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:

  • 敌方共有大中小3款飞机,分为高中低三种速度;

  • 子弹的射程并非全屏,而大概是屏幕长度的80%;

  • 消灭小飞机需要1发子弹,中飞机需要8发,大飞机需要20发子弹;

  • 每消灭一架小飞机得1000分,中飞机6000分,大飞机10000分;

  • 每隔30秒有一个随机的道具补给,分为两种道具,全屏炸弹和双倍子弹;

  • 全屏炸弹最多只能存放3枚,双倍子弹可以维持18秒钟的效果;

  • 游戏将根据分数来逐步提高难度,难度的提高表现为飞机数量的增多以及速度的加快。


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 - 60self.speed = 10self.active = Trueself.invincible = Falseself.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.speedelse:self.rect.top = 0def moveDown(self):if self.rect.bottom < self.height - 60:self.rect.top += self.speedelse:self.rect.bottom = self.height - 60def moveLeft(self):if self.rect.left > 0:self.rect.left -= self.speedelse:self.rect.left = 0def moveRight(self):if self.rect.right < self.width:self.rect.left += self.speedelse:self.rect.right = self.widthdef reset(self):self.rect.left, self.rect.top = \(self.width - self.rect.width) // 2, \self.height - self.rect.height - 60self.active = Trueself.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 pygame
from 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 = 2self.active = Trueself.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.speedelse:self.reset()def reset(self):self.active = Trueself.rect.left, self.rect.top = \randint(0, self.width - self.rect.width), \randint(-5 * self.height, 0)class MidEnemy(pygame.sprite.Sprite):energy = 8def __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 = 1self.active = Trueself.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.energyself.hit = Falsedef move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.reset()def reset(self):self.active = Trueself.energy = MidEnemy.energyself.rect.left, self.rect.top = \randint(0, self.width - self.rect.width), \randint(-10 * self.height, -self.height)class BigEnemy(pygame.sprite.Sprite):energy = 20def __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 = 1self.active = Trueself.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.energyself.hit = Falsedef move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.reset()def reset(self):self.active = Trueself.energy = BigEnemy.energyself.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 pygame
class 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 = positionself.speed = 12self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):self.rect.top -= self.speedif self.rect.top < 0:self.active = Falsedef reset(self, position):self.rect.left, self.rect.top = positionself.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 = positionself.speed = 14self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):self.rect.top -= self.speedif self.rect.top < 0:self.active = Falsedef reset(self, position):self.rect.left, self.rect.top = positionself.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 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("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), -100self.speed = 5self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.active = Falsedef reset(self):self.active = Trueself.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), -100self.speed = 5self.active = Falseself.mask = pygame.mask.from_surface(self.image)def move(self):if self.rect.top < self.height:self.rect.top += self.speedelse:self.active = Falsedef reset(self):self.active = Trueself.rect.left, self.rect.bottom = \randint(0, self.width - self.rect.width), -100

5、主模块


# main.py
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supplyfrom pygame.locals import *
from random import *pygame.init()
pygame.mixer.init()bg_size = width, height = 480, 700
screen = 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 = 0BULLET1_NUM = 4for i in range(BULLET1_NUM):bullet1.append(bullet.Bullet1(me.rect.midtop))# 生成超级子弹bullet2 = []bullet2_index = 0BULLET2_NUM = 8for 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 = 0e2_destroy_index = 0e3_destroy_index = 0me_destroy_index = 0# 统计得分score = 0score_font = pygame.font.Font("font/font.ttf", 36)# 标志是否暂停游戏paused = Falsepause_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, 10paused_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 = USEREVENTpygame.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 = 100running = Truewhile 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 pausedif 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_imageelse:paused_image = pause_pressed_imageelse:if paused:paused_image = resume_nor_imageelse:paused_image = pause_nor_imageelif event.type == KEYDOWN:if event.key == K_SPACE:if bomb_num:bomb_num -= 1bomb_sound.play()for each in enemies:if each.rect.bottom > 0:each.active = Falseelif 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 = Falsepygame.time.set_timer(DOUBLE_BULLET_TIME, 0)elif event.type == INVINCIBLE_TIME:me.invincible = Falsepygame.time.set_timer(INVINCIBLE_TIME, 0)# 根据用户的得分增加难度if level == 1 and score > 50000:level = 2upgrade_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 = 3upgrade_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 = 4upgrade_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 = 5upgrade_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 += 1bomb_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 = Truepygame.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 = bullet2bullets[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_NUMelse:bullets = bullet1bullets[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 = Falsefor e in enemy_hit:if e in mid_enemies or e in big_enemies:e.hit = Truee.energy -= 1if 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 = Falseelse: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.energyif energy_remain > 0.2:energy_color = GREENelse:energy_color = REDpygame.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) % 6if 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 = Falseelse: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.energyif energy_remain > 0.2:energy_color = GREENelse:energy_color = REDpygame.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) % 4if 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) % 4if 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 = Falsefor 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) % 4if me_destroy_index == 0:life_num -= 1me.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 // 3screen.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 + 10screen.blit(gameover_text2, gameover_text2_rect)again_rect.left, again_rect.top = \(width - again_rect.width) // 2, \gameover_text2_rect.bottom + 50screen.blit(again_image, again_rect)gameover_rect.left, gameover_rect.top = \(width - again_rect.width) // 2, \again_rect.bottom + 10screen.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_imagedelay -= 1if not delay:delay = 100pygame.display.flip()clock.tick(60)if __name__ == "__main__":try:main()except SystemExit:passexcept: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!

手把手教学,Python 游戏编程之实现飞机大战(含源代码)相关推荐

  1. Python 游戏编程之实现飞机大战(含源代码)

    点击上方蓝色小字,关注"涛哥聊Python" 重磅干货,第一时间送达 来自:CSDN,作者:逐梦er 链接:https://zhumenger.blog.csdn.net/arti ...

  2. 小学生python游戏编程2----飞机大战1

    小学生python游戏编程2----飞机大战1 前言 主要设计 1.界面设计 2.动态背景 3.记分的实现 4.射击游戏功能的实现 5.声音的实现 应用知识点 1.python知识点 1.1 角色创建 ...

  3. 小学生python游戏编程arcade----坦克大战2

    小学生python游戏编程arcade----坦克大战2 前言 多摄象头显得分,title地图加载,精灵分层管理,移动精灵 1.提示框制作 1.1养眼绿色 1.2 画距形提示框 1.3 效果图 1.4 ...

  4. 小学生python游戏编程arcade----坦克大战4

    小学生python游戏编程arcade----坦克大战4 前言 坦克大战4 1.1 每单元英语单词学完升级效果 1.2 单词调用及敌坦克随机问题 1.3 效果图 1.4 代码实现 源码获取 前言 接上 ...

  5. Python游戏之Pygame——太空飞机大战(三)

    上一篇(Python游戏之Pygame--太空飞机大战(二))完成了敌机类以及敌机坠毁时释放包裹类,这一篇将给出英雄战机类和处理.由于英雄战机是由游戏者操控的,所以要处理操控事件,比如往那个方向飞,发 ...

  6. Python游戏之Pygame——太空飞机大战(四)

    上一篇(Python游戏之Pygame--太空飞机大战(三))完成了英雄战机和星空,那么基本上飞机大战的主要元素都已经完成,该是总结成功玩自己游戏的时候了. 哦,差点忘了,Bullet类对于普通子弹和 ...

  7. Python游戏之Pygame——太空飞机大战(二)

    上一篇(Python游戏之Pygame--太空飞机大战(一))文章简单对游戏进行了说明,给出了部分配置文件以及子弹类.下面给出敌机类和方法. 大家直到,飞机必须能非,最好能非直线飞行.因此必须有X_s ...

  8. pygame 学习笔记(4)推荐一本python入门游戏书籍《PYTHON游戏编程入门》

    简介 <PYTHON游戏编程入门>(More Python Programming for the Absolute Beginner)是 S.Harbour写的一本入门书籍,基于pyga ...

  9. HTML5游戏开发(四):飞机大战之显示场景和元素

    <HTML5游戏开发>系列文章的目的有:一.以最小的成本去入门egret小项目开发,官方的教程一直都是面向中重型:二.egret可以非常轻量:三.egret相比PIXI.js和sprite ...

最新文章

  1. wp7 sdk部署应用操作
  2. 转:HTML错误编号大全
  3. iis服务器并发支持人数 主要参数_服务器常见问题解决
  4. MFC使用ADO操作数据库
  5. c语言报数函数问题,[编程入门]报数问题-题解(C语言代码)
  6. 《智能路由器开发指南》——2.6 参考资料
  7. python和按键精灵哪个做脚本好_[按键精灵教程]学了这个你也能做出稳定的脚本...
  8. cc2530设计性实验代码四
  9. 【71】力科PCIe 协议分析仪常见操作
  10. 触摸屏驱动学习并移植
  11. 正态分布变换NDT算法原理及其在点云配准中的应用
  12. Python GUI - 利用Tkinter制作个性签名设计软件!
  13. 微信自动投票的php代码
  14. 怎么判断自己是否适合转行软件测试
  15. Android 按钮实现按压水波纹效果
  16. 《世界因你不同》——大学生活:贫穷而快乐的日子
  17. 手机百度浏览器底部fixed悬浮框屏蔽,出来一会自动消失了
  18. 不干胶标签的印刷工艺
  19. 工作流程管理系统,表结构与运行机制
  20. 代码回滚,你真的理解吗?

热门文章

  1. 如何防止暗电流引起的电瓶过度放电
  2. SAP 成本结算中的 作业价格重估
  3. 作为码农也需要了解的互联网产品的盈利方式
  4. 广西科技大学计算机专业分数,广西科技大学2020年本科专业录取分数统计(广西)...
  5. Mac更新10.14后频繁重启
  6. 苹果13什么时候上市?
  7. php支付接口签名,PHP的支付宝支付接口总结
  8. 贝壳和自如,互联网重塑居住生活的A、B面
  9. 使用IDEA打jar包步骤
  10. 标签打印软件中如何设置镜像