import os
import sys
import cfg
import random
import pygame
from modules import *
#开始游戏
def startGame(screen):
clock = pygame.time.Clock()
加载字体
font = pygame.font.SysFont(‘arial’, 18)
if not os.path.isfile(‘score’):
f = open(‘score’, ‘w’)
f.write(‘0’)
f.close()
with open(‘score’, ‘r’) as f:
highest_score = int(f.read().strip())
敌方
enemies_group = pygame.sprite.Group()
for i in range(55):
if i < 11:
enemy = enemySprite(‘small’, i, cfg.WHITE, cfg.WHITE)
elif i < 33:
enemy = enemySprite(‘medium’, i, cfg.WHITE, cfg.WHITE)
else:
enemy = enemySprite(‘large’, i, cfg.WHITE, cfg.WHITE)
enemy.rect.x = 85 + (i % 11) * 50
enemy.rect.y = 120 + (i // 11) * 45
enemies_group.add(enemy)
boomed_enemies_group = pygame.sprite.Group()
en_bullets_group = pygame.sprite.Group()
ufo = ufoSprite(color=cfg.RED)
#====我方=
myaircraft = aircraftSprite(color=cfg.GREEN, bullet_color=cfg.WHITE)
my_bullets_group = pygame.sprite.Group()
#======用于控制敌方位置更新=
#=移动一行=
enemy_move_count = 24
enemy_move_interval = 24
enemy_move_flag = False
#改变移动方向(改变方向的同时集体下降一次)=
enemy_change_direction_count = 0
enemy_change_direction_interval = 60
enemy_need_down = False
enemy_move_right = True
enemy_need_move_row = 6
enemy_max_row = 5
#=用于控制敌方发射子弹=
enemy_shot_interval = 100
enemy_shot_count = 0
enemy_shot_flag = False
#=游戏进行中=
running = True
is_win = False
#=主循环======
while running:
screen.fill(cfg.BLACK)
for event in pygame.event.get():
#=点右上角的X或者按Esc键退出游戏===
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
#=射击=====
if event.type == pygame.MOUSEBUTTONDOWN:
my_bullet = myaircraft.shot()
if my_bullet:
my_bullets_group.add(my_bullet)
#我方子弹与敌方/UFO碰撞检测=========
for enemy in enemies_group:
if pygame.sprite.spritecollide(enemy, my_bullets_group, True, None):
boomed_enemies_group.add(enemy)
enemies_group.remove(enemy)
myaircraft.score += enemy.reward
if pygame.sprite.spritecollide(ufo, my_bullets_group, True, None):
ufo.is_dead = True
myaircraft.score += ufo.reward
#更新并画敌方==
#敌方子弹=
enemy_shot_count += 1
if enemy_shot_count > enemy_shot_interval:
enemy_shot_flag = True
enemies_survive_list = [enemy.number for enemy in enemies_group]
shot_number = random.choice(enemies_survive_list)
enemy_shot_count = 0
#敌方移动======
enemy_move_count += 1
if enemy_move_count > enemy_move_interval:
enemy_move_count = 0
enemy_move_flag = True
enemy_need_move_row -= 1
if enemy_need_move_row == 0:
enemy_need_move_row = enemy_max_row
enemy_change_direction_count += 1
if enemy_change_direction_count > enemy_change_direction_interval:
enemy_change_direction_count = 1
enemy_move_right = not enemy_move_right
enemy_need_down = True
#====每次下降提高移动和射击速度=
enemy_move_interval = max(15, enemy_move_interval-3)
enemy_shot_interval = max(50, enemy_move_interval-10)
#=遍历更新==========
for enemy in enemies_group:
if enemy_shot_flag:
if enemy.number == shot_number:
en_bullet = enemy.shot()
en_bullets_group.add(en_bullet)
if enemy_move_flag:
if enemy.number in range((enemy_need_move_row-1)11, enemy_need_move_row11):
if enemy_move_right:
enemy.update(‘right’, cfg.SCREENSIZE[1])
else:
enemy.update(‘left’, cfg.SCREENSIZE[1])
else:
enemy.update(None, cfg.SCREENSIZE[1])
if enemy_need_down:
if enemy.update(‘down’, cfg.SCREENSIZE[1]):
running = False
is_win = False
enemy.change_count -= 1
enemy.draw(screen)
enemy_move_flag = False
enemy_need_down = False
enemy_shot_flag = False
#==敌方爆炸特效=
for boomed_enemy in boomed_enemies_group:
if boomed_enemy.boom(screen):
boomed_enemies_group.remove(boomed_enemy)
del boomed_enemy
#==敌方子弹与我方飞船碰撞检测=
if not myaircraft.one_dead:
if pygame.sprite.spritecollide(myaircraft, en_bullets_group, True, None):
myaircraft.one_dead = True
if myaircraft.one_dead:
if myaircraft.boom(screen):
myaircraft.resetBoom()
myaircraft.num_life -= 1
if myaircraft.num_life < 1:
running = False
is_win = False
else:
#=更新飞船======
myaircraft.update(cfg.SCREENSIZE[0])
#画飞船=
myaircraft.draw(screen)
if (not ufo.has_boomed) and (ufo.is_dead):
if ufo.boom(screen):
ufo.has_boomed = True
else:
#=更新UFO=
ufo.update(cfg.SCREENSIZE[0])
#=画UFO=
ufo.draw(screen)
#=画我方飞船子弹=
for bullet in my_bullets_group:
if bullet.update():
my_bullets_group.remove(bullet)
del bullet
else:
bullet.draw(screen)
#=画敌方子弹=
for bullet in en_bullets_group:
if bullet.update(cfg.SCREENSIZE[1]):
en_bullets_group.remove(bullet)
del bullet
else:
bullet.draw(screen)
if myaircraft.score > highest_score:
highest_score = myaircraft.score
–得分每增加2000我方飞船增加一条生命
if (myaircraft.score % 2000 == 0) and (myaircraft.score > 0) and (myaircraft.score != myaircraft.old_score):
myaircraft.old_score = myaircraft.score
myaircraft.num_life = min(myaircraft.num_life + 1, myaircraft.max_num_life)
–敌人都死光了的话就胜利了
if len(enemies_group) < 1:
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