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import pygame
import random
import os
FPS = 60
WIDTH = 500
HEIGHT = 600
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
# 游戏初始化及创建视窗
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("planeshoot")
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(BLACK)
pygame.display.set_icon(player_mini_img)
enemy_img = pygame.image.load(os.path.join("img", "player.png")).convert()
bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
rock_imgs = []
for i in range(7):
rock_imgs.append(pygame.image.load(os.path.join("img", f"rock{i}.png")).convert())
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(BLACK)
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"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("img", "shield.png")).convert()
power_imgs['gun'] = pygame.image.load(os.path.join("img", "gun.png")).convert()
power_imgs['body'] = pygame.image.load(os.path.join("img", "p2341.png")).convert()
score=0
score1=0
score2=0
# 载入音乐、音效
shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.wav"))
gun_sound = pygame.mixer.Sound(os.path.join("sound", "pow1.wav"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "pow0.wav"))
die_sound = pygame.mixer.Sound(os.path.join("sound", "rumble.ogg"))
expl_sounds = [
pygame.mixer.Sound(os.path.join("sound", "expl0.wav")),
pygame.mixer.Sound(os.path.join("sound", "expl1.wav"))
]
pygame.mixer.music.load(os.path.join("sound", "background.ogg"))
pygame.mixer.music.set_volume(0.4)
font_name = os.path.join("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 new_rock():
r = Rock()
all_sprites.add(r)
rocks.add(r)
def draw_health(surf, hp, x, y):
if hp <=0:
hp = 0
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 + 32*i
img_rect.y = y
surf.blit(img, img_rect)
def draw_init2():
screen.blit(background_img, (0,0))
draw_text(screen, '按p重新开始', 64, WIDTH/2, HEIGHT/4)
draw_text(screen, '按l结束', 64, WIDTH / 2, HEIGHT / 4+80)
draw_text(screen, 'YOUR SCORE:'+str(score), 32, WIDTH / 2-50, HEIGHT / 4-50)
draw_text(screen, 'PLAYER1 SCORE:' + str(score1), 20, WIDTH/2 , HEIGHT - 100)
draw_text(screen, 'PLAYER2 SCORE:' + str(score2), 20, WIDTH/2-0 , HEIGHT - 50)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
# 取得輸入
for event in pygame.event.get():
if event.type == pygame.QUIT:
waiting = False
return True
if event.type == pygame.KEYDOWN:
if event.key==pygame.K_p:
waiting = False
return False
elif event.key==pygame.K_l:
waiting = False
return True
def draw_init():
global score
global score1
global score2
screen.blit(background_img, (0,0))
draw_text(screen, '飞机大战!', 64, WIDTH/2, HEIGHT/4)
draw_text(screen, '移动飞船 空白键射击', 22, WIDTH/2, HEIGHT/2)
draw_text(screen, '按O读档', 30, WIDTH / 2, HEIGHT / 2+60)
draw_text(screen, '按空格开始游戏!', 18, WIDTH/2, HEIGHT*3/4)
draw_text(screen, '按L结束游戏!', 18, WIDTH / 2, HEIGHT * 3 / 4+30)
pygame.display.update()
waiting = True
while waiting:
clock.tick(FPS)
# 取得輸入
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
return True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
waiting = False
return False
elif event.key == pygame.K_l:
pygame.quit()
return True
elif event.key==pygame.K_o:
with open("file.txt", "r") as fp:
s = fp.readlines()
s = [int(line.strip()) for line in s]
score=s[0]
score1=s[1]
score2=s[2]
waiting = False
return False
class Player2(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH
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.hide21=False
def update(self):
now = pygame.time.get_ticks()
if self.gun > 1 and now - self.gun_time > 5000:
self.gun -= 1
self.gun_time = now
if self.hidden and now - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
if self.hide21:
self.rect.x=WIDTH+500
self.rect.y=HEIGHT+500
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_d]:
self.rect.x += self.speedx
if key_pressed[pygame.K_a]:
self.rect.x -= self.speedx
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if key_pressed[pygame.K_w]:
self.rect.y-=self.speedx
if self.rect.y < 0:
self.rect.y = 0
if key_pressed[pygame.K_s]:
self.rect.y +=self.speedx
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
def shoot(self):
if not(self.hidden):
if self.gun == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets2.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)
bullets2.add(bullet1)
bullets2.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 hide2(self):
self.hide21=True
def gunup(self):
self.gun += 1
self.gun_time = pygame.time.get_ticks()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 8
self.health = 100
self.lives = 3
self.hidden = False
self.hide21=False
self.hide_time = 0
self.gun = 1
self.gun_time = 0
def update(self):
now = pygame.time.get_ticks()
if self.gun > 1 and now - self.gun_time > 5000:
self.gun -= 1
self.gun_time = now
if self.hidden and now - self.hide_time > 1000:
self.hidden = False
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
if self.hide21:
self.rect.x=WIDTH+1100
self.rect.y=HEIGHT+1100
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
if key_pressed[pygame.K_DOWN]:
self.rect.y+=self.speedx
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if key_pressed[pygame.K_UP]:
self.rect.y-=self.speedx
if self.rect.y < 0:
self.rect.y = 0
def shoot(self):
if not(self.hidden):
if self.gun == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet )
bullets1.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)
bullets1.add(bullet1)
bullets1.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 hide2(self):
self.hide21=True
def gunup(self):
self.gun += 1
self.gun_time = pygame.time.get_ticks()
class enemy(pygame.sprite.Sprite):
def __init__(self, x=0, y=0):
self.x = x
self.y = y
self.screen = screen
self.fangxiang = 'right'
self.name = 'enemyer'
self.bullet = []
def draw(self):
self.screen.blit(self.image, (self.x, self.y))
for temp in self.bullet:
temp.draw()
def move(self):
if self.fangxiang == 'right':
self.x += 2
elif self.fangxiang == 'left':
self.x -= 2
if self.x > 460:
self.fangxiang = 'left'
elif self.x <= 0:
self.fangxiang = 'right'
# print(self.x)
randomNum = random.randint(1, 100)
if randomNum in [50, 70]:
self.bullet.append(Bullet(self.name, self.x + 30, self.y + 24))
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_ori = random.choice(rock_imgs)
self.image_ori.set_colorkey(BLACK)
self.image = self.image_ori.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width * 0.85 / 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, 5)
self.speedx = random.randrange(-3, 3)
self.total_degree = 0
self.rot_degree = random.randrange(-3, 3)
def rotate(self):
self.total_degree += self.rot_degree
self.total_degree = self.total_degree % 360
self.image = pygame.transform.rotate(self.image_ori, 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.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 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','body'])
self.image = power_imgs[self.type]
self.image.set_colorkey(BLACK)
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()
pygame.mixer.music.play(-1)
# 游戏回圈
show_init = True
running = True
while running:
if show_init:
close = draw_init()
if close:
with open("file.txt", "w") as fp:
fp.write(str(int(score)))
fp.write('\n')
fp.write(str(int(score1)))
fp.write('\n')
fp.write(str(int(score2)))
break
show_init = False
all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets1 = pygame.sprite.Group()
bullets2 = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
player2= Player2()
all_sprites.add(player)
all_sprites.add(player2)
for i in range(8):
new_rock()
clock.tick(FPS)
# 取得输入
for event in pygame.event.get():
if event.type == pygame.QUIT:
with open("file.txt", "w") as fp:
fp.write(str(score))
fp.write('\n')
fp.write(str(score1))
fp.write('\n')
fp.write(str(score2))
running = False
elif event.type == pygame.KEYDOWN:
if event.key ==pygame.K_SPACE:
player.shoot()
if event.key == pygame.K_q:
player2.shoot()
# 更新游戏
all_sprites.update()
# 判断石头、子弹碰撞
hits = pygame.sprite.groupcollide(rocks, bullets1, True, True)
for hit in hits:
random.choice(expl_sounds).play()
score += hit.radius
score1+=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()
hits = pygame.sprite.groupcollide(rocks, bullets2, True, True)
for hit in hits:
random.choice(expl_sounds).play()
score += hit.radius
score2+=hit.radius
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.9:
pow1 = Power(hit.rect.center)
all_sprites.add(pow1)
powers.add(pow1)
new_rock()
# 判断石头、飞机碰撞
hits = pygame.sprite.spritecollide(player, rocks, True, pygame.sprite.collide_circle)
for hit in hits:
new_rock()
player.health -= hit.radius * 2
expl = Explosion(hit.rect.center, 'sm')
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 -= 1
if player.lives<=0:
player.hide2()
player.health = 100
player.hide()
hits = pygame.sprite.spritecollide(player2, rocks, True, pygame.sprite.collide_circle)
for hit in hits:
new_rock()
player2.health -= hit.radius * 2
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
if player2.health <= 0:
death_expl = Explosion(player2.rect.center, 'player')
all_sprites.add(death_expl)
die_sound.play()
player2.lives -= 1
if player2.lives<=0:
player2.hide2()
player2.health = 100
player2.hide()
# 判断道具、飞机碰撞
hits = pygame.sprite.spritecollide(player, powers, True)
for hit in hits:
if hit.type == 'body':
player.health += 20
if player.health > 100:
player.health = 100
shield_sound.play()
elif hit.type == 'shield':
player.gunup()
gun_sound.play()
elif hit.type == 'gun':
player.speedx+=4
# player.gunup1()
hits = pygame.sprite.spritecollide(player2, powers, True)
for hit in hits:
if hit.type == 'body':
player2.health += 20
if player2.health > 100:
player2.health = 100
shield_sound.play()
elif hit.type == 'shield':
player2.gunup()
gun_sound.play()
elif hit.type == 'gun':
player2.speedx+=4
if player.lives==0 and player2.lives == 0 :#and not(death_expl.alive()):
#close2=draw_init2()
with open("file.txt", "w") as fp:
fp.write(str(score))
fp.write('\n')
fp.write(str(score1))
fp.write('\n')
fp.write(str(score2))
close2 = draw_init2()
if not(close2):
close=False
show_init = True
else:
break
# 画面显示
screen.fill(BLACK)
screen.blit(background_img, (0,0))
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)
if player.lives>0:
draw_health(screen, player.health, 5, 15)
if player2.lives > 0:
draw_health(screen, player2.health, 5, 30)
draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 15)
draw_lives(screen, player2.lives, player_mini_img, WIDTH - 100, 40)
pygame.display.update()
pygame.quit()