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)
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 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: 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 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 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 += 600 each.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 += 100 each.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: