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本文实例为大家分享了python实现飞机大战的具体代码,供大家参考,具体内容如下

引用了小甲鱼的框架,往上面添加了一些新功能

1、我方飞机模块

import pygame
 
class MyPlane(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image1 = pygame.image.load(r'E:\learn pygame\image\me1.png').convert_alpha()
 self.image2 = pygame.image.load(r'E:\learn pygame\image\me2.png').convert_alpha()
 self.image3 = pygame.image.load(r'E:\learn pygame\image\me_protect.png').convert_alpha()
 self.destroy_images = []
 self.destroy_images.extend([  pygame.image.load(r'E:\learn pygame\image\me_destroy_1.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\me_destroy_2.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\me_destroy_3.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\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
 self.invincible = False
 self.mask = pygame.mask.from_surface(self.image1)
 
 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 - 30:
  self.rect.top += self.speed
 else:
  self.rect.bottom = self.height - 30
  
 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 - 30
 self.active = True 
 self.invincible = True

2、敌机与背景动图模块

import pygame
from random import *
 
class SmallEnemy(pygame.sprite.Sprite):
 energy = 1
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 self.image = pygame.image.load(r'E:\learn pygame\image\enemy1.png').convert_alpha()
 self.destroy_images = []
 self.destroy_images.extend([  pygame.image.load(r'E:\learn pygame\image\enemy1_down1.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy1_down2.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy1_down3.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\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)
 self.energy = SmallEnemy.energy
 self.hit = False
 
 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 = SmallEnemy.energy
 self.rect.left,self.rect.top =    randint(0,self.width - self.rect.width),    randint(-5 * self.height, 0)
   
class MidEnemy(pygame.sprite.Sprite):
 energy = 4 
 
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\enemy2.png').convert_alpha()
 self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy2_hit.png').convert_alpha()
 self.destroy_images = []
 self.destroy_images.extend([  pygame.image.load(r'E:\learn pygame\image\enemy2_down1.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy2_down2.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy2_down3.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy2_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(-10 * self.height, -self.height)
 self.mask = pygame.mask.from_surface(self.image)
 self.energy = MidEnemy.energy
 self.hit = False
 
 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 = 8
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image1 = pygame.image.load(r'E:\learn pygame\image\enemy3_n1.png').convert_alpha()
 self.image2 = pygame.image.load(r'E:\learn pygame\image\enemy3_n2.png').convert_alpha()
 self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy3_hit.png').convert_alpha()
 self.destroy_images = []
 self.destroy_images.extend([  pygame.image.load(r'E:\learn pygame\image\enemy3_down1.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy3_down2.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy3_down3.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy3_down4.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy3_down5.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\enemy3_down6.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(-15 * self.height, -5 * self.height)
 self.mask = pygame.mask.from_surface(self.image1)
 self.energy = BigEnemy.energy
 self.hit = False
 
 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)
   
class Cloud1(pygame.sprite.Sprite):
 energy = 2
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.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(-5 * self.height, 0)
 self.energy = Cloud1.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.energy = Cloud1.energy
 self.rect.left,self.rect.top =    randint(0,self.width - self.rect.width),    randint(-5 * self.height, 0)
   
class Cloud2(pygame.sprite.Sprite):
 energy = 2
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.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(-5 * self.height, 0)
 self.energy = Cloud2.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.energy = Cloud2.energy
 self.rect.left,self.rect.top =    randint(0,self.width - self.rect.width),    randint(-5 * self.height, 0)
   
class BombEnemy(pygame.sprite.Sprite):
 energy = 10
 
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image1 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy1.png').convert_alpha()
 self.image2 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy2.png').convert_alpha()
 self.rect = self.image1.get_rect()
 self.destroy_images = []
 self.destroy_images.extend([   pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down1.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down2.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down3.png').convert_alpha(),   pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down4.png').convert_alpha(),   ])
 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(-15 * self.height, -5 * self.height)
 self.mask = pygame.mask.from_surface(self.image1)
 self.energy = BombEnemy.energy
 self.hit = False
 
 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 = BombEnemy.energy
 self.rect.left,self.rect.top =    randint(0,self.width - self.rect.width),    randint(-15 * self.height, -5 * self.height)
   
class BackGround1(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\background1.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.center = ((self.width // 2), (self.height // 2))
 
 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.center = ((self.width // 2), -(self.height // 2))
 
class BackGround2(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\background1.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.center = ((self.width // 2), -(self.height // 2))
 
 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.center = ((self.width // 2), -(self.height // 2))

3、子弹模块

import pygame
 
class Bullet1(pygame.sprite.Sprite):
 def __init__(self,position):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\bullet1.png').convert_alpha()
 self.rect = self.image.get_rect()
 self.rect.left,self.rect.top = position
 self.speed = 18
 self.active = False
 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
 
class Bullet2(pygame.sprite.Sprite):
 def __init__(self,position):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\bullet2.png').convert_alpha()
 self.rect = self.image.get_rect()
 self.rect.left,self.rect.top = position
 self.speed = 18
 self.active = False
 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
 
class Bullet3(pygame.sprite.Sprite):
 def __init__(self,position):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\bullet3.png').convert_alpha()
 self.rect = self.image.get_rect()
 self.rect.left,self.rect.top = position
 self.speed = 120
 self.active = False
 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
 
class Bullet4(pygame.sprite.Sprite):
 def __init__(self,position,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\bullet4.png').convert_alpha()
 self.rect = self.image.get_rect()
 self.rect.left,self.rect.top = position
 self.width,self.height = bg_size[0],bg_size[1]
 self.speed = 9
 self.active = False
 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

4、补给模块

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(r'E:\learn pygame\image\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(r'E:\learn pygame\image\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
 
class Laser_Supply(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\laser_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 Fire_Supply(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\fire_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 Me_Protect_Supply(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\me_protect_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 Life_Supply(pygame.sprite.Sprite):
 def __init__(self,bg_size):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\life_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 

5、掉落星星模块(还没完善好)

import pygame
 
class Star(pygame.sprite.Sprite):
 energy = 1
 def __init__(self,bg_size,star_left,star_top):
 pygame.sprite.Sprite.__init__(self)
 
 self.image = pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha()
 self.rect = self.image.get_rect()
 self.star_images = []
 self.star_images.extend([pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling2.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling3.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling4.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling5.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling6.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling7.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling8.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling9.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling10.png').convert_alpha()]) 
 self.width,self.height = bg_size[0],bg_size[1]
 self.rect.left,self.rect.top = star_left,star_top
 self.speed = 1
 self.active = True
 self.is_star = False
 self.star_is_touch = False
 
 def move(self):
 if self.rect.top < self.height:
  self.rect.top += self.speed
 else:
  self.reset()
 
 def reset(self):
 self.active = True

6、主模块

import pygame
import sys
import traceback
import time
import myplane
import enemy
import bullet
import supply
import star
from random import *
from pygame.locals import *
 
pygame.init()
pygame.mixer.init()
 
bg_size = width, height = 450,675
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战')
 
background = pygame.image.load(r'E:\learn pygame\image\background1.png').convert()
background_rect = background.get_rect()
 
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(r'E:\learn pygame\music\bg_music.ogg')
pygame.mixer.music.set_volume(0.2)
bomb_enemy_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_flying.wav')
bomb_enemy_fly_sound.set_volume(0.1)
enemy3_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy3_flying.wav')
enemy3_fly_sound.set_volume(0.1)
enemy1_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy1_down.wav')
enemy1_down_sound.set_volume(0.5)
enemy2_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy2_down.wav')
enemy2_down_sound.set_volume(0.5)
enemy3_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav')
enemy3_down_sound.set_volume(0.5)
bomb_enemy_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav')
bomb_enemy_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\me_down.wav')
me_down_sound.set_volume(0.5)
upgrade_sound = pygame.mixer.Sound(r'E:\learn pygame\music\upgrade.wav')
upgrade_sound.set_volume(0.5)
bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\use_bomb.wav')
bomb_sound.set_volume(0.5)
supply_sound = pygame.mixer.Sound(r'E:\learn pygame\music\supply.wav')
supply_sound.set_volume(0.5)
get_bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bomb.wav')
get_bomb_sound.set_volume(0.5)
get_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bullet.wav')
get_bullet_sound.set_volume(0.5)
get_laser_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_laser.wav')
get_laser_sound.set_volume(0.5)
get_fire_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_fire.wav')
get_fire_sound.set_volume(0.5)
get_me_protect_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_me_protect.wav')
get_me_protect_sound.set_volume(0.5)
get_life_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_life.wav')
get_life_sound.set_volume(0.5)
bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bullet.wav')
bullet_sound.set_volume(0.2)
fire_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\fire_bullet.wav')
fire_bullet_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 add_bomb_enemies(group1,group2,num):
 for i in range(num):
 e3 = enemy.BombEnemy(bg_size)
 group1.add(e3)
 group2.add(e3)
 
def add_cloud1_enemies(group1,group2,num):
 for i in range(num):
 e4 = enemy.Cloud1(bg_size)
 group1.add(e4)
 group2.add(e4)
 
def add_cloud2_enemies(group1,group2,num):
 for i in range(num):
 e5 = enemy.Cloud2(bg_size)
 group1.add(e5)
 group2.add(e5)
 
def add_background1(group1,group2,num):
 for i in range(num):
 e6 = enemy.BackGround1(bg_size)
 group1.add(e6)
 group2.add(e6)
 
def add_background2(group1,group2,num):
 for i in range(num):
 e7 = enemy.BackGround2(bg_size)
 group1.add(e7)
 group2.add(e7)
 
def add_star(group1,group2,star_left,star_top,num):
 for i in range(num):
 e8 = star.Star(bg_size,star_left,star_top)
 group1.add(e8)
 group2.add(e8)
 
def inc_speed(inc,*targets):
 for each in targets:
 for every in each:
  every.speed += inc
 
def inc_speed_background(inc,target):
 for each in target:
 each.speed += inc 
 
def inc_speed_me(inc,target):
 target.speed += inc 
 
def inc_speeds(inc,*targets):
 for each in targets:
 for every in each:
  every.speed += inc
 
def main():
 
 pygame.mixer.music.play(-1)
 
 #生成我方飞机、背景、敌机、云朵、星星的类,以便做碰撞检测
 me = myplane.MyPlane(bg_size)
 backgrounds = pygame.sprite.Group()
 enemies = pygame.sprite.Group()
 clouds = pygame.sprite.Group()
 stars = pygame.sprite.Group()
 bullets = pygame.sprite.Group()
 #生成背景1
 background1 = pygame.sprite.Group()
 add_background1(background1,backgrounds,1)
 
 #生成背景2
 background2 = pygame.sprite.Group()
 add_background2(background2,backgrounds,1)
 
 #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)
 
 #生成敌方超级炸弹
 bomb_enemies = pygame.sprite.Group()
 add_bomb_enemies(bomb_enemies,enemies,1)
 
 #生成云朵1
 cloud1_enemies = pygame.sprite.Group()
 add_cloud1_enemies(cloud1_enemies,clouds,1)
 
 #生成云朵2
 cloud2_enemies = pygame.sprite.Group()
 add_cloud2_enemies(cloud2_enemies,clouds,1)
 
 #生成星星
 star = pygame.sprite.Group()
 
 #生成普通子弹
 bullet1 = []
 bullet1_index = 0
 BULLET1_NUM = 6
 for i in range(BULLET1_NUM):
 bullet1.append(bullet.Bullet1(me.rect.midtop))
 clock = pygame.time.Clock()
 
 #生成超级子弹
 bullet2 = []
 bullet2_index = 0
 BULLET2_NUM = 12
 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)))
 clock = pygame.time.Clock()
 
 #生成激光
 bullet3 = []
 bullet3_index = 0
 BULLET3_NUM = 1
 for i in range(BULLET3_NUM):
 bullet3.append(bullet.Bullet3((me.rect.midtop)))
 clock = pygame.time.Clock()
 
 #生成火焰弹
 bullet4 = []
 bullet4_index = 0
 BULLET4_NUM = 4
 for i in range(BULLET4_NUM):
 bullet4.append(bullet.Bullet4((me.rect.midtop),bg_size))
 clock = pygame.time.Clock()
 
 #中弹图片索引
 e1_destroy_index = 0
 e2_destroy_index = 0
 e3_destroy_index = 0
 e4_destroy_index = 0
 me_destroy_index = 0
 
 #统计得分和星星
 score = 0
 score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20)
 
 #统计星星和加载星星图片
 star_score = 0
 star_score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20)
 star_score_image = pygame.image.load(r'E:\learn pygame\image\star_score.png').convert_alpha()
 star_score_rect = star_score_image.get_rect()
 
 #标志是否暂停游戏
 paused = False
 paused_nor_image = pygame.image.load(r'E:\learn pygame\image\pause_nor.png').convert_alpha()
 paused_pressed_image = pygame.image.load(r'E:\learn pygame\image\pause_pressed.png').convert_alpha()
 resume_nor_image = pygame.image.load(r'E:\learn pygame\image\resume_nor.png').convert_alpha()
 resume_pressed_image = pygame.image.load(r'E:\learn pygame\image\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
 
 #游戏暂停画面
 continues_image = pygame.image.load(r'E:\learn pygame\image\continues.png').convert_alpha()
 continues_rect = continues_image.get_rect() 
 continues_rect.left,continues_rect.top =    (width - continues_rect.width) // 2,    (height - continues_rect.height) // 2
 
 #设置难度级别
 level = 1
 
 #全屏炸弹
 bomb_image = pygame.image.load(r'E:\learn pygame\image\bomb.png').convert_alpha()
 bomb_rect = bomb_image.get_rect()
 bomb_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',30)
 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)
 laser_supply = supply.Laser_Supply(bg_size)
 fire_supply = supply.Fire_Supply(bg_size)
 me_protect_supply = supply.Me_Protect_Supply(bg_size)
 life_supply = supply.Life_Supply(bg_size)
 SUPPLY_TIME = USEREVENT
 pygame.time.set_timer(SUPPLY_TIME, 18 * 1000)
 
 #标志是否使用正常子弹
 is_normal_bullet = True
 
 #超级子弹定时器
 DOUBLE_BULLET_TIME = USEREVENT + 1
 
 #标志是否使用超级子弹
 is_double_bullet = False
 
 #解除我方无敌状态定时器
 INVINCIBLE_TIME = USEREVENT + 2
 
 #激光定时器
 LASER_BULLET_TIME = USEREVENT + 3
 
 #标志是否使用激光
 is_laser_bullet = False
 
 #火焰弹定时器
 FIRE_BULLET_TIME = USEREVENT + 4
 
 #标志是否使用火焰弹
 is_fire_bullet = False
 
 #保护罩定时器
 ME_PROTECT_BULLET_TIME = USEREVENT + 5
 
 #标志是否使用保护罩
 is_me_protect_bullet = False
 
 #死亡生成星星图片索引
 s1_star_index = 0
 
 #生命数量
 life_image = pygame.image.load(r'E:\learn pygame\image\life.png').convert_alpha()
 life_rect = life_image.get_rect()
 life_num = 3
 
 #游戏开始画面
 logo_image = pygame.image.load(r'E:\learn pygame\image\logo.png').convert_alpha()
 logo_rect = logo_image.get_rect()
 logo_rect.left,logo_rect.top =   (width - logo_rect.width) // 2,   (height - logo_rect.height) // 2
 begingame_image = pygame.image.load(r'E:\learn pygame\image\begingame.png').convert_alpha()
 begingame_rect = begingame_image.get_rect()
 begingame_rect.left,begingame_rect.top =   (width - begingame_rect.width) // 2,   (logo_rect.bottom + 10)
 
 #游戏结束画面
 gameover_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',48)
 again_image = pygame.image.load(r'E:\learn pygame\image\again.png').convert_alpha()
 again_rect = again_image.get_rect()
 gameover_image = pygame.image.load(r'E:\learn pygame\image\gameover.png').convert_alpha()
 gameover_rect = gameover_image.get_rect()
 
 #用于阻止重复打开记录文件
 recorded = False
 
 #用于切换图片
 switch_image = True
 
 #用于延迟
 delay = 100
 
 #游戏开始
 running = True
 
 #正式开始游戏
 start = False
 
 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()
   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 = paused_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 choice([1,2,3,4,5,6]) == 1:
   bomb_supply.reset()
  elif choice([1,2,3,4,5,6]) == 2:
   bullet_supply.reset()
  elif choice([1,2,3,4,5,6]) == 3:
   laser_supply.reset()
  elif choice([1,2,3,4,5,6]) == 4:
   fire_supply.reset()
  elif choice([1,2,3,4,5,6]) == 5:
   me_protect_supply.reset()
  else:
   life_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)
  elif event.type == LASER_BULLET_TIME:
  is_laser_bullet = False
  pygame.time.set_timer(LASER_BULLET_TIME,0)
  elif event.type == FIRE_BULLET_TIME:
  is_fire_bullet = False
  is_normal_bullet = True
  pygame.time.set_timer(FIRE_BULLET_TIME,0) 
  elif event.type == ME_PROTECT_BULLET_TIME:
  is_me_protect_bullet = False
  pygame.time.set_timer(ME_PROTECT_BULLET_TIME,0) 
 
 #绘制移动背景 
 for each1 in background1:
  screen.blit(each1.image,each1.rect)
  each1.move()
  if each1.rect.height > 0:
  for each2 in background2: 
   screen.blit(each2.image,each2.rect)
   each2.move()
 #根据用户的得分增加难度
 if level == 1 and score > 100000:
  level = 2
  upgrade_sound.play()
  #增加3架小型敌机、2架中型敌机和1驾大型敌机
  add_small_enemies(small_enemies,enemies,3) 
  add_mid_enemies(mid_enemies,enemies,2)
  add_big_enemies(big_enemies,enemies,1)
  #提高敌机速度
  inc_speed(1,small_enemies)
 
  #提高背景速度
 
 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驾大型敌机
  add_small_enemies(small_enemies,enemies,5)
  add_mid_enemies(mid_enemies,enemies,3)
  add_big_enemies(big_enemies,enemies,2)
  #提高敌机、云朵、背景、星星速度
  inc_speeds(1,enemies,clouds,star)
  #inc_speed_background(1,background1)
  #inc_speed_background(1,background2)
  inc_speed_me(3,me)
 
  
 elif level == 3 and score > 8000000:
  level = 4
  upgrade_sound.play()
  #增加5架小型敌机、3架中型敌机、2驾大型敌机和1枚超级炸弹
  add_small_enemies(small_enemies,enemies,5)
  add_mid_enemies(mid_enemies,enemies,3)
  add_big_enemies(big_enemies,enemies,2)
  add_bomb_enemies(big_enemies,enemies,1)
  #提高敌机速度
  inc_speeds(1,enemies,clouds,star)
  inc_speed_background(1,background1)
  inc_speed_background(1,background2)
  inc_speed_me(3,me)
  
 elif level == 4 and score > 1200000:
  level = 5
  upgrade_sound.play()
  #增加5架小型敌机、3架中型敌机和2驾大型敌机和1枚超级炸弹
  add_small_enemies(small_enemies,enemies,5)
  add_mid_enemies(mid_enemies,enemies,3)
  add_big_enemies(big_enemies,enemies,2)
  add_bomb_enemies(big_enemies,enemies,1)
  #提高敌机速度
  inc_speeds(1,enemies,clouds,star)
  inc_speed_background(1,background1)
  inc_speed_background(1,background2)
  inc_speed_me(3,me)
  
 #绘制开始界面
 if not start:
  screen.blit(logo_image,logo_rect)    
  screen.blit(begingame_image,begingame_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]:
  #获取鼠标坐标
  pos = pygame.mouse.get_pos()
  #如果用户点击重新开始
  if begingame_rect.left < pos[0] < begingame_rect.right and     begingame_rect.top < pos[1] < begingame_rect.bottom:
   start = True
    
 elif life_num and not paused and start: 
  #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()
  
  #绘制云朵
  for each in cloud1_enemies:
  each.move()
  screen.blit(each.image,each.rect)
    
  for each in cloud2_enemies:
  each.move()
  screen.blit(each.image,each.rect)
   
 
  
  #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
   pygame.time.set_timer(DOUBLE_BULLET_TIME,18 * 1000)
   bullet_supply.active = False
  
  #绘制激光补给并检测是否获得
  if laser_supply.active:
  laser_supply.move()
  screen.blit(laser_supply.image,laser_supply.rect)
  if pygame.sprite.collide_mask(laser_supply,me):
   get_laser_sound.play()
   is_laser_bullet = True
   pygame.time.set_timer(LASER_BULLET_TIME,18 * 1000)
   laser_supply.active = False
  
  #绘制火焰弹补给并检测是否获得
  if fire_supply.active:
  fire_supply.move()
  screen.blit(fire_supply.image,fire_supply.rect)
  if pygame.sprite.collide_mask(fire_supply,me):
   get_fire_sound.play()
   is_fire_bullet = True
   is_normal_bullet = False
   pygame.time.set_timer(FIRE_BULLET_TIME,18 * 1000)
   fire_supply.active = False
  
  #绘制保护罩补给并检测是否获得
  if me_protect_supply.active:
  me_protect_supply.move()
  screen.blit(me_protect_supply.image,me_protect_supply.rect)
  if pygame.sprite.collide_mask(me_protect_supply,me):
   get_me_protect_sound.play()
   is_me_protect_bullet = True
   pygame.time.set_timer(ME_PROTECT_BULLET_TIME,15 * 1000)
   me_protect_supply.active = False
   
  #绘制生命补给并检测是否获得
  if life_supply.active:
  life_supply.move()
  screen.blit(life_supply.image,life_supply.rect)
  if pygame.sprite.collide_mask(life_supply,me):
   get_life_sound.play()
   if life_num < 3:
   life_num += 1
   life_supply.active = False
  
  #发射普通子弹、激光、双弹
  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
  elif is_laser_bullet:
   bullets = bullet3
   bullets[bullet3_index].reset((me.rect.centerx - 20,me.rect.top - 70))
   bullet3_index = (bullet3_index + 1) % BULLET3_NUM
  else:
   bullets = bullet1
   bullets[bullet1_index].reset(me.rect.midtop)
   bullet1_index = (bullet1_index + 1) % BULLET1_NUM
  
  #发生普通子弹、火焰弹
  if not(delay % 10): 
  if is_normal_bullet:
   bullet_sound.play()
  else:
   fire_bullet_sound.play()
   if is_fire_bullet:
   bullets = bullet4
   bullets[bullet4_index].reset((me.rect.centerx - 20,me.rect.top - 70))
   bullet4_index = (bullet4_index + 1) % BULLET4_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:   
    #火焰弹击中掉2血
    if b == bullet4:
    if e in mid_enemies or e in big_enemies or e in bomb_enemies:
     e.hit = True
     e.energy -= 2
     #敌机死亡
     if e.energy == 0:
     e.active = False
     #记录敌机死亡位置和生成星星
     enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top
     print(enemies_death_down_left,enemies_death_down_top)
     add_star(star,stars,starenemies_death_down_left,enemies_death_down_top,1)
    else:
     e.active = False
    #普通子弹击中掉1血
    else:
    if e in mid_enemies or e in big_enemies or e in bomb_enemies:
     e.hit = True
     e.energy -= 1
     #敌机死亡
     if e.energy == 0:
     e.active = False
     #记录敌机死亡位置和生成星星
     enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top
     print(enemies_death_down_left,enemies_death_down_top)
     add_star(star,stars,enemies_death_down_left,enemies_death_down_top,1)
    else:
     e.active = False
  
  #绘制生成的星星
  for each in star:
  if each.active:
   each.move()
   if not(delay % 3):
   screen.blit(each.image,each.rect)
   screen.blit(each.star_images[s1_star_index],each.rect)
   s1_star_index = (s1_star_index + 1) % 10
   star_touch = pygame.sprite.spritecollide(me,star,False,pygame.sprite.collide_mask)
   if star_touch:
   for s in star_touch:
    s.active = False
  elif each.rect.top > height:
   each.active = False
  
  #绘制敌方超级炸弹
  for each in bomb_enemies:
  if each.active:
   each.move()
   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.BombEnemy.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)
   
   #即将出现在画面中,播放音效
   if (height + 50) > each.rect.bottom > -50:
   bomb_enemy_fly_sound.play(-1)
   if each.rect.bottom > (height + 50):
   bomb_enemy_fly_sound.stop()
   each.reset()
  else:
   #毁灭
   if not(delay % 3):
   if e4_destroy_index == 0:
    bomb_enemy_down_sound.play()  
   screen.blit(each.destroy_images[e4_destroy_index],each.rect)
   e4_destroy_index = (e4_destroy_index + 1) % 4
   if e4_destroy_index == 0:
    bomb_enemy_fly_sound.stop()
    score += 12000
    each.reset()
  
  #绘制大型敌机
  for each in big_enemies:
  if each.active:
   each.move()
   if each.hit:
   #绘制被打到的特效
   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)
     
     
   
   #即将出现在画面中,播放音效
   if height > each.rect.bottom > -50:
   enemy3_fly_sound.play(-1)
   if each.rect.bottom > height:
   enemy3_fly_sound.stop()
   each.active = False
   each.reset()
  else:
   #毁灭
   if not(delay % 3):
   if e3_destroy_index == 0:
    enemy3_down_sound.play(-1)
   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()
   
  #绘制中型敌机
  for each in mid_enemies:
  if each.active:
   each.move()
   if each.hit:
   #绘制被打到的特效
   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:
   #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:
    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:
    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 and not me.invincible:
  
  #开启保护罩保护功能
  if is_me_protect_bullet:
   me.active = True
  else:
   me.active = False
  for e in enemies_down:
   e.active = False
  
 
  #绘制保护罩
  if is_me_protect_bullet:
  if switch_image:
   screen.blit(me.image1,me.rect)
   screen.blit(me.image3,me.rect)
  else:
   screen.blit(me.image2,me.rect)
  #绘制我方飞机
  elif me.active:
  if switch_image:
   screen.blit(me.image1,me.rect)
  else:
   screen.blit(me.image2,me.rect)
  #毁灭
  else:  
  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)
   
  #绘制全屏炸弹数量
  bomb_text = bomb_font.render('x %d' % bomb_num,True,WHITE)
  text_rect = bomb_text.get_rect()
  screen.blit(bomb_image,(0,height - bomb_rect.height))
  screen.blit(bomb_text,(bomb_rect.width - 10,height - 10 - text_rect.height))
 
  #绘制剩余生命数量
  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))
  #绘制得分
  score_text = score_font.render('Score:%s' % str(score),True,WHITE)
  screen.blit(score_text,(10,5))
  star_score_text = star_score_font.render('Stars:%s' % str(star_score),True,WHITE)
  screen.blit(star_score_text,(10,25))
 
   #绘制暂停按钮
  screen.blit(paused_image,paused_rect)
  
 #绘制暂停游戏界面
 elif paused:
  screen.blit(continues_image,continues_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]:
  #获取鼠标坐标
  pos = pygame.mouse.get_pos()
  #如果用户点击继续游戏
  if continues_rect.left < pos[0] < continues_rect.right and     continues_rect.top < pos[1] < continues_rect.bottom:
   paused = not paused
   pygame.time.set_timer(SUPPLY_TIME,30 * 1000)
   pygame.mixer.music.unpause()
   pygame.mixer.unpause()
  
 #绘制游戏结束界面
 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 recorded:
  recorded = True
  
  #读取历史最高得分
  with open(r'E:\learn pygame\record.txt','r') as f:
   record_score = int(f.readline())
   record_star_score = int(f.readline())
  
  #如果玩家得分高于历史最高得分,则存档
  if score > record_score or star_score > record_star_score:
   with open(r'E:\learn pygame\record.txt','w') as f:
   if score > record_score and star_score <= record_star_score:
    f.write('{0}{1}{2}'.format(str(score),'\n',str(record_star_score)))
   elif score <= record_score and star_score > record_star_score :
    f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score)))
   elif score > record_score and star_score > record_star_score:
    f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score)))
  #绘制结束画面
  record_score_text = score_font.render('Best : %d' % record_score,True,WHITE)
  screen.blit(record_score_text,(20,20))
  star_score_text = star_score_font.render('Total : %d' % record_star_score,True,WHITE)
  screen.blit(star_score_text,(20,60))
  
  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 - gameover_text1_rect.bottom) // 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]:
  #获取鼠标坐标
  pos = pygame.mouse.get_pos()
  #如果用户点击重新开始
  if again_rect.left < pos[0] < again_rect.right and     again_rect.top < pos[1] <again_rect.bottom:
   #调用main函数,重新开始游戏
   main()
  #如果用户点击结束游戏
  elif gameover_rect.left < pos[0] < gameover_rect.right and    gameover_rect.top < pos[1] <gameover_rect.bottom:
   #退出游戏
   pygame.quit()
   sys.exit(0)
 
 #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 SystemError:
 pass
 except:
 traceback.print_exc()
 pygame.quit()
 input()

7、成果如下

网上下载了腾全民飞机大战的贴图,把原来的贴图改头换面了一下,其中的P图修改过程历尽艰辛啊,兼职了美工……

python实现飞机大战项目

python实现飞机大战项目

纯粹为了自娱自乐与学习pygame模块,这个过程还是比较全面的了解了pygame模块哈哈,但实际上使用的知识还是非常基础的python知识。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

标签:
python,飞机大战

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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!

昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。

这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。

而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?