parent
17e307301f
commit
1e8c325264
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import pygame
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import random
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import os
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FPS = 60
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WIDTH = 500
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HEIGHT = 600
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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GREEN = (0, 255, 0)
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RED = (255, 0, 0)
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YELLOW = (255, 255, 0)
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# 游戏初始化及创建视窗
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pygame.init()
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pygame.mixer.init()
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screen = pygame.display.set_mode((WIDTH, HEIGHT))
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pygame.display.set_caption("planeshoot")
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clock = pygame.time.Clock()
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# 载入图片
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background_img = pygame.image.load(os.path.join("img", "background.png")).convert()
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player_img = pygame.image.load(os.path.join("img", "player.png")).convert()
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player_mini_img = pygame.transform.scale(player_img, (25, 19))
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player_mini_img.set_colorkey(BLACK)
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pygame.display.set_icon(player_mini_img)
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enemy_img = pygame.image.load(os.path.join("img", "player.png")).convert()
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bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
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rock_imgs = []
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for i in range(7):
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rock_imgs.append(pygame.image.load(os.path.join("img", f"rock{i}.png")).convert())
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expl_anim = {}
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expl_anim['lg'] = []
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expl_anim['sm'] = []
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expl_anim['player'] = []
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for i in range(9):
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expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
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expl_img.set_colorkey(BLACK)
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expl_anim['lg'].append(pygame.transform.scale(expl_img, (75, 75)))
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expl_anim['sm'].append(pygame.transform.scale(expl_img, (30, 30)))
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player_expl_img = pygame.image.load(os.path.join("img", f"player_expl{i}.png")).convert()
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player_expl_img.set_colorkey(BLACK)
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expl_anim['player'].append(player_expl_img)
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power_imgs = {}
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power_imgs['shield'] = pygame.image.load(os.path.join("img", "shield.png")).convert()
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power_imgs['gun'] = pygame.image.load(os.path.join("img", "gun.png")).convert()
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power_imgs['body'] = pygame.image.load(os.path.join("img", "p2341.png")).convert()
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score=0
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score1=0
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score2=0
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# 载入音乐、音效
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shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.wav"))
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gun_sound = pygame.mixer.Sound(os.path.join("sound", "pow1.wav"))
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shield_sound = pygame.mixer.Sound(os.path.join("sound", "pow0.wav"))
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die_sound = pygame.mixer.Sound(os.path.join("sound", "rumble.ogg"))
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expl_sounds = [
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pygame.mixer.Sound(os.path.join("sound", "expl0.wav")),
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pygame.mixer.Sound(os.path.join("sound", "expl1.wav"))
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]
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pygame.mixer.music.load(os.path.join("sound", "background.ogg"))
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pygame.mixer.music.set_volume(0.4)
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font_name = os.path.join("font.ttf")
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def draw_text(surf, text, size, x, y):
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font = pygame.font.Font(font_name, size)
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text_surface = font.render(text, True, WHITE)
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text_rect = text_surface.get_rect()
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text_rect.centerx = x
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text_rect.top = y
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surf.blit(text_surface, text_rect)
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def new_rock():
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r = Rock()
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all_sprites.add(r)
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rocks.add(r)
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def draw_health(surf, hp, x, y):
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if hp <=0:
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hp = 0
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BAR_LENGTH = 100
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BAR_HEIGHT = 10
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fill = (hp/100)*BAR_LENGTH
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outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
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fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
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pygame.draw.rect(surf, GREEN, fill_rect)
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pygame.draw.rect(surf, WHITE, outline_rect, 2)
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def draw_lives(surf, lives, img, x, y):
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for i in range(lives):
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img_rect = img.get_rect()
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img_rect.x = x + 32*i
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img_rect.y = y
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surf.blit(img, img_rect)
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def draw_init2():
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screen.blit(background_img, (0,0))
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draw_text(screen, '按p重新开始', 64, WIDTH/2, HEIGHT/4)
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draw_text(screen, '按l结束', 64, WIDTH / 2, HEIGHT / 4+80)
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draw_text(screen, 'YOUR SCORE:'+str(score), 32, WIDTH / 2-50, HEIGHT / 4-50)
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draw_text(screen, 'PLAYER1 SCORE:' + str(score1), 20, WIDTH/2 , HEIGHT - 100)
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draw_text(screen, 'PLAYER2 SCORE:' + str(score2), 20, WIDTH/2-0 , HEIGHT - 50)
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pygame.display.update()
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waiting = True
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while waiting:
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clock.tick(FPS)
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# 取得輸入
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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waiting = False
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return True
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if event.type == pygame.KEYDOWN:
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if event.key==pygame.K_p:
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waiting = False
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return False
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elif event.key==pygame.K_l:
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waiting = False
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return True
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def draw_init():
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global score
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global score1
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global score2
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screen.blit(background_img, (0,0))
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draw_text(screen, '飞机大战!', 64, WIDTH/2, HEIGHT/4)
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draw_text(screen, '移动飞船 空白键射击', 22, WIDTH/2, HEIGHT/2)
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draw_text(screen, '按O读档', 30, WIDTH / 2, HEIGHT / 2+60)
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draw_text(screen, '按空格开始游戏!', 18, WIDTH/2, HEIGHT*3/4)
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draw_text(screen, '按L结束游戏!', 18, WIDTH / 2, HEIGHT * 3 / 4+30)
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pygame.display.update()
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waiting = True
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while waiting:
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clock.tick(FPS)
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# 取得輸入
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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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return True
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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waiting = False
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return False
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elif event.key == pygame.K_l:
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pygame.quit()
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return True
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elif event.key==pygame.K_o:
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with open("file.txt", "r") as fp:
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s = fp.readlines()
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s = [int(line.strip()) for line in s]
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score=s[0]
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score1=s[1]
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score2=s[2]
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waiting = False
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return False
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class Player2(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.transform.scale(player_img, (50, 38))
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self.image.set_colorkey(BLACK)
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self.rect = self.image.get_rect()
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self.radius = 20
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# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
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self.rect.centerx = WIDTH
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self.rect.bottom = HEIGHT - 10
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self.speedx = 8
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self.health = 100
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self.lives = 3
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self.hidden = False
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self.hide_time = 0
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self.gun = 1
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self.gun_time = 0
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self.hide21=False
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def update(self):
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now = pygame.time.get_ticks()
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if self.gun > 1 and now - self.gun_time > 5000:
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self.gun -= 1
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self.gun_time = now
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if self.hidden and now - self.hide_time > 1000:
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self.hidden = False
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self.rect.centerx = WIDTH / 2
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self.rect.bottom = HEIGHT - 10
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if self.hide21:
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self.rect.x=WIDTH+500
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self.rect.y=HEIGHT+500
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key_pressed = pygame.key.get_pressed()
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if key_pressed[pygame.K_d]:
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self.rect.x += self.speedx
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if key_pressed[pygame.K_a]:
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self.rect.x -= self.speedx
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if self.rect.right > WIDTH:
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self.rect.right = WIDTH
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if self.rect.left < 0:
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self.rect.left = 0
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if key_pressed[pygame.K_w]:
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self.rect.y-=self.speedx
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if self.rect.y < 0:
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self.rect.y = 0
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if key_pressed[pygame.K_s]:
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self.rect.y +=self.speedx
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if self.rect.bottom > HEIGHT:
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self.rect.bottom = HEIGHT
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def shoot(self):
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if not(self.hidden):
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if self.gun == 1:
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bullet = Bullet(self.rect.centerx, self.rect.top)
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all_sprites.add(bullet)
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bullets2.add(bullet)
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shoot_sound.play()
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elif self.gun >=2:
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bullet1 = Bullet(self.rect.left, self.rect.centery)
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bullet2 = Bullet(self.rect.right, self.rect.centery)
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all_sprites.add(bullet1)
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all_sprites.add(bullet2)
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bullets2.add(bullet1)
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bullets2.add(bullet2)
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shoot_sound.play()
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def hide(self):
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self.hidden = True
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self.hide_time = pygame.time.get_ticks()
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self.rect.center = (WIDTH/2, HEIGHT+500)
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def hide2(self):
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self.hide21=True
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def gunup(self):
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self.gun += 1
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self.gun_time = pygame.time.get_ticks()
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image = pygame.transform.scale(player_img, (50, 38))
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self.image.set_colorkey(BLACK)
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self.rect = self.image.get_rect()
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self.radius = 20
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# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
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self.rect.centerx = WIDTH / 2
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self.rect.bottom = HEIGHT - 10
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self.speedx = 8
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self.health = 100
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self.lives = 3
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self.hidden = False
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self.hide21=False
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self.hide_time = 0
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self.gun = 1
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self.gun_time = 0
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def update(self):
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now = pygame.time.get_ticks()
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if self.gun > 1 and now - self.gun_time > 5000:
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self.gun -= 1
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self.gun_time = now
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if self.hidden and now - self.hide_time > 1000:
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self.hidden = False
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self.rect.centerx = WIDTH / 2
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self.rect.bottom = HEIGHT - 10
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if self.hide21:
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self.rect.x=WIDTH+1100
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self.rect.y=HEIGHT+1100
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key_pressed = pygame.key.get_pressed()
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if key_pressed[pygame.K_RIGHT]:
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self.rect.x += self.speedx
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if key_pressed[pygame.K_LEFT]:
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self.rect.x -= self.speedx
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if self.rect.right > WIDTH:
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self.rect.right = WIDTH
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if self.rect.left < 0:
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self.rect.left = 0
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if key_pressed[pygame.K_DOWN]:
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self.rect.y+=self.speedx
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if self.rect.bottom > HEIGHT:
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self.rect.bottom = HEIGHT
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if key_pressed[pygame.K_UP]:
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self.rect.y-=self.speedx
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if self.rect.y < 0:
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self.rect.y = 0
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def shoot(self):
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if not(self.hidden):
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if self.gun == 1:
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bullet = Bullet(self.rect.centerx, self.rect.top)
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all_sprites.add(bullet )
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bullets1.add(bullet)
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shoot_sound.play()
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elif self.gun >=2:
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bullet1 = Bullet(self.rect.left, self.rect.centery)
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bullet2 = Bullet(self.rect.right, self.rect.centery)
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all_sprites.add(bullet1)
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all_sprites.add(bullet2)
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bullets1.add(bullet1)
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bullets1.add(bullet2)
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shoot_sound.play()
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def hide(self):
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self.hidden = True
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self.hide_time = pygame.time.get_ticks()
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self.rect.center = (WIDTH/2, HEIGHT+500)
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def hide2(self):
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self.hide21=True
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def gunup(self):
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self.gun += 1
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self.gun_time = pygame.time.get_ticks()
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class enemy(pygame.sprite.Sprite):
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def __init__(self, x=0, y=0):
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self.x = x
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self.y = y
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self.screen = screen
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self.fangxiang = 'right'
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self.name = 'enemyer'
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self.bullet = []
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def draw(self):
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self.screen.blit(self.image, (self.x, self.y))
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for temp in self.bullet:
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temp.draw()
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def move(self):
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if self.fangxiang == 'right':
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self.x += 2
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elif self.fangxiang == 'left':
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self.x -= 2
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if self.x > 460:
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self.fangxiang = 'left'
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elif self.x <= 0:
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self.fangxiang = 'right'
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# print(self.x)
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randomNum = random.randint(1, 100)
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if randomNum in [50, 70]:
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self.bullet.append(Bullet(self.name, self.x + 30, self.y + 24))
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class Rock(pygame.sprite.Sprite):
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def __init__(self):
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pygame.sprite.Sprite.__init__(self)
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self.image_ori = random.choice(rock_imgs)
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self.image_ori.set_colorkey(BLACK)
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self.image = self.image_ori.copy()
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self.rect = self.image.get_rect()
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self.radius = int(self.rect.width * 0.85 / 2)
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# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
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self.rect.x = random.randrange(0, WIDTH - self.rect.width)
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self.rect.y = random.randrange(-180, -100)
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self.speedy = random.randrange(2, 5)
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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()
|
Loading…
Reference in new issue