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- # -*- coding:utf-8 -*-
- import pygame
- import sys
- from pygame.locals import *
- from pygame.font import *
- import time
- import random
- class Hero(object):
- #玩家 英雄类
- def __init__(self, screen_temp):
- self.x = 210
- self.y = 700
- self.life = 21
- # self.life = 100
- self.image = pygame.image.load("./feiji/hero1.png")
- self.screen = screen_temp
- self.bullet_list = []#用来存储子弹对象的引用
- #爆炸效果用的如下属性
- self.hit = False #表示是否要爆炸
- self.bomb_list = [] #用来存储爆炸时需要的图片
- self.__create_images() #调用这个方法向bomb_list中添加图片
- self.image_num = 0 #用来记录while True的次数,当次数达到一定值时才显示一张爆炸的图,然后清空,,当这个次数再次达到时,再显示下一个爆炸效果的图片
- self.image_index = 0#用来记录当前要显示的爆炸效果的图片的序号
- def __create_images(self):
- #添加爆炸图片
- self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n1.png"))
- self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n2.png"))
- self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n3.png"))
- self.bomb_list.append(pygame.image.load("./feiji/hero_blowup_n4.png"))
- def display(self):
- #显示玩家的飞机
- #如果被击中,就显示爆炸效果,否则显示普通的飞机效果
- if self.hit == True:
- self.screen.blit(self.bomb_list[self.image_index], (self.x, self.y))#(self.x, self.y)是指当前英雄的位置
- #blit方法 (一个对象,左上角位置)
- self.image_num += 1
- print(self.image_num)
- if self.image_num == 7:
- self.image_num = 0
- self.image_index += 1
- print(self.image_index) #这里子弹打住英雄时没有被清除掉,所以打一下,就死了
- if self.image_index > 3:
- time.sleep(1)
- exit()#调用exit让游戏退出
- #self.image_index = 0
- else:
- if self.x< 0: #控制英雄,不让它跑出界面
- self.x = 0
- elif self.x > 382:
- self.x = 382
- if self.y < 0:
- self.y = 0
- elif self.y > 750:
- self.y = 750
- self.screen.blit(self.image,(self.x, self.y))#z这里是只要没有被打中,就一直是刚开始的样子
- #不管玩家飞机是否被击中,都要显示发射出去的子弹
- for bullet in self.bullet_list:
- bullet.display()
- bullet.move()
- def move(self, move_x,move_y):
- self.x += move_x
- self.y += move_y
- def fire(self):
- #通过创建一个子弹对象,完成发射子弹
- bullet = Bullet(self.screen, self.x, self.y)#创建一个子弹对象
- self.bullet_list.append(bullet)
- def bomb(self):
- self.hit = True
- def judge(self):
- global life
- if life <= 0:
- self.bomb()
- class Bullet(object):
- #玩家子弹类
- def __init__(self, screen_temp, x_temp, y_temp):
- self.x = x_temp + 40
- self.y = y_temp - 20
- self.image = pygame.image.load("./feiji/bullet.png")
- self.screen = screen_temp
-
- def display(self):
- self.screen.blit(self.image, (self.x, self.y))
- def move(self):
- self.y -= 10
- class Bullet_Enemy(object):
- #敌机子弹类
- def __init__(self, screen_temp, x_temp, y_temp):
- self.x = x_temp + 25
- self.y = y_temp + 30
- self.image = pygame.image.load("./feiji/bullet1.png")
- self.screen = screen_temp
-
- def display(self):
- self.screen.blit(self.image,(self.x,self.y))
-
- def move(self, hero):
- self.y += 10
- global life
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
- life -= 10
- #self.bullet_list.remove()
- print("---judge_enemy---")
- return True
- if life<=0:
- hero.bomb()
- return False
- class Bullet_Boss(object):
- #boss子弹类1
- def __init__(self, screen_temp, x_temp, y_temp):
- self.x = x_temp + 80
- self.y = y_temp + 230
- self.image = pygame.image.load("./feiji/bullet2.png")
- self.screen = screen_temp
- def display(self):
- self.screen.blit(self.image, (self.x, self.y))
- def move(self, hero):
- self.y += 6
- self.x += 2
- global life
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
- life -= 20
- #self.bullet_list.remove()
- print("---judge_boss---")
- return True
- if life<=0:
- hero.bomb()
- return False
- class Bullet_Boss1(object):
- #boss子弹类2
- def __init__(self, screen_temp, x_temp, y_temp):
- self.x = x_temp + 80
- self.y = y_temp + 230
- self.image = pygame.image.load("./feiji/bullet2.png")
- self.screen = screen_temp
- def display(self):
- self.screen.blit(self.image, (self.x, self.y))
- def move(self, hero):
- self.y += 6
- self.x -= 2
- global life
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
- life -= 20
- #self.bullet_list.remove()
- print("---judge_boss---")
- return True
- if life<=0:
- hero.bomb()
- return False
- class Bullet_Boss2(object):
- #boss子弹类3
- def __init__(self, screen_temp, x_temp, y_temp):
- self.x = x_temp + 80
- self.y = y_temp + 230
- self.image = pygame.image.load("./feiji/bullet2.png")
- self.screen = screen_temp
- def display(self):
- self.screen.blit(self.image, (self.x, self.y))
- def move(self, hero):
- self.y += 6
- global life
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- #if self.y in range(hero.y, hero.y + 40) and self.x in range(hero.x, hero.x + 40):
- life -= 20
- #self.bullet_list.remove()
- print("---judge_boss---")
- return True
- if life<=0:
- hero.bomb()
- return False
- class Base(object):
- #基类 类似于抽象类
- def __init__(self, screen_temp, x, y, image_name):
- self.x = x
- self.y = y
- self.screen = screen_temp
- self.image = pygame.image.load(image_name)
- self.alive = True
- def display(self):
- if self.alive == True:
- self.screen.blit(self.image, (self.x, self.y))
- def move(self):
- self.y += 5
- class bomb_bullet(Base):
- #炸弹类
- def __init__(self, screen_temp):
- Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb.png")
- def judge(self, hero):
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- self.alive = False
- hero.bomb()
- if self.y >= 850:
- #self.alive = False
- self.y = 0
- self.x = random.randint(45, 400)
- #print("bomb.y = %d"%self.y)
- class supply(Base):
- #补给类
- def __init__(self, screen_temp):
- Base.__init__(self, screen_temp, random.randint(45, 400), -300, "./feiji/bomb-1.gif")
- def judge(self, hero):
- global life
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- self.alive = False
- life += 10
- if self.y >= 1500:
- self.y = 0
- self.x = random.randint(45, 400)
- self.alive = True
- class clear_bullet(Base):
- def __init__(self, screen_temp):
- Base.__init__(self, screen_temp, random.randint(45, 400), 0, "./feiji/bomb-2.gif")
- self.alive = False
- def judge(self, hero, enemies):
- global q
- q += 1
- #self.move()
- if q == 20:
- #self.move()
- self.alive = True
- q = 0
- if (hero.y <= self.y and self.y <= hero.y + 40) and (hero.x <= self.x and self.x <= hero.x + 100):
- self.alive = False
- for enemy in enemies:
- enemy.hit == True
-
- class EnemyPlane(object):
- #敌机类
- def __init__(self, screen_temp):
- self.x = random.randint(15, 480)
- self.y = 0
- self.image = pygame.image.load("./feiji/enemy0.png")
- self.screen = screen_temp
- self.bullet_list = []#用来存储子弹对象的引用
- #self.direction = "right"#用来设置这个飞机默认的移动方向
- self.hit = False
- self.bomb_list = []
- self.__create_images()
- self.image_num = 0
- self.image_index = 0
- #利用产生的随机数,随机确定飞机初始移动方向
- self.k = random.randint(1, 20)
- if self.k <= 10:
- self.direction = "right"
- elif self.k > 10:
- self.direction = "left"
- def display(self, hero):
- #显示敌人的飞机
- if not self.hit:
- self.screen.blit(self.image, (self.x,self.y))
- else:
- self.screen.blit(self.bomb_list[self.image_index], (self.x,self.y))
- self.image_num += 1
- if self.image_num == 3 and self.image_index < 3:
- self.image_num = 0
- self.image_index += 1
- #print(self.image_index)
- # if self.image_index > 2:
- # time.sleep(0.1)
- for bullet in self.bullet_list:
- bullet.display()
- if(bullet.move(hero)):
- self.bullet_list.remove(bullet)
- def move(self):
- #利用随机数来控制飞机移动距离,以及移动范围
- d1 = random.uniform(1,3)
- d2 = random.uniform(0.2,3)
- p1 = random.uniform(50,100)
- p2 = random.uniform(-200,0)
- if self.direction == "right":
- self.x += d1
- elif self.direction == "left":
- self.x -= d1
- if self.x > 480 - p1:
- #480 - 50
- self.direction="left"
- elif self.x < p2:
- self.direction = "right"
- self.y += d2
- def bomb(self):
- self.hit = True
- def __create_images(self):
- self.bomb_list.append(pygame.image.load("./feiji/enemy0_down1.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy0_down2.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy0_down3.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy0_down4.png"))
- def fire(self):
- #利用随机数来控制敌机的开火,1/80的概率
- s = random.randint(0,800)
- bullet1 = Bullet_Enemy(self.screen, self.x, self.y)
- if s < 10:
- self.bullet_list.append(bullet1)
- class EnemyPlanes(EnemyPlane):
- #敌机群类 继承自EnemyPlane类
- def __init__(self, screen_temp):
- EnemyPlane.__init__(self, screen_temp)
- self.num = 0
- self.enemy_list = [] #用列表存储产生的多架敌机
- self.screen = screen_temp
- def add_enemy(self, num):
- #产生多架敌机的函数
- self.num = num
- for i in range(num):
- enemy = EnemyPlane(self.screen)
- self.enemy_list.append(enemy)
- def display(self, hero):
- for i in range(self.num):
- self.enemy_list[i].display(hero)
-
- def move(self):
- for i in range(self.num):
- self.enemy_list[i].move()
- def fire(self):
- #s = random.randint(0,1000)
- for i in range(self.num):
- self.enemy_list[i].fire()
- class Boss(EnemyPlane):
- #boss敌机类 继承自EnemyPlane类
- def __init__(self,screen_temp):
- EnemyPlane.__init__(self,screen_temp)
- self.x = 150
- self.y = 0
- self.bomb_list = []
- self.__create_images()
- self.image = pygame.image.load("./feiji/enemy2.png")
- self.screen = screen_temp
- self.bullet_list = []
- def __create_images(self):
- #self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2_down1.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2_down2.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2_down3.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2_down4.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2_down5.png"))
- self.bomb_list.append(pygame.image.load("./feiji/enemy2_down6.png"))
- def display(self, hero):
- #显示敌人的飞机
- global g
- #print(g)
- self.screen.blit(self.bomb_list[g], (self.x,self.y))
- for bullet in self.bullet_list:
- bullet.display()
- if(bullet.move(hero)):
- self.bullet_list.remove(bullet)
- def move(self):
- d1 = 0
- self.y += 0
- def fire(self):
- global s
- s += 1
- bullet1 = Bullet_Boss(self.screen, self.x, self.y)
- bullet2 = Bullet_Boss1(self.screen, self.x, self.y)
- bullet3 = Bullet_Boss2(self.screen, self.x, self.y)
- if s == 20:
- s = 0
- self.bullet_list.append(bullet1)
- self.bullet_list.append(bullet2)
- self.bullet_list.append(bullet3)
- def judge1(hero,enemy):
- #判断敌机的炸毁
- for bullet1 in hero.bullet_list:
- if bullet1.y in range(int(enemy.y),int(enemy.y + 30)) and bullet1.x in range(int(enemy.x-10),int(enemy.x + 50)):
- hero.bullet_list.remove(bullet1)
- enemy.bomb()
- if bullet1.y < 0 or bullet1.x < 0 or bullet1.x > 480: #删除越界的玩家子弹
- hero.bullet_list.remove(bullet1)
- def judge3(hero,boss):
- #判断boss的炸毁
- global goal, g, goal0
- for bullet3 in hero.bullet_list:
- if bullet3.y in range(int(boss.y), int(boss.y + 60)) and bullet3.x in range(int(boss.x), int(boss.x + 100)):
- hero.bullet_list.remove(bullet3)
- g += 1
- boss.image = boss.bomb_list[g]
- print("g = %d"%g)
- if g >= 6:
- boss.y, g, goal = 0, 0, 0
- boss.bomb()
- goal0 += 10
-
- def clear_enemy(enemies):
- #清除敌机群类中被炸毁的敌机
- global goal, goal0
- for enemy in enemies.enemy_list:
- if enemy.hit == True and enemy.image_index == 3:
- enemies.enemy_list.remove(enemy)
- enemies.num -= 1
- goal += 1
- goal0 += 5
- print("goal = %d"%goal)
- if enemy.y >= 850:
- enemies.enemy_list.remove(enemy)
- enemies.num -= 1
- def judge_num(enemies):
- #判断频幕上敌人的数量,如果为零,继续添加敌人
- n = random.randint(1,5)
- if len(enemies.enemy_list) == 0:
- enemies.add_enemy(n)
- def show_text(screen_temp):
- #在屏幕上显示文字
- text = "GOAL:" + str(goal0) + "Life:" + str(life)
- font_size = 50
- pos = (0,0)
- color = (0,255,0)
- cur_font = pygame.font.SysFont("宋体",font_size)
- text_fmt = cur_font.render(text, 1, color)
- screen_temp.blit(text_fmt, pos)
- def creat_bomb(screen_temp):
- bomb = bomb_bullet(screen_temp)
- bomb_list = []
- bomb_list.apend(bomb)
- #定义的全局变量
- goal = 0 #玩家得分
- goal0 = 0
- g = 0 #击中boss的次数
- life = 100#生命值
- s = 0 #判断大boss是否发射子弹
- q = 0
- def main():
- #主函数执行
- #获取事件,比如按键等
- bb = False
- move_x = 0
- move_y = 0
- pygame.init()
- screen = pygame.display.set_mode((480,852),0,32)
- # 210,400
- background = pygame.image.load("./feiji/background.png")
- pygame.display.set_caption("飞机大战")
- atlas = pygame.image.load("./feiji/New Atlas.png")
- #创建玩家飞机
- hero = Hero(screen)
- #创建敌机群
- enemis = EnemyPlanes(screen)
- enemis.add_enemy(5)
- #创建boss对象
- boss = Boss(screen)
- #创建炸弹对象
- bomb = bomb_bullet(screen)
- #创建补给对象
- supply0 = supply(screen)
- clear = clear_bullet(screen)
- left_key, right_key, up_key, down_key, done = 0, 0, 0, 0, 0
- # mark = 0#用来判断boss发射子弹
- while True:
- if done:
- if done % 8 == 0:
- done = 1
- hero.fire()
- else:
- done += 1
- for event in pygame.event.get():
- #判断是否是点击了退出按钮
- if event.type == QUIT:
- print("exit")
- exit()
- #判断是否是按下了键
- if event.type == KEYDOWN :
- #down
- #检测按键是否是a或者left
- if event.key == K_a or event.key == K_LEFT:
- #print('left')
- move_x = -5
- left_key += 1
- #检测按键是否是d或者right
- elif event.key == K_d or event.key == K_RIGHT:
- #print('right')
- move_x = 5
- right_key += 1
- elif event.key == K_w or event.key == K_UP:
- move_y = -5
- up_key += 1
- elif event.key == K_s or event.key == K_DOWN:
- move_y = 5
- down_key += 1
- #检测按键是否是空格键
- elif event.key == K_SPACE:
- #print('space')
- hero.fire()
- done = 1
- #enemis.fire()
- elif event.key == K_b:
- print('b')
- hero.bomb()
- if event.type == KEYUP:
- if event.key == K_a or event.key == K_LEFT:
- left_key -= 1
- if right_key == 0:
- move_x = 0
- else:
- move_x = 5
- if event.key == K_d or event.key == K_RIGHT:
- right_key -= 1
- if left_key == 0:
- move_x = 0
- else:
- move_x = -5
- if event.key == K_w or event.key == K_UP:
- up_key -= 1
- if down_key == 0:
- move_y = 0
- else:
- move_y = 5
- if event.key == K_s or event.key == K_DOWN:
- down_key -= 1
- if up_key == 0:
- move_y = 0
- else:
- move_y = -5
- if event.key == K_SPACE:
- done = 0
- screen.blit(background, (0, 0))
- hero.move(move_x, move_y)
- hero.display()
- hero.judge()
- enemis.display(hero)
- enemis.move()
- enemis.fire()
- bomb.display()
- bomb.judge(hero)
- bomb.move()
- supply0.display()
- supply0.judge(hero)
- supply0.move()
- #clear.display()
- #clear.judge(hero, enemis)
- #clear.move()
- for i in range(enemis.num):
- judge1(hero, enemis.enemy_list[i])
- #enemis.enemy_list[i].judge(hero)
- clear_enemy(enemis)
- judge_num(enemis)
- show_text(screen)
- if goal >= 15:
- boss.display(hero)
- boss.move()
- # mark+=1
- # if mark==8:
- boss.fire()
- # mark = 0
- #boss.judge
- judge3(hero, boss)
- pygame.display.update()
- if __name__ == "__main__":
- main()
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