Python飞机大战代码

Python飞机大战代码,分五个文件存放,每个文件代表着不同的功能!

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 , 852
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("打飞机!!!")
BLACK = (0,0,0)
GREEN = (0,0,255)
RED = (255,0,0)
WHITE = (255,255,255)

background = pygame.image.load("masturbation/image/background.png").convert()

#  载入音乐
pygame.mixer.music.load("masturbation/bg_music/game_music.ogg")
pygame.mixer.music.set_volume(0.2)
bullet_sound = pygame.mixer.Sound("masturbation/bg_music/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound("masturbation/bg_music/use_bomb.ogg")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound("masturbation/bg_music/out_porp.ogg")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound("masturbation/bg_music/get_bomb.ogg")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound("masturbation/bg_music/get_double_laser.ogg")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound("masturbation/bg_music/achievement.ogg")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound("masturbation/bg_music/big_spaceship_flying.ogg")
enemy3_fly_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound("masturbation/bg_music/enemy2_down.wav")
enemy3_down_sound.set_volume(0.1)
enemy2_down_sound = pygame.mixer.Sound("masturbation/bg_music/enemy3_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("masturbation/bg_music/enemy1_down.wav")
enemy1_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("masturbation/bg_music/game_over.ogg")
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():
      # 绘制分数
      score = 0
      # 难度级别
      level = 1
      
      score_font = pygame.font.Font("masturbation/font/CAIPIRINHA.woff.ttf" , 36)
      
      pygame.mixer.music.play(-1)

      # 生成我方飞机
      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)
      
      # 生成敌方中型飞机
      mid_enemies = pygame.sprite.Group()
      add_mid_enemies(mid_enemies,enemies,5)
      
      # 生成敌方大型飞机
      big_enemies = pygame.sprite.Group()
      add_big_enemies(big_enemies,enemies,2)
      
      clock = pygame.time.Clock()

      # 中单图片索引
      e1_destroy_index = 0
      e2_destroy_index = 0
      e3_destroy_index = 0
      me_destroy_index = 0

      running = True
      
      # 用于切换图片
      switch_image = True
      
      # 用于延迟
      delay = 100

      # 加载暂停游戏图片
      #是否暂停游戏
      paused = False
      pause_nor_image = pygame.image.load("masturbation/image/game_pause_nor.png").convert_alpha()
      pause_pressed_image = pygame.image.load("masturbation/image/game_pause_pressed.png").convert_alpha()
      resume_nor_image = pygame.image.load("masturbation/image/game_resume_nor.png").convert_alpha()
      resume_pressed_image = pygame.image.load("masturbation/image/game_resume_pressed.png").convert_alpha()
      paused_rect = pause_nor_image.get_rect()
      paused_rect.left, paused_rect.top = width - paused_rect.width - 10 , 10
      # 默认显示
      paused_image = pause_nor_image

      # 全屏炸弹
      bomb_image = pygame.image.load("masturbation/image/bomb.png").convert_alpha()
      bomb_rect = bomb_image.get_rect()
      bomb_font = pygame.font.Font("masturbation/font/CAIPIRINHA.woff.ttf",48)
      bomb_num = 3

      # 每30秒发放一个补给包
      bomb_supply = supply.Bomb_Supply(bg_size)
      bullet_supply = supply.Bullet_Supply(bg_size)
      SUPPLY_TIME = USEREVENT
      pygame.time.set_timer(SUPPLY_TIME, 30 *1000)
      
      # 生成子弹
      bullet1 = []
      bullet1_index = 0
      BULLET1_NUM = 4
      for i in range(BULLET1_NUM):
            bullet1.append(bullet.Bullet1(me.rect.midtop))
            
      # 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 - 30,me.rect.centery)))
            bullet2.append(bullet.Bullet2((me.rect.centerx + 30,me.rect.centery)))
            
      # 超级子弹定时器
      DOUBLE_BULLET_TIME = USEREVENT + 1
      # 是否使用超级子弹
      is_double_bullet = False

      # 生命数量
      life_image = pygame.image.load("masturbation/image/life_image.png").convert_alpha()
      life_rect = life_image.get_rect()
      life_num = 3

      # 解除我方的无敌状态
      INVINCIBLE_TIME = USEREVENT + 2

      # 用于阻止重复打开记录文件
      recorded = False
      # 游戏的结束画面
      gameover_font = pygame.font.Font("masturbation/font/CAIPIRINHA.woff.ttf",48)
      again_image = pygame.image.load("masturbation/image/game_Reagain.png").convert_alpha()
      again_rect = again_image.get_rect()
      gameover_image = pygame.image.load("masturbation/image/game_over.png").convert_alpha()
      gameover_rect = gameover_image.get_rect()
      
      while running:
            # 绘制背景
            screen.blit(background,(0,0))
            
            for event in pygame.event.get():
                  if event.type == QUIT:
                        pygame.quit()
                        sys.exit()
                  # 随机产生补给
                  elif event.type == SUPPLY_TIME:
                        supply_sound.play()
                        if 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)
                  # 解除无敌
                  elif event.type == INVINCIBLE_TIME:
                        me.invincible = False
                        pygame.time.set_timer(INVINCIBLE_TIME, 0)
                  # 炸弹按键检测
                  elif event.type == KEYDOWN:
                        if event.key == K_SPACE:
                              if bomb_num:
                                    bomb_num -= 1
                                    # 背景音乐停止
                                    pygame.mixer.music.stop()
                                    # 停止所有音效
                                    pygame.mixer.stop()
                                    bomb_sound.play()
                                    for each in enemies:
                                          if each.rect.bottom > 0:
                                                each.active = False
                  # 检测鼠标
                  elif event.type == MOUSEBUTTONDOWN:
                        if event.button == 1 and paused_rect.collidepoint(event.pos):
                              paused = not paused
                              # 暂停时停止播放音乐和停止发放补给
                              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 = pause_pressed_image
                        else:
                              if paused:
                                    paused_image = resume_nor_image
                              else:
                                    paused_image = pause_nor_image
            
            # 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()

            if life_num and not paused:           
                  # 绘制大型敌机
                  for each in big_enemies:
                        if each.active:
                              each.move()
                              # 大型飞机被击中时
                              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)
                              # 即将出现时播放音效
                              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)
                              # 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
                              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:
                                          # 加分
                                          score += 10000
                                          enemy3_fly_sound.stop()
                                          each.reset()
                              
                  # 绘制中型敌机     
                  for each in mid_enemies:
                        if each.active:
                              # 大型飞机被击中时
                              each.move()
                              if each.hit:
                                    screen.blit(each.image_hit,each.rect)
                                    each.hit = False
                              else:
                                    screen.blit(each.image, each.rect)
                        else:
                              # 毁灭
                              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:
                                          # 加分
                                          score += 6000
                                          each.reset()
                        
                  # 绘制小型敌机      
                  for each in small_enemies:
                        if each.active:
                              each.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:
                                          # 加分
                                          score += 1000
                                          each.reset()

                  # 检测飞机碰撞
                  enemies_down = pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask)
                  if enemies_down and not me.invincible:
                        me.active = False
                        for 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:
                        # 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)
                                    # running = False
                  # 绘制剩余的生命数量
                  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))

                  # 绘制超级子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
                              # 超级子弹限制时间18秒
                              pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
                              bullet_supply.active = False
                  # 发射子弹
                  if not(delay %10):
                        bullet_sound.play()
                        if is_double_bullet:
                              bullets = bullet2
                              # print(len(bullets))
                              bullets[bullet2_index + 0].reset((me.rect.centerx - 30,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 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 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
                              
                  # 绘制分数
                  score_text = score_font.render(\
                        "Score : %s" % str(score), True , WHITE)
                  screen.blit(score_text , (20 , 10))
                  # 绘制全屏炸弹
                  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 - 13 - text_rect.height))

                  # 根据用户的分数来增加难度
                  if level == 1 and score > 50000:
                        level = 2
                        upgrade_sound.play()
                        # 增加三架小型敌机,两架中性敌机,一架大兴敌机
                        add_small_enemies(small_enemies,enemies,3)
                        add_mid_enemies(mid_enemies,enemies,2)
                        add_big_enemies(big_enemies,enemies,1)
                        # 提高小型飞机的速度
                        inc_speed(small_enemies, 1)
                  if level == 2 and score > 300000:
                        level = 3
                        upgrade_sound.play()
                        # 增加5架小型敌机,3架中性敌机,2架大兴敌机
                        add_small_enemies(small_enemies,enemies,5)
                        add_mid_enemies(mid_enemies,enemies,3)
                        add_big_enemies(big_enemies,enemies,2)
                        # 提高小,中型飞机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                  if level == 3 and score > 600000:
                        level = 4
                        upgrade_sound.play()
                        # 增加5架小型敌机,3架中性敌机,2架大兴敌机
                        add_small_enemies(small_enemies,enemies,5)
                        add_mid_enemies(mid_enemies,enemies,3)
                        add_big_enemies(big_enemies,enemies,2)
                        # 提高小,中型飞机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                  if level == 4 and score > 1000000:
                        level = 5
                        upgrade_sound.play()
                        # 增加5架小型敌机,3架中性敌机,2架大兴敌机
                        add_small_enemies(small_enemies,enemies,5)
                        add_mid_enemies(mid_enemies,enemies,3)
                        add_big_enemies(big_enemies,enemies,2)
                        # 提高小,中,大型飞机的速度
                        inc_speed(small_enemies, 1)
                        inc_speed(mid_enemies, 1)
                        inc_speed(big_enemies, 1)
                  
                  # 切换图片
                  if not (delay % 5):
                        switch_image = not switch_image

                  delay -= 1
                  if not delay:
                        delay = 100
                        
            # 玩家死亡                                       
            elif life_num == 0:
                  # 背景音乐停止
                  pygame.mixer.music.stop()
                  # 停止所有音效
                  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())
                        # 如果玩家得分高于历史最高得分,归档
                        if score >record_score:
                              with open("record.txt", "w") as f:
                                    f.write(str(score))
                  # 绘制结束画面
                  record_scorer_text = score_font.render( \
                        "Best  :  %d" % record_score, True, (255,255,255))
                  screen.blit(record_scorer_text, (50, 50))
                  gameover_text1 = gameover_font.render( \
                        "Your Scroe", 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)

                  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()
                  
            # 绘制暂停按钮
            screen.blit(paused_image, paused_rect)
            
            pygame.display.flip()
            clock.tick(60)

if __name__ == "__main__":
      try:
            main()
      except SystemExit:
            pass
      except:
            traceback.print_exc()
            pygame.quit()
            input()

enemy.py

import pygame
from random import *

# 小型飞机的定义
class SmallEnemy(pygame.sprite.Sprite):
      def __init__(self,bg_size):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load("masturbation/image/enemy1.png").convert_alpha()
            self.destroy_images = []
            self.destroy_images.extend([\
                    pygame.image.load("masturbation/image/enemy1_down1.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy1_down2.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy1_down3.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/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)
            self.mask = pygame.mask.from_surface(self.image)
      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)

# 中型飞机的定义
class MidEnemy(pygame.sprite.Sprite):
      energy = 8
      def __init__(self,bg_size):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load("masturbation/image/enemy2.png").convert_alpha()
            self.image_hit = pygame.image.load("masturbation/image/enemy2_hit.png").convert_alpha()
            self.destroy_images = []
            self.destroy_images.extend([\
                    pygame.image.load("masturbation/image/enemy2_down1.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy2_down2.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy2_down3.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/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.hit = False
            self.rect.left,self.rect.top = \
                                               randint(0 , self.width - self.rect.width),\
                                               randint(-10 * self.height , -self.height)
            self.mask = pygame.mask.from_surface(self.image)
            self.energy = MidEnemy.energy
      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(-10 * self.height , -self.height)
            self.energy = MidEnemy.energy

# 大型飞机的定义
class BigEnemy(pygame.sprite.Sprite):
      energy = 20
      def __init__(self,bg_size):
            pygame.sprite.Sprite.__init__(self)
            self.image1 = pygame.image.load("masturbation/image/enemy3_n1.png").convert_alpha()
            self.image2 = pygame.image.load("masturbation/image/enemy3_n2.png").convert_alpha()
            self.image_hit = pygame.image.load("masturbation/image/enemy3_hit.png").convert_alpha()
            self.destroy_images = []
            self.destroy_images.extend([\
                    pygame.image.load("masturbation/image/enemy3_down1.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy3_down2.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy3_down3.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy3_down4.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/enemy3_down5.png").convert_alpha(), \
                    pygame.image.load("masturbation/image/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.rect.left,self.rect.top = \
                                               randint(0 , self.width - self.rect.width),\
                                               randint(-15 * self.height , -5 * self.height)
                                               # randint(-5 * self.height,0)
            self.mask = pygame.mask.from_surface(self.image1)
            self.energy = BigEnemy.energy
      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(-15 * self.height , -5 * self.height)
            self.energy = BigEnemy.energy

myplane.py

    import pygame
    class MyPlane(pygame.sprite.Sprite):
           def __init__(self,bg_size):
                 pygame.sprite.Sprite.__init__(self)
                 self.image1 = pygame.image.load("masturbation/image/hero2.png").convert_alpha()
                 self.image2 = pygame.image.load("masturbation/image/hero1.png").convert_alpha()
                 self.destroy_images = []
                 self.destroy_images.extend([\
                        pygame.image.load("masturbation/image/hero_blowup_n1.png").convert_alpha(), \
                        pygame.image.load("masturbation/image/hero_blowup_n2.png").convert_alpha(), \
                        pygame.image.load("masturbation/image/hero_blowup_n3.png").convert_alpha(), \
                        pygame.image.load("masturbation/image/hero_blowup_n4.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 - 40)
    
                 self.speed = 10
                 self.active = True
                 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:
                       self.rect.top += self.speed
                 else:
                       self.rect.bottom = self.height
    
           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 - 40)
                  self.active = True
                  self.invincible = True




bullet.py


import pygame

class Bullet1(pygame.sprite.Sprite):
      def __init__(self , position):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load("masturbation/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)

      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

# 双子弹
class Bullet2(pygame.sprite.Sprite):
      def __init__(self , position):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load("masturbation/image/bullet1.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)

      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

supply.py

import pygame
from random import *

class Bullet_Supply(pygame.sprite.Sprite):
      def __init__(self, bg_size):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.image.load("masturbation/image/ufo1.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("masturbation/image/ufo2.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

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转载自blog.csdn.net/qq_42673921/article/details/83547665
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