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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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@@ -1,427 +1,427 @@
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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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		||||
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# (str) Android SDK directory (if empty, it will be automatically downloaded.)
 | 
			
		||||
#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
 | 
			
		||||
# use that parameter to provide a filename from where to load your custom XML code
 | 
			
		||||
#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
 | 
			
		||||
# 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 =
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		||||
 | 
			
		||||
# (str) Path to a custom whitelist file
 | 
			
		||||
#android.whitelist_src =
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		||||
 | 
			
		||||
# (str) Path to a custom blacklist file
 | 
			
		||||
#android.blacklist_src =
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		||||
 | 
			
		||||
# (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 =
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		||||
 | 
			
		||||
# (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 =
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		||||
 | 
			
		||||
# (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
 | 
			
		||||
[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
 | 
			
		||||
		Reference in New Issue
	
	Block a user