diff --git a/main.py b/main.py new file mode 100644 index 0000000..2d6e7b4 --- /dev/null +++ b/main.py @@ -0,0 +1,371 @@ +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) + +pygame.init() +pygame.mixer.init() +screen = pygame.display.set_mode((WIDTH, HEIGHT)) +pygame.display.set_caption("打飞机") +clock = pygame.time.Clock() + +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() + +# 載入音樂、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_init(): + screen.blit(background_img, (0,0)) + draw_text(screen, '打飞机!', 64, WIDTH/2, HEIGHT/4) + draw_text(screen, '← →移动飞机', 22, WIDTH/2, HEIGHT/2) + draw_text(screen, '按任意键开始游戏', 18, WIDTH/2, HEIGHT*3/4) + 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 + elif event.type == pygame.KEYDOWN: + 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, 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.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 + + 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 + + def shoot(self): + if not(self.hidden): + if self.gun == 1: + bullet = Bullet(self.rect.centerx, self.rect.top) + 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 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']) + 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) + +# 遊戲迴圈 +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() + bullets = pygame.sprite.Group() + powers = pygame.sprite.Group() + player = Player() + all_sprites.add(player) + for i in range(8): + new_rock() + score = 0 + + 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 = pygame.sprite.groupcollide(rocks, bullets, True, True) + for hit in hits: + random.choice(expl_sounds).play() + score += hit.radius + expl = Explosion(hit.rect.center, 'lg') + all_sprites.add(expl) + if random.random() > 0.9: + pow = Power(hit.rect.center) + all_sprites.add(pow) + powers.add(pow) + new_rock() + + 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 + player.health = 100 + player.hide() + + hits = pygame.sprite.spritecollide(player, powers, True) + for hit in hits: + if hit.type == 'shield': + player.health += 20 + if player.health > 100: + player.health = 100 + shield_sound.play() + elif hit.type == 'gun': + player.gunup() + gun_sound.play() + + if player.lives == 0 and not(death_expl.alive()): + show_init = True + + screen.fill(BLACK) + screen.blit(background_img, (0,0)) + all_sprites.draw(screen) + draw_text(screen, str(score), 18, WIDTH/2, 10) + draw_health(screen, player.health, 5, 15) + draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 15) + pygame.display.update() + +pygame.quit() \ No newline at end of file