1 子弹类
import sys
import pygame
import random
class Bullet1(pygame.sprite.Sprite):
def __init__(self,position):
pygame.sprite.Sprite.__init__(self) #继承类
self.image = pygame.image.load("image/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) #碰撞检测
def move(self):
self.rect.top -=self.speed #向上移动
if self.rect.top < 0:
self.active = False
def reset(self,position):
self.rect.left,self.rect.top = position
self.active = True
2 敌机类
import sys
import pygame
from random import *
class Smallenemy(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self) #继承类
self.image = pygame.image.load("image/enemy1.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("image/enemy1_down1.png").convert_alpha(),\
pygame.image.load("image/enemy1_down2.png").convert_alpha(),\
pygame.image.load("image/enemy1_down3.png").convert_alpha(),\
pygame.image.load("image/enemy1_down4.png").convert_alpha()])
self.rect = self.image.get_rect()
self.width,self.height =bg_size[0], bg_size[1]
self.rect.left,self.rect.top = \
randint(0,self.width-self.rect.width),\
randint(-5*self.height,0)
self.speed = 3
self.active = True
def enemy_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 #全局变量
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self) #继承类
self.image = pygame.image.load("image/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load("image/enemy2_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("image/enemy2_down1.png").convert_alpha(),\
pygame.image.load("image/enemy2_down2.png").convert_alpha(),\
pygame.image.load("image/enemy2_down3.png").convert_alpha(),\
pygame.image.load("image/enemy2_down4.png").convert_alpha()])
self.rect = self.image.get_rect()
self.width,self.height =bg_size[0], bg_size[1]
self.rect.left,self.rect.top = \
randint(0,self.width-self.rect.width),\
randint(-10*self.height,-self.height)
self.speed = 2
self.active = True
self.energy = Midenemy.energy
self.hit = False
def enemy_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) #继承类
self.image1 = pygame.image.load("image/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("image/enemy3_n2.png").convert_alpha()
self.image_hit = pygame.image.load("image/enemy3_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("image/enemy3_down1.png").convert_alpha(),\
pygame.image.load("image/enemy3_down2.png").convert_alpha(),\
pygame.image.load("image/enemy3_down3.png").convert_alpha(),\
pygame.image.load("image/enemy3_down4.png").convert_alpha(),\
pygame.image.load("image/enemy3_down5.png").convert_alpha(),\
pygame.image.load("image/enemy3_down6.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 = \
randint(0,self.width-self.rect.width),\
randint(-15*self.height,-5*self.height)
self.speed = 1
self.active = True
self.energy = Bigenemy.energy
self.hit = False
def enemy_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)
3 我方飞机
import sys
import pygame
class Myplane(pygame.sprite.Sprite):
def __init__(self,bg_size):
pygame.sprite.Sprite.__init__(self) #继承类
self.image1 = pygame.image.load("image/me1.png").convert_alpha()
self.image2 = pygame.image.load("image/me2.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load("image/me_destroy_1.png").convert_alpha(),\
pygame.image.load("image/me_destroy_2.png").convert_alpha(),\
pygame.image.load("image/me_destroy_3.png").convert_alpha(),\
pygame.image.load("image/me_destroy_4.png").convert_alpha()])
self.rect = self.image1.get_rect()
self.width,self.height =bg_size[0], bg_size[1]
self.rect.left,self.rect.top = \
(self.width - self.rect.width)//2,\
self.height - self.rect.height -60
self.speed = 10
self.active = True
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
4 主函数
#****************************游戏基本设定******************************
#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,大概是屏幕长度的80%
#消灭小飞机需要1发子弹,中等大小飞机需要8发子弹,大飞机需要20发子弹
#每消灭一架小飞机,得分1000分,中飞机6000,大飞机10000
#每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秒的效果
#游戏将根据分数来逐步提高难度,难度表现为飞机数量增多以及速度的加快
#中飞机和大飞机增加了血槽的显示,可以直观的知道敌飞机还有多久才能被消灭
#有三次复活的机会,诞生的飞机有3秒的安全期
#游戏结束后会显示历史最高分数
#**********************************************************************
import sys
import traceback
from pygame.locals import *
import pygame
import myplane
import enemy
import bullet
import supply
import random
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("image/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("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(0.2)
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():
pygame.mixer.music.play(-1) #无限循环背景
clock = pygame.time.Clock()
#生成我方飞机
me = myplane.Myplane(bg_size)
#生成敌方飞机
enemies = pygame.sprite.Group() #存放所有的敌人飞机
#生成普通子弹
bullet1 = []
bullet1_index = 0
BULLEF1_NUM = 4 #在这个游戏的设置中,四颗子弹能够保证整个屏幕的显示是连贯的
for i in range(BULLEF1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop)) #在飞机顶部的中央生成子弹,
#生成超级子弹
bullet2 = []
bullet2_index = 0
BULLEF2_NUM = 8 #在这个游戏的设置中,四颗子弹能够保证整个屏幕的显示是连贯的
for i in range(BULLEF2_NUM //2): #添加4次,每次添加两个
bullet2.append(bullet.Bullet2((me.rect.centerx-33,me.rect.centery)))
bullet2.append(bullet.Bullet2((me.rect.centerx+33,me.rect.centery))) #发射两发子弹
#small
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies,enemies,15) #添加15个小型飞机
#middle
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies,enemies,4) #添加15个小型飞机
#big
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies,enemies,2) #添加15个小型飞机
#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)
#标志鼠标是否被按下
paused = False
pause_nor_image = pygame.image.load("image/pause_nor.png").convert_alpha()
pause_pressed_image = pygame.image.load("image/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load("image/resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load("image/resume_pressed.png").convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.left,paused_rect.top = width - paused_rect.width - 10,10
pause_image = pause_nor_image
#用于切换图片
switch_image = True
#延时图片的切换,有突突的感觉
delay = 100
#设置难度级别
level = 1
#全屏炸弹
bomb_image = pygame.image.load("image/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf",48)
bomb_num = 3
#显示生命
life_image = pygame.image.load("image/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_font = pygame.font.Font("font/font.ttf",48)
life_num = 3
#加载重新开始和游戏结束按钮
over_image = pygame.image.load("image/gameover.png").convert_alpha()
again_image = pygame.image.load("image/again.png").convert_alpha()
over_rect = over_image.get_rect()
again_rect = again_image.get_rect()
#每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
#自定义一个定时器发放炸弹
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
#超级子弹定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
#解除我方飞机无敌的定时器
INVINCIBLE_TIME = USEREVENT + 2
#用来标志是否使用超级子弹
is_double_bullet = False
#用于限制重复打开记录文件
recored = False
running = True
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
#判断鼠标左键是否按下,且调用collidepoint判断鼠标是否在矩形范围内
if event.button == 1 and paused_rect.collidepoint(event.pos):
paused = not paused
if paused:
pygame.time.set_timer(SUPPLY_TIME,0) #设置为0,就是取消定时时间
pygame.mixer.music.pause() #暂停背景音乐
pygame.mixer.pause() #暂停所有的音效
else:
pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
pygame.mixer.music.unpause()
pygame.mixer.unpause()
#以下判断是为了显示鼠标悬浮在暂停图片方时,图片的颜色会变深,鼠标在图片上点击才会真正执行暂停和继续
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos): #鼠标悬浮在图片上方
if paused:
pause_image = resume_pressed_image
else:
pause_image = pause_pressed_image
else:
if paused:
pause_image = resume_nor_image
else:
pause_image = pause_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]) == True: #随机选取一个发放
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 == INVINCIBLE_TIME:
me.invincible = False
pygame.time.set_timer(INVINCIBLE_TIME,0)
screen.blit(background,(0,0))
#根据用户的得分增加难度
if level == 1 and score >10000:
level = 2
upgrade_sound.play()
#增加3架小型敌机,2架中,1架大
add_small_enemies(small_enemies,enemies,3) #添加3个小型飞机
add_mid_enemies(mid_enemies,enemies,2)
add_big_enemies(big_enemies,enemies,1)
#提升小型飞机的速度
inc_speed(small_enemies,1)
elif level == 2 and score >30000:
level = 3
upgrade_sound.play()
#增加5架小型敌机,3架中,2架大
add_small_enemies(small_enemies,enemies,5) #添加3个小型飞机
add_mid_enemies(mid_enemies,enemies,3)
add_big_enemies(big_enemies,enemies,2)
#提升小型飞机的速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
elif level ==3 and score >60000:
level = 4
upgrade_sound.play()
#增加5架小型敌机,3架中,2架大
add_small_enemies(small_enemies,enemies,7) #添加3个小型飞机
add_mid_enemies(mid_enemies,enemies,4)
add_big_enemies(big_enemies,enemies,3)
#提升小型飞机的速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
elif level == 4 and score >100000:
level = 5
upgrade_sound.play()
#增加5架小型敌机,3架中,2架大
add_small_enemies(small_enemies,enemies,10) #添加3个小型飞机
add_mid_enemies(mid_enemies,enemies,6)
add_big_enemies(big_enemies,enemies,4)
#提升小型飞机的速度
inc_speed(small_enemies,1)
inc_speed(mid_enemies,1)
if not paused and life_num:
#获取用户的键盘操作,当键盘操作频繁时,建议使用这种方式获取键盘
key_pressed = pygame.key.get_pressed()
if key_pressed[K_w] or key_pressed[K_UP]: #按下w或者方向键
me.moveUp()
if key_pressed[K_s] or key_pressed[K_DOWN]: #按下w或者方向键
me.moveDown()
if key_pressed[K_a] or key_pressed[K_LEFT]: #按下w或者方向键
me.moveLeft()
if key_pressed[K_d] or key_pressed[K_RIGHT]: #按下w或者方向键
me.moveRight()
#绘制全屏炸弹补给并检测玩家是否获得
if bomb_supply.active:
bomb_supply.move()
screen.blit(bomb_supply.image,bomb_supply.rect)
#此处调用的函数为检测非透明部分是否发生碰撞,在子弹补给定义时,已经调用了相关的mask函数
if pygame.sprite.collide_mask(bomb_supply,me):
get_bomb_sound.play()
if bomb_num < 3:
bomb_num += 1
bomb_supply.active = False #设置为false,图片消失
#绘制超级子弹补给并检测玩家是否获得
if bullet_supply.active:
bullet_supply.move()
screen.blit(bullet_supply.image,bullet_supply.rect)
#此处调用的函数为检测非透明部分是否发生碰撞,在子弹补给定义时,已经调用了相关的mask函数
if pygame.sprite.collide_mask(bullet_supply,me):
get_bullet_sound.play()
#发射超级子弹
is_double_bullet =True
pygame.time.set_timer(DOUBLE_BULLET_TIME,15 * 1000)
bullet_supply.active = False #设置为false,图片消失
#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)% BULLEF2_NUM
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1)% BULLEF1_NUM #总共四个子弹,index从0,1,2,3
#检测子弹是否击中敌人的飞机
for b in bullets:
if b.active:
b.move()
screen.blit(b.image,b.rect)
#enemy_hit存放,被子弹打中的敌人飞机
enemy_hit = pygame.sprite.spritecollide(b,enemies,False)
if enemy_hit: #不为空,表示有飞机被打中
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 #小型敌人飞机被击中,直接挂掉
#切换图片
if not(delay % 5): #每五帧切换一次
switch_image = not switch_image
delay -= 1
if not delay: #如果delay为0
delay == 100
#绘制大型飞机
for each in big_enemies:
if each.active:
each.enemy_move()
if each.hit:
screen.blit(each.image_hit,each.rect)
each.hit = False
if switch_image:
screen.blit(each.image1,each.rect)
else:
screen.blit(each.image2,each.rect)
#大型飞机即将出现前,添加音效
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) #两个像素的宽度
#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)
else:
#毁灭,总共有6张图片,每循环显示6张之后,重置,重从屏幕上方出现
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()
score += 10000
each.reset()
#检测我方飞机是否被撞
enemies_down = pygame.sprite.spritecollide(me, enemies, False)
if enemies_down:
me.active = False
for e in enemies_down:
e.active = False
#绘制中型飞机
for each in mid_enemies:
if each.active:
each.enemy_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) #两个像素的宽度
#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:
if not(delay % 3):
if e2_destroy_index == 0:
enemy2_down_sound.play()
screen.blit(each.destroy_images[e2_destroy_index],each.rect)
e2_destroy_index = (e2_destroy_index+1) % 4
if e2_destroy_index == 0:
score += 6000
each.reset()
#绘制小型飞机
for each in small_enemies:
if each.active:
each.enemy_move()
screen.blit(each.image,each.rect)
else:
#毁灭
if not(delay % 3):
if e1_destroy_index == 0:
enemy1_down_sound.play()
screen.blit(each.destroy_images[e1_destroy_index],each.rect)
e1_destroy_index = (e1_destroy_index+1) % 4
if e1_destroy_index == 0:
score += 1000
each.reset()
#绘制我方飞机
if me.active:
switch_image = not switch_image #取反,实现不断切换
if switch_image:
screen.blit(me.image1,me.rect)
else:
screen.blit(me.image2,me.rect)
else:
#毁灭
if not(delay % 3):
if me_destroy_index == 0:
me_down_sound.play()
screen.blit(me.destroy_images[me_destroy_index],me.rect)
me_destroy_index = (me_destroy_index+1) % 4
if me_destroy_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCIBLE_TIME,3* 1000) #无敌3秒
#绘制剩余全屏炸弹数量
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
life_text = life_font.render("× %d" % life_num,True,WHITE)
life_text_rect = life_text.get_rect()
screen.blit(life_image,(width-140,height - 10 - life_rect.height ))
screen.blit(life_text,(width-80 ,height - 5 - life_text_rect.height ))
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 recored:
recored = True
#读取历史最高得分
with open("record.txt","r") as f:
record_score = int(f.read())
if score > record_score:
with open("record.txt","w") as f:
f.write(str(score))
#绘制历史最高得分
#绘制历史最高分
highest_score_font = pygame.font.Font("font/font.ttf",36)
hig_score_text = highest_score_font.render("History Best:%d" % record_score,True,WHITE)
hig_score_text_rect = hig_score_text.get_rect()
screen.blit(hig_score_text,(width//2-50,(height //2-100)))
#绘制此次得分
me_score_font = pygame.font.Font("font/font.ttf",36)
me_score_text = me_score_font.render("Your:%d" % score,True,WHITE)
me_score_text_rect = me_score_text.get_rect()
screen.blit(me_score_text,(width//2-20,(height //2-150)))
#绘制剩余生命
life_text = life_font.render("× %d" % life_num,True,WHITE)
life_text_rect = life_text.get_rect()
screen.blit(life_image,(width-140,height - 10 - life_rect.height ))
screen.blit(life_text,(width-80 ,height - 5 - life_text_rect.height ))
#绘制游戏结束和再次开始游戏按钮
screen.blit(over_image,(width//2-150,(height //2-20)))
screen.blit(again_image,(width//2-150,(height //2+30)))
#检测用户按键操作
#判断鼠标是否在“游戏结束”按钮内
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 over_rect.left < pos[0] < over_rect.right and \
over_rect.top < pos[1] < over_rect.bottom:
pygame.quit()
sys.exit()
#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(pause_image,paused_rect)
pygame.display.flip()
clock.tick(60)
if __name__ =="__main__":
#在双击打开文件时,如果出现异常,将异常显示出来
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
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