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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
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
# 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
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 MIT 协议开源

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[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
[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

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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()
@ -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()

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@ -1 +1 @@
0
7000