diff --git a/main.py b/main.py new file mode 100644 index 0000000..0419423 --- /dev/null +++ b/main.py @@ -0,0 +1,399 @@ +# -*- coding: utf-8 -*- +import pygame # 导入pygame库 +from pygame.locals import * # 导入pygame库中的一些常量 +from sys import exit # 导入sys库中的exit函数 +import random +import codecs + +# 设置游戏屏幕大小 +SCREEN_WIDTH = 480 +SCREEN_HEIGHT = 800 + +# 子弹类 +class Bullet(pygame.sprite.Sprite): + def __init__(self, bullet_img, init_pos): + # 调用了父类的初始化方法来初始化sprite的属性 + pygame.sprite.Sprite.__init__(self)# 调用了父类的初始化方法来初始化sprite的属性 + self.image = bullet_img + self.rect = self.image.get_rect() + self.rect.midbottom = init_pos + self.speed = 10 + + def move(self): + self.rect.top -= self.speed + +# 玩家飞机类 +class Player(pygame.sprite.Sprite): + def __init__(self, player_rect, init_pos): + pygame.sprite.Sprite.__init__(self) + self.image = [] # 用来存储玩家飞机图片的列表 + for i in range(len(player_rect)): + self.image.append(player_rect[i].convert_alpha()) + + self.rect = player_rect[0].get_rect() # 初始化图片所在的矩形 + self.rect.topleft = init_pos # 初始化矩形的左上角坐标 + self.speed = 8 # 初始化玩家飞机速度,这里是一个确定的值 + self.bullets = pygame.sprite.Group() # 玩家飞机所发射的子弹的集合 + self.img_index = 0 # 玩家飞机图片索引 + self.is_hit = False # 玩家是否被击中 + + # 发射子弹 + def shoot(self, bullet_img): + bullet = Bullet(bullet_img, self.rect.midtop) + self.bullets.add(bullet) + + # 向上移动,需要判断边界 + def moveUp(self): + if self.rect.top <= 0: + self.rect.top = 0 + else: + self.rect.top -= self.speed + + # 向下移动,需要判断边界 + def moveDown(self): + if self.rect.top >= SCREEN_HEIGHT - self.rect.height: + self.rect.top = SCREEN_HEIGHT - self.rect.height + else: + self.rect.top += self.speed + + # 向左移动,需要判断边界 + def moveLeft(self): + if self.rect.left <= 0: + self.rect.left = 0 + else: + self.rect.left -= self.speed + + # 向右移动,需要判断边界 + def moveRight(self): + if self.rect.left >= SCREEN_WIDTH - self.rect.width: + self.rect.left = SCREEN_WIDTH - self.rect.width + else: + self.rect.left += self.speed + +# 敌机类 +class Enemy(pygame.sprite.Sprite): + def __init__(self, enemy_img, enemy_down_imgs, init_pos): + pygame.sprite.Sprite.__init__(self) + self.image = enemy_img + self.rect = self.image.get_rect() + self.rect.topleft = init_pos + self.down_imgs = enemy_down_imgs + self.speed = 2 + self.down_index = 0 + + # 敌机移动,边界判断及删除在游戏主循环里处理 + def move(self): + self.rect.top += self.speed +""" +对文件的操作 +写入文本: +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。 +path为写入的位置,数据类型为字符串。strim写入方式 +传入的path需如下定义:path= r’ D:\text.txt’ +f = codecs.open(path, strim, 'utf8')中,codecs为包,需要用impor引入。 +strim=’a’表示追加写入txt,可以换成’w’,表示覆盖写入。 +'utf8'表述写入的编码,可以换成'utf16'等。 +""" +def write_txt(content, strim, path): + f = codecs.open(path, strim, 'utf8') + f.write(str(content)) + f.close() +""" +读取txt: +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。 +返回的为数组,每一个数组的元素代表一行, +若想返回字符串格式,可以将改写成return ‘\n’.join(lines) +""" +def read_txt(path): + with open(path, 'r', encoding='utf8') as f: + lines = f.readlines() + return lines + +# 初始化 pygame +pygame.init() +# 设置游戏界面大小 +screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) +# 游戏界面标题 +pygame.display.set_caption('彩图版飞机大战') +# 图标 +ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha() +pygame.display.set_icon(ic_launcher) +# 背景图 +background = pygame.image.load('resources/image/background.png').convert_alpha() +# 游戏结束背景图 +game_over = pygame.image.load('resources/image/gameover.png') +# 子弹图片 +plane_bullet = pygame.image.load('resources/image/bullet.png') +# 飞机图片 +player_img1= pygame.image.load('resources/image/player1.png') +player_img2= pygame.image.load('resources/image/player2.png') +player_img3= pygame.image.load('resources/image/player_off1.png') +player_img4= pygame.image.load('resources/image/player_off2.png') +player_img5= pygame.image.load('resources/image/player_off3.png') +# 敌机图片 +enemy_img1= pygame.image.load('resources/image/enemy1.png') +enemy_img2= pygame.image.load('resources/image/enemy2.png') +enemy_img3= pygame.image.load('resources/image/enemy3.png') +enemy_img4= pygame.image.load('resources/image/enemy4.png') +# 开始游戏方法 +def startGame(): + # 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 + player_rect = [] + # 玩家飞机图片 + player_rect.append(player_img1) + player_rect.append(player_img2) + # 玩家爆炸图片 + player_rect.append(player_img2) + player_rect.append(player_img3) + player_rect.append(player_img4) + player_rect.append(player_img5) + player_pos = [200, 600] + # 初始化玩家飞机 + player = Player(player_rect, player_pos) + # 子弹图片 + bullet_img = plane_bullet + # 敌机不同状态的图片列表,多张图片展示为动画效果 + enemy1_img = enemy_img1 + enemy1_rect=enemy1_img.get_rect() + enemy1_down_imgs = [] + enemy1_down_imgs.append(enemy_img1) + enemy1_down_imgs.append(enemy_img2) + enemy1_down_imgs.append(enemy_img3) + enemy1_down_imgs.append(enemy_img4) + # 储存敌机 + enemies1 = pygame.sprite.Group() + # 存储被击毁的飞机,用来渲染击毁动画 + enemies_down = pygame.sprite.Group() + # 初始化射击及敌机移动频率 + shoot_frequency = 0 + enemy_frequency = 0 + # 玩家飞机被击中后的效果处理 + player_down_index = 16 + # 初始化分数 + score = 0 + # 游戏循环帧率设置 + clock = pygame.time.Clock() + # 判断游戏循环退出的参数 + running = True + # 游戏主循环 + while running: + # 绘制背景 + screen.fill(0) + screen.blit(background, (0, 0)) + # 控制游戏最大帧率为 60 + clock.tick(60) + # 生成子弹,需要控制发射频率 + # 首先判断玩家飞机没有被击中 + if not player.is_hit: + if shoot_frequency % 15 == 0: + player.shoot(bullet_img) + shoot_frequency += 1 + if shoot_frequency >= 15: + shoot_frequency = 0 + for bullet in player.bullets: + # 以固定速度移动子弹 + bullet.move() + # 移动出屏幕后删除子弹 + if bullet.rect.bottom < 0: + player.bullets.remove(bullet) + # 显示子弹 + player.bullets.draw(screen) + # 生成敌机,需要控制生成频率 + if enemy_frequency % 50 == 0: + enemy1_pos = [random.randint(0, SCREEN_WIDTH - enemy1_rect.width), 0] + enemy1 = Enemy(enemy1_img, enemy1_down_imgs, enemy1_pos) + enemies1.add(enemy1) + enemy_frequency += 1 + if enemy_frequency >= 100: + enemy_frequency = 0 + for enemy in enemies1: + # 移动敌机 + enemy.move() + # 敌机与玩家飞机碰撞效果处理 两个精灵之间的圆检测 + if pygame.sprite.collide_circle(enemy, player): + enemies_down.add(enemy) + enemies1.remove(enemy) + player.is_hit = True + break + # 移动出屏幕后删除飞机 + if enemy.rect.top < 0: + enemies1.remove(enemy) + # 敌机被子弹击中效果处理 + # 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 + # 方法groupcollide()是检测两个精灵组中精灵们的矩形冲突 + enemies1_down = pygame.sprite.groupcollide(enemies1, player.bullets, 1, 1) + # 遍历key值 返回的碰撞敌机 + for enemy_down in enemies1_down: + # 点击销毁的敌机到列表 + enemies_down.add(enemy_down) + # 绘制玩家飞机 + if not player.is_hit: + screen.blit(player.image[player.img_index], player.rect) + # 更换图片索引使飞机有动画效果 + player.img_index = shoot_frequency // 8 + else: + # 玩家飞机被击中后的效果处理 + player.img_index = player_down_index // 8 + screen.blit(player.image[player.img_index], player.rect) + player_down_index += 1 + if player_down_index > 47: + # 击中效果处理完成后游戏结束 + running = False + # 敌机被子弹击中效果显示 + for enemy_down in enemies_down: + if enemy_down.down_index == 0: + pass + if enemy_down.down_index > 7: + enemies_down.remove(enemy_down) + score += 100 + continue + #显示碰撞图片 + screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2], enemy_down.rect) + enemy_down.down_index += 1 + # 显示精灵 + enemies1.draw(screen) + # 绘制当前得分 + score_font = pygame.font.Font(None, 36) + score_text = score_font.render(str(score), True, (255, 255, 255)) + text_rect = score_text.get_rect() + text_rect.topleft = [10, 10] + screen.blit(score_text, text_rect) + # 更新屏幕 + pygame.display.update() + # 处理游戏退出 + for event in pygame.event.get(): + if event.type == pygame.QUIT: + pygame.quit() + exit() + # 获取键盘事件(上下左右按键) + key_pressed = pygame.key.get_pressed() + # 处理键盘事件(移动飞机的位置) + if key_pressed[K_w] or key_pressed[K_UP]: + player.moveUp() + if key_pressed[K_s] or key_pressed[K_DOWN]: + player.moveDown() + if key_pressed[K_a] or key_pressed[K_LEFT]: + player.moveLeft() + if key_pressed[K_d] or key_pressed[K_RIGHT]: + player.moveRight() + + # 绘制游戏结束背景 + screen.blit(game_over, (0, 0)) + # 游戏 Game Over 后显示最终得分 + font = pygame.font.Font(None, 48) + text = font.render('Score: ' + str(score), True, (255, 255, 255)) + text_rect = text.get_rect() + text_rect.centerx = screen.get_rect().centerx + text_rect.centery = screen.get_rect().centery + 24 + screen.blit(text, text_rect) + # 使用系统字体 + xtfont = pygame.font.SysFont('SimHei', 30) + # 重新开始按钮 + textstart = xtfont.render('重新开始 ', True, (255, 255, 255)) + text_rect = textstart.get_rect() + text_rect.centerx = screen.get_rect().centerx + text_rect.centery = screen.get_rect().centery + 120 + screen.blit(textstart, text_rect) + # 排行榜按钮 + textstart = xtfont.render('排行榜 ', True, (255, 255, 255)) + text_rect = textstart.get_rect() + text_rect.centerx = screen.get_rect().centerx + text_rect.centery = screen.get_rect().centery + 180 + screen.blit(textstart, text_rect) + + # 判断得分更新排行榜 + # 临时的变量在到排行榜的时候使用 + j = 0 + #获取文件中内容转换成列表使用mr分割开内容 + arrayscore = read_txt(r'score.txt')[0].split('mr') + # 循环分数列表在列表里排序 + for i in range(0, len(arrayscore)): + # 判断当前获得的分数是否大于排行榜上的分数 + if score > int(arrayscore[i]): + # 大于排行榜上的内容 把分数和当前分数进行替换 + j = arrayscore[i] + arrayscore[i] = str(score) + score = 0 + # 替换下来的分数下移动一位 + if int(j) > int(arrayscore[i]): + k = arrayscore[i] + arrayscore[i] = str(j) + j = k + # 循环分数列表 写入文档 + for i in range(0, len(arrayscore)): + # 判断列表中第一个分数 + if i == 0: + # 覆盖写入内容追加mr方便分割内容 + write_txt(arrayscore[i] + 'mr', 'w', r'score.txt') + else: + # 判断是否为最后一个分数 + if (i == 9): + # 最近添加内容最后一个分数不添加mr + write_txt(arrayscore[i], 'a', r'score.txt') + 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') + +# 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()