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Wang Zhiyu 2022-05-27 18:53:13 +08:00 committed by GitHub
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# Plane Fighting (plane_fighting)
## 简介
一个跨平台的简易"飞机大战"小游戏
## 支持
@ -9,4 +10,4 @@
音效库(./sound/)来自网络
字体库(./font)来自 Ubuntu
相应的版权归作者所有
本目录中其他所有的源代码文件根据 GPL 3.0 协议开源
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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@ -8,15 +8,27 @@ 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
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()
@ -25,8 +37,7 @@ 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)
@ -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()
@ -139,6 +170,9 @@ 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()
bomb_rect = bomb_image.get_rect()
@ -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()
@ -216,12 +249,13 @@ def main():
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()
@ -238,7 +272,6 @@ def main():
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:
level = 2
@ -279,7 +312,6 @@ def main():
inc_speed(small_enemies, 1)
inc_speed(mid_enemies, 1)
screen.blit(background, (0, 0))
if life_num and not paused:
@ -294,8 +326,8 @@ 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_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
@ -312,9 +344,6 @@ def main():
level = 4
score = 1000000
# 绘制全屏炸弹补给并检测是否获得
if bomb_supply.active:
bomb_supply.move()
@ -348,7 +377,6 @@ def main():
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:
@ -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))
@ -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
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
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):
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()

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