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手把手教学,Python 游戏编程之实现飞机大战(含源代码)

2023-09-12 13:26

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文章目录

一、游戏设定

1、游戏界面展示和设定

二、实现过程

1.我方飞机

2、敌方飞机

3、定义武器

4、武器补充库

5、主模块

总结:


前言

我想大家都是有玩过类似飞机大战的射击类游戏,也享受目标被消除通过后带来的愉悦感。

那么如果用Python来实现飞机大战游戏?

下面就跟大家一起用Python来做一个小游戏,不仅可以从中感受到乐趣,还可以提升自己的能力。


一、游戏设定

1、游戏界面展示和设定

游戏的基本设定:


二、实现过程

1.我方飞机

首先创建一个myplane. py模块来定义我方飞机:

import pygameclass MyPlane(pygame.sprite.Sprite):    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        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.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)    # 分别定义moveUp()、moveDown()、moveLeft()和moveRight()控制我方飞机上、下、左、右移动:    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.top += 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.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 - 60        self.active = True        self.invincible = True

2、敌方飞机

敌机分为小、中、大三个尺寸,它们的速度依次是快、中、慢,在游戏界面的上方位置创造位置随机的敌机,可以让它们不在同一排出现。将敌机的定义写在enemy. py模块中:

import pygamefrom random import *class SmallEnemy(pygame.sprite.Sprite):    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        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.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)class MidEnemy(pygame.sprite.Sprite):    energy = 8    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        self.image = pygame.image.load("images/enemy2.png").convert_alpha()        self.image_hit = pygame.image.load("images/enemy2_hit.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.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(-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 = 20    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()        self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()        self.image_hit = pygame.image.load("images/enemy3_hit.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.rect = self.image1.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(-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)

3、定义武器

定义子弹,子弹分为两种: 一种是普通子弹一次只发射一颗; 另一种是补给发放的超级子弹一次可以发射两颗。

我们将子弹定义为独立的模块bullet.py:

import pygameclass Bullet1(pygame.sprite.Sprite):    def __init__(self, position):        pygame.sprite.Sprite.__init__(self)        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 = 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 = Trueclass Bullet2(pygame.sprite.Sprite):    def __init__(self, position):        pygame.sprite.Sprite.__init__(self)        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

4、武器补充库:

游戏设计每30秒随机发放一个补给包,可 能是超级子弹,也可能是全屏炸弹。补给包有自己的图像和运动轨迹,定义一个模块supply.py: 

import pygamefrom random import *class Bullet_Supply(pygame.sprite.Sprite):    def __init__(self, bg_size):        pygame.sprite.Sprite.__init__(self)        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):        pygame.sprite.Sprite.__init__(self)        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

5、主模块

# main.pyimport pygameimport sysimport tracebackimport myplaneimport enemyimport bulletimport supplyfrom 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 -- FishC Demo")background = pygame.image.load("images/background.png").convert()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("sound/game_music.ogg")pygame.mixer.music.set_volume(0.2)bullet_sound = pygame.mixer.Sound("sound/bullet.wav")bullet_sound.set_volume(0.2)bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")bomb_sound.set_volume(0.2)supply_sound = pygame.mixer.Sound("sound/supply.wav")supply_sound.set_volume(0.2)get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")get_bomb_sound.set_volume(0.2)get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")get_bullet_sound.set_volume(0.2)upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")upgrade_sound.set_volume(0.2)enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")enemy3_fly_sound.set_volume(0.2)enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")enemy1_down_sound.set_volume(0.2)enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")enemy2_down_sound.set_volume(0.2)enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")enemy3_down_sound.set_volume(0.5)me_down_sound = pygame.mixer.Sound("sound/me_down.wav")me_down_sound.set_volume(0.2)def add_small_enemies(group1, group2, num):    for i in range(num):        e1 = enemy.SmallEnemy(bg_size)        group1.add(e1)        group2.add(e1)def add_mid_enemies(group1, group2, num):    for i in range(num):        e2 = enemy.MidEnemy(bg_size)        group1.add(e2)        group2.add(e2)def add_big_enemies(group1, group2, num):    for i in range(num):        e3 = enemy.BigEnemy(bg_size)        group1.add(e3)        group2.add(e3)def inc_speed(target, inc):    for each in target:        each.speed += incdef main():    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, 4)    # 生成敌方大型飞机    big_enemies = pygame.sprite.Group()    add_big_enemies(big_enemies, enemies, 2)    # 生成普通子弹    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 - 33, me.rect.centery)))        bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))    clock = pygame.time.Clock()    # 中弹图片索引    e1_destroy_index = 0    e2_destroy_index = 0    e3_destroy_index = 0    me_destroy_index = 0    # 统计得分    score = 0    score_font = pygame.font.Font("font/font.ttf", 36)    # 标志是否暂停游戏    paused = False    pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()    pause_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 = pause_nor_image.get_rect()    paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10    paused_image = pause_nor_image    # 设置难度级别    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/font.ttf", 48)    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)    SUPPLY_TIME = USEREVENT    pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)    # 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    # 生命数量    life_image = pygame.image.load("images/life.png").convert_alpha()    life_rect = life_image.get_rect()    life_num = 3    # 用于阻止重复打开记录文件    recorded = False    # 游戏结束画面    gameover_font = pygame.font.Font("font/font.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()    # 用于切换图片    switch_image = True    # 用于延迟    delay = 100    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, 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            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_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)        # 根据用户的得分增加难度        if level == 1 and score > 50000:            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(small_enemies, 1)        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(small_enemies, 1)            inc_speed(mid_enemies, 1)        elif level == 3 and score > 600000:            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(small_enemies, 1)            inc_speed(mid_enemies, 1)        elif level == 4 and score > 1000000:            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(small_enemies, 1)            inc_speed(mid_enemies, 1)        screen.blit(background, (0, 0))        if life_num and not paused:            # 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            # 发射子弹            if not (delay % 10):                bullet_sound.play()                if is_double_bullet:                    bullets = bullet2                    bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))                    bullets[bullet2_index + 1].reset((me.rect.centerx + 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 = Falseelse:    e.active = False            # 绘制大型敌机            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_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 each.rect.bottom == -50:                        enemy3_fly_sound.play(-1)                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:enemy3_fly_sound.stop()score += 10000each.reset()            # 绘制中型敌机:            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 / 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 += 6000each.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 += 1000each.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:                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)            # 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 : %s" % str(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()            # 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("record.txt", "r") as f:                    record_score = int(f.read())                # 如果玩家得分高于历史最高得分,则存档                if score > record_score:                    with open("record.txt", "w") as f:                        f.write(str(score))            # 绘制结束画面            record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))            screen.blit(record_score_text, (50, 50))            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)            # 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()                    # 绘制暂停按钮        screen.blit(paused_image, paused_rect)        # 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 SystemExit:        pass    except:        traceback.print_exc()        pygame.quit()        input()

总结:

以上就是分享的内容!

最后重点是所有的模块应该放在同一个文件夹下,再运行我们的主模块就大功告成了!

来源地址:https://blog.csdn.net/veratata/article/details/128283231

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