Plane Fighting
BIN
Plane_Fighting/__pycache__/bullet.cpython-310.pyc
Executable file
BIN
Plane_Fighting/__pycache__/enemy.cpython-310.pyc
Executable file
BIN
Plane_Fighting/__pycache__/myplane.cpython-310.pyc
Executable file
BIN
Plane_Fighting/__pycache__/supply.cpython-310.pyc
Executable file
427
Plane_Fighting/buildozer.spec
Executable file
@ -0,0 +1,427 @@
|
||||
[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 = assets/*,images/*.png
|
||||
|
||||
# (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
|
44
Plane_Fighting/bullet.py
Executable file
@ -0,0 +1,44 @@
|
||||
import pygame
|
||||
|
||||
class Bullet1(pygame.sprite.Sprite):
|
||||
def __init__(self, position):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image = pygame.image.load("images/bullet1.png").convert_alpha()
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.left, self.rect.top = position
|
||||
self.speed = 11
|
||||
self.active = False
|
||||
self.mask = pygame.mask.from_surface(self.image)
|
||||
|
||||
def move(self):
|
||||
self.rect.top -= self.speed
|
||||
|
||||
if self.rect.top < 0:
|
||||
self.active = False
|
||||
|
||||
def reset(self, position):
|
||||
self.rect.left, self.rect.top = position
|
||||
self.active = True
|
||||
|
||||
class Bullet2(pygame.sprite.Sprite):
|
||||
def __init__(self, position):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image = pygame.image.load("images/bullet2.png").convert_alpha()
|
||||
self.rect = self.image.get_rect()
|
||||
self.rect.left, self.rect.top = position
|
||||
self.speed = 14#14
|
||||
self.active = False
|
||||
self.mask = pygame.mask.from_surface(self.image)
|
||||
|
||||
def move(self):
|
||||
self.rect.top -= self.speed
|
||||
|
||||
if self.rect.top < 0:
|
||||
self.active = False
|
||||
|
||||
def reset(self, position):
|
||||
self.rect.left, self.rect.top = position
|
||||
self.active = True
|
||||
|
118
Plane_Fighting/enemy.py
Executable file
@ -0,0 +1,118 @@
|
||||
import pygame
|
||||
from random import *
|
||||
|
||||
class SmallEnemy(pygame.sprite.Sprite):
|
||||
def __init__(self, bg_size):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
|
||||
self.destroy_images = []
|
||||
self.destroy_images.extend([\
|
||||
pygame.image.load("images/enemy1_down1.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy1_down2.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy1_down3.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy1_down4.png").convert_alpha() \
|
||||
])
|
||||
self.rect = self.image.get_rect()
|
||||
self.width, self.height = bg_size[0], bg_size[1]
|
||||
self.speed = 2
|
||||
self.active = True
|
||||
self.rect.left, self.rect.top = \
|
||||
randint(0, self.width - self.rect.width), \
|
||||
randint(-5 * self.height, 0)
|
||||
self.mask = pygame.mask.from_surface(self.image)
|
||||
|
||||
def move(self):
|
||||
if self.rect.top < self.height:
|
||||
self.rect.top += self.speed
|
||||
else:
|
||||
self.reset()
|
||||
|
||||
def reset(self):
|
||||
self.active = True
|
||||
self.rect.left, self.rect.top = \
|
||||
randint(0, self.width - self.rect.width), \
|
||||
randint(-5 * self.height, 0)
|
||||
|
||||
|
||||
class MidEnemy(pygame.sprite.Sprite):
|
||||
energy = 8
|
||||
|
||||
def __init__(self, bg_size):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
|
||||
self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()
|
||||
self.destroy_images = []
|
||||
self.destroy_images.extend([\
|
||||
pygame.image.load("images/enemy2_down1.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy2_down2.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy2_down3.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy2_down4.png").convert_alpha() \
|
||||
])
|
||||
self.rect = self.image.get_rect()
|
||||
self.width, self.height = bg_size[0], bg_size[1]
|
||||
self.speed = 1
|
||||
self.active = True
|
||||
self.rect.left, self.rect.top = \
|
||||
randint(0, self.width - self.rect.width), \
|
||||
randint(-10 * self.height, -self.height)
|
||||
self.mask = pygame.mask.from_surface(self.image)
|
||||
self.energy = MidEnemy.energy
|
||||
self.hit = False
|
||||
|
||||
def move(self):
|
||||
if self.rect.top < self.height:
|
||||
self.rect.top += self.speed
|
||||
else:
|
||||
self.reset()
|
||||
|
||||
def reset(self):
|
||||
self.active = True
|
||||
self.energy = MidEnemy.energy
|
||||
self.rect.left, self.rect.top = \
|
||||
randint(0, self.width - self.rect.width), \
|
||||
randint(-10 * self.height, -self.height)
|
||||
|
||||
|
||||
class BigEnemy(pygame.sprite.Sprite):
|
||||
energy = 20
|
||||
|
||||
def __init__(self, bg_size):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
|
||||
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
|
||||
self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()
|
||||
self.destroy_images = []
|
||||
self.destroy_images.extend([\
|
||||
pygame.image.load("images/enemy3_down1.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy3_down2.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy3_down3.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy3_down4.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy3_down5.png").convert_alpha(), \
|
||||
pygame.image.load("images/enemy3_down6.png").convert_alpha() \
|
||||
])
|
||||
self.rect = self.image1.get_rect()
|
||||
self.width, self.height = bg_size[0], bg_size[1]
|
||||
self.speed = 1
|
||||
self.active = True
|
||||
self.rect.left, self.rect.top = \
|
||||
randint(0, self.width - self.rect.width), \
|
||||
randint(-15 * self.height, -5 * self.height)
|
||||
self.mask = pygame.mask.from_surface(self.image1)
|
||||
self.energy = BigEnemy.energy
|
||||
self.hit = False
|
||||
|
||||
def move(self):
|
||||
if self.rect.top < self.height:
|
||||
self.rect.top += self.speed
|
||||
else:
|
||||
self.reset()
|
||||
|
||||
def reset(self):
|
||||
self.active = True
|
||||
self.energy = BigEnemy.energy
|
||||
self.rect.left, self.rect.top = \
|
||||
randint(0, self.width - self.rect.width), \
|
||||
randint(-15 * self.height, -5 * self.height)
|
BIN
Plane_Fighting/font/font-2.ttf
Executable file
BIN
Plane_Fighting/font/font.ttf
Executable file
BIN
Plane_Fighting/images/again.png
Executable file
After Width: | Height: | Size: 1.4 KiB |
BIN
Plane_Fighting/images/background.png
Executable file
After Width: | Height: | Size: 3.0 KiB |
BIN
Plane_Fighting/images/bomb.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
Plane_Fighting/images/bomb_supply.png
Executable file
After Width: | Height: | Size: 2.7 KiB |
BIN
Plane_Fighting/images/bullet1.png
Executable file
After Width: | Height: | Size: 99 B |
BIN
Plane_Fighting/images/bullet2.png
Executable file
After Width: | Height: | Size: 99 B |
BIN
Plane_Fighting/images/bullet_supply.png
Executable file
After Width: | Height: | Size: 2.5 KiB |
BIN
Plane_Fighting/images/enemy1.png
Executable file
After Width: | Height: | Size: 2.4 KiB |
BIN
Plane_Fighting/images/enemy1_down.png
Executable file
After Width: | Height: | Size: 1.7 KiB |
BIN
Plane_Fighting/images/enemy1_down1.png
Executable file
After Width: | Height: | Size: 1.7 KiB |
BIN
Plane_Fighting/images/enemy1_down2.png
Executable file
After Width: | Height: | Size: 1.7 KiB |
BIN
Plane_Fighting/images/enemy1_down3.png
Executable file
After Width: | Height: | Size: 1.7 KiB |
BIN
Plane_Fighting/images/enemy1_down4.png
Executable file
After Width: | Height: | Size: 1.7 KiB |
BIN
Plane_Fighting/images/enemy2.png
Executable file
After Width: | Height: | Size: 3.5 KiB |
BIN
Plane_Fighting/images/enemy2_down1.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
Plane_Fighting/images/enemy2_down2.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
Plane_Fighting/images/enemy2_down3.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
Plane_Fighting/images/enemy2_down4.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
Plane_Fighting/images/enemy2_hit.png
Executable file
After Width: | Height: | Size: 2.3 KiB |
BIN
Plane_Fighting/images/enemy3.png
Executable file
After Width: | Height: | Size: 4.6 KiB |
BIN
Plane_Fighting/images/enemy3_down.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_down1.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_down2.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_down3.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_down4.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_down5.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_down6.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_hit.png
Executable file
After Width: | Height: | Size: 9.6 KiB |
BIN
Plane_Fighting/images/enemy3_n1.png
Executable file
After Width: | Height: | Size: 4.6 KiB |
BIN
Plane_Fighting/images/enemy3_n2.png
Executable file
After Width: | Height: | Size: 4.6 KiB |
BIN
Plane_Fighting/images/gameover.png
Executable file
After Width: | Height: | Size: 1.1 KiB |
BIN
Plane_Fighting/images/icon.png
Executable file
After Width: | Height: | Size: 17 KiB |
BIN
Plane_Fighting/images/life.png
Executable file
After Width: | Height: | Size: 118 B |
BIN
Plane_Fighting/images/loading.png
Executable file
After Width: | Height: | Size: 27 KiB |
BIN
Plane_Fighting/images/me1.png
Executable file
After Width: | Height: | Size: 2.7 KiB |
BIN
Plane_Fighting/images/me2.png
Executable file
After Width: | Height: | Size: 2.7 KiB |
BIN
Plane_Fighting/images/me_destroy_1.png
Executable file
After Width: | Height: | Size: 1.4 KiB |
BIN
Plane_Fighting/images/me_destroy_2.png
Executable file
After Width: | Height: | Size: 1.4 KiB |
BIN
Plane_Fighting/images/me_destroy_3.png
Executable file
After Width: | Height: | Size: 1.4 KiB |
BIN
Plane_Fighting/images/me_destroy_4.png
Executable file
After Width: | Height: | Size: 1.4 KiB |
BIN
Plane_Fighting/images/pause_nor.png
Executable file
After Width: | Height: | Size: 868 B |
BIN
Plane_Fighting/images/pause_pressed.png
Executable file
After Width: | Height: | Size: 868 B |
BIN
Plane_Fighting/images/resume_nor.png
Executable file
After Width: | Height: | Size: 790 B |
BIN
Plane_Fighting/images/resume_pressed.png
Executable file
After Width: | Height: | Size: 790 B |
601
Plane_Fighting/main.py
Executable file
@ -0,0 +1,601 @@
|
||||
# main.py
|
||||
import pygame
|
||||
import sys
|
||||
import traceback
|
||||
import myplane
|
||||
import enemy
|
||||
import bullet
|
||||
import supply
|
||||
import time
|
||||
|
||||
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)
|
||||
pygame.display.set_caption("Plane Fighting")
|
||||
key_pressed = pygame.key.get_pressed()
|
||||
background=pygame.image.load("images/loading.png") #图片位置
|
||||
screen.blit(background,(0,0)) #对齐的坐标
|
||||
pygame.display.update() #显示内容
|
||||
time.sleep(1)
|
||||
background = pygame.image.load("images/background.png").convert()
|
||||
BLACK = (0, 0, 0)
|
||||
WHITE = (255, 255, 255)
|
||||
GREEN = (0, 255, 0)
|
||||
RED = (255, 0, 0)
|
||||
|
||||
# 载入游戏音乐
|
||||
pygame.mixer.music.load("sound/game_music.ogg")
|
||||
pygame.mixer.music.set_volume(0.1)
|
||||
bullet_sound = pygame.mixer.Sound("sound/bullet.wav")
|
||||
bullet_sound.set_volume(0.2)
|
||||
bomb_sound = pygame.mixer.Sound("sound/use_bomb.wav")
|
||||
bomb_sound.set_volume(0.2)
|
||||
supply_sound = pygame.mixer.Sound("sound/supply.wav")
|
||||
supply_sound.set_volume(0.2)
|
||||
get_bomb_sound = pygame.mixer.Sound("sound/get_bomb.wav")
|
||||
get_bomb_sound.set_volume(0.2)
|
||||
get_bullet_sound = pygame.mixer.Sound("sound/get_bullet.wav")
|
||||
get_bullet_sound.set_volume(0.2)
|
||||
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
|
||||
upgrade_sound.set_volume(0.2)
|
||||
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
|
||||
enemy3_fly_sound.set_volume(0.2)
|
||||
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
|
||||
enemy1_down_sound.set_volume(0.2)
|
||||
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
|
||||
enemy2_down_sound.set_volume(0.2)
|
||||
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
|
||||
enemy3_down_sound.set_volume(0.5)
|
||||
me_down_sound = pygame.mixer.Sound("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():
|
||||
# Me
|
||||
me = myplane.MyPlane(bg_size)
|
||||
|
||||
enemies = pygame.sprite.Group()
|
||||
pygame.mixer.music.play(-1)
|
||||
|
||||
|
||||
# Enemy Level 1
|
||||
small_enemies = pygame.sprite.Group()
|
||||
add_small_enemies(small_enemies, enemies, 15)
|
||||
|
||||
# Enemy Level 2
|
||||
mid_enemies = pygame.sprite.Group()
|
||||
add_mid_enemies(mid_enemies, enemies, 4)
|
||||
|
||||
# Enemy Level 3
|
||||
big_enemies = pygame.sprite.Group()
|
||||
add_big_enemies(big_enemies, enemies, 2)
|
||||
|
||||
# Common Bull
|
||||
bullet1 = []
|
||||
bullet1_index = 0
|
||||
BULLET1_NUM = 4
|
||||
for i in range(BULLET1_NUM):
|
||||
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)))
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# 中弹图片索引
|
||||
e1_destroy_index = 0
|
||||
e2_destroy_index = 0
|
||||
e3_destroy_index = 0
|
||||
me_destroy_index = 0
|
||||
|
||||
# 统计得分
|
||||
score = 0
|
||||
score_font = pygame.font.Font("font/font.ttf", 36)
|
||||
|
||||
# 标志是否暂停游戏
|
||||
paused = False
|
||||
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
|
||||
pause_pressed_image = pygame.image.load("images/pause_pressed.png").convert_alpha()
|
||||
resume_nor_image = pygame.image.load("images/resume_nor.png").convert_alpha()
|
||||
resume_pressed_image = pygame.image.load("images/resume_pressed.png").convert_alpha()
|
||||
paused_rect = pause_nor_image.get_rect()
|
||||
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
|
||||
paused_image = pause_nor_image
|
||||
|
||||
# 设置难度级别
|
||||
level = 1
|
||||
|
||||
# 全屏炸弹
|
||||
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
|
||||
bomb_rect = bomb_image.get_rect()
|
||||
bomb_font = pygame.font.Font("font/font.ttf", 48)
|
||||
bomb_num = 3
|
||||
|
||||
# 每30秒发放一个补给包
|
||||
bullet_supply = supply.Bullet_Supply(bg_size)
|
||||
bomb_supply = supply.Bomb_Supply(bg_size)
|
||||
SUPPLY_TIME = USEREVENT
|
||||
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
|
||||
|
||||
# 超级子弹定时器
|
||||
DOUBLE_BULLET_TIME = USEREVENT + 1
|
||||
|
||||
# 标志是否使用超级子弹
|
||||
is_double_bullet = False
|
||||
|
||||
# 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("images/life.png").convert_alpha()
|
||||
life_rect = life_image.get_rect()
|
||||
|
||||
# 用于阻止重复打开记录文件
|
||||
recorded = False
|
||||
|
||||
# 游戏结束画面
|
||||
gameover_font = pygame.font.Font("font/font.ttf", 48)
|
||||
again_image = pygame.image.load("images/again.png").convert_alpha()
|
||||
again_rect = again_image.get_rect()
|
||||
gameover_image = pygame.image.load("images/gameover.png").convert_alpha()
|
||||
gameover_rect = gameover_image.get_rect()
|
||||
|
||||
# 用于切换图片
|
||||
switch_image = True
|
||||
|
||||
# 用于延迟
|
||||
delay = 100
|
||||
|
||||
running = True
|
||||
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
elif event.type == MOUSEBUTTONDOWN:
|
||||
if event.button == 1 and paused_rect.collidepoint(event.pos):
|
||||
paused = not paused
|
||||
if paused:
|
||||
pygame.time.set_timer(SUPPLY_TIME, 0)
|
||||
pygame.mixer.music.pause()
|
||||
pygame.mixer.pause()
|
||||
else:
|
||||
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
|
||||
pygame.mixer.music.unpause()
|
||||
pygame.mixer.unpause()
|
||||
|
||||
elif event.type == MOUSEMOTION:
|
||||
if paused_rect.collidepoint(event.pos):
|
||||
if paused:
|
||||
paused_image = resume_pressed_image
|
||||
else:
|
||||
paused_image = pause_pressed_image
|
||||
else:
|
||||
if paused:
|
||||
paused_image = resume_nor_image
|
||||
else:
|
||||
paused_image = pause_nor_image
|
||||
|
||||
elif event.type == KEYDOWN:
|
||||
if event.key == K_SPACE:
|
||||
if bomb_num:
|
||||
bomb_num -= 1
|
||||
bomb_sound.play()
|
||||
for each in enemies:
|
||||
if each.rect.bottom > 0:
|
||||
each.active = False
|
||||
|
||||
elif event.type == SUPPLY_TIME:
|
||||
supply_sound.play()
|
||||
if choice([True, False]):
|
||||
bomb_supply.reset()
|
||||
else:
|
||||
bullet_supply.reset()
|
||||
|
||||
elif event.type == DOUBLE_BULLET_TIME:
|
||||
is_double_bullet = False
|
||||
pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
|
||||
|
||||
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:
|
||||
level = 2
|
||||
upgrade_sound.play()
|
||||
# 增加3架小型敌机、2架中型敌机和1架大型敌机
|
||||
add_small_enemies(small_enemies, enemies, 3)
|
||||
add_mid_enemies(mid_enemies, enemies, 2)
|
||||
add_big_enemies(big_enemies, enemies, 1)
|
||||
# 提升小型敌机的速度
|
||||
inc_speed(small_enemies, 1)
|
||||
elif level == 2 and score > 300000:
|
||||
level = 3
|
||||
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, 5)
|
||||
add_mid_enemies(mid_enemies, enemies, 3)
|
||||
add_big_enemies(big_enemies, enemies, 2)
|
||||
# 提升小型敌机的速度
|
||||
inc_speed(small_enemies, 1)
|
||||
inc_speed(mid_enemies, 1)
|
||||
elif level == 3 and score > 600000:
|
||||
level = 4
|
||||
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, 5)
|
||||
add_mid_enemies(mid_enemies, enemies, 3)
|
||||
add_big_enemies(big_enemies, enemies, 2)
|
||||
# 提升小型敌机的速度
|
||||
inc_speed(small_enemies, 1)
|
||||
inc_speed(mid_enemies, 1)
|
||||
elif level == 4 and score > 1000000:
|
||||
level = 5
|
||||
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()
|
||||
|
||||
if key_pressed[K_w] or key_pressed[K_UP]:
|
||||
me.moveUp()
|
||||
elif key_pressed[K_s] or key_pressed[K_DOWN]:
|
||||
me.moveDown()
|
||||
elif key_pressed[K_a] or key_pressed[K_LEFT]:
|
||||
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
|
||||
is_double_bullet = True
|
||||
elif key_pressed[K_F3]:#使用双子弹
|
||||
is_double_bullet = False
|
||||
elif key_pressed[K_F4]:#生命+1
|
||||
life_num += 1
|
||||
elif key_pressed[K_F5]:#小+1
|
||||
add_small_enemies(small_enemies, enemies, 100)
|
||||
elif key_pressed[K_F6]:#中+1
|
||||
add_mid_enemies(mid_enemies, enemies, 100)
|
||||
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()
|
||||
screen.blit(bomb_supply.image, bomb_supply.rect)
|
||||
if pygame.sprite.collide_mask(bomb_supply, me):
|
||||
get_bomb_sound.play()
|
||||
if bomb_num < 3:
|
||||
bomb_num += 1
|
||||
bomb_supply.active = False
|
||||
|
||||
# 绘制超级子弹补给并检测是否获得
|
||||
if bullet_supply.active:
|
||||
bullet_supply.move()
|
||||
screen.blit(bullet_supply.image, bullet_supply.rect)
|
||||
if pygame.sprite.collide_mask(bullet_supply, me):
|
||||
get_bullet_sound.play()
|
||||
is_double_bullet = True
|
||||
pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
|
||||
bullet_supply.active = False
|
||||
|
||||
# 发射子弹
|
||||
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))
|
||||
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:
|
||||
b.move()
|
||||
screen.blit(b.image, b.rect)
|
||||
enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
|
||||
if enemy_hit:
|
||||
b.active = False
|
||||
for e in enemy_hit:
|
||||
if e in mid_enemies or e in big_enemies:
|
||||
e.hit = True
|
||||
e.energy -= 1
|
||||
if e.energy == 0:
|
||||
e.active = False
|
||||
else:
|
||||
e.active = False
|
||||
|
||||
# 绘制大型敌机
|
||||
for each in big_enemies:
|
||||
if each.active:
|
||||
each.move()
|
||||
if each.hit:
|
||||
screen.blit(each.image_hit, each.rect)
|
||||
each.hit = False
|
||||
else:
|
||||
if switch_image:
|
||||
screen.blit(each.image1, each.rect)
|
||||
else:
|
||||
screen.blit(each.image2, each.rect)
|
||||
|
||||
# 绘制血槽
|
||||
pygame.draw.line(screen, BLACK, \
|
||||
(each.rect.left, each.rect.top - 5), \
|
||||
(each.rect.right, each.rect.top - 5), \
|
||||
2)
|
||||
# 当生命大于20%显示绿色,否则显示红色
|
||||
energy_remain = each.energy / enemy.BigEnemy.energy
|
||||
if energy_remain > 0.2:
|
||||
energy_color = GREEN
|
||||
else:
|
||||
energy_color = RED
|
||||
pygame.draw.line(screen, energy_color, \
|
||||
(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 e3_destroy_index == 0:
|
||||
enemy3_down_sound.play()
|
||||
screen.blit(each.destroy_images[e3_destroy_index], each.rect)
|
||||
e3_destroy_index = (e3_destroy_index + 1) % 6
|
||||
if e3_destroy_index == 0:
|
||||
enemy3_fly_sound.stop()
|
||||
score += 10000
|
||||
each.reset()
|
||||
|
||||
# 绘制中型敌机:
|
||||
for each in mid_enemies:
|
||||
if each.active:
|
||||
each.move()
|
||||
|
||||
if each.hit:
|
||||
screen.blit(each.image_hit, each.rect)
|
||||
each.hit = False
|
||||
else:
|
||||
screen.blit(each.image, each.rect)
|
||||
|
||||
# 绘制血槽
|
||||
pygame.draw.line(screen, BLACK, \
|
||||
(each.rect.left, each.rect.top - 5), \
|
||||
(each.rect.right, each.rect.top - 5), \
|
||||
2)
|
||||
# 当生命大于20%显示绿色,否则显示红色
|
||||
lu = (0, 230, 0)
|
||||
qiancheng = (115, 165, 0)
|
||||
shencheng = (165, 115, 0)
|
||||
hong = (230, 0, 0)
|
||||
energy_remain = each.energy / enemy.MidEnemy.energy
|
||||
if energy_remain > 0.75:
|
||||
energy_color = lu
|
||||
elif energy_remain > 0.50:
|
||||
energy_color = qiancheng
|
||||
elif energy_remain > 0.25:
|
||||
energy_color = shencheng
|
||||
else:
|
||||
energy_color = hong
|
||||
pygame.draw.line(screen, energy_color, \
|
||||
(each.rect.left, each.rect.top - 5), \
|
||||
(each.rect.left + each.rect.width * energy_remain, \
|
||||
each.rect.top - 5), 2)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if e2_destroy_index == 0:
|
||||
enemy2_down_sound.play()
|
||||
screen.blit(each.destroy_images[e2_destroy_index], each.rect)
|
||||
e2_destroy_index = (e2_destroy_index + 1) % 4
|
||||
if e2_destroy_index == 0:
|
||||
score += 6000
|
||||
each.reset()
|
||||
|
||||
# 绘制小型敌机:
|
||||
for each in small_enemies:
|
||||
if each.active:
|
||||
each.move()
|
||||
screen.blit(each.image, each.rect)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if e1_destroy_index == 0:
|
||||
enemy1_down_sound.play()
|
||||
score += 1000
|
||||
each.reset()
|
||||
screen.blit(each.destroy_images[e1_destroy_index], each.rect)
|
||||
e1_destroy_index = (e1_destroy_index + 1) % 4
|
||||
|
||||
# 检测我方飞机是否被撞
|
||||
enemies_down = pygame.sprite.spritecollide(me, enemies, False, pygame.sprite.collide_mask)
|
||||
if enemies_down and not me.invincible:
|
||||
me.active = False
|
||||
for e in enemies_down:
|
||||
e.active = False
|
||||
|
||||
# 绘制我方飞机
|
||||
if me.active:
|
||||
if switch_image:
|
||||
screen.blit(me.image1, me.rect)
|
||||
else:
|
||||
screen.blit(me.image2, me.rect)
|
||||
else:
|
||||
# 毁灭
|
||||
if not(delay % 3):
|
||||
if me_destroy_index == 0:
|
||||
me_down_sound.play()
|
||||
screen.blit(me.destroy_images[me_destroy_index], me.rect)
|
||||
me_destroy_index = (me_destroy_index + 1) % 4
|
||||
if me_destroy_index == 0:
|
||||
life_num -= 1
|
||||
me.reset()
|
||||
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)
|
||||
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))
|
||||
|
||||
# 绘制剩余生命数量
|
||||
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))
|
||||
|
||||
# 绘制得分
|
||||
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
|
||||
elif life_num == 0:
|
||||
# 背景音乐停止
|
||||
pygame.mixer.music.stop()
|
||||
|
||||
# 停止全部音效
|
||||
pygame.mixer.stop()
|
||||
|
||||
# 停止发放补给
|
||||
pygame.time.set_timer(SUPPLY_TIME, 0)
|
||||
|
||||
if not recorded:
|
||||
recorded = True
|
||||
# 读取历史最高得分
|
||||
with open("record.dat", "r") as f:
|
||||
record_score = int(f.read())
|
||||
|
||||
# 如果玩家得分高于历史最高得分,则存档
|
||||
if score > record_score:
|
||||
with open("record.dat", "w") as f:
|
||||
f.write(str(score))
|
||||
|
||||
# 绘制结束画面
|
||||
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
|
||||
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
|
||||
screen.blit(gameover_text2, gameover_text2_rect)
|
||||
|
||||
again_rect.left, again_rect.top = \
|
||||
(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
|
||||
screen.blit(gameover_image, gameover_rect)
|
||||
|
||||
# 检测用户的鼠标操作
|
||||
# 如果用户按下鼠标左键
|
||||
if pygame.mouse.get_pressed()[0]:
|
||||
# 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
|
||||
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
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
# 绘制暂停按钮
|
||||
screen.blit(paused_image, paused_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()
|
||||
except SystemExit:
|
||||
pass
|
||||
except:
|
||||
traceback.print_exc()
|
||||
pygame.quit()
|
||||
input()
|
55
Plane_Fighting/myplane.py
Executable file
@ -0,0 +1,55 @@
|
||||
import pygame
|
||||
|
||||
class MyPlane(pygame.sprite.Sprite):
|
||||
def __init__(self, bg_size):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image1 = pygame.image.load("images/me1.png").convert_alpha()
|
||||
self.image2 = pygame.image.load("images/me2.png").convert_alpha()
|
||||
self.destroy_images = []
|
||||
self.destroy_images.extend([\
|
||||
pygame.image.load("images/me_destroy_1.png").convert_alpha(), \
|
||||
pygame.image.load("images/me_destroy_2.png").convert_alpha(), \
|
||||
pygame.image.load("images/me_destroy_3.png").convert_alpha(), \
|
||||
pygame.image.load("images/me_destroy_4.png").convert_alpha() \
|
||||
])
|
||||
self.rect = self.image1.get_rect()
|
||||
self.width, self.height = bg_size[0], bg_size[1]
|
||||
self.rect.left, self.rect.top = \
|
||||
(self.width - self.rect.width) // 2, \
|
||||
self.height - self.rect.height - 60
|
||||
self.speed = 10
|
||||
self.active = True
|
||||
self.invincible = False
|
||||
self.mask = pygame.mask.from_surface(self.image1)
|
||||
|
||||
def moveUp(self):
|
||||
if self.rect.top > 0:
|
||||
self.rect.top -= self.speed
|
||||
else:
|
||||
self.rect.top = 0
|
||||
|
||||
def moveDown(self):
|
||||
if self.rect.bottom < self.height - 60:
|
||||
self.rect.top += self.speed
|
||||
else:
|
||||
self.rect.bottom = self.height - 60
|
||||
|
||||
def moveLeft(self):
|
||||
if self.rect.left > 0:
|
||||
self.rect.left -= self.speed
|
||||
else:
|
||||
self.rect.left = 0
|
||||
|
||||
def moveRight(self):
|
||||
if self.rect.right < self.width:
|
||||
self.rect.left += self.speed
|
||||
else:
|
||||
self.rect.right = self.width
|
||||
|
||||
def reset(self):
|
||||
self.rect.left, self.rect.top = \
|
||||
(self.width - self.rect.width) // 2, \
|
||||
self.height - self.rect.height - 60
|
||||
self.active = True
|
||||
self.invincible = True
|
40
Plane_Fighting/pyinstaller.spec
Executable file
@ -0,0 +1,40 @@
|
||||
# -*- mode: python ; coding: utf-8 -*-
|
||||
|
||||
|
||||
block_cipher = None
|
||||
|
||||
|
||||
a = Analysis(['main.py'],
|
||||
pathex=[],
|
||||
binaries=[(‘./images/*.png’, ‘images’)]
|
||||
datas=[],
|
||||
hiddenimports=[],
|
||||
hookspath=[],
|
||||
hooksconfig={},
|
||||
runtime_hooks=[],
|
||||
excludes=[],
|
||||
win_no_prefer_redirects=False,
|
||||
win_private_assemblies=False,
|
||||
cipher=block_cipher,
|
||||
noarchive=False)
|
||||
pyz = PYZ(a.pure, a.zipped_data,
|
||||
cipher=block_cipher)
|
||||
|
||||
exe = EXE(pyz,
|
||||
a.scripts,
|
||||
a.binaries,
|
||||
a.zipfiles,
|
||||
a.datas,
|
||||
[],
|
||||
name='main',
|
||||
debug=False,
|
||||
bootloader_ignore_signals=False,
|
||||
strip=False,
|
||||
upx=True,
|
||||
upx_exclude=[],
|
||||
runtime_tmpdir=None,
|
||||
console=False,
|
||||
disable_windowed_traceback=False,
|
||||
target_arch=None,
|
||||
codesign_identity=None,
|
||||
entitlements_file=None )
|
1
Plane_Fighting/record.dat
Executable file
@ -0,0 +1 @@
|
||||
0
|
BIN
Plane_Fighting/sound/bullet.wav
Executable file
BIN
Plane_Fighting/sound/button.wav
Executable file
BIN
Plane_Fighting/sound/enemy1_down.wav
Executable file
BIN
Plane_Fighting/sound/enemy2_down.wav
Executable file
BIN
Plane_Fighting/sound/enemy3_down.wav
Executable file
BIN
Plane_Fighting/sound/enemy3_flying.wav
Executable file
BIN
Plane_Fighting/sound/game_music.ogg
Executable file
BIN
Plane_Fighting/sound/get_bomb.wav
Executable file
BIN
Plane_Fighting/sound/get_bullet.wav
Executable file
BIN
Plane_Fighting/sound/loading_game.ogg
Executable file
BIN
Plane_Fighting/sound/me_down.wav
Executable file
BIN
Plane_Fighting/sound/supply.wav
Executable file
BIN
Plane_Fighting/sound/upgrade.wav
Executable file
BIN
Plane_Fighting/sound/use_bomb.wav
Executable file
50
Plane_Fighting/supply.py
Executable file
@ -0,0 +1,50 @@
|
||||
import pygame
|
||||
from random import *
|
||||
|
||||
class Bullet_Supply(pygame.sprite.Sprite):
|
||||
def __init__(self, bg_size):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image = pygame.image.load("images/bullet_supply.png").convert_alpha()
|
||||
self.rect = self.image.get_rect()
|
||||
self.width, self.height = bg_size[0], bg_size[1]
|
||||
self.rect.left, self.rect.bottom = \
|
||||
randint(0, self.width - self.rect.width), -100
|
||||
self.speed = 5
|
||||
self.active = False
|
||||
self.mask = pygame.mask.from_surface(self.image)
|
||||
|
||||
def move(self):
|
||||
if self.rect.top < self.height:
|
||||
self.rect.top += self.speed
|
||||
else:
|
||||
self.active = False
|
||||
|
||||
def reset(self):
|
||||
self.active = True
|
||||
self.rect.left, self.rect.bottom = \
|
||||
randint(0, self.width - self.rect.width), -100
|
||||
|
||||
class Bomb_Supply(pygame.sprite.Sprite):
|
||||
def __init__(self, bg_size):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.image = pygame.image.load("images/bomb_supply.png").convert_alpha()
|
||||
self.rect = self.image.get_rect()
|
||||
self.width, self.height = bg_size[0], bg_size[1]
|
||||
self.rect.left, self.rect.bottom = \
|
||||
randint(0, self.width - self.rect.width), -100
|
||||
self.speed = 5
|
||||
self.active = False
|
||||
self.mask = pygame.mask.from_surface(self.image)
|
||||
|
||||
def move(self):
|
||||
if self.rect.top < self.height:
|
||||
self.rect.top += self.speed
|
||||
else:
|
||||
self.active = False
|
||||
|
||||
def reset(self):
|
||||
self.active = True
|
||||
self.rect.left, self.rect.bottom = \
|
||||
randint(0, self.width - self.rect.width), -100
|