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# Plane Fighting (plane_fighting)
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## 简介
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一个跨平台的简易"飞机大战"小游戏
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## 支持
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基于Python & PyGame 运行
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可通过 Buildozer 打包为移动应用
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## 协议
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图标库(./images/)来自 IconFont
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音效库(./sound/)来自网络
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字体库(./font)来自 Ubuntu
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相应的版权归作者所有
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本目录中其他所有的源代码文件根据 GPL 3.0 协议开源
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# Plane Fighting (plane_fighting)
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## 简介
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一个跨平台的简易"飞机大战"小游戏
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## 支持
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基于 Python & PyGame 运行
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可通过 Buildozer 打包为移动应用
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## 协议
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图标库(./images/)来自 IconFont
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音效库(./sound/)来自网络
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字体库(./font)来自 Ubuntu
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相应的版权归作者所有
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本目录中其他所有的源代码文件根据 MIT 协议开源
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[app]
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# (str) Title of your application
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title = Plane Fighting
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# (str) Package name
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package.name = plane_fighting
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# (str) Package domain (needed for android/ios packaging)
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package.domain = ga.imwangzhiyu
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# (str) Source code where the main.py live
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source.dir = .
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# (list) Source files to include (let empty to include all the files)
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source.include_exts = py,png,ogg,wav,ttf,dat
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# (list) List of inclusions using pattern matching
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source.include_patterns = font/*,sound/*,images/*,record.dat
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# (list) Source files to exclude (let empty to not exclude anything)
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#source.exclude_exts = spec
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# (list) List of directory to exclude (let empty to not exclude anything)
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#source.exclude_dirs = tests, bin, venv
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# (list) List of exclusions using pattern matching
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# Do not prefix with './'
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#source.exclude_patterns = license,images/*/*.jpg
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# (str) Application versioning (method 1)
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version = 0.1
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# (str) Application versioning (method 2)
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# version.regex = __version__ = ['"](.*)['"]
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# version.filename = %(source.dir)s/main.py
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# (list) Application requirements
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# comma separated e.g. requirements = sqlite3,kivy
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requirements = python3,pygame
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# (str) Custom source folders for requirements
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# Sets custom source for any requirements with recipes
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# requirements.source.kivy = ../../kivy
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# (str) Presplash of the application
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#presplash.filename = %(source.dir)s/data/presplash.png
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# (str) Icon of the application
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icon.filename = %(source.dir)s/images/icon.png
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# (str) Supported orientation (one of landscape, sensorLandscape, portrait or all)
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orientation = portrait
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# (list) List of service to declare
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#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY
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#
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# OSX Specific
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#
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#
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# author = © Copyright Info
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# change the major version of python used by the app
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osx.python_version = 3
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# Kivy version to use
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osx.kivy_version = 1.9.1
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#
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# Android specific
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#
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# (bool) Indicate if the application should be fullscreen or not
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fullscreen = 0
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# (string) Presplash background color (for android toolchain)
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# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:
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# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,
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# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,
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# olive, purple, silver, teal.
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#android.presplash_color = #FFFFFF
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# (string) Presplash animation using Lottie format.
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# see https://lottiefiles.com/ for examples and https://airbnb.design/lottie/
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# for general documentation.
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# Lottie files can be created using various tools, like Adobe After Effect or Synfig.
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#android.presplash_lottie = "path/to/lottie/file.json"
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# (str) Adaptive icon of the application (used if Android API level is 26+ at runtime)
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#icon.adaptive_foreground.filename = %(source.dir)s/data/icon_fg.png
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#icon.adaptive_background.filename = %(source.dir)s/data/icon_bg.png
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# (list) Permissions
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#android.permissions = INTERNET
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# (list) features (adds uses-feature -tags to manifest)
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#android.features = android.hardware.usb.host
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# (int) Target Android API, should be as high as possible.
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#android.api = 27
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# (int) Minimum API your APK / AAB will support.
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#android.minapi = 21
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# (int) Android SDK version to use
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#android.sdk = 20
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# (str) Android NDK version to use
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#android.ndk = 19b
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# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.
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#android.ndk_api = 21
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# (bool) Use --private data storage (True) or --dir public storage (False)
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#android.private_storage = True
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# (str) Android NDK directory (if empty, it will be automatically downloaded.)
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#android.ndk_path =
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# (str) Android SDK directory (if empty, it will be automatically downloaded.)
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#android.sdk_path =
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# (str) ANT directory (if empty, it will be automatically downloaded.)
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#android.ant_path =
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# (bool) If True, then skip trying to update the Android sdk
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# This can be useful to avoid excess Internet downloads or save time
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# when an update is due and you just want to test/build your package
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# android.skip_update = False
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# (bool) If True, then automatically accept SDK license
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# agreements. This is intended for automation only. If set to False,
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# the default, you will be shown the license when first running
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# buildozer.
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# android.accept_sdk_license = False
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# (str) Android entry point, default is ok for Kivy-based app
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#android.entrypoint = org.kivy.android.PythonActivity
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# (str) Full name including package path of the Java class that implements Android Activity
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# use that parameter together with android.entrypoint to set custom Java class instead of PythonActivity
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#android.activity_class_name = org.kivy.android.PythonActivity
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# (str) Extra xml to write directly inside the <manifest> element of AndroidManifest.xml
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# use that parameter to provide a filename from where to load your custom XML code
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#android.extra_manifest_xml = ./src/android/extra_manifest.xml
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# (str) Extra xml to write directly inside the <manifest><application> tag of AndroidManifest.xml
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# use that parameter to provide a filename from where to load your custom XML arguments:
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#android.extra_manifest_application_arguments = ./src/android/extra_manifest_application_arguments.xml
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# (str) Full name including package path of the Java class that implements Python Service
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# use that parameter to set custom Java class instead of PythonService
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#android.service_class_name = org.kivy.android.PythonService
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# (str) Android app theme, default is ok for Kivy-based app
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# android.apptheme = "@android:style/Theme.NoTitleBar"
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# (list) Pattern to whitelist for the whole project
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#android.whitelist =
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# (str) Path to a custom whitelist file
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#android.whitelist_src =
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# (str) Path to a custom blacklist file
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#android.blacklist_src =
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# (list) List of Java .jar files to add to the libs so that pyjnius can access
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# their classes. Don't add jars that you do not need, since extra jars can slow
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# down the build process. Allows wildcards matching, for example:
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# OUYA-ODK/libs/*.jar
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#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar
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# (list) List of Java files to add to the android project (can be java or a
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# directory containing the files)
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#android.add_src =
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# (list) Android AAR archives to add
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#android.add_aars =
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# (list) Put these files or directories in the apk assets directory.
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# Either form may be used, and assets need not be in 'source.include_exts'.
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# 1) android.add_assets = source_asset_relative_path
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# 2) android.add_assets = source_asset_path:destination_asset_relative_path
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#android.add_assets =
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# (list) Gradle dependencies to add
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#android.gradle_dependencies =
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# (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies'
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# contains an 'androidx' package, or any package from Kotlin source.
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# android.enable_androidx requires android.api >= 28
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#android.enable_androidx = False
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# (list) add java compile options
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# this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option
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# see https://developer.android.com/studio/write/java8-support for further information
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# android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8"
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# (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies}
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# please enclose in double quotes
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# e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }"
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#android.add_gradle_repositories =
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# (list) packaging options to add
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# see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
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# can be necessary to solve conflicts in gradle_dependencies
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# please enclose in double quotes
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# e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'"
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#android.add_packaging_options =
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# (list) Java classes to add as activities to the manifest.
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#android.add_activities = com.example.ExampleActivity
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# (str) OUYA Console category. Should be one of GAME or APP
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# If you leave this blank, OUYA support will not be enabled
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#android.ouya.category = GAME
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# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
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#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png
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# (str) XML file to include as an intent filters in <activity> tag
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#android.manifest.intent_filters =
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# (str) launchMode to set for the main activity
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#android.manifest.launch_mode = standard
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# (list) Android additional libraries to copy into libs/armeabi
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#android.add_libs_armeabi = libs/android/*.so
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#android.add_libs_armeabi_v7a = libs/android-v7/*.so
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#android.add_libs_arm64_v8a = libs/android-v8/*.so
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#android.add_libs_x86 = libs/android-x86/*.so
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#android.add_libs_mips = libs/android-mips/*.so
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# (bool) Indicate whether the screen should stay on
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# Don't forget to add the WAKE_LOCK permission if you set this to True
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#android.wakelock = False
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# (list) Android application meta-data to set (key=value format)
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#android.meta_data =
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# (list) Android library project to add (will be added in the
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# project.properties automatically.)
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#android.library_references =
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# (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag
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#android.uses_library =
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# (str) Android logcat filters to use
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#android.logcat_filters = *:S python:D
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# (bool) Android logcat only display log for activity's pid
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#android.logcat_pid_only = False
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# (str) Android additional adb arguments
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#android.adb_args = -H host.docker.internal
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# (bool) Copy library instead of making a libpymodules.so
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#android.copy_libs = 1
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# (list) The Android archs to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64
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# In past, was `android.arch` as we weren't supporting builds for multiple archs at the same time.
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android.archs = arm64-v8a, armeabi-v7a
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# (int) overrides automatic versionCode computation (used in build.gradle)
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# this is not the same as app version and should only be edited if you know what you're doing
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# android.numeric_version = 1
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# (bool) enables Android auto backup feature (Android API >=23)
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android.allow_backup = True
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# (str) XML file for custom backup rules (see official auto backup documentation)
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# android.backup_rules =
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# (str) If you need to insert variables into your AndroidManifest.xml file,
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# you can do so with the manifestPlaceholders property.
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# This property takes a map of key-value pairs. (via a string)
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# Usage example : android.manifest_placeholders = [myCustomUrl:\"org.kivy.customurl\"]
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# android.manifest_placeholders = [:]
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# (bool) disables the compilation of py to pyc/pyo files when packaging
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# android.no-compile-pyo = True
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# (str) The format used to package the app for release mode (aab or apk).
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# android.release_artifact = aab
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#
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# Python for android (p4a) specific
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#
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# (str) python-for-android URL to use for checkout
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#p4a.url =
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# (str) python-for-android fork to use in case if p4a.url is not specified, defaults to upstream (kivy)
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#p4a.fork = kivy
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# (str) python-for-android branch to use, defaults to master
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#p4a.branch = master
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# (str) python-for-android specific commit to use, defaults to HEAD, must be within p4a.branch
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#p4a.commit = HEAD
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# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
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#p4a.source_dir =
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# (str) The directory in which python-for-android should look for your own build recipes (if any)
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#p4a.local_recipes =
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# (str) Filename to the hook for p4a
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#p4a.hook =
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# (str) Bootstrap to use for android builds
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# p4a.bootstrap = sdl2
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# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)
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#p4a.port =
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# Control passing the --use-setup-py vs --ignore-setup-py to p4a
|
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# "in the future" --use-setup-py is going to be the default behaviour in p4a, right now it is not
|
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# Setting this to false will pass --ignore-setup-py, true will pass --use-setup-py
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# NOTE: this is general setuptools integration, having pyproject.toml is enough, no need to generate
|
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# setup.py if you're using Poetry, but you need to add "toml" to source.include_exts.
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#p4a.setup_py = false
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# (str) extra command line arguments to pass when invoking pythonforandroid.toolchain
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#p4a.extra_args =
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||||
|
||||
|
||||
#
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# iOS specific
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||||
#
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||||
|
||||
# (str) Path to a custom kivy-ios folder
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||||
#ios.kivy_ios_dir = ../kivy-ios
|
||||
# Alternately, specify the URL and branch of a git checkout:
|
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ios.kivy_ios_url = https://github.com/kivy/kivy-ios
|
||||
ios.kivy_ios_branch = master
|
||||
|
||||
# Another platform dependency: ios-deploy
|
||||
# Uncomment to use a custom checkout
|
||||
#ios.ios_deploy_dir = ../ios_deploy
|
||||
# Or specify URL and branch
|
||||
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
|
||||
ios.ios_deploy_branch = 1.10.0
|
||||
|
||||
# (bool) Whether or not to sign the code
|
||||
ios.codesign.allowed = false
|
||||
|
||||
# (str) Name of the certificate to use for signing the debug version
|
||||
# Get a list of available identities: buildozer ios list_identities
|
||||
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"
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||||
|
||||
# (str) The development team to use for signing the debug version
|
||||
#ios.codesign.development_team.debug = <hexstring>
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||||
|
||||
# (str) Name of the certificate to use for signing the release version
|
||||
#ios.codesign.release = %(ios.codesign.debug)s
|
||||
|
||||
# (str) The development team to use for signing the release version
|
||||
#ios.codesign.development_team.release = <hexstring>
|
||||
|
||||
# (str) URL pointing to .ipa file to be installed
|
||||
# This option should be defined along with `display_image_url` and `full_size_image_url` options.
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||||
#ios.manifest.app_url =
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||||
|
||||
# (str) URL pointing to an icon (57x57px) to be displayed during download
|
||||
# This option should be defined along with `app_url` and `full_size_image_url` options.
|
||||
#ios.manifest.display_image_url =
|
||||
|
||||
# (str) URL pointing to a large icon (512x512px) to be used by iTunes
|
||||
# This option should be defined along with `app_url` and `display_image_url` options.
|
||||
#ios.manifest.full_size_image_url =
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||||
|
||||
|
||||
[buildozer]
|
||||
|
||||
# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
|
||||
log_level = 2
|
||||
|
||||
# (int) Display warning if buildozer is run as root (0 = False, 1 = True)
|
||||
warn_on_root = 1
|
||||
|
||||
# (str) Path to build artifact storage, absolute or relative to spec file
|
||||
# build_dir = ./.buildozer
|
||||
|
||||
# (str) Path to build output (i.e. .apk, .aab, .ipa) storage
|
||||
# bin_dir = ./bin
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# List as sections
|
||||
#
|
||||
# You can define all the "list" as [section:key].
|
||||
# Each line will be considered as a option to the list.
|
||||
# Let's take [app] / source.exclude_patterns.
|
||||
# Instead of doing:
|
||||
#
|
||||
#[app]
|
||||
#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
|
||||
#
|
||||
# This can be translated into:
|
||||
#
|
||||
#[app:source.exclude_patterns]
|
||||
#license
|
||||
#data/audio/*.wav
|
||||
#data/images/original/*
|
||||
#
|
||||
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Profiles
|
||||
#
|
||||
# You can extend section / key with a profile
|
||||
# For example, you want to deploy a demo version of your application without
|
||||
# HD content. You could first change the title to add "(demo)" in the name
|
||||
# and extend the excluded directories to remove the HD content.
|
||||
#
|
||||
#[app@demo]
|
||||
#title = My Application (demo)
|
||||
#
|
||||
#[app:source.exclude_patterns@demo]
|
||||
#images/hd/*
|
||||
#
|
||||
# Then, invoke the command line with the "demo" profile:
|
||||
#
|
||||
#buildozer --profile demo android debug
|
||||
[app]
|
||||
|
||||
# (str) Title of your application
|
||||
title = Plane Fighting
|
||||
|
||||
# (str) Package name
|
||||
package.name = plane_fighting
|
||||
|
||||
# (str) Package domain (needed for android/ios packaging)
|
||||
package.domain = ga.imwangzhiyu
|
||||
|
||||
# (str) Source code where the main.py live
|
||||
source.dir = .
|
||||
|
||||
# (list) Source files to include (let empty to include all the files)
|
||||
source.include_exts = py,png,ogg,wav,ttf,dat
|
||||
|
||||
# (list) List of inclusions using pattern matching
|
||||
source.include_patterns = font/*,sound/*,images/*,record.dat
|
||||
|
||||
# (list) Source files to exclude (let empty to not exclude anything)
|
||||
#source.exclude_exts = spec
|
||||
|
||||
# (list) List of directory to exclude (let empty to not exclude anything)
|
||||
#source.exclude_dirs = tests, bin, venv
|
||||
|
||||
# (list) List of exclusions using pattern matching
|
||||
# Do not prefix with './'
|
||||
#source.exclude_patterns = license,images/*/*.jpg
|
||||
|
||||
# (str) Application versioning (method 1)
|
||||
version = 0.1
|
||||
|
||||
# (str) Application versioning (method 2)
|
||||
# version.regex = __version__ = ['"](.*)['"]
|
||||
# version.filename = %(source.dir)s/main.py
|
||||
|
||||
# (list) Application requirements
|
||||
# comma separated e.g. requirements = sqlite3,kivy
|
||||
requirements = python3,pygame
|
||||
|
||||
# (str) Custom source folders for requirements
|
||||
# Sets custom source for any requirements with recipes
|
||||
# requirements.source.kivy = ../../kivy
|
||||
|
||||
# (str) Presplash of the application
|
||||
#presplash.filename = %(source.dir)s/data/presplash.png
|
||||
|
||||
# (str) Icon of the application
|
||||
icon.filename = %(source.dir)s/images/icon.png
|
||||
|
||||
# (str) Supported orientation (one of landscape, sensorLandscape, portrait or all)
|
||||
orientation = portrait
|
||||
|
||||
# (list) List of service to declare
|
||||
#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY
|
||||
|
||||
#
|
||||
# OSX Specific
|
||||
#
|
||||
|
||||
#
|
||||
# author = © Copyright Info
|
||||
|
||||
# change the major version of python used by the app
|
||||
osx.python_version = 3
|
||||
|
||||
# Kivy version to use
|
||||
osx.kivy_version = 1.9.1
|
||||
|
||||
#
|
||||
# Android specific
|
||||
#
|
||||
|
||||
# (bool) Indicate if the application should be fullscreen or not
|
||||
fullscreen = 0
|
||||
|
||||
# (string) Presplash background color (for android toolchain)
|
||||
# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:
|
||||
# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,
|
||||
# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,
|
||||
# olive, purple, silver, teal.
|
||||
#android.presplash_color = #FFFFFF
|
||||
|
||||
# (string) Presplash animation using Lottie format.
|
||||
# see https://lottiefiles.com/ for examples and https://airbnb.design/lottie/
|
||||
# for general documentation.
|
||||
# Lottie files can be created using various tools, like Adobe After Effect or Synfig.
|
||||
#android.presplash_lottie = "path/to/lottie/file.json"
|
||||
|
||||
# (str) Adaptive icon of the application (used if Android API level is 26+ at runtime)
|
||||
#icon.adaptive_foreground.filename = %(source.dir)s/data/icon_fg.png
|
||||
#icon.adaptive_background.filename = %(source.dir)s/data/icon_bg.png
|
||||
|
||||
# (list) Permissions
|
||||
#android.permissions = INTERNET
|
||||
|
||||
# (list) features (adds uses-feature -tags to manifest)
|
||||
#android.features = android.hardware.usb.host
|
||||
|
||||
# (int) Target Android API, should be as high as possible.
|
||||
#android.api = 27
|
||||
|
||||
# (int) Minimum API your APK / AAB will support.
|
||||
#android.minapi = 21
|
||||
|
||||
# (int) Android SDK version to use
|
||||
#android.sdk = 20
|
||||
|
||||
# (str) Android NDK version to use
|
||||
#android.ndk = 19b
|
||||
|
||||
# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.
|
||||
#android.ndk_api = 21
|
||||
|
||||
# (bool) Use --private data storage (True) or --dir public storage (False)
|
||||
#android.private_storage = True
|
||||
|
||||
# (str) Android NDK directory (if empty, it will be automatically downloaded.)
|
||||
#android.ndk_path =
|
||||
|
||||
# (str) Android SDK directory (if empty, it will be automatically downloaded.)
|
||||
#android.sdk_path =
|
||||
|
||||
# (str) ANT directory (if empty, it will be automatically downloaded.)
|
||||
#android.ant_path =
|
||||
|
||||
# (bool) If True, then skip trying to update the Android sdk
|
||||
# This can be useful to avoid excess Internet downloads or save time
|
||||
# when an update is due and you just want to test/build your package
|
||||
# android.skip_update = False
|
||||
|
||||
# (bool) If True, then automatically accept SDK license
|
||||
# agreements. This is intended for automation only. If set to False,
|
||||
# the default, you will be shown the license when first running
|
||||
# buildozer.
|
||||
# android.accept_sdk_license = False
|
||||
|
||||
# (str) Android entry point, default is ok for Kivy-based app
|
||||
#android.entrypoint = org.kivy.android.PythonActivity
|
||||
|
||||
# (str) Full name including package path of the Java class that implements Android Activity
|
||||
# use that parameter together with android.entrypoint to set custom Java class instead of PythonActivity
|
||||
#android.activity_class_name = org.kivy.android.PythonActivity
|
||||
|
||||
# (str) Extra xml to write directly inside the <manifest> element of AndroidManifest.xml
|
||||
# use that parameter to provide a filename from where to load your custom XML code
|
||||
#android.extra_manifest_xml = ./src/android/extra_manifest.xml
|
||||
|
||||
# (str) Extra xml to write directly inside the <manifest><application> tag of AndroidManifest.xml
|
||||
# use that parameter to provide a filename from where to load your custom XML arguments:
|
||||
#android.extra_manifest_application_arguments = ./src/android/extra_manifest_application_arguments.xml
|
||||
|
||||
# (str) Full name including package path of the Java class that implements Python Service
|
||||
# use that parameter to set custom Java class instead of PythonService
|
||||
#android.service_class_name = org.kivy.android.PythonService
|
||||
|
||||
# (str) Android app theme, default is ok for Kivy-based app
|
||||
# android.apptheme = "@android:style/Theme.NoTitleBar"
|
||||
|
||||
# (list) Pattern to whitelist for the whole project
|
||||
#android.whitelist =
|
||||
|
||||
# (str) Path to a custom whitelist file
|
||||
#android.whitelist_src =
|
||||
|
||||
# (str) Path to a custom blacklist file
|
||||
#android.blacklist_src =
|
||||
|
||||
# (list) List of Java .jar files to add to the libs so that pyjnius can access
|
||||
# their classes. Don't add jars that you do not need, since extra jars can slow
|
||||
# down the build process. Allows wildcards matching, for example:
|
||||
# OUYA-ODK/libs/*.jar
|
||||
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar
|
||||
|
||||
# (list) List of Java files to add to the android project (can be java or a
|
||||
# directory containing the files)
|
||||
#android.add_src =
|
||||
|
||||
# (list) Android AAR archives to add
|
||||
#android.add_aars =
|
||||
|
||||
# (list) Put these files or directories in the apk assets directory.
|
||||
# Either form may be used, and assets need not be in 'source.include_exts'.
|
||||
# 1) android.add_assets = source_asset_relative_path
|
||||
# 2) android.add_assets = source_asset_path:destination_asset_relative_path
|
||||
#android.add_assets =
|
||||
|
||||
# (list) Gradle dependencies to add
|
||||
#android.gradle_dependencies =
|
||||
|
||||
# (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies'
|
||||
# contains an 'androidx' package, or any package from Kotlin source.
|
||||
# android.enable_androidx requires android.api >= 28
|
||||
#android.enable_androidx = False
|
||||
|
||||
# (list) add java compile options
|
||||
# this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option
|
||||
# see https://developer.android.com/studio/write/java8-support for further information
|
||||
# android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8"
|
||||
|
||||
# (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies}
|
||||
# please enclose in double quotes
|
||||
# e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }"
|
||||
#android.add_gradle_repositories =
|
||||
|
||||
# (list) packaging options to add
|
||||
# see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
|
||||
# can be necessary to solve conflicts in gradle_dependencies
|
||||
# please enclose in double quotes
|
||||
# e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'"
|
||||
#android.add_packaging_options =
|
||||
|
||||
# (list) Java classes to add as activities to the manifest.
|
||||
#android.add_activities = com.example.ExampleActivity
|
||||
|
||||
# (str) OUYA Console category. Should be one of GAME or APP
|
||||
# If you leave this blank, OUYA support will not be enabled
|
||||
#android.ouya.category = GAME
|
||||
|
||||
# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
|
||||
#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png
|
||||
|
||||
# (str) XML file to include as an intent filters in <activity> tag
|
||||
#android.manifest.intent_filters =
|
||||
|
||||
# (str) launchMode to set for the main activity
|
||||
#android.manifest.launch_mode = standard
|
||||
|
||||
# (list) Android additional libraries to copy into libs/armeabi
|
||||
#android.add_libs_armeabi = libs/android/*.so
|
||||
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
|
||||
#android.add_libs_arm64_v8a = libs/android-v8/*.so
|
||||
#android.add_libs_x86 = libs/android-x86/*.so
|
||||
#android.add_libs_mips = libs/android-mips/*.so
|
||||
|
||||
# (bool) Indicate whether the screen should stay on
|
||||
# Don't forget to add the WAKE_LOCK permission if you set this to True
|
||||
#android.wakelock = False
|
||||
|
||||
# (list) Android application meta-data to set (key=value format)
|
||||
#android.meta_data =
|
||||
|
||||
# (list) Android library project to add (will be added in the
|
||||
# project.properties automatically.)
|
||||
#android.library_references =
|
||||
|
||||
# (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag
|
||||
#android.uses_library =
|
||||
|
||||
# (str) Android logcat filters to use
|
||||
#android.logcat_filters = *:S python:D
|
||||
|
||||
# (bool) Android logcat only display log for activity's pid
|
||||
#android.logcat_pid_only = False
|
||||
|
||||
# (str) Android additional adb arguments
|
||||
#android.adb_args = -H host.docker.internal
|
||||
|
||||
# (bool) Copy library instead of making a libpymodules.so
|
||||
#android.copy_libs = 1
|
||||
|
||||
# (list) The Android archs to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64
|
||||
# In past, was `android.arch` as we weren't supporting builds for multiple archs at the same time.
|
||||
android.archs = arm64-v8a, armeabi-v7a
|
||||
|
||||
# (int) overrides automatic versionCode computation (used in build.gradle)
|
||||
# this is not the same as app version and should only be edited if you know what you're doing
|
||||
# android.numeric_version = 1
|
||||
|
||||
# (bool) enables Android auto backup feature (Android API >=23)
|
||||
android.allow_backup = True
|
||||
|
||||
# (str) XML file for custom backup rules (see official auto backup documentation)
|
||||
# android.backup_rules =
|
||||
|
||||
# (str) If you need to insert variables into your AndroidManifest.xml file,
|
||||
# you can do so with the manifestPlaceholders property.
|
||||
# This property takes a map of key-value pairs. (via a string)
|
||||
# Usage example : android.manifest_placeholders = [myCustomUrl:\"org.kivy.customurl\"]
|
||||
# android.manifest_placeholders = [:]
|
||||
|
||||
# (bool) disables the compilation of py to pyc/pyo files when packaging
|
||||
# android.no-compile-pyo = True
|
||||
|
||||
# (str) The format used to package the app for release mode (aab or apk).
|
||||
# android.release_artifact = aab
|
||||
|
||||
#
|
||||
# Python for android (p4a) specific
|
||||
#
|
||||
|
||||
# (str) python-for-android URL to use for checkout
|
||||
#p4a.url =
|
||||
|
||||
# (str) python-for-android fork to use in case if p4a.url is not specified, defaults to upstream (kivy)
|
||||
#p4a.fork = kivy
|
||||
|
||||
# (str) python-for-android branch to use, defaults to master
|
||||
#p4a.branch = master
|
||||
|
||||
# (str) python-for-android specific commit to use, defaults to HEAD, must be within p4a.branch
|
||||
#p4a.commit = HEAD
|
||||
|
||||
# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
|
||||
#p4a.source_dir =
|
||||
|
||||
# (str) The directory in which python-for-android should look for your own build recipes (if any)
|
||||
#p4a.local_recipes =
|
||||
|
||||
# (str) Filename to the hook for p4a
|
||||
#p4a.hook =
|
||||
|
||||
# (str) Bootstrap to use for android builds
|
||||
# p4a.bootstrap = sdl2
|
||||
|
||||
# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)
|
||||
#p4a.port =
|
||||
|
||||
# Control passing the --use-setup-py vs --ignore-setup-py to p4a
|
||||
# "in the future" --use-setup-py is going to be the default behaviour in p4a, right now it is not
|
||||
# Setting this to false will pass --ignore-setup-py, true will pass --use-setup-py
|
||||
# NOTE: this is general setuptools integration, having pyproject.toml is enough, no need to generate
|
||||
# setup.py if you're using Poetry, but you need to add "toml" to source.include_exts.
|
||||
#p4a.setup_py = false
|
||||
|
||||
# (str) extra command line arguments to pass when invoking pythonforandroid.toolchain
|
||||
#p4a.extra_args =
|
||||
|
||||
|
||||
#
|
||||
# iOS specific
|
||||
#
|
||||
|
||||
# (str) Path to a custom kivy-ios folder
|
||||
#ios.kivy_ios_dir = ../kivy-ios
|
||||
# Alternately, specify the URL and branch of a git checkout:
|
||||
ios.kivy_ios_url = https://github.com/kivy/kivy-ios
|
||||
ios.kivy_ios_branch = master
|
||||
|
||||
# Another platform dependency: ios-deploy
|
||||
# Uncomment to use a custom checkout
|
||||
#ios.ios_deploy_dir = ../ios_deploy
|
||||
# Or specify URL and branch
|
||||
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
|
||||
ios.ios_deploy_branch = 1.10.0
|
||||
|
||||
# (bool) Whether or not to sign the code
|
||||
ios.codesign.allowed = false
|
||||
|
||||
# (str) Name of the certificate to use for signing the debug version
|
||||
# Get a list of available identities: buildozer ios list_identities
|
||||
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"
|
||||
|
||||
# (str) The development team to use for signing the debug version
|
||||
#ios.codesign.development_team.debug = <hexstring>
|
||||
|
||||
# (str) Name of the certificate to use for signing the release version
|
||||
#ios.codesign.release = %(ios.codesign.debug)s
|
||||
|
||||
# (str) The development team to use for signing the release version
|
||||
#ios.codesign.development_team.release = <hexstring>
|
||||
|
||||
# (str) URL pointing to .ipa file to be installed
|
||||
# This option should be defined along with `display_image_url` and `full_size_image_url` options.
|
||||
#ios.manifest.app_url =
|
||||
|
||||
# (str) URL pointing to an icon (57x57px) to be displayed during download
|
||||
# This option should be defined along with `app_url` and `full_size_image_url` options.
|
||||
#ios.manifest.display_image_url =
|
||||
|
||||
# (str) URL pointing to a large icon (512x512px) to be used by iTunes
|
||||
# This option should be defined along with `app_url` and `display_image_url` options.
|
||||
#ios.manifest.full_size_image_url =
|
||||
|
||||
|
||||
[buildozer]
|
||||
|
||||
# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
|
||||
log_level = 2
|
||||
|
||||
# (int) Display warning if buildozer is run as root (0 = False, 1 = True)
|
||||
warn_on_root = 1
|
||||
|
||||
# (str) Path to build artifact storage, absolute or relative to spec file
|
||||
# build_dir = ./.buildozer
|
||||
|
||||
# (str) Path to build output (i.e. .apk, .aab, .ipa) storage
|
||||
# bin_dir = ./bin
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# List as sections
|
||||
#
|
||||
# You can define all the "list" as [section:key].
|
||||
# Each line will be considered as a option to the list.
|
||||
# Let's take [app] / source.exclude_patterns.
|
||||
# Instead of doing:
|
||||
#
|
||||
#[app]
|
||||
#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
|
||||
#
|
||||
# This can be translated into:
|
||||
#
|
||||
#[app:source.exclude_patterns]
|
||||
#license
|
||||
#data/audio/*.wav
|
||||
#data/images/original/*
|
||||
#
|
||||
|
||||
|
||||
# -----------------------------------------------------------------------------
|
||||
# Profiles
|
||||
#
|
||||
# You can extend section / key with a profile
|
||||
# For example, you want to deploy a demo version of your application without
|
||||
# HD content. You could first change the title to add "(demo)" in the name
|
||||
# and extend the excluded directories to remove the HD content.
|
||||
#
|
||||
#[app@demo]
|
||||
#title = My Application (demo)
|
||||
#
|
||||
#[app:source.exclude_patterns@demo]
|
||||
#images/hd/*
|
||||
#
|
||||
# Then, invoke the command line with the "demo" profile:
|
||||
#
|
||||
#buildozer --profile demo android debug
|
||||
|
BIN
plane_fighting/images/touch/bomb.png
Normal file
BIN
plane_fighting/images/touch/bomb.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.4 KiB |
BIN
plane_fighting/images/touch/d.png
Normal file
BIN
plane_fighting/images/touch/d.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.7 KiB |
BIN
plane_fighting/images/touch/l.png
Normal file
BIN
plane_fighting/images/touch/l.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.8 KiB |
BIN
plane_fighting/images/touch/r.png
Normal file
BIN
plane_fighting/images/touch/r.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.8 KiB |
BIN
plane_fighting/images/touch/u.png
Normal file
BIN
plane_fighting/images/touch/u.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.7 KiB |
@ -8,25 +8,36 @@ import bullet
|
||||
import supply
|
||||
import time
|
||||
import os
|
||||
import platform
|
||||
|
||||
abspath = os.getcwd() + "/"
|
||||
from pygame.locals import *
|
||||
from random import *
|
||||
jj = 0
|
||||
|
||||
pygame.init()
|
||||
pygame.mixer.init()
|
||||
|
||||
bg_size = width, height = 480, 700
|
||||
screen = pygame.display.set_mode(bg_size)
|
||||
bg_size = width, height = 480, 680
|
||||
if platform.system().lower() == "Windows":
|
||||
screen = pygame.display.set_mode(bg_size)
|
||||
elif platform.system().lower() == "Linux":
|
||||
if os.path.exists("/storage/emulated"): # Android
|
||||
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
|
||||
else:
|
||||
screen = pygame.display.set_mode(bg_size) # Linux
|
||||
elif platform.system().lower() == "Darwin":
|
||||
# TODO: 判断 iOS 与 macOS
|
||||
screen = pygame.display.set_mode(bg_size)
|
||||
else:
|
||||
screen = pygame.display.set_mode(bg_size)
|
||||
pygame.display.set_caption("Plane Fighting")
|
||||
key_pressed = pygame.key.get_pressed()
|
||||
background=pygame.image.load(abspath + "images/loading.png") #图片位置
|
||||
screen.blit(background,(0,0)) #对齐的坐标
|
||||
pygame.display.update() #显示内容
|
||||
background = pygame.image.load(abspath + "images/loading.png") # 图片位置
|
||||
screen.blit(background, (0, 0)) # 对齐的坐标
|
||||
pygame.display.update() # 显示内容
|
||||
pygame.mixer.music.load(abspath + "sound/game_music.ogg")
|
||||
pygame.mixer.music.set_volume(0.1)
|
||||
pygame.mixer.music.play(-1)
|
||||
time.sleep(7.5)
|
||||
# time.sleep(7.5)
|
||||
background = pygame.image.load(abspath + "images/background.png").convert()
|
||||
BLACK = (0, 0, 0)
|
||||
WHITE = (255, 255, 255)
|
||||
@ -57,36 +68,38 @@ enemy3_down_sound.set_volume(0.5)
|
||||
me_down_sound = pygame.mixer.Sound(abspath + "sound/me_down.wav")
|
||||
|
||||
|
||||
|
||||
def add_small_enemies(group1, group2, num):
|
||||
for i in range(num):
|
||||
e1 = enemy.SmallEnemy(bg_size)
|
||||
group1.add(e1)
|
||||
group2.add(e1)
|
||||
|
||||
|
||||
def add_mid_enemies(group1, group2, num):
|
||||
for i in range(num):
|
||||
e2 = enemy.MidEnemy(bg_size)
|
||||
group1.add(e2)
|
||||
group2.add(e2)
|
||||
|
||||
|
||||
def add_big_enemies(group1, group2, num):
|
||||
for i in range(num):
|
||||
e3 = enemy.BigEnemy(bg_size)
|
||||
group1.add(e3)
|
||||
group2.add(e3)
|
||||
|
||||
|
||||
def inc_speed(target, inc):
|
||||
for each in target:
|
||||
each.speed += inc
|
||||
|
||||
|
||||
def main():
|
||||
pygame.mixer.music.play(-1)
|
||||
# Me
|
||||
me = myplane.MyPlane(bg_size)
|
||||
|
||||
enemies = pygame.sprite.Group()
|
||||
|
||||
|
||||
# Enemy Level 1
|
||||
small_enemies = pygame.sprite.Group()
|
||||
add_small_enemies(small_enemies, enemies, 15)
|
||||
@ -104,15 +117,15 @@ def main():
|
||||
bullet1_index = 0
|
||||
BULLET1_NUM = 4
|
||||
for i in range(BULLET1_NUM):
|
||||
bullet1.append(bullet.Bullet1((me.rect.centerx-3, me.rect.centery)))
|
||||
bullet1.append(bullet.Bullet1((me.rect.centerx - 3, me.rect.centery)))
|
||||
|
||||
# Super Bull
|
||||
bullet2 = []
|
||||
bullet2_index = 0
|
||||
BULLET2_NUM = 8
|
||||
for i in range(BULLET2_NUM//2):
|
||||
bullet2.append(bullet.Bullet2((me.rect.centerx-33, me.rect.centery)))
|
||||
bullet2.append(bullet.Bullet2((me.rect.centerx+30, me.rect.centery)))
|
||||
for i in range(BULLET2_NUM // 2):
|
||||
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
|
||||
bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
@ -126,6 +139,24 @@ def main():
|
||||
score = 0
|
||||
score_font = pygame.font.Font(abspath + "font/font.ttf", 36)
|
||||
|
||||
# 移动设备触摸支持
|
||||
touch_support = True
|
||||
touch_up_image = pygame.image.load(abspath + "images/touch/u.png").convert_alpha()
|
||||
touch_left_image = pygame.image.load(abspath + "images/touch/l.png").convert_alpha()
|
||||
touch_right_image = pygame.image.load(abspath + "images/touch/r.png").convert_alpha()
|
||||
touch_down_image = pygame.image.load(abspath + "images/touch/d.png").convert_alpha()
|
||||
touch_bomb_image = pygame.image.load(abspath + "images/touch/bomb.png").convert_alpha()
|
||||
touch_left_rect = touch_left_image.get_rect()
|
||||
touch_right_rect = touch_right_image.get_rect()
|
||||
touch_down_rect = touch_down_image.get_rect()
|
||||
touch_bomb_rect = touch_bomb_image.get_rect()
|
||||
touch_up_rect = touch_up_image.get_rect()
|
||||
touch_up_rect.left, touch_up_rect.top = width - width // 4 + touch_up_rect.width, height - height // 4 + touch_up_rect.height - 17
|
||||
touch_left_rect.left, touch_left_rect.top = width - width // 4 + touch_up_rect.width - 17, height - height // 4 + touch_up_rect.height
|
||||
touch_right_rect.left, touch_right_rect.top = width - width // 4 + touch_up_rect.width + 17, height - height // 4 + touch_up_rect.height
|
||||
touch_down_rect.left, touch_down_rect.top = width - width // 4 + touch_up_rect.width, height - height // 4 + touch_up_rect.height + 17
|
||||
touch_bomb_rect.left, touch_bomb_rect.top = width // 4 - touch_up_rect.width - 17, height - height // 4 + touch_up_rect.height
|
||||
|
||||
# 标志是否暂停游戏
|
||||
paused = False
|
||||
pause_nor_image = pygame.image.load(abspath + "images/pause_nor.png").convert_alpha()
|
||||
@ -138,6 +169,9 @@ def main():
|
||||
|
||||
# 设置难度级别
|
||||
level = 1
|
||||
|
||||
# 初始化炸弹时间锁
|
||||
last_bomb = time.time()
|
||||
|
||||
# 全屏炸弹
|
||||
bomb_image = pygame.image.load(abspath + "images/bomb.png").convert_alpha()
|
||||
@ -160,7 +194,6 @@ def main():
|
||||
# 解除我方无敌状态定时器
|
||||
INVINCIBLE_TIME = USEREVENT + 3
|
||||
|
||||
|
||||
# 生命数量
|
||||
life_num = 3
|
||||
life_image = pygame.image.load(abspath + "images/life.png").convert_alpha()
|
||||
@ -212,16 +245,17 @@ def main():
|
||||
if paused:
|
||||
paused_image = resume_nor_image
|
||||
else:
|
||||
paused_image = pause_nor_image
|
||||
paused_image = pause_nor_image
|
||||
|
||||
elif event.type == KEYDOWN:
|
||||
if event.key == K_SPACE:
|
||||
if bomb_num:
|
||||
if bomb_num and last_bomb - time.time() <= -1:
|
||||
bomb_num -= 1
|
||||
bomb_sound.play()
|
||||
for each in enemies:
|
||||
if each.rect.bottom > 0:
|
||||
each.active = False
|
||||
last_bomb = time.time()
|
||||
|
||||
elif event.type == SUPPLY_TIME:
|
||||
supply_sound.play()
|
||||
@ -237,7 +271,6 @@ def main():
|
||||
elif event.type == INVINCIBLE_TIME:
|
||||
me.invincible = False
|
||||
pygame.time.set_timer(INVINCIBLE_TIME, 0)
|
||||
|
||||
|
||||
# 根据用户的得分增加难度
|
||||
if level == 1 and score > 50000:
|
||||
@ -274,14 +307,13 @@ def main():
|
||||
upgrade_sound.play()
|
||||
# 增加5架小型敌机、3架中型敌机和2架大型敌机
|
||||
add_small_enemies(small_enemies, enemies, 300)
|
||||
|
||||
|
||||
# 提升小型敌机的速度
|
||||
inc_speed(small_enemies, 1)
|
||||
inc_speed(mid_enemies, 1)
|
||||
|
||||
|
||||
screen.blit(background, (0, 0))
|
||||
|
||||
|
||||
if life_num and not paused:
|
||||
# 检测用户的键盘操作
|
||||
key_pressed = pygame.key.get_pressed()
|
||||
@ -294,26 +326,23 @@ def main():
|
||||
me.moveLeft()
|
||||
elif key_pressed[K_d] or key_pressed[K_RIGHT]:
|
||||
me.moveRight()
|
||||
elif key_pressed[K_F1]:#100核弹
|
||||
bomb_num = 100
|
||||
elif key_pressed[K_F2]:#不使用双子弹
|
||||
elif key_pressed[K_F1]: # +100核弹
|
||||
bomb_num += 100
|
||||
elif key_pressed[K_F2]: # 不使用双子弹
|
||||
is_double_bullet = True
|
||||
elif key_pressed[K_F3]:#使用双子弹
|
||||
elif key_pressed[K_F3]: # 使用双子弹
|
||||
is_double_bullet = False
|
||||
elif key_pressed[K_F4]:#生命+1
|
||||
elif key_pressed[K_F4]: # 生命+1
|
||||
life_num += 1
|
||||
elif key_pressed[K_F5]:#小+1
|
||||
elif key_pressed[K_F5]: # 小+1
|
||||
add_small_enemies(small_enemies, enemies, 100)
|
||||
elif key_pressed[K_F6]:#中+1
|
||||
elif key_pressed[K_F6]: # 中+1
|
||||
add_mid_enemies(mid_enemies, enemies, 100)
|
||||
elif key_pressed[K_F7]:#大+1
|
||||
elif key_pressed[K_F7]: # 大+1
|
||||
add_big_enemies(big_enemies, enemies, 100)
|
||||
elif key_pressed[K_F8]:
|
||||
level = 4
|
||||
score = 1000000
|
||||
|
||||
|
||||
|
||||
|
||||
# 绘制全屏炸弹补给并检测是否获得
|
||||
if bomb_supply.active:
|
||||
@ -336,19 +365,18 @@ def main():
|
||||
bullet_supply.active = False
|
||||
|
||||
# 发射子弹
|
||||
if not(delay % 10):
|
||||
if not (delay % 10):
|
||||
bullet_sound.play()
|
||||
if is_double_bullet:
|
||||
bullets = bullet2
|
||||
bullets[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
|
||||
bullets[bullet2_index+1].reset((me.rect.centerx+30, me.rect.centery))
|
||||
bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
|
||||
bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery))
|
||||
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
|
||||
else:
|
||||
bullets = bullet1
|
||||
bullets[bullet1_index].reset(me.rect.midtop)
|
||||
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
|
||||
|
||||
|
||||
# 检测子弹是否击中敌机
|
||||
for b in bullets:
|
||||
if b.active:
|
||||
@ -365,7 +393,7 @@ def main():
|
||||
e.active = False
|
||||
else:
|
||||
e.active = False
|
||||
|
||||
|
||||
# 绘制大型敌机
|
||||
for each in big_enemies:
|
||||
if each.active:
|
||||
@ -394,13 +422,13 @@ def main():
|
||||
(each.rect.left, each.rect.top - 5), \
|
||||
(each.rect.left + each.rect.width * energy_remain, \
|
||||
each.rect.top - 5), 2)
|
||||
|
||||
|
||||
# 即将出现在画面中,播放音效
|
||||
if each.rect.bottom == -50:
|
||||
enemy3_fly_sound.play(-1)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if not (delay % 3):
|
||||
if e3_destroy_index == 0:
|
||||
enemy3_down_sound.play()
|
||||
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
|
||||
@ -446,7 +474,7 @@ def main():
|
||||
each.rect.top - 5), 2)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if not (delay % 3):
|
||||
if e2_destroy_index == 0:
|
||||
enemy2_down_sound.play()
|
||||
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
|
||||
@ -462,7 +490,7 @@ def main():
|
||||
screen.blit(each.image, each.rect)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if not (delay % 3):
|
||||
if e1_destroy_index == 0:
|
||||
enemy1_down_sound.play()
|
||||
score += 1000
|
||||
@ -476,7 +504,7 @@ def main():
|
||||
me.active = False
|
||||
for e in enemies_down:
|
||||
e.active = False
|
||||
|
||||
|
||||
# 绘制我方飞机
|
||||
if me.active:
|
||||
if switch_image:
|
||||
@ -485,7 +513,7 @@ def main():
|
||||
screen.blit(me.image2, me.rect)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if not (delay % 3):
|
||||
if me_destroy_index == 0:
|
||||
me_down_sound.play()
|
||||
screen.blit(me.destroy_images[me_destroy_index], me.rect)
|
||||
@ -496,7 +524,7 @@ def main():
|
||||
pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
|
||||
|
||||
# 绘制全屏炸弹数量
|
||||
bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
|
||||
bomb_text = bomb_font.render("%d" % bomb_num, True, WHITE)
|
||||
text_rect = bomb_text.get_rect()
|
||||
screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
|
||||
screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
|
||||
@ -505,11 +533,11 @@ def main():
|
||||
if life_num:
|
||||
for i in range(life_num):
|
||||
screen.blit(life_image, \
|
||||
(width-10-(i+1)*life_rect.width, \
|
||||
height-10-life_rect.height))
|
||||
(width - 10 - (i + 1) * life_rect.width, \
|
||||
height - 10 - life_rect.height))
|
||||
|
||||
# 绘制得分
|
||||
score_text = score_font.render("Score : %s" % str(score), True, WHITE)
|
||||
score_text = score_font.render("Score: %s" % str(score), True, WHITE)
|
||||
screen.blit(score_text, (10, 5))
|
||||
|
||||
# 绘制游戏结束画面
|
||||
@ -535,30 +563,30 @@ def main():
|
||||
f.write(str(score))
|
||||
|
||||
# 绘制结束画面
|
||||
record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
|
||||
record_score_text = score_font.render("Best: %d" % record_score, True, (255, 255, 255))
|
||||
screen.blit(record_score_text, (50, 50))
|
||||
|
||||
|
||||
gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
|
||||
gameover_text1_rect = gameover_text1.get_rect()
|
||||
gameover_text1_rect.left, gameover_text1_rect.top = \
|
||||
(width - gameover_text1_rect.width) // 2, height // 3
|
||||
(width - gameover_text1_rect.width) // 2, height // 3
|
||||
screen.blit(gameover_text1, gameover_text1_rect)
|
||||
|
||||
|
||||
gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
|
||||
gameover_text2_rect = gameover_text2.get_rect()
|
||||
gameover_text2_rect.left, gameover_text2_rect.top = \
|
||||
(width - gameover_text2_rect.width) // 2, \
|
||||
gameover_text1_rect.bottom + 10
|
||||
(width - gameover_text2_rect.width) // 2, \
|
||||
gameover_text1_rect.bottom + 10
|
||||
screen.blit(gameover_text2, gameover_text2_rect)
|
||||
|
||||
again_rect.left, again_rect.top = \
|
||||
(width - again_rect.width) // 2, \
|
||||
gameover_text2_rect.bottom + 50
|
||||
(width - again_rect.width) // 2, \
|
||||
gameover_text2_rect.bottom + 50
|
||||
screen.blit(again_image, again_rect)
|
||||
|
||||
gameover_rect.left, gameover_rect.top = \
|
||||
(width - again_rect.width) // 2, \
|
||||
again_rect.bottom + 10
|
||||
(width - again_rect.width) // 2, \
|
||||
again_rect.bottom + 10
|
||||
screen.blit(gameover_image, gameover_rect)
|
||||
|
||||
# 检测用户的鼠标操作
|
||||
@ -567,31 +595,47 @@ def main():
|
||||
# 获取鼠标坐标
|
||||
pos = pygame.mouse.get_pos()
|
||||
# 如果用户点击“重新开始”
|
||||
if again_rect.left < pos[0] < again_rect.right and \
|
||||
again_rect.top < pos[1] < again_rect.bottom:
|
||||
# 调用main函数,重新开始游戏
|
||||
if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
|
||||
main()
|
||||
# 如果用户点击“结束游戏”
|
||||
elif gameover_rect.left < pos[0] < gameover_rect.right and \
|
||||
gameover_rect.top < pos[1] < gameover_rect.bottom:
|
||||
# 退出游戏
|
||||
# 如果用户点击“结束游戏”
|
||||
if gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
# 绘制暂停按钮
|
||||
sys.exit()
|
||||
if pygame.mouse.get_pressed()[0]:
|
||||
pos = pygame.mouse.get_pos()
|
||||
if touch_up_rect.left < pos[0] < touch_up_rect.right and touch_up_rect.top < pos[1] < touch_up_rect.bottom:
|
||||
me.moveUp()
|
||||
if touch_left_rect.left < pos[0] < touch_left_rect.right and touch_left_rect.top < pos[1] < touch_left_rect.bottom:
|
||||
me.moveLeft()
|
||||
if touch_right_rect.left < pos[0] < touch_right_rect.right and touch_right_rect.top < pos[1] < touch_right_rect.bottom:
|
||||
me.moveRight()
|
||||
if touch_down_rect.left < pos[0] < touch_down_rect.right and touch_down_rect.top < pos[1] < touch_down_rect.bottom:
|
||||
me.moveDown()
|
||||
if touch_bomb_rect.left < pos[0] < touch_bomb_rect.right and touch_bomb_rect.top < pos[1] < touch_bomb_rect.bottom:
|
||||
if bomb_num and last_bomb - time.time() <= -1:
|
||||
bomb_num -= 1
|
||||
bomb_sound.play()
|
||||
for each in enemies:
|
||||
if each.rect.bottom > 0:
|
||||
each.active = False
|
||||
last_bomb = time.time()
|
||||
# 绘制按钮
|
||||
screen.blit(paused_image, paused_rect)
|
||||
|
||||
screen.blit(touch_up_image, touch_up_rect)
|
||||
screen.blit(touch_left_image, touch_left_rect)
|
||||
screen.blit(touch_right_image, touch_right_rect)
|
||||
screen.blit(touch_down_image, touch_down_rect)
|
||||
screen.blit(touch_bomb_image, touch_bomb_rect)
|
||||
# 切换图片
|
||||
if not(delay % 5):
|
||||
if not (delay % 5):
|
||||
switch_image = not switch_image
|
||||
|
||||
delay -= 1
|
||||
if not delay:
|
||||
delay = 100
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
try:
|
||||
main()
|
||||
|
@ -1 +1 @@
|
||||
0
|
||||
7000
|
Loading…
x
Reference in New Issue
Block a user