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# -*- coding: utf-8 -*-
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import pygame # 导入pygame库
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from pygame.locals import * # 导入pygame库中的一些常量
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from sys import exit # 导入sys库中的exit函数
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import random
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import codecs
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# 设置游戏屏幕大小
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SCREEN_WIDTH = 480
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SCREEN_HEIGHT = 800
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# 子弹类
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class Bullet(pygame.sprite.Sprite):
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def __init__(self, bullet_img, init_pos):
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# 调用了父类的初始化方法来初始化sprite的属性
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pygame.sprite.Sprite.__init__(self)# 调用了父类的初始化方法来初始化sprite的属性
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self.image = bullet_img
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self.rect = self.image.get_rect()
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self.rect.midbottom = init_pos
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self.speed = 10
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def move(self):
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self.rect.top -= self.speed
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# 玩家飞机类
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class Player(pygame.sprite.Sprite):
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def __init__(self, player_rect, init_pos):
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pygame.sprite.Sprite.__init__(self)
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self.image = [] # 用来存储玩家飞机图片的列表
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for i in range(len(player_rect)):
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self.image.append(player_rect[i].convert_alpha())
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self.rect = player_rect[0].get_rect() # 初始化图片所在的矩形
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self.rect.topleft = init_pos # 初始化矩形的左上角坐标
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self.speed = 8 # 初始化玩家飞机速度,这里是一个确定的值
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self.bullets = pygame.sprite.Group() # 玩家飞机所发射的子弹的集合
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self.img_index = 0 # 玩家飞机图片索引
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self.is_hit = False # 玩家是否被击中
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# 发射子弹
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def shoot(self, bullet_img):
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bullet = Bullet(bullet_img, self.rect.midtop)
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self.bullets.add(bullet)
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# 向上移动,需要判断边界
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def moveUp(self):
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if self.rect.top <= 0:
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self.rect.top = 0
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else:
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self.rect.top -= self.speed
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# 向下移动,需要判断边界
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def moveDown(self):
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if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
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self.rect.top = SCREEN_HEIGHT - self.rect.height
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else:
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self.rect.top += self.speed
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# 向左移动,需要判断边界
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def moveLeft(self):
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if self.rect.left <= 0:
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self.rect.left = 0
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else:
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self.rect.left -= self.speed
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# 向右移动,需要判断边界
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def moveRight(self):
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if self.rect.left >= SCREEN_WIDTH - self.rect.width:
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self.rect.left = SCREEN_WIDTH - self.rect.width
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else:
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self.rect.left += self.speed
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# 敌机类
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class Enemy(pygame.sprite.Sprite):
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def __init__(self, enemy_img, enemy_down_imgs, init_pos):
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pygame.sprite.Sprite.__init__(self)
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self.image = enemy_img
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self.rect = self.image.get_rect()
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self.rect.topleft = init_pos
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self.down_imgs = enemy_down_imgs
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self.speed = 2
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self.down_index = 0
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# 敌机移动,边界判断及删除在游戏主循环里处理
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def move(self):
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self.rect.top += self.speed
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"""
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对文件的操作
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写入文本:
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传入参数为content,strim,path;content为需要写入的内容,数据类型为字符串。
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path为写入的位置,数据类型为字符串。strim写入方式
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传入的path需如下定义:path= r’ D:\text.txt’
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f = codecs.open(path, strim, 'utf8')中,codecs为包,需要用impor引入。
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strim=’a’表示追加写入txt,可以换成’w’,表示覆盖写入。
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'utf8'表述写入的编码,可以换成'utf16'等。
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"""
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def write_txt(content, strim, path):
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f = codecs.open(path, strim, 'utf8')
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f.write(str(content))
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f.close()
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"""
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读取txt:
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表示按行读取txt文件,utf8表 示读取编码为utf8的文件,可以根据需求改成utf16,或者GBK等。
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返回的为数组,每一个数组的元素代表一行,
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若想返回字符串格式,可以将改写成return ‘\n’.join(lines)
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"""
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def read_txt(path):
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with open(path, 'r', encoding='utf8') as f:
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lines = f.readlines()
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return lines
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# 初始化 pygame
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pygame.init()
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# 设置游戏界面大小
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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# 游戏界面标题
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pygame.display.set_caption('彩图版飞机大战')
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# 图标
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ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha()
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pygame.display.set_icon(ic_launcher)
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# 背景图
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background = pygame.image.load('resources/image/background.png').convert_alpha()
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# 游戏结束背景图
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game_over = pygame.image.load('resources/image/gameover.png')
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# 子弹图片
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plane_bullet = pygame.image.load('resources/image/bullet.png')
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# 飞机图片
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player_img1= pygame.image.load('resources/image/player1.png')
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player_img2= pygame.image.load('resources/image/player2.png')
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player_img3= pygame.image.load('resources/image/player_off1.png')
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player_img4= pygame.image.load('resources/image/player_off2.png')
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player_img5= pygame.image.load('resources/image/player_off3.png')
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# 敌机图片
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enemy_img1= pygame.image.load('resources/image/enemy1.png')
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enemy_img2= pygame.image.load('resources/image/enemy2.png')
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enemy_img3= pygame.image.load('resources/image/enemy3.png')
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enemy_img4= pygame.image.load('resources/image/enemy4.png')
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# 开始游戏方法
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def startGame():
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# 设置玩家飞机不同状态的图片列表,多张图片展示为动画效果
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player_rect = []
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# 玩家飞机图片
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player_rect.append(player_img1)
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player_rect.append(player_img2)
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# 玩家爆炸图片
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player_rect.append(player_img2)
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player_rect.append(player_img3)
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player_rect.append(player_img4)
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player_rect.append(player_img5)
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player_pos = [200, 600]
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# 初始化玩家飞机
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player = Player(player_rect, player_pos)
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# 子弹图片
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bullet_img = plane_bullet
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# 敌机不同状态的图片列表,多张图片展示为动画效果
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enemy1_img = enemy_img1
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enemy1_rect=enemy1_img.get_rect()
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enemy1_down_imgs = []
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enemy1_down_imgs.append(enemy_img1)
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enemy1_down_imgs.append(enemy_img2)
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enemy1_down_imgs.append(enemy_img3)
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enemy1_down_imgs.append(enemy_img4)
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# 储存敌机
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enemies1 = pygame.sprite.Group()
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# 存储被击毁的飞机,用来渲染击毁动画
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enemies_down = pygame.sprite.Group()
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# 初始化射击及敌机移动频率
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shoot_frequency = 0
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enemy_frequency = 0
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# 玩家飞机被击中后的效果处理
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player_down_index = 16
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# 初始化分数
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score = 0
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# 游戏循环帧率设置
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clock = pygame.time.Clock()
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# 判断游戏循环退出的参数
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running = True
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# 游戏主循环
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while running:
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# 绘制背景
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screen.fill(0)
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screen.blit(background, (0, 0))
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# 控制游戏最大帧率为 60
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clock.tick(60)
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# 生成子弹,需要控制发射频率
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# 首先判断玩家飞机没有被击中
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if not player.is_hit:
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if shoot_frequency % 15 == 0:
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player.shoot(bullet_img)
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shoot_frequency += 1
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if shoot_frequency >= 15:
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shoot_frequency = 0
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for bullet in player.bullets:
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# 以固定速度移动子弹
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bullet.move()
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# 移动出屏幕后删除子弹
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if bullet.rect.bottom < 0:
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player.bullets.remove(bullet)
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# 显示子弹
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player.bullets.draw(screen)
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# 生成敌机,需要控制生成频率
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if enemy_frequency % 50 == 0:
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enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0]
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enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos)
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enemies1.add(enemy1)
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enemy_frequency += 1
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if enemy_frequency >= 100:
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enemy_frequency = 0
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for enemy in enemies1:
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# 移动敌机
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enemy.move()
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# 敌机与玩家飞机碰撞效果处理 两个精灵之间的圆检测
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if pygame.sprite.collide_circle(enemy, player):
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enemies_down.add(enemy)
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enemies1.remove(enemy)
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player.is_hit = True
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break
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# 移动出屏幕后删除飞机
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if enemy.rect.top < 0:
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enemies1.remove(enemy)
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# 敌机被子弹击中效果处理
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# 将被击中的敌机对象添加到击毁敌机 Group 中,用来渲染击毁动画
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# 方法groupcollide()是检测两个精灵组中精灵们的矩形冲突
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enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1)
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# 遍历key值 返回的碰撞敌机
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for enemy_down in enemies1_down:
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# 点击销毁的敌机到列表
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enemies_down.add(enemy_down)
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# 绘制玩家飞机
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if not player.is_hit:
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screen.blit(player.image[player.img_index], player.rect)
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# 更换图片索引使飞机有动画效果
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player.img_index = shoot_frequency // 8
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else:
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# 玩家飞机被击中后的效果处理
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player.img_index = player_down_index // 8
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screen.blit(player.image[player.img_index], player.rect)
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player_down_index += 1
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if player_down_index > 47:
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# 击中效果处理完成后游戏结束
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running = False
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# 敌机被子弹击中效果显示
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for enemy_down in enemies_down:
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if enemy_down.down_index == 0:
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pass
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if enemy_down.down_index > 7:
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enemies_down.remove(enemy_down)
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score += 100
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continue
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#显示碰撞图片
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screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect)
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enemy_down.down_index += 1
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# 显示精灵
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enemies1.draw(screen)
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# 绘制当前得分
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score_font = pygame.font.Font(None, 36)
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score_text = score_font.render(str(score), True, (255, 255, 255))
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text_rect = score_text.get_rect()
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text_rect.topleft = [10, 10]
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screen.blit(score_text, text_rect)
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# 更新屏幕
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pygame.display.update()
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# 处理游戏退出
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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exit()
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# 获取键盘事件(上下左右按键)
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key_pressed = pygame.key.get_pressed()
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# 处理键盘事件(移动飞机的位置)
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if key_pressed[K_w] or key_pressed[K_UP]:
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player.moveUp()
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if key_pressed[K_s] or key_pressed[K_DOWN]:
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player.moveDown()
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if key_pressed[K_a] or key_pressed[K_LEFT]:
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player.moveLeft()
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if key_pressed[K_d] or key_pressed[K_RIGHT]:
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player.moveRight()
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# 绘制游戏结束背景
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screen.blit(game_over, (0, 0))
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# 游戏 Game Over 后显示最终得分
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font = pygame.font.Font(None, 48)
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text = font.render('Score: ' + str(score), True, (255, 255, 255))
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text_rect = text.get_rect()
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text_rect.centerx = screen.get_rect().centerx
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text_rect.centery = screen.get_rect().centery + 24
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screen.blit(text, text_rect)
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# 使用系统字体
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xtfont = pygame.font.SysFont('SimHei', 30)
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# 重新开始按钮
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textstart = xtfont.render('重新开始 ', True, (255, 255, 255))
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text_rect = textstart.get_rect()
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text_rect.centerx = screen.get_rect().centerx
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text_rect.centery = screen.get_rect().centery + 120
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screen.blit(textstart, text_rect)
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# 排行榜按钮
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textstart = xtfont.render('排行榜 ', True, (255, 255, 255))
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text_rect = textstart.get_rect()
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text_rect.centerx = screen.get_rect().centerx
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text_rect.centery = screen.get_rect().centery + 180
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screen.blit(textstart, text_rect)
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# 判断得分更新排行榜
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# 临时的变量在到排行榜的时候使用
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j = 0
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#获取文件中内容转换成列表使用mr分割开内容
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arrayscore = read_txt(r'score.txt')[0].split('mr')
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# 循环分数列表在列表里排序
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for i in range(0, len(arrayscore)):
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# 判断当前获得的分数是否大于排行榜上的分数
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if score > int(arrayscore[i]):
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# 大于排行榜上的内容 把分数和当前分数进行替换
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j = arrayscore[i]
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arrayscore[i] = str(score)
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score = 0
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# 替换下来的分数下移动一位
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|
if int(j) > int(arrayscore[i]):
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k = arrayscore[i]
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|
arrayscore[i] = str(j)
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j = k
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|
# 循环分数列表 写入文档
|
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|
|
for i in range(0, len(arrayscore)):
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|
|
# 判断列表中第一个分数
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|
|
if i == 0:
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|
# 覆盖写入内容追加mr方便分割内容
|
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|
|
write_txt(arrayscore[i] + 'mr', 'w', r'score.txt')
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|
else:
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|
# 判断是否为最后一个分数
|
|
|
|
|
if (i == 9):
|
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|
|
# 最近添加内容最后一个分数不添加mr
|
|
|
|
|
write_txt(arrayscore[i], 'a', r'score.txt')
|
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|
|
else:
|
|
|
|
|
# 不是最后一个分数,添加的时候添加mr
|
|
|
|
|
write_txt(arrayscore[i] + 'mr', 'a', r'score.txt')
|
|
|
|
|
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|
|
# 排行榜
|
|
|
|
|
def gameRanking():
|
|
|
|
|
screen2 = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
|
|
|
|
|
# 绘制背景
|
|
|
|
|
screen2.fill(0)
|
|
|
|
|
screen2.blit(background, (0, 0))
|
|
|
|
|
# 使用系统字体
|
|
|
|
|
xtfont = pygame.font.SysFont('SimHei', 30)
|
|
|
|
|
# 重新开始按钮
|
|
|
|
|
textstart = xtfont.render('排行榜 ', True, (255, 0, 0))
|
|
|
|
|
text_rect = textstart.get_rect()
|
|
|
|
|
text_rect.centerx = screen.get_rect().centerx
|
|
|
|
|
text_rect.centery = 50
|
|
|
|
|
screen.blit(textstart, text_rect)
|
|
|
|
|
# 重新开始按钮
|
|
|
|
|
textstart = xtfont.render('重新开始 ', True, (255, 0, 0))
|
|
|
|
|
text_rect = textstart.get_rect()
|
|
|
|
|
text_rect.centerx = screen.get_rect().centerx
|
|
|
|
|
text_rect.centery = screen.get_rect().centery + 120
|
|
|
|
|
screen2.blit(textstart, text_rect)
|
|
|
|
|
# 获取排行文档内容
|
|
|
|
|
arrayscore = read_txt(r'score.txt')[0].split('mr')
|
|
|
|
|
# 循环排行榜文件显示排行
|
|
|
|
|
for i in range(0, len(arrayscore)):
|
|
|
|
|
# 游戏 Game Over 后显示最终得分
|
|
|
|
|
font = pygame.font.Font(None, 48)
|
|
|
|
|
# 排名重1到10
|
|
|
|
|
k=i+1
|
|
|
|
|
text = font.render(str(k) +" " +arrayscore[i], True, (255, 0, 0))
|
|
|
|
|
text_rect = text.get_rect()
|
|
|
|
|
text_rect.centerx = screen2.get_rect().centerx
|
|
|
|
|
text_rect.centery = 80 + 30*k
|
|
|
|
|
# 绘制分数内容
|
|
|
|
|
screen2.blit(text, text_rect)
|
|
|
|
|
|
|
|
|
|
# 开始游戏
|
|
|
|
|
startGame()
|
|
|
|
|
|
|
|
|
|
# 判断点击位置以及处理游戏推出
|
|
|
|
|
while True:
|
|
|
|
|
for event in pygame.event.get():
|
|
|
|
|
# 关闭页面游戏退出
|
|
|
|
|
if event.type == pygame.QUIT:
|
|
|
|
|
pygame.quit()
|
|
|
|
|
exit()
|
|
|
|
|
# 鼠标单击
|
|
|
|
|
elif event.type == pygame.MOUSEBUTTONDOWN:
|
|
|
|
|
# 判断鼠标单击的位置是否为开始按钮位置范围内
|
|
|
|
|
if screen.get_rect().centerx - 70 <= event.pos[0] \
|
|
|
|
|
and event.pos[0] <= screen.get_rect().centerx + 50 \
|
|
|
|
|
and screen.get_rect().centery + 100 <= event.pos[1] \
|
|
|
|
|
and screen.get_rect().centery + 140 >= event.pos[1]:
|
|
|
|
|
# 重新开始游戏
|
|
|
|
|
startGame()
|
|
|
|
|
# 判断鼠标是否单击排行榜按钮
|
|
|
|
|
if screen.get_rect().centerx - 70 <= event.pos[0] \
|
|
|
|
|
and event.pos[0] <= screen.get_rect().centerx + 50 \
|
|
|
|
|
and screen.get_rect().centery + 160 <= event.pos[1] \
|
|
|
|
|
and screen.get_rect().centery + 200 >= event.pos[1]:
|
|
|
|
|
# 显示排行榜
|
|
|
|
|
gameRanking()
|
|
|
|
|
# 更新界面
|
|
|
|
|
pygame.display.update()
|