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python--飞机大战(课程设计)

2023-09-01 20:59

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项目名称:python飞机大战
编程语言:python
用到关键知识:pygame模块,python基础,os文件读写,以及面向对象思想方法!
实现功能:
1:飞机的移动,发射子弹,手雷,生命值,生命条
2:敌飞机有3种形态(小,中,大)不同的飞机大小不一样,生命值不一样,爆炸动画也不一样
3:背景音乐,子弹击中敌机会发生碰撞的爆炸动画和音效
4:随机产生补给(双射子弹和全屏炸弹)
5:难度逐渐增加(同一屏幕出现的飞机更多)
6:历史最高分纪录
项目分析:一个类文件(Main.py),音乐音效共计10余种,照片素材共计30余张,代码共计800行左右!

代码如下:(一个类文件(800行代码))

import pygameimport sysimport tracebackfrom pygame.locals import *from random import *pygame.init()pygame.mixer.init()bg_size = width, height = 480, 700screen = pygame.display.set_mode(bg_size)pygame.display.set_caption('飞机大战')background = pygame.image.load('images/background.png').convert()# 定义颜色BLACK = (0, 0, 0)GREEN = (0, 255, 0)RED = (255, 0, 0)WHITE = (255, 255, 255)# 载入音乐pygame.mixer.music.load('sound/bjmusic.wav')pygame.mixer.music.set_volume(0.1)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(0.6)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)# 设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类class MyPlane(pygame.sprite.Sprite):    def __init__(self, bg_size):        super(MyPlane, self).__init__()        self.image1 = pygame.image.load('images/me1.png').convert_alpha()        self.image2 = pygame.image.load('images/me2.png').convert_alpha()        self.destroy_images = []        self.destroy_images.extend([            pygame.image.load('images/me_destroy_1.png').convert_alpha(),            pygame.image.load('images/me_destroy_2.png').convert_alpha(),            pygame.image.load('images/me_destroy_3.png').convert_alpha(),            pygame.image.load('images/me_destroy_4.png').convert_alpha()            ])        self.rect = self.image1.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.active = True        self.invincible = False        self.mask = pygame.mask.from_surface(self.image2)        self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60        self.speed = 10    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    def reset(self):        self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60        self.active = True        self.invincible = True# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机class SmallEnemy(pygame.sprite.Sprite):    energy = 1    def __init__(self, bg_size):        super(SmallEnemy, self).__init__()        self.image = pygame.image.load('images/enemy1.png').convert_alpha()        self.destroy_images = []        self.destroy_images.extend([            pygame.image.load('images/enemy1_down1.png').convert_alpha(),            pygame.image.load('images/enemy1_down2.png').convert_alpha(),            pygame.image.load('images/enemy1_down3.png').convert_alpha(),            pygame.image.load('images/enemy1_down4.png').convert_alpha()        ])        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.active = True        self.mask = pygame.mask.from_surface(self.image)        self.speed = 2        self.reset()        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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)        self.active = True        self.energy = SmallEnemy.energyclass MidEnemy(pygame.sprite.Sprite):    energy = 8    def __init__(self, bg_size):        super(MidEnemy, self).__init__()        self.image = pygame.image.load('images/enemy2.png').convert_alpha()        self.destroy_images = []        self.destroy_images.extend([            pygame.image.load('images/enemy2_down1.png').convert_alpha(),            pygame.image.load('images/enemy2_down2.png').convert_alpha(),            pygame.image.load('images/enemy2_down3.png').convert_alpha(),            pygame.image.load('images/enemy2_down4.png').convert_alpha()        ])        self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.active = True        self.speed = 1        self.mask = pygame.mask.from_surface(self.image)        self.reset()        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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height)        self.active = True        self.energy = MidEnemy.energyclass BigEnemy(pygame.sprite.Sprite):    energy = 20    def __init__(self, bg_size):        super(BigEnemy, self).__init__()        self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()        self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()        self.destroy_images = []        self.destroy_images.extend([            pygame.image.load('images/enemy3_down1.png').convert_alpha(),            pygame.image.load('images/enemy3_down2.png').convert_alpha(),            pygame.image.load('images/enemy3_down3.png').convert_alpha(),            pygame.image.load('images/enemy3_down4.png').convert_alpha(),            pygame.image.load('images/enemy3_down5.png').convert_alpha(),            pygame.image.load('images/enemy3_down6.png').convert_alpha()        ])        self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()        self.rect = self.image1.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.active = True        self.speed = 1        self.mask = pygame.mask.from_surface(self.image1)        self.appear = False        self.reset()        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.rect.left, self.rect.top =  randint(0, self.width - self.rect.width), randint(-20 * self.height, -10 * self.height)        self.active = True        self.energy = BigEnemy.energy# 设置补给:# 设置补给:# 设置补给:# 设置补给:# 设置补给class Bullet_Supply(pygame.sprite.Sprite):    def __init__(self, bg_size):        super(Bullet_Supply, self).__init__()        self.image = pygame.image.load('images/bullet_supply.png').convert_alpha()        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100        self.speed = 5        self.active = False        self.mask = pygame.mask.from_surface(self.image)    def move(self):        if self.rect.top < self.height:            self.rect.top += self.speed        else:            self.active = False    def reset(self):        self.active = True        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100class Bomb_Supply(pygame.sprite.Sprite):    def __init__(self, bg_size):        super(Bomb_Supply, self).__init__()        self.image = pygame.image.load('images/bomb_supply.png').convert_alpha()        self.rect = self.image.get_rect()        self.width, self.height = bg_size[0], bg_size[1]        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100        self.speed = 5        self.active = False        self.mask = pygame.mask.from_surface(self.image)    def move(self):        if self.rect.top < self.height:            self.rect.top += self.speed        else:            self.active = False    def reset(self):        self.active = True        self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100# 设置我方发射子弹类class Bullet1(pygame.sprite.Sprite):    def __init__(self, position):        super(Bullet1, self).__init__()        self.image = pygame.image.load("images/bullet1.png").convert_alpha()        self.rect = self.image.get_rect()        self.rect.left, self.rect.top = position        self.speed = 12        self.active = True        self.mask = pygame.mask.from_surface(self.image)    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 = Trueclass Bullet2(pygame.sprite.Sprite):    def __init__(self, position):        super(Bullet2, self).__init__()        self.image = pygame.image.load("images/bullet2.png").convert_alpha()        self.rect = self.image.get_rect()        self.rect.left, self.rect.top = position        self.speed = 14        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# 主程序的实现 :# 主程序的实现   :# 主程序的实现   :# 主程序的实现   :# 主程序的实现def add_small_enemies(group1, group2, num):    for i in range(num):        e1 = SmallEnemy(bg_size)        group1.add(e1)        group2.add(e1)def add_mid_enemies(group1, group2, num):    for i in range(num):        e2 = MidEnemy(bg_size)        group1.add(e2)        group2.add(e2)def add_big_enemies(group1, group2, num):    for i in range(num):        e3 = BigEnemy(bg_size)        group1.add(e3)        group2.add(e3)def inc_speed(target, inc):    for each in target:        each.speed += incdef main():    # 播放音乐    pygame.mixer.music.play(-1)    # 实例化我方飞机    me =MyPlane(bg_size=bg_size)    # 实例化敌方飞机    enemies = pygame.sprite.Group()    # 实例化敌方小型飞机    small_enemies = pygame.sprite.Group()    add_small_enemies(small_enemies, enemies, 15)    # 实例化敌方中型飞机    mid_enemies = pygame.sprite.Group()    add_mid_enemies(mid_enemies, enemies, 4)    # 实例化敌方大型飞机    big_enemies = pygame.sprite.Group()    add_big_enemies(big_enemies, enemies, 2)    # 实例化普通子弹    bullet1 = []    bullet1_index = 0    BULLET1_NUM = 4    for i in range(BULLET1_NUM):        bullet1.append(Bullet1((me.rect.centerx-10 , me.rect.centery)))    # 实例超级子弹    bullet2 = []    bullet2_index = 0    BULLET2_NUM = 8    for i in range(BULLET2_NUM // 2):        bullet2.append(Bullet2((me.rect.centerx - 33, me.rect.centery)))        bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))    # 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/font1.ttf", 36)    # 标志是否暂停游戏    paused = False    paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()    paused_pressed_image = pygame.image.load( "images/pause_pressed.png").convert_alpha()    resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()    resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()    paused_rect = paused_nor_image.get_rect()    paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10    paused_image = paused_nor_image    # 设置难度    level = 1    # 全屏炸弹    bomb_image = pygame.image.load('images/bomb.png').convert_alpha()    bomb_rect = bomb_image.get_rect()    bomb_font = pygame.font.Font("font/font1.ttf", 48)    bomb_num = 3    # 每20秒发放一个补给包    bullet_supply = Bullet_Supply(bg_size)    bomb_supply = Bomb_Supply(bg_size)    SUPPLY_TIME = USEREVENT    pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)    DOUBLE_BULLTET_TIME = USEREVENT + 1    INVINCIBLE_TIME = USEREVENT + 2    # 标志是否使用超级子弹    is_double_bullet = False    # 生命数量    life_image = pygame.image.load('images/life.png').convert_alpha()    life_rect = life_image.get_rect()    life_num = 3    # 用于切换我方飞机图片    switch_plane = True    # 游戏结束画面    gameover_font = pygame.font.Font("font/font1.TTF", 48)    again_image = pygame.image.load("images/again.png").convert_alpha()    again_rect = again_image.get_rect()    gameover_image = pygame.image.load("images/gameover.png").convert_alpha()    gameover_rect = gameover_image.get_rect()    # 用于延迟切换    delay = 100    recorded = False    clock = pygame.time.Clock()    running = True    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, 20 * 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([True, False]):                    bomb_supply.reset()                else:                    bullet_supply.reset()            elif event.type == DOUBLE_BULLTET_TIME:                is_double_bullet = False                pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)            elif event.type == INVINCIBLE_TIME:                me.invincible = False                pygame.time.set_timer(INVINCIBLE_TIME, 0)        # 根据用户得分增加难度        if level == 1 and score > 5000:            level = 2            upgrade_sound.play()            # 增加3架小型敌机, 2架中型敌机和1架大型敌机            add_small_enemies(small_enemies, enemies, 3)            add_mid_enemies(mid_enemies, enemies, 2)            add_big_enemies(big_enemies, enemies, 1)            # 提升小型敌机的速度            inc_speed(target=small_enemies, inc=1)        elif level == 2 and score > 30000:            level = 3            upgrade_sound.play()            # 增加5架小型敌机, 3架中型敌机和2架大型敌机            add_small_enemies(small_enemies, enemies, 5)            add_mid_enemies(mid_enemies, enemies, 3)            add_big_enemies(big_enemies, enemies, 2)            # 提升小型敌机的速度            inc_speed(target=small_enemies, inc=1)            inc_speed(target=mid_enemies, inc=1)        elif level == 3 and score > 60000:            level = 4            upgrade_sound.play()            # 增加5架小型敌机, 3架中型敌机和2架大型敌机            add_small_enemies(small_enemies, enemies, 5)            add_mid_enemies(mid_enemies, enemies, 3)            add_big_enemies(big_enemies, enemies, 2)            # 提升小型敌机的速度            inc_speed(target=small_enemies, inc=1)            inc_speed(target=mid_enemies, inc=1)        elif level == 4 and score > 100000:            level = 5            upgrade_sound.play()            # 增加5架小型敌机, 3架中型敌机和2架大型敌机            add_small_enemies(small_enemies, enemies, 5)            add_mid_enemies(mid_enemies, enemies, 3)            add_big_enemies(big_enemies, enemies, 2)            # 提升小型敌机的速度            inc_speed(target=small_enemies, inc=1)            inc_speed(target=mid_enemies, inc=1)            inc_speed(target=big_enemies, inc=1)        screen.blit(background, (0, 0))        if life_num and not paused:            # 检测键盘按键操作            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()            # 绘制全屏炸弹补给            if bomb_supply.active:                bomb_supply.move()                screen.blit(bomb_supply.image, bomb_supply.rect)                if pygame.sprite.collide_mask(me, bomb_supply):                    get_bomb_sound.play()                    if bomb_num < 3:                        bomb_num += 1                    bomb_supply.active = False            # 绘制超级子弹补给            if bullet_supply.active:                bullet_supply.move()                screen.blit(bullet_supply.image, bullet_supply.rect)                if pygame.sprite.collide_mask(me, bullet_supply):                    get_bullet_sound.play()                    # 发射超级子弹                    is_double_bullet = True                    pygame.time.set_timer(DOUBLE_BULLTET_TIME, 18 * 1000)                    bullet_supply.active = False            # 发射子弹            if not(delay % 10):                bullet_sound.play()                if is_double_bullet:                    bullets = bullet2                    bullets[bullet2_index].reset(                        (me.rect.centerx - 40, me.rect.centery))                    bullets[bullet2_index +1].reset((me.rect.centerx + 20, me.rect.centery))                    bullet2_index = (bullet2_index + 2) % BULLET2_NUM                else:                    bullets = bullet1                    bullets[bullet1_index].reset((me.rect.centerx-10, me.rect.centery-10))                    bullet1_index = (bullet1_index + 1) % BULLET1_NUM            # 碰撞检测 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 each in enemy_hit:each.hit = Trueeach.energy -= 1if each.energy == 0:    each.active = False            # 绘制敌方大型机            for each in big_enemies:                if each.active:                    each.move()                    if each.hit:                        screen.blit(each.image_hit, each.rect)                        each.hit = False                    else:                        if switch_plane:screen.blit(each.image1, each.rect)                        else:screen.blit(each.image2, each.rect)                    # 绘制血条                    pygame.draw.line(screen, BLACK,         (each.rect.left, each.rect.top - 5),         (each.rect.right, each.rect.top - 5),         2)                    energy_remain = each.energy / 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)                    if each.rect.bottom == -10:                        enemy3_fly_sound.play(-1)                        each.appear = True                    # 离开画面, 关闭音效                    if each.rect.bottom < -10 and each.appear:                        enemy3_fly_sound.stop()                        each.appear = False                else:                    # 毁灭                    if e3_destroy_index == 0:                        enemy3_down_sound.play()                    if not(delay % 2):                        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 += 1000each.reset()            # 绘制敌方中型机            for each in mid_enemies:                if each.active:                    each.move()                    if each.hit:                        screen.blit(each.image_hit, each.rect)                        each.hit = False                    else:                        screen.blit(each.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 / 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 e2_destroy_index == 0:                        enemy2_down_sound.play()                    if not(delay % 2):                        screen.blit(each.destroy_images[        e2_destroy_index], each.rect)                        e2_destroy_index = (e2_destroy_index + 1) % 4                        if e2_destroy_index == 0:score += 600each.reset()            # 绘制敌方小型机            for each in small_enemies:                if each.active:                    each.move()                    screen.blit(each.image, each.rect)                else:                    # 毁灭                    if e1_destroy_index == 0:                        enemy1_down_sound.play()                    if not(delay % 2):                        screen.blit(each.destroy_images[        e1_destroy_index], each.rect)                        e1_destroy_index = (e1_destroy_index + 1) % 4                        if e1_destroy_index == 0:score += 100each.reset()            # 检测我方飞机碰撞            enemies_down = pygame.sprite.spritecollide(                me, enemies, False, pygame.sprite.collide_mask)            if enemies_down and not me.invincible:                me.active = False                for each in enemies_down:                    each.active = False            # 绘制我方飞机            if me.active:                if switch_plane:                    screen.blit(me.image1, me.rect)                else:                    screen.blit(me.image2, me.rect)            else:                # 毁灭                if me_destroy_index == 0:                    me_down_sound.play()                if not(delay % 2):                    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("× %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 : %d' % score, True, WHITE)            screen.blit(score_text, (10, 5))        #  绘制游戏结束画面        elif life_num == 0:            # 背景音乐停止            pygame.mixer.music.stop()            pygame.mixer.stop()            # 停止发放补给            pygame.time.set_timer(SUPPLY_TIME, 0)            if not recorded:                recorded =True                # 读取历史最高分                with open('record.txt', 'r') as f:                    record_score = int(f.read())                # 判断是否高于历史最高分                if score > record_score:                    with open('record.txt', 'w') as f:                        f.write(str(score))            # 绘制结束界面            record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))            screen.blit(record_score_text, (10, 45))            gameover_text1 = gameover_font.render("Your Score", 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)            # 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()                if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:                    main()                elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:                    pygame.quit()                    sys.exit()        screen.blit(paused_image, paused_rect)        if not(delay % 11):            switch_plane = not switch_plane        delay -= 1        if not delay:            delay = 100        pygame.display.flip()        clock.tick(60)if __name__ == '__main__':    main()部分运行截图:

来源地址:https://blog.csdn.net/Abtxr/article/details/128280902

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