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.gitignore vendored
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# Ignore "ignore" & "tmp" folder
ignore
tmp
# Package
*.deb
*.rpm
*.zst
*.exe
*.out
# Log File
*.log
# Rickroll File
*.rickroll

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# Tiny Project
## 说明
分散的代码文件
一个文件夹代表一个小的代码集合
不同文件所使用的开源协议不同
有些工具虽然很小, 但却十分有用
## 列表
### 单目录 (root)
|名称|路径|介绍|语言|
|:---|:---|----|----|
|LAN++|./lanpp|一个跨平台的简易局域网文件传输工具|Python|
|Plane Fighting|./plane_fighting|一个跨平台的简易"飞机大战"小游戏|Python|
|Python HTTPS Server|./python_https_server|一个 HTTPS 网络服务器程序|Python|
|Juan|./juan|获取 http://www.zxx.edu.cn 的公开的用户学习数据并制作成图表, 看看人们有多卷|Python|
### 单文件 (onefile)
|文件名|介绍|语言|
|----|----|----|
|file_reader.cpp|输出文件内容至终端|C++|
|pause.cpp|按任意键继续|C++|
|fastmaillib.py|开箱即用的 Python 邮件封装|Python|
# 专用于发布 Release

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from playwright.sync_api import Playwright, sync_playwright, expect
import bs4, time, datetime
def addtofile(path, data):
with open(path, 'a', encoding='UTF-8') as f:
f.write(data)
f.close()
def access(playwright: Playwright) -> None:
browser = playwright.chromium.launch(headless=True)
context = browser.new_context()
# Open new page
while True:
print("Exploring")
page = context.new_page()
# Go to https://www.zxx.edu.cn/
page.goto("https://www.zxx.edu.cn/")
page.wait_for_load_state('networkidle')
html = page.content()
# Close page
page.close()
# ---------------------
context.close()
browser.close()
soup = bs4.BeautifulSoup(html, 'html.parser')
text = soup.text
p_f = text.index("做眼保健操今天已有")
p_e = text.index("人与你一起学习")
t_f = text.index("你们共浏览了")
t_e = text.index("次。主办")
person = text[p_f+9:p_e]
person = int(person.replace(",",""))
times = text[t_f+6:t_e]
times = int(times.replace(",",""))
print("Person: " + str(person))
print("Times: " + str(times))
total = [person, times, datetime.datetime.now().strftime('%Y-%m-%d')]
addtofile("data.txt",str(total) + "\n")
print("Data added completed")
time.sleep(300)
with sync_playwright() as playwright:
access(playwright)

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[22821, 105404, '2022-04-20']

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import numpy as np
import matplotlib.pyplot as plt
f = open("data.txt", "r")
a = 0
while a == 0:
f.readline
x = np.linspace(10., 100., 50)
y = x**10 + x**5 + x**2 + 100
plt.plot(x, y)
plt.show()

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# LAN++ (lanpp)
## 简介
一个跨平台的简易局域网文件传输工具
## 支持
基于 Python 语言编写
底层依赖库: pyperclip & pyftpdlib
UI 基于 Tkinter, 准备改写成 KivyMD
将来可通过 Buildozer 打包为移动应用
## 协议
本目录中所有的源代码文件根据 GPL 3.0 协议开源

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# -*- coding: utf-8 -*-
from pyftpdlib.handlers import FTPHandler
from pyftpdlib.servers import FTPServer
from pyftpdlib.authorizers import DummyAuthorizer
import json
def jsonget(key_name):
with open("setting.json") as f:
json_data = f.read()
data = json.loads(json_data)
f.close()
return data[key_name]
def start():
authorizer = DummyAuthorizer()
authorizer.add_user(jsonget("ftpserveruser"), jsonget("ftpserverpass"), jsonget("ftpserverroot"), perm='elradfmwM')
handler = FTPHandler
handler.authorizer = authorizer
server = FTPServer(('localhost', int(jsonget("ftpserverport"))), handler)
server.serve_forever()
if __name__ == '__main__':
start()

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import pyperclip
import ftpserver
import os
import json
import sys
import socket
import webserver
import webbrowser
from tkinter import *
from tkinter import messagebox
from ttkthemes import *
from tkinter.ttk import *
from multiprocessing import Process
def getip():
try:
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
s.connect(('192.168.1.1', 0))
ip = s.getsockname()[0]
except:
ip = "localhost"
finally:
s.close()
return ip
def jsonget(key_name):
with open("setting.json") as f:
json_data = f.read()
data = json.loads(json_data)
f.close()
return data[key_name]
def webserver_ui():
if True :
#webserverui_status = 1
subwindow = ThemedTk(theme="yaru", toplevel=True, themebg=True)
subwindow.title("WebServer | LAN++ Manager")
subwindow.geometry("850x500")
os.chdir(static_path)
task = Process(target=webserver.start)
def start():
task.start()
print("started")
def __close__():
task.terminate()
os.chdir(static_path)
print("closed")
def close():
if task.is_alive() == False:
start()
__close__()
os.chdir(static_path)
subwindow.destroy()
def copylink():
pyperclip.copy("http://" + str(getip()) + ":" + jsonget("webserverport"))
ntext = " 点击按钮以控制[浏览器文件管理服务]\n [启动] - 启动服务\n [关闭窗口并退出] - 退出窗口(退出服务)\n [复制访问链接] - 复制链接以便访问服务" + '当前配置:\n 端口:' + jsonget("ftpserverport") + "\n 目录: " + jsonget("webserverroot") + "\n 打开服务后请用浏览器打开此链接以操作文件: [http://" + str(getip()) + ":" + jsonget("webserverport") + "]\n"
lbl1 = Label(subwindow, text=ntext)
lbl1.grid(column=1, row=1)
wtext = " 已知Bug:终止服务后,端口仍会占用一段时间,建议终止服务后一分钟后重新启动服务\n 注意:在不了解此程序文档时请勿打开多个相同服务,如需要,可在Wiki的[特技]一栏中找到方法."
lbl2 = Label(subwindow, text=wtext)
lbl2.grid(column=1, row=2)
start_btn = Button(subwindow, text="启动", command=start)
start_btn.grid(column=1, row=3)
close_btn = Button(subwindow, text="关闭窗口并退出", command=close)
close_btn.grid(column=1, row=4)
copy_btn = Button(subwindow, text="复制访问链接", command=copylink)
copy_btn.grid(column=1, row=5)
subwindow.protocol("WM_DELETE_WINDOW", close)
subwindow.mainloop()
def ftpserver_ui():
if True :
#webserverui_status = 1
subwindow = ThemedTk(theme="yaru", toplevel=True, themebg=True)
subwindow.title("FTPServer | LAN++ Manager")
subwindow.geometry("850x500")
os.chdir(static_path)
task = Process(target=ftpserver.start)
def start():
task.start()
print("started")
def __close__():
task.terminate()
os.chdir(static_path)
print("closed")
def close():
if task.is_alive() == False:
start()
__close__()
os.chdir(static_path)
subwindow.destroy()
def copylink():
pyperclip.copy("ftp://" + jsonget("ftpserveruser") + "@" + str(getip()) + ":" + jsonget("ftpserverport"))
ntext = " 点击按钮以控制[FTP文件传输服务]\n [启动] - 启动服务\n [关闭窗口并退出] - 退出窗口(退出服务)\n [复制访问链接] - 复制链接以便访问服务" + '当前配置:\n 端口:' + jsonget("ftpserverport") + "\n 目录: " + jsonget("ftpserverroot") + "\n 用户名:" + jsonget("ftpserveruser") + "\n 密码:" + jsonget("ftpserverpass") + "\n 打开服务后请通过此链接连接FTP服务器: [ftp://" + jsonget("ftpserveruser") + "@" + str(getip()) + ":" + jsonget("ftpserverport") + "]"
lbl1 = Label(subwindow, text=ntext)
lbl1.grid(column=1, row=1)
wtext = " 已知Bug:终止服务后,端口仍会占用一段时间,建议终止服务后一分钟后重新启动服务\n 注意:在不了解此程序文档时请勿打开多个相同服务,如需要,可在Wiki的[特技]一栏中找到方法."
lbl2 = Label(subwindow, text=wtext)
lbl2.grid(column=1, row=2)
start_btn = Button(subwindow, text="启动", command=start)
start_btn.grid(column=1, row=3)
close_btn = Button(subwindow, text="关闭窗口并退出", command=close)
close_btn.grid(column=1, row=4)
copy_btn = Button(subwindow, text="复制访问链接", command=copylink)
copy_btn.grid(column=1, row=5)
subwindow.protocol("WM_DELETE_WINDOW", close)
subwindow.mainloop()
def setting_ui():
pass
def runexit():
sys.exit()
def about_ui():
def visit():
webbrowser.open("http://github.com/david-ajax/LANPP", new=0)
subwindow = ThemedTk(theme="yaru", toplevel=True, themebg=True)
subwindow.title("About | LAN++")
subwindow.geometry("470x270")
ntext = " LAN++ -- A powerful tool for local area network \n Version: 1.0 (Beta) \n Repo: http://github.com/david-ajax/LANpp \n Powered By Wang Zhiyu \n Use GPL 3.0 License"
lbl1 = Label(subwindow, text=ntext)
lbl1.grid(column=1, row=1)
visit_btn = Button(subwindow, text="Visit The Repository", command=visit)
visit_btn.grid(column=1, row=2)
exit_btn = Button(subwindow, text="Exit", command=subwindow.destroy)
exit_btn.grid(column=1, row=3)
def main():
window = ThemedTk(theme="yaru", toplevel=True, themebg=True)
window.title("LAN++ Manager")
window.geometry("800x200")
webserver = Button(window, text="浏览器文件管理服务", command=webserver_ui)
webserver.grid(column=0, row=2)
ftpserver = Button(window, text="FTP文件传输服务", command=ftpserver_ui)
ftpserver.grid(column=1, row=2)
setting = Button(window, text="设置", command=setting_ui)
setting.grid(column=2, row=2)
about = Button(window, text="关于", command=about_ui)
about.grid(column=3, row=2)
exit_btn = Button(window, text="退出", command=runexit)
exit_btn.grid(column=4, row=2)
window.mainloop()
if __name__ == '__main__':
static_path = os.getcwd()
fw=Tk()
fw.withdraw()
messagebox.showinfo(title='Welcome',message='欢迎使用LAN++ Beta Edition')
main()

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{
"webserverport": "8083",
"webserverroot": "/",
"ftpserverport": "8082",
"ftpserverroot": "/",
"ftpserveruser": "default",
"ftpserverpass": "000000",
"A Prompt For You": "Unless the program is not available,DO NOT EDIT THIS FILE"
}

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# 单文件 (onefile)
## 简介
单文件小程序
## 支持
每个文件都是一个不同的程序
请分别根据注释运行
## 协议
详见文件内部注释
如无注释, 根据 MIT 协议开源

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# fastmaillib.py
# LICENSE: MIT
# VERSION: v0.2.1
"""
说明:
更加方便地使用 Python 收邮件
部分基于 Liao Xuefeng 的代码, 并进行了封装操作
此代码为 Python 3.x 而设计, 但理论上兼容 Python 2.x(2.7)
"""
"""
日志:
v0.2.3:
修复 Get.get 函数中 num 参数不可用问题
"""
import email, smtplib
from email.mime.text import MIMEText
from email.parser import Parser
import poplib
from email.header import decode_header
from email.utils import parseaddr
class Get:
def connect(mail, user, password, pop3_host):
"""Connect to mail server"""
try:
obj = poplib.POP3_SSL(pop3_host)
obj.user(user)
obj.pass_(password)
return obj
except Exception as e:
return e
def num(obj):
"""Get the number of messages on hand"""
try:
resp, mails, octets = obj.list()
return len(mails)
except Exception as e:
return e
def get(obj, num):
"""Get mail's content"""
try:
resp, mails, octets = obj.list()
index = len(mails)
resp, lines, octets = obj.retr(num)
message_content = b'\r\n'.join(lines).decode('utf-8')
message = Parser().parsestr(message_content)
info = Get.print_info(message)
return info
except Exception as e:
return e
def quit(obj):
"""Break connection"""
try:
obj.quit()
return True
except Exception as e:
return e
def print_info(msg, indent=0):
"""Convert mail object to content"""
total = {}
if indent == 0:
for header in ['From', 'To', 'Subject']:
value = msg.get(header, '')
if value:
if header == 'Subject':
value = Get.decode_str(value)
total["subject"] = value
else:
hdr, addr = parseaddr(value)
name = Get.decode_str(hdr)
value = u'%s <%s>' % (name, addr)
if not("name" in total):
total["name"] = name
total["addr"] = addr
if msg.is_multipart():
parts = msg.get_payload()
for n, part in enumerate(parts):
total["message"] = part
# print_info(part, indent + 1)
else:
content_type = msg.get_content_type()
if content_type == 'text/plain' or content_type == 'text/html':
content = msg.get_payload(decode=True)
charset = guess_charset(msg)
if charset:
content = content.decode(charset)
return total
def decode_str(s):
"""Decode mail objects"""
value, charset = decode_header(s)[0]
if charset:
value = value.decode(charset)
return value
def guess_charset(msg):
"""Guess charset"""
charset = msg.get_charset()
if charset is None:
content_type = msg.get('Content-Type', '').lower()
pos = content_type.find('charset=')
if pos >= 0:
charset = content_type[pos + 8:].strip()
return charset

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// file_reader.cpp
// LICENSE: Nothing(do what ever you want!)
#include <iostream>
using namespace std;
int main(int argc, char *argv[]){
fstream config;
config.open(argv[1], ios::in);
if(config){
cout << "Reading Data" << endl;
vector<string> data;
string tmp;
while(getline(config,tmp)){
data.push_back(tmp);
}
cout << "Redirect to terminal:" << endl;
for(int i = 0;i < data.size();i++){
cout << data[i] << endl;
}
config.close();
}
else{
cout << "File NOT Found" << endl;
}
cout << "Press any key to Continue...";
cin.clear();
cin.sync();
cin.get();
return 0;
}

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// pause.cpp
// LICENSE: Nothing(do what ever you want!)
#include <bits/stdc++.h>
using namespace std;
int main(){
cout << "Press any key to continue...";
cin.clear();
cin.sync();
cin.get();
return 0;
}

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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 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 = 0.4.0
# (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/images/loading.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 = 1
# (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 = True
# (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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@ -1,45 +0,0 @@
import pygame,os
abspath = os.getcwd() + "/"
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(abspath + "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(abspath + "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

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import pygame,os
from random import *
abspath = os.getcwd() + "/"
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(abspath + "images/enemy1.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load(abspath + "images/enemy1_down1.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy1_down2.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy1_down3.png").convert_alpha(), \
pygame.image.load(abspath + "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(abspath + "images/enemy2.png").convert_alpha()
self.image_hit = pygame.image.load(abspath + "images/enemy2_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load(abspath + "images/enemy2_down1.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy2_down2.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy2_down3.png").convert_alpha(), \
pygame.image.load(abspath + "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(abspath + "images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load(abspath + "images/enemy3_n2.png").convert_alpha()
self.image_hit = pygame.image.load(abspath + "images/enemy3_hit.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load(abspath + "images/enemy3_down1.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy3_down2.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy3_down3.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy3_down4.png").convert_alpha(), \
pygame.image.load(abspath + "images/enemy3_down5.png").convert_alpha(), \
pygame.image.load(abspath + "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)

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# main.py
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
import time
import os
import platform
abspath = os.getcwd() + "/"
from pygame.locals import *
from random import *
pygame.init()
pygame.mixer.init()
global width, height
if platform.system().lower() == "windows":
bg_size = width, height = 600, 900
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)
width, height = pygame.display.get_surface().get_size()
else:
bg_size = width, height = 600, 900
screen = pygame.display.set_mode(bg_size)
elif platform.system().lower() == "darwin":
# TODO: 判断 iOS 与 macOS
bg_size = width, height = 800, 900
screen = pygame.display.set_mode(bg_size)
else:
bg_size = width, height = 800, 900
screen = pygame.display.set_mode(bg_size)
bg_size = (width, height)
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, (width // 2 - 240,height // 2 - 350)) # 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)
# time.sleep(7.5)
background = pygame.image.load(abspath + "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
bullet_sound = pygame.mixer.Sound(abspath + "sound/bullet.wav")
bullet_sound.set_volume(0.2)
bomb_sound = pygame.mixer.Sound(abspath + "sound/use_bomb.wav")
bomb_sound.set_volume(0.2)
supply_sound = pygame.mixer.Sound(abspath + "sound/supply.wav")
supply_sound.set_volume(0.2)
get_bomb_sound = pygame.mixer.Sound(abspath + "sound/get_bomb.wav")
get_bomb_sound.set_volume(0.2)
get_bullet_sound = pygame.mixer.Sound(abspath + "sound/get_bullet.wav")
get_bullet_sound.set_volume(0.2)
upgrade_sound = pygame.mixer.Sound(abspath + "sound/upgrade.wav")
upgrade_sound.set_volume(0.2)
enemy3_fly_sound = pygame.mixer.Sound(abspath + "sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound(abspath + "sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.2)
enemy2_down_sound = pygame.mixer.Sound(abspath + "sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.2)
enemy3_down_sound = pygame.mixer.Sound(abspath + "sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound(abspath + "sound/me_down.wav")
time.sleep(1)
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)
# 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(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 - 64
touch_left_rect.left, touch_left_rect.top = width - width // 4 + touch_up_rect.width - 64, height - height // 4 + touch_up_rect.height
touch_right_rect.left, touch_right_rect.top = width - width // 4 + touch_up_rect.width + 64, 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 + 64
touch_bomb_rect.left, touch_bomb_rect.top = width // 4 - touch_up_rect.width - 64, 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()
pause_pressed_image = pygame.image.load(abspath + "images/pause_pressed.png").convert_alpha()
resume_nor_image = pygame.image.load(abspath + "images/resume_nor.png").convert_alpha()
resume_pressed_image = pygame.image.load(abspath + "images/resume_pressed.png").convert_alpha()
paused_rect = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 20, 20
paused_image = pause_nor_image
# 设置难度级别
level = 1
# 初始化炸弹时间锁
last_bomb = time.time()
# 全屏炸弹
bomb_image = pygame.image.load(abspath + "images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font(abspath + "font/font.ttf", 64)
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(abspath + "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(abspath + "font/font.ttf", 48)
again_image = pygame.image.load(abspath + "images/again.png").convert_alpha()
again_rect = again_image.get_rect()
gameover_image = pygame.image.load(abspath + "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 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()
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:
main()
# 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()
if pygame.mouse.get_pressed()[0]:
pos = pygame.mouse.get_pos()
if touch_up_rect.left - 128 < pos[0] < touch_up_rect.right + 128 and touch_up_rect.top - 128 < pos[1] < touch_up_rect.bottom + 70:
me.moveUp()
if touch_left_rect.left - 128 < pos[0] < touch_left_rect.right + 70 and touch_left_rect.top - 128 < pos[1] < touch_left_rect.bottom + 128:
me.moveLeft()
if touch_right_rect.left - 70 < pos[0] < touch_right_rect.right + 128 and touch_right_rect.top - 128 < pos[1] < touch_right_rect.bottom + 128:
me.moveRight()
if touch_down_rect.left - 128 < pos[0] < touch_down_rect.right + 128 and touch_down_rect.top - 70 < pos[1] < touch_down_rect.bottom + 128:
me.moveDown()
if touch_bomb_rect.left - 128 < pos[0] < touch_bomb_rect.right + 128 and touch_bomb_rect.top - 128 < pos[1] < touch_bomb_rect.bottom + 128:
if bomb_num and last_bomb - time.time() <= -1:
bomb_num -= 1
bomb_sound.play()
for each in enemies:
if each.rect.bottom > 0:
each.active = False
last_bomb = time.time()
# 绘制按钮
screen.blit(paused_image, paused_rect)
screen.blit(touch_up_image, touch_up_rect)
screen.blit(touch_left_image, touch_left_rect)
screen.blit(touch_right_image, touch_right_rect)
screen.blit(touch_down_image, touch_down_rect)
screen.blit(touch_bomb_image, touch_bomb_rect)
# 切换图片
if not (delay % 5):
switch_image = not switch_image
delay -= 1
if not delay:
delay = 100
pygame.display.flip()
clock.tick(60)
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()

View File

@ -1,55 +0,0 @@
import pygame,os
abspath = os.getcwd() + "/"
class MyPlane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load(abspath + "images/me1.png").convert_alpha()
self.image2 = pygame.image.load(abspath + "images/me2.png").convert_alpha()
self.destroy_images = []
self.destroy_images.extend([\
pygame.image.load(abspath + "images/me_destroy_1.png").convert_alpha(), \
pygame.image.load(abspath + "images/me_destroy_2.png").convert_alpha(), \
pygame.image.load(abspath + "images/me_destroy_3.png").convert_alpha(), \
pygame.image.load(abspath + "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

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