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编程之魂的复活查看:0 回复:0 评论:0 创建时间:2023-04-08T15:08:26
【作品展示】

【作品介绍】
无
【作品源代码】
import pygame
import random
import os
import pathlib
FPS = 60
WIDTH = 500
HEIGHT = 600
BLACK = (0,0,0)
GREEN = (0,255,0)
RED = (255,0,0)
YELLOW = (255,255,0)
WHITE = (255,255,255)
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("飞机大战")
clock = pygame.time.Clock()
folder= pathlib.Path(__file__).parent.resolve()
background_img = pygame.image.load(os.path.join(folder,"su","img","background.png")).convert()
player_img = pygame.image.load(os.path.join(folder,"su","img","player.png")).convert()
player_mini_img = pygame.transform.scale(player_img,(25,20))
player_mini_img.set_colorkey(BLACK)
rock_img = pygame.image.load(os.path.join(folder,"su","img","rock.png")).convert()
bullet_img = pygame.image.load(os.path.join(folder,"su","img","bullet.png")).convert()
rock_imges =[]
for i in range(7):
rock_imges.append(pygame.image.load(os.path.join(folder,"su","img",f"rock{i}.png")).convert())
expl_anim = {}
expl_anim['lg'] = []
expl_anim['喵'] = []
expl_anim['player'] = []
for i in range(9):
expl_img = pygame.image.load(os.path.join(folder,"su","img",f"expl{i}.png")).convert()
expl_img.set_colorkey(BLACK)
expl_anim["lg"].append(pygame.transform.scale(expl_img,(75,75)))
expl_anim["喵"].append(pygame.transform.scale(expl_img,(30,30)))
player_expl_img = pygame.image.load(os.path.join(folder,"su","img",f"player_expl{i}.png")).convert()
player_expl_img.set_colorkey(BLACK)
expl_anim['player'].append(player_expl_img)
power_imgs = {}
power_imgs['shield'] = pygame.image.load(os.path.join(folder,"su","img","shield.png")).convert()
power_imgs['喵'] = pygame.image.load(os.path.join(folder,"su","img","喵.png")).convert()
shoot_sound = pygame.mixer.Sound(os.path.join(folder,"su","sound","shoot.wav"))
expl_sound = [
pygame.mixer.Sound(os.path.join(folder,"su","sound","expl0.wav")),
pygame.mixer.Sound(os.path.join(folder,"su","sound","expl1.wav"))
]
die_sound = pygame.mixer.Sound(os.path.join(folder,"su","sound","rumble.ogg"))
shield_sound = pygame.mixer.Sound(os.path.join(folder,"su","sound","pow0.wav"))
喵_sound = pygame.mixer.Sound(os.path.join(folder,"su","sound","pow1.wav"))
pygame.mixer.music.load(os.path.join(folder,"su","sound","background.ogg"))
pygame.mixer.music.set_volume(0.5)
font_name = os.path.join(folder,"su","font.ttf")
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 draw_health(surf,hp,x,y):
if hp<0:
hp=0
BAR_LENGTH = 100
BAR_HIGHT = 10
fill = (hp/100)*BAR_LENGTH
outline_rect = pygame.Rect(x,y,BAR_LENGTH,BAR_HIGHT)
fill_rect = pygame.Rect(x,y,fill,BAR_HIGHT)
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 new_rock():
rock = Rock()
all_sprites.add(rock)
rocks.add(rock)
def draw_init():
screen.blit(background_img,(0,0))
draw_text(screen,"飞机大战",62,WIDTH/2,HEIGHT/4)
draw_text(screen,"左右键移动,空格键发射",22,WIDTH/2,HEIGHT/2)
draw_text(screen,"任意键开始",15,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()
return True
elif event.type == pygame.KEYUP:
waiting = False
return False
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img,(50,40))
self.image.set_colorkey(BLACK)
#半径
self.rect = self.image.get_rect()
self.radius = 26
#pygame.draw.circle(self.image,RED,self.rect.center,self.radius)
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 100
self.speedx = 8
self.health = 100
self.lives = 3
self.hidden = False
self.喵 = 1
def update(self):
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_RIGHT]:
self.rect.x += self.speedx
if key_pressed[pygame.K_LEFT]:
self.rect.x -= self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
now=pygame.time.get_ticks()
if self.hidden and now - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 100
if self.gun > 1 and now - self.gun_times > 5000:
self.gun = 1
def shoot(self):
if not (self.hidden):
if self.gun == 1:
bullet = Bullet(self.rect.centerx,self.rect.centery)
all_sprites.add(bullet)
Bullets.add(bullet)
shoot_sound.play()
elif 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()
def hide(self):
self.hidden = True
self.hide_time = pygame.time.get_ticks()
self.rect.center = (WIDTH/2,HEIGHT+500)
def group(self):
self.gun = self.gun + 1
self.gun_times = pygame.time.get_ticks()
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_origin = random.choice(rock_imges)
self.image_origin.set_colorkey(BLACK)
self.image = self.image_origin.copy()
self.rect = self.image.get_rect()
self.radius = self.rect.width/2.2
#pygame.draw.circle(self.image,RED,self.rect.center,self.radius)
self.rect.x = random.randrange(0,WIDTH - self.rect.width)
self.rect.y = random.randrange(-180,-100)
self.speedy = random.randrange(2,10)
self.speedx = random.randrange(-3,3)
self.total_degree = 0
self.rot_orgree = random.randrange(-3,3)
def rotate(self):
self.total_degree = self.total_degree + self.rot_orgree
self.total_degree = self.total_degree % 360
self.image = pygame.transform.rotate(self.image_origin,self.total_degree)
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
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 Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = bullet_img
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.speedy = -10
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.喵()
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()
def update(self):
now =pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
self.frame = self.frame + 1
if self.frame == len(expl_anim[self.size]):
self.喵()
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'])
self.image = power_imgs[self.type]
self.image.set_colorkey(BLACK)
if self.type == 'shield':
shield_sound.play()
elif self.type == 'gun':
gun_sound.play()
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.喵()
show_init = True
running = True
while running:
if show_init:
close = draw_init()
if close:
break
show_init = False
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
powers = pygame.sprite.Group()
Bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
score = 0
a = 0
pygame.mixer.music.play(-1)
for i in range(8):
new_rock()
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
player.shoot()
all_sprites.update()
hits_rockandbullet = pygame.sprite.groupcollide(rocks,Bullets,True,True)
for hit in hits_rockandbullet:
random.choice(expl_sound).play()
expl = Explosion(hit.rect.center,'lg')
all_sprites.add(expl)
new_rock()
score = score + int(hit.radius)
a=a+1
print(a)
if score <= 1500:
if random.random() < 1:
p = Power(hit.rect.center)
all_sprites.add(p)
powers.add(p)
if score <= 3500:
if random.random() < 0.7:
p = Power(hit.rect.center)
all_sprites.add(p)
powers.add(p)
if score <= 5000:
if random.random() < 0.5:
p = Power(hit.rect.center)
all_sprites.add(p)
powers.add(p)
if score <= 7500:
if random.random() < 0.25:
p = Power(hit.rect.center)
all_sprites.add(p)
powers.add(p)
if score >= 7500:
if random.random() < 0.154:
p = Power(hit.rect.center)
all_sprites.add(p)
powers.add(p)
hits_playerandpower = pygame.sprite.spritecollide(player,powers,True)
for hit in hits_playerandpower:
if hit.type == 'shield':
player.health = player.health + 25
if player.health > 100:
player.health = 100
elif hit.type == '喵':
player.group()
hits_playerandrock = pygame.sprite.spritecollide(player,rocks,True,pygame.sprite.collide_circle)
for hit in hits_playerandrock:
player.health = player.health - int(hit.radius*2)
new_rock()
expl = Explosion(hit.rect.center,'喵')
all_sprites.add(expl)
if player.health<=0:
death_expl = Explosion(player.rect.center,'player')
all_sprites.add(death_expl)
die_sound.play()
player.lives =player.lives - 1
player.health = 100
player.hide()
if player.lives == 0:
show_init = True
screen.fill(BLACK)
screen.blit(background_img,(0,0))
all_sprites.draw(screen)
draw_text(screen,str(score),20,WIDTH/2,0)
draw_health(screen,player.health,10,30)
draw_lives(screen,player.lives,player_mini_img,WIDTH-100,15)
pygame.display.update()
pygame.quit()
【提示】
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