python飞机大战给敌机加上血量,多次尝试,没有成功。原代码
import pygame
import random
import os
FPS = 60
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (0, 0, 255)
BLACK = (0, 0, 0)
WIDTH = 500
HEIGHT = 600
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("飞机大战")
clock = pygame.time.Clock()
# 载入图片
background_img = pygame.image.load(
os.path.join("img", "background.png")).convert()
player_img = pygame.image.load(os.path.join("img", "player.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(WHITE)
rock_img = pygame.image.load(os.path.join("img", "rock.png")).convert()
bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
plane_img = pygame.image.load(os.path.join("img", "plane.png")).convert()
# 音乐
shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.mp3"))
gun_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
speed_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
live_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
die_sound = pygame.mixer.Sound(os.path.join("sound", "rock1.mp3"))
rock_sounds = [
pygame.mixer.Sound(os.path.join("sound", "rock1.mp3")),
pygame.mixer.Sound(os.path.join("sound", "rock2.mp3"))
]
pygame.mixer.music.load(os.path.join("sound", "background.mp3"))
plane_sound = pygame.mixer.Sound(os.path.join("sound", "plane.mp3"))
font_name = os.path.join('STXINGKA.TTF')
# 爆炸动画
expl_anim = {}
expl_anim['lg'] = []
expl_anim['sm'] = []
expl_anim['player'] = []
for i in range(9):
expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
expl_img.set_colorkey(WHITE)
expl_anim['lg'].append(pygame.transform.scale(expl_img, (75, 75)))
expl_anim['sm'].append(pygame.transform.scale(expl_img, (30, 30)))
player_expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
player_expl_img.set_colorkey(WHITE)
expl_anim['player'].append(player_expl_img)
# 道具
power_imgs = {}
power_imgs['shield'] = pygame.image.load(os.path.join("img", "shield.png")).convert()
power_imgs['gun'] = pygame.image.load(os.path.join("img", "gun.png")).convert()
power_imgs['speed'] = pygame.image.load(os.path.join("img", "speed.png")).convert()
power_imgs['live'] = pygame.image.load(os.path.join("img", "live.png")).convert()
# 创建陨石事件
CREATE_ROCK_EVENT = pygame.USEREVENT
pygame.time.set_timer(CREATE_ROCK_EVENT, 1000)
def draw_text(surf, text, size, x, y):
font = pygame.font.Font(font_name, size)
text_surface = font.render(text, True, WHITE)
text_rect = text_surface.get_rect()
text_rect.centerx = x
text_rect.top = y
surf.blit(text_surface, text_rect)
def new_rock():
r = Rock()
all_sprites.add(r)
rocks.add(r)
def new_plane():
p = Plane()
all_sprites.add(p)
planes.add(p)
def draw_health(surf, hp, x, y):
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (hp / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2)
def draw_lives(surf, lives, img, x, y):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img, img_rect)
def draw_init():
screen.blit(background_img, (0, 0))
draw_text(screen,'飞机大战!',64,WIDTH/2,HEIGHT/4)
draw_text(screen,'左右键移动飞船,空格键发射子弹。',22,WIDTH/2,HEIGHT/2)
draw_text(screen,'按任意键开始游戏。',18,WIDTH/2,HEIGHT*3/4)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.KEYUP:
waiting = False
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = player_img
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 8
self.health = 100
self.lives = 3
self.hidden = False
self.hide_time = 0
self.gun = 1
self.gun_time = 0
self.speed = 1
self.speed_time = 0
def update(self):
now=pygame.time.get_ticks()
if self.gun>1 and now - self.gun_time>5000:
self.gun = 1
if self.speed>1 and now - self.speed_time>5000:
self.speed = 1
if self.hidden and now-self.hide_time>1000:
self.hidden=False
self.rect.centerx=WIDTH/2
self.rect.bottom=HEIGHT-10
# 判断按键按住以及按下 - 元组
if self.speed == 1:
keys_pressed = pygame.key.get_pressed()
# 判断元组中对应的按键索引值,按为1
if keys_pressed[pygame.K_RIGHT]:
player.speedx = 5
self.rect.x += 2
if keys_pressed[pygame.K_LEFT]:
player.speedx = -5
self.rect.x -= 2
if self.speed >= 2:
keys_pressed = pygame.key.get_pressed()
# 判断元组中对应的按键索引值,按为1
if keys_pressed[pygame.K_RIGHT]:
player.speedx = 5
self.rect.x += 8
if keys_pressed[pygame.K_LEFT]:
player.speedx = -5
self.rect.x -= 8
# 限制英雄在屏幕内
if self.rect.x < 0:
self.rect.x = 0
self.speedx = 0
def shoot(self):
if not(self.hidden):
if self.gun ==1:
bullet=Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.gun ==2:
bullet1=Bullet(self.rect.left, self.rect.centery)
bullet2=Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
if self.gun >=3:
bullet1=Bullet(self.rect.left, self.rect.centery)
bullet2=Bullet(self.rect.right, self.rect.centery)
bullet3=Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
all_sprites.add(bullet3)
bullets.add(bullet1)
bullets.add(bullet2)
bullets.add(bullet3)
shoot_sound.play()
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 500)
def gunup(self):
self.gun = self.gun + 1
self.gun_time = pygame.time.get_ticks()
def speedup(self):
self.speed=self.speed + 1
self.speed_time = pygame.time.get_ticks()
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = rock_img
self.image = self.image_orig.copy() # 复制一份新的Surface对象,避免图像变形
self.rect = self.image.get_rect()
self.image.set_colorkey(WHITE)
self.radius = int(self.rect.width * 0.85 / 2)
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-180, -100)
self.speedy = random.randrange(0, 6)
self.speedx = random.randrange(-3, 3)
self.rect.centerx = WIDTH / 2
self.degree = 0 # 初始化当前角度为0
self.rot_speed = random.randint(-10, 10) # 旋转变化的方向和角度随机
self.last_update = pygame.time.get_ticks() # 记录当前时间点
def rotate(self):
now = pygame.time.get_ticks() # 获取当前时间点
if now - self.last_update > 50: # 间隔超过50毫秒时才旋转,以免转得过快
self.last_update = now # 刷新最后更新时间点
# 增加旋转角度,对360取余数是为了让角度数值不超过360度
self.degree = (self.degree + self.rot_speed * 10) % 360
# 旋转的是原始的Surface对象
new_image = pygame.transform.rotate(self.image_orig, self.degree)
roate_image = pygame.transform.rotate(self.image_orig, self.degree)
new_image = pygame.transform.scale(
roate_image, (self.rect.width + 1, self.rect.height + 1))
old_center = self.rect.center # 将原始的rect中心坐标暂存到变量old_center
self.image = new_image # 将旋转后的对象重新赋值给self.image
self.rect = self.image.get_rect() # 重新获取rect
self.rect.center = old_center # 旋转后的rect中心坐标仍然与原来的中心相同
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.y >= HEIGHT or self.rect.x >= WIDTH or self.rect.x < 0:
self.kill()
if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(2, 10)
self.speedx = random.randrange(-3, 3)
class Plane(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = plane_img
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * 0.85 / 2)
self.image.set_colorkey(WHITE)
self.rect.x = random.randrange(0, WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = 2
def update(self):
self.rect.y += self.speedy
class Explosion(pygame.sprite.Sprite):
def __init__(self, center, size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = expl_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(expl_anim[self.size]):
self.kill()
else:
self.image = expl_anim[self.size][self.frame]
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
class Power(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield', 'gun','speed' ,'live'])
self.image = power_imgs[self.type]
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 3
def update(self):
self.rect.y += self.speedy
if self.rect.top > HEIGHT:
self.kill()
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
planes = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for j in range(8):
new_plane()
for i in range(8):
new_rock()
score = 0
pygame.mixer.music.play(-1)
running = True
show_init = True
running = True
while running:
if show_init:
draw_init()
show_init = False
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
planes = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for j in range(8):
new_plane()
for i in range(8):
new_rock()
score = 0
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == CREATE_ROCK_EVENT:
r = Rock()
rocks.add(r)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
# 石头和子弹
hits = pygame.sprite.groupcollide(rocks, bullets, True, True)
for hit in hits:
random.choice(rock_sounds).play()
score += hit.radius
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.1:
pow = Power(hit.rect.center)
all_sprites.add(pow)
powers.add(pow)
new_rock()
# 石头和飞船
hits = pygame.sprite.spritecollide(player, rocks, True, pygame.sprite.collide_circle)
for hit in hits:
new_rock()
player.health -= hit.radius
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
if player.health 100:
player.health=100
shield_sound.play()
if hit.type=='gun':
player.gunup()
gun_sound.play()
if hit.type=='speed':
player.speedup()
speed_sound.play()
if hit.type=='live':
player.health +=50
if player.health>100:
player.health=100
live_sound.play()
if player.lives == 0 and not(die.alive()):
show_init = True
# 飞机与子弹
hits = pygame.sprite.groupcollide(planes, bullets, True, True)
for hit in hits:
plane_sound.play()
score += hit.radius
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.1:
pow = Power(hit.rect.center)
all_sprites.add(pow)
powers.add(pow)
new_plane()
# 飞船与飞机
hits = pygame.sprite.spritecollide(
player, planes, True, pygame.sprite.collide_circle)
for hit in hits:
new_plane()
player.health -= hit.radius*5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
if player.health |