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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
基于Python & PyGame 运行
基于 Python & PyGame 运行
可通过 Buildozer 打包为移动应用
## 协议
图标库(./images/)来自 IconFont
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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@ -8,25 +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()
@ -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:
@ -294,27 +326,24 @@ 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:
bomb_supply.move()
@ -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:
@ -400,7 +428,7 @@ def main():
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
@ -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
@ -535,7 +563,7 @@ 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))
@ -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):
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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