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@ -1,12 +1,13 @@
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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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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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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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plane_fighting/images/touch/bomb.png
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plane_fighting/images/touch/bomb.png
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plane_fighting/images/touch/d.png
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plane_fighting/images/touch/d.png
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plane_fighting/images/touch/l.png
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plane_fighting/images/touch/l.png
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plane_fighting/images/touch/r.png
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plane_fighting/images/touch/r.png
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plane_fighting/images/touch/u.png
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plane_fighting/images/touch/u.png
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@ -8,25 +8,36 @@ import bullet
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import supply
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import time
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import os
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import platform
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abspath = os.getcwd() + "/"
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from pygame.locals import *
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from random import *
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jj = 0
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pygame.init()
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pygame.mixer.init()
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bg_size = width, height = 480, 700
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screen = pygame.display.set_mode(bg_size)
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bg_size = width, height = 480, 680
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if platform.system().lower() == "Windows":
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screen = pygame.display.set_mode(bg_size)
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elif platform.system().lower() == "Linux":
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if os.path.exists("/storage/emulated"): # Android
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screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
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else:
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screen = pygame.display.set_mode(bg_size) # Linux
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elif platform.system().lower() == "Darwin":
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# TODO: 判断 iOS 与 macOS
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screen = pygame.display.set_mode(bg_size)
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else:
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screen = pygame.display.set_mode(bg_size)
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pygame.display.set_caption("Plane Fighting")
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key_pressed = pygame.key.get_pressed()
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background=pygame.image.load(abspath + "images/loading.png") #图片位置
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screen.blit(background,(0,0)) #对齐的坐标
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pygame.display.update() #显示内容
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background = pygame.image.load(abspath + "images/loading.png") # 图片位置
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screen.blit(background, (0, 0)) # 对齐的坐标
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pygame.display.update() # 显示内容
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pygame.mixer.music.load(abspath + "sound/game_music.ogg")
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pygame.mixer.music.set_volume(0.1)
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pygame.mixer.music.play(-1)
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time.sleep(7.5)
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# time.sleep(7.5)
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background = pygame.image.load(abspath + "images/background.png").convert()
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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@ -57,36 +68,38 @@ enemy3_down_sound.set_volume(0.5)
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me_down_sound = pygame.mixer.Sound(abspath + "sound/me_down.wav")
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def add_small_enemies(group1, group2, num):
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for i in range(num):
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e1 = enemy.SmallEnemy(bg_size)
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group1.add(e1)
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group2.add(e1)
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def add_mid_enemies(group1, group2, num):
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for i in range(num):
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e2 = enemy.MidEnemy(bg_size)
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group1.add(e2)
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group2.add(e2)
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def add_big_enemies(group1, group2, num):
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for i in range(num):
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e3 = enemy.BigEnemy(bg_size)
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group1.add(e3)
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group2.add(e3)
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def inc_speed(target, inc):
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for each in target:
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each.speed += inc
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def main():
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pygame.mixer.music.play(-1)
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# Me
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me = myplane.MyPlane(bg_size)
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enemies = pygame.sprite.Group()
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# Enemy Level 1
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small_enemies = pygame.sprite.Group()
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add_small_enemies(small_enemies, enemies, 15)
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@ -104,15 +117,15 @@ def main():
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bullet1_index = 0
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BULLET1_NUM = 4
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for i in range(BULLET1_NUM):
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bullet1.append(bullet.Bullet1((me.rect.centerx-3, me.rect.centery)))
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bullet1.append(bullet.Bullet1((me.rect.centerx - 3, me.rect.centery)))
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# Super Bull
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bullet2 = []
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bullet2_index = 0
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BULLET2_NUM = 8
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for i in range(BULLET2_NUM//2):
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bullet2.append(bullet.Bullet2((me.rect.centerx-33, me.rect.centery)))
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bullet2.append(bullet.Bullet2((me.rect.centerx+30, me.rect.centery)))
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for i in range(BULLET2_NUM // 2):
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bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
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bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
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clock = pygame.time.Clock()
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@ -126,6 +139,24 @@ def main():
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score = 0
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score_font = pygame.font.Font(abspath + "font/font.ttf", 36)
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# 移动设备触摸支持
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touch_support = True
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touch_up_image = pygame.image.load(abspath + "images/touch/u.png").convert_alpha()
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touch_left_image = pygame.image.load(abspath + "images/touch/l.png").convert_alpha()
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touch_right_image = pygame.image.load(abspath + "images/touch/r.png").convert_alpha()
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touch_down_image = pygame.image.load(abspath + "images/touch/d.png").convert_alpha()
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touch_bomb_image = pygame.image.load(abspath + "images/touch/bomb.png").convert_alpha()
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touch_left_rect = touch_left_image.get_rect()
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touch_right_rect = touch_right_image.get_rect()
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touch_down_rect = touch_down_image.get_rect()
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touch_bomb_rect = touch_bomb_image.get_rect()
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touch_up_rect = touch_up_image.get_rect()
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touch_up_rect.left, touch_up_rect.top = width - width // 4 + touch_up_rect.width, height - height // 4 + touch_up_rect.height - 17
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touch_left_rect.left, touch_left_rect.top = width - width // 4 + touch_up_rect.width - 17, height - height // 4 + touch_up_rect.height
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touch_right_rect.left, touch_right_rect.top = width - width // 4 + touch_up_rect.width + 17, height - height // 4 + touch_up_rect.height
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touch_down_rect.left, touch_down_rect.top = width - width // 4 + touch_up_rect.width, height - height // 4 + touch_up_rect.height + 17
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touch_bomb_rect.left, touch_bomb_rect.top = width // 4 - touch_up_rect.width - 17, height - height // 4 + touch_up_rect.height
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# 标志是否暂停游戏
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paused = False
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pause_nor_image = pygame.image.load(abspath + "images/pause_nor.png").convert_alpha()
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@ -139,6 +170,9 @@ def main():
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# 设置难度级别
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level = 1
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# 初始化炸弹时间锁
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last_bomb = time.time()
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# 全屏炸弹
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bomb_image = pygame.image.load(abspath + "images/bomb.png").convert_alpha()
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bomb_rect = bomb_image.get_rect()
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@ -160,7 +194,6 @@ def main():
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# 解除我方无敌状态定时器
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INVINCIBLE_TIME = USEREVENT + 3
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# 生命数量
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life_num = 3
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life_image = pygame.image.load(abspath + "images/life.png").convert_alpha()
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@ -212,16 +245,17 @@ def main():
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if paused:
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paused_image = resume_nor_image
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else:
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paused_image = pause_nor_image
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paused_image = pause_nor_image
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elif event.type == KEYDOWN:
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if event.key == K_SPACE:
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if bomb_num:
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if bomb_num and last_bomb - time.time() <= -1:
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bomb_num -= 1
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bomb_sound.play()
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for each in enemies:
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if each.rect.bottom > 0:
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each.active = False
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last_bomb = time.time()
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elif event.type == SUPPLY_TIME:
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supply_sound.play()
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@ -238,7 +272,6 @@ def main():
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me.invincible = False
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pygame.time.set_timer(INVINCIBLE_TIME, 0)
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# 根据用户的得分增加难度
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if level == 1 and score > 50000:
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level = 2
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@ -279,7 +312,6 @@ def main():
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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screen.blit(background, (0, 0))
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if life_num and not paused:
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@ -294,27 +326,24 @@ def main():
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me.moveLeft()
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elif key_pressed[K_d] or key_pressed[K_RIGHT]:
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me.moveRight()
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elif key_pressed[K_F1]:#100核弹
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bomb_num = 100
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elif key_pressed[K_F2]:#不使用双子弹
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elif key_pressed[K_F1]: # +100核弹
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bomb_num += 100
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elif key_pressed[K_F2]: # 不使用双子弹
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is_double_bullet = True
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elif key_pressed[K_F3]:#使用双子弹
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elif key_pressed[K_F3]: # 使用双子弹
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is_double_bullet = False
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elif key_pressed[K_F4]:#生命+1
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elif key_pressed[K_F4]: # 生命+1
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life_num += 1
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elif key_pressed[K_F5]:#小+1
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elif key_pressed[K_F5]: # 小+1
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add_small_enemies(small_enemies, enemies, 100)
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elif key_pressed[K_F6]:#中+1
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elif key_pressed[K_F6]: # 中+1
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add_mid_enemies(mid_enemies, enemies, 100)
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elif key_pressed[K_F7]:#大+1
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elif key_pressed[K_F7]: # 大+1
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add_big_enemies(big_enemies, enemies, 100)
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elif key_pressed[K_F8]:
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level = 4
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score = 1000000
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# 绘制全屏炸弹补给并检测是否获得
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if bomb_supply.active:
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bomb_supply.move()
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@ -336,19 +365,18 @@ def main():
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bullet_supply.active = False
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# 发射子弹
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if not(delay % 10):
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if not (delay % 10):
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bullet_sound.play()
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if is_double_bullet:
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bullets = bullet2
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bullets[bullet2_index].reset((me.rect.centerx-33, me.rect.centery))
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bullets[bullet2_index+1].reset((me.rect.centerx+30, me.rect.centery))
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bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
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bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery))
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bullet2_index = (bullet2_index + 2) % BULLET2_NUM
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else:
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bullets = bullet1
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bullets[bullet1_index].reset(me.rect.midtop)
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bullet1_index = (bullet1_index + 1) % BULLET1_NUM
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# 检测子弹是否击中敌机
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for b in bullets:
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if b.active:
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@ -400,7 +428,7 @@ def main():
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enemy3_fly_sound.play(-1)
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else:
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# 毁灭
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if not(delay % 3):
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if not (delay % 3):
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if e3_destroy_index == 0:
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enemy3_down_sound.play()
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screen.blit(each.destroy_images[e3_destroy_index], each.rect)
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@ -446,7 +474,7 @@ def main():
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each.rect.top - 5), 2)
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else:
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# 毁灭
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if not(delay % 3):
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if not (delay % 3):
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if e2_destroy_index == 0:
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enemy2_down_sound.play()
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screen.blit(each.destroy_images[e2_destroy_index], each.rect)
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@ -462,7 +490,7 @@ def main():
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screen.blit(each.image, each.rect)
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else:
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# 毁灭
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if not(delay % 3):
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if not (delay % 3):
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if e1_destroy_index == 0:
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enemy1_down_sound.play()
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score += 1000
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@ -485,7 +513,7 @@ def main():
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screen.blit(me.image2, me.rect)
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else:
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# 毁灭
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if not(delay % 3):
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if not (delay % 3):
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if me_destroy_index == 0:
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me_down_sound.play()
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screen.blit(me.destroy_images[me_destroy_index], me.rect)
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@ -496,7 +524,7 @@ def main():
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pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)
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# 绘制全屏炸弹数量
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bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
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bomb_text = bomb_font.render("%d" % bomb_num, True, WHITE)
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text_rect = bomb_text.get_rect()
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screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
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screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height))
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@ -505,11 +533,11 @@ def main():
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if life_num:
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for i in range(life_num):
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screen.blit(life_image, \
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(width-10-(i+1)*life_rect.width, \
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height-10-life_rect.height))
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(width - 10 - (i + 1) * life_rect.width, \
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height - 10 - life_rect.height))
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# 绘制得分
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score_text = score_font.render("Score : %s" % str(score), True, WHITE)
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score_text = score_font.render("Score: %s" % str(score), True, WHITE)
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screen.blit(score_text, (10, 5))
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# 绘制游戏结束画面
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@ -535,30 +563,30 @@ def main():
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f.write(str(score))
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# 绘制结束画面
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record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))
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record_score_text = score_font.render("Best: %d" % record_score, True, (255, 255, 255))
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screen.blit(record_score_text, (50, 50))
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gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))
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gameover_text1_rect = gameover_text1.get_rect()
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gameover_text1_rect.left, gameover_text1_rect.top = \
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(width - gameover_text1_rect.width) // 2, height // 3
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(width - gameover_text1_rect.width) // 2, height // 3
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screen.blit(gameover_text1, gameover_text1_rect)
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gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))
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gameover_text2_rect = gameover_text2.get_rect()
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gameover_text2_rect.left, gameover_text2_rect.top = \
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(width - gameover_text2_rect.width) // 2, \
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gameover_text1_rect.bottom + 10
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(width - gameover_text2_rect.width) // 2, \
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gameover_text1_rect.bottom + 10
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screen.blit(gameover_text2, gameover_text2_rect)
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again_rect.left, again_rect.top = \
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(width - again_rect.width) // 2, \
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gameover_text2_rect.bottom + 50
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(width - again_rect.width) // 2, \
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gameover_text2_rect.bottom + 50
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screen.blit(again_image, again_rect)
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gameover_rect.left, gameover_rect.top = \
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(width - again_rect.width) // 2, \
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again_rect.bottom + 10
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(width - again_rect.width) // 2, \
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again_rect.bottom + 10
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screen.blit(gameover_image, gameover_rect)
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# 检测用户的鼠标操作
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@ -567,31 +595,47 @@ def main():
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# 获取鼠标坐标
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pos = pygame.mouse.get_pos()
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# 如果用户点击“重新开始”
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if again_rect.left < pos[0] < again_rect.right and \
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again_rect.top < pos[1] < again_rect.bottom:
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# 调用main函数,重新开始游戏
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if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:
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main()
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# 如果用户点击“结束游戏”
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elif gameover_rect.left < pos[0] < gameover_rect.right and \
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gameover_rect.top < pos[1] < gameover_rect.bottom:
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# 退出游戏
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if gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:
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pygame.quit()
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sys.exit()
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# 绘制暂停按钮
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if pygame.mouse.get_pressed()[0]:
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pos = pygame.mouse.get_pos()
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||||
if touch_up_rect.left < pos[0] < touch_up_rect.right and touch_up_rect.top < pos[1] < touch_up_rect.bottom:
|
||||
me.moveUp()
|
||||
if touch_left_rect.left < pos[0] < touch_left_rect.right and touch_left_rect.top < pos[1] < touch_left_rect.bottom:
|
||||
me.moveLeft()
|
||||
if touch_right_rect.left < pos[0] < touch_right_rect.right and touch_right_rect.top < pos[1] < touch_right_rect.bottom:
|
||||
me.moveRight()
|
||||
if touch_down_rect.left < pos[0] < touch_down_rect.right and touch_down_rect.top < pos[1] < touch_down_rect.bottom:
|
||||
me.moveDown()
|
||||
if touch_bomb_rect.left < pos[0] < touch_bomb_rect.right and touch_bomb_rect.top < pos[1] < touch_bomb_rect.bottom:
|
||||
if bomb_num and last_bomb - time.time() <= -1:
|
||||
bomb_num -= 1
|
||||
bomb_sound.play()
|
||||
for each in enemies:
|
||||
if each.rect.bottom > 0:
|
||||
each.active = False
|
||||
last_bomb = time.time()
|
||||
# 绘制按钮
|
||||
screen.blit(paused_image, paused_rect)
|
||||
|
||||
screen.blit(touch_up_image, touch_up_rect)
|
||||
screen.blit(touch_left_image, touch_left_rect)
|
||||
screen.blit(touch_right_image, touch_right_rect)
|
||||
screen.blit(touch_down_image, touch_down_rect)
|
||||
screen.blit(touch_bomb_image, touch_bomb_rect)
|
||||
# 切换图片
|
||||
if not(delay % 5):
|
||||
if not (delay % 5):
|
||||
switch_image = not switch_image
|
||||
|
||||
delay -= 1
|
||||
if not delay:
|
||||
delay = 100
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
try:
|
||||
main()
|
||||
|
@ -1 +1 @@
|
||||
0
|
||||
7000
|
Loading…
x
Reference in New Issue
Block a user