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]:
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)
# 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 SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
4、子弹模块
import pygame
class Bullet1(pygame.sprite.Sprite): # 定义一个子弹类Bullet1继承pygame模块的sprite,Sprite类
def __init__(self, position): # 定义构造函数,并继承sprite.Sprite类中的构造函数
pygame.sprite.Sprite.__init__(self)
# 定义自己的属型
self.image = pygame.image.load("plane/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)
# 定义子弹的移动
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
# 定义第二个子弹类,并继承pygame.sprite.Sprite类
class Bullet2(pygame.sprite.Sprite):
def __init__(self, position): # 定义构造函数
pygame.sprite.Sprite.__init__(self) # 并继承sprite.Sprite类中的构造函数
# 实例化第二个子弹属型
self.image = pygame.image.load("plane/images/bullet2.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 14
self.active = True
self.mask = pygame.mask.from_surface(self.image)
#同上
def move(self):
self.rect.top -= self.speed
if self.rect.top < 0:
self.active = False
#同上
def reset(self, position):
self.rect.left, self.rect.top = position
self.active = True
5、敌机模块
import pygame
from random import * # 导入random库中所有模块
# 定义SmallEnemy也就是小敌机类,并继承pygame.sprite.Sprite类
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size): # 定义构造函数,传入bg_size参数
pygame.sprite.Sprite.__init__(self) #继承pygame.sprite.Sprite的构造函数
# 实例化属型,也就是赋值
self.image1 = pygame.image.load("plane/images/enemy1.png").convert_alpha()
self.destroy_images = []
# 敌机爆炸后的图片
self.destroy_images.extend([
pygame.image.load("plane/images/enemy1_down1.png").convert_alpha(),
pygame.image.load("plane/images/enemy1_down2.png").convert_alpha(),
pygame.image.load("plane/images/enemy1_down3.png").convert_alpha(),
pygame.image.load("plane/images/enemy1_down4.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(-5 * self.height, 0)
self.mask = pygame.mask.from_surface(self.image1)
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)
# 同上
class MidEnemy(pygame.sprite.Sprite):
energy = 8
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("plane/images/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load("plane/images/enemy2_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([
pygame.image.load("plane/images/enemy2_down1.png").convert_alpha(),
pygame.image.load("plane/images/enemy2_down2.png").convert_alpha(),
pygame.image.load("plane/images/enemy2_down3.png").convert_alpha(),
pygame.image.load("plane/images/enemy2_down4.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.hit = False
self.energy = MidEnemy.energy
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-5 * self.height, -self.height)
self.mask = pygame.mask.from_surface(self.image1)
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(-8 * self.height, -self.height)
# 同上
class BigEnemy(pygame.sprite.Sprite):
energy = 20
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("plane/images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("plane/images/enemy3_n2.png").convert_alpha()
self.image_hit = pygame.image.load("plane/images/enemy3_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([
pygame.image.load("plane/images/enemy3_down1.png").convert_alpha(),
pygame.image.load("plane/images/enemy3_down2.png").convert_alpha(),
pygame.image.load("plane/images/enemy3_down3.png").convert_alpha(),
pygame.image.load("plane/images/enemy3_down4.png").convert_alpha(),
pygame.image.load("plane/images/enemy3_down5.png").convert_alpha(),
pygame.image.load("plane/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.hit = False
self.energy = BigEnemy.energy
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -5 * self.height)
self.mask = pygame.mask.from_surface(self.image1)
def move(self):
if self.rect.top < self.height:
self.rect.top += self.speed
else:
self.reset()
def reset(self):
self.energy = BigEnemy.energy
self.active = True
self.rect.left, self.rect.top = \
randint(0, self.width - self.rect.width), \
randint(-10 * self.height, -5 * self.height)
6、自定义飞机模块
import pygame
# 定义自己的飞机,和前几个很相似
class MyPlane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("plane/images/me1.png").convert_alpha()
self.image2 = pygame.image.load("plane/images/me2.png").convert_alpha()
self.destroy_image = []
self.destroy_image.extend([
pygame.image.load("plane/images/me_destroy_1.png").convert_alpha(),
pygame.image.load("plane/images/me_destroy_2.png").convert_alpha(),
pygame.image.load("plane/images/me_destroy_3.png").convert_alpha(),
pygame.image.load("plane/images/me_destroy_4.png").convert_alpha(),
])
self.active = True
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.mask = pygame.mask.from_surface(self.image1)
self.invincible = False
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
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
7、补给模块
import pygame
from random import *
# 定义补给类,和前几个也很相似,都是继承赋值
class Bullet_Supply(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("plane/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):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("plane/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
8、一些细节
- 路径是容易出错的地方,最简单的方法就是写绝对路径即可!
- 其他的就都很简单了,主要是掌握整个思路