653 lines
26 KiB
Python
653 lines
26 KiB
Python
# main.py
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import pygame
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import sys
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import traceback
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import myplane
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import enemy
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import bullet
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import supply
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import time
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import os
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import platform
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abspath = os.getcwd() + "/"
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from pygame.locals import *
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from random import *
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pygame.init()
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pygame.mixer.init()
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global width, height
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if platform.system().lower() == "windows":
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bg_size = width, height = 600, 900
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screen = pygame.display.set_mode(bg_size)
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elif platform.system().lower() == "linux":
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if os.path.exists("/storage/emulated"): # Android
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screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
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width, height = pygame.display.get_surface().get_size()
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else:
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bg_size = width, height = 600, 900
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screen = pygame.display.set_mode(bg_size)
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elif platform.system().lower() == "darwin":
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# TODO: 判断 iOS 与 macOS
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bg_size = width, height = 800, 900
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screen = pygame.display.set_mode(bg_size)
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else:
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bg_size = width, height = 800, 900
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screen = pygame.display.set_mode(bg_size)
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bg_size = (width, height)
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pygame.display.set_caption("Plane Fighting")
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key_pressed = pygame.key.get_pressed()
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background = pygame.image.load(abspath + "images/loading.png") # 图片位置
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screen.blit(background, (width // 2 - 240,height // 2 - 350)) # 对齐的坐标
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pygame.display.update() # 显示内容
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pygame.mixer.music.load(abspath + "sound/game_music.ogg")
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pygame.mixer.music.set_volume(0.1)
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# time.sleep(7.5)
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background = pygame.image.load(abspath + "images/background.png").convert()
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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GREEN = (0, 255, 0)
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RED = (255, 0, 0)
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# 载入游戏音乐
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bullet_sound = pygame.mixer.Sound(abspath + "sound/bullet.wav")
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bullet_sound.set_volume(0.2)
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bomb_sound = pygame.mixer.Sound(abspath + "sound/use_bomb.wav")
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bomb_sound.set_volume(0.2)
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supply_sound = pygame.mixer.Sound(abspath + "sound/supply.wav")
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supply_sound.set_volume(0.2)
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get_bomb_sound = pygame.mixer.Sound(abspath + "sound/get_bomb.wav")
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get_bomb_sound.set_volume(0.2)
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get_bullet_sound = pygame.mixer.Sound(abspath + "sound/get_bullet.wav")
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get_bullet_sound.set_volume(0.2)
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upgrade_sound = pygame.mixer.Sound(abspath + "sound/upgrade.wav")
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upgrade_sound.set_volume(0.2)
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enemy3_fly_sound = pygame.mixer.Sound(abspath + "sound/enemy3_flying.wav")
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enemy3_fly_sound.set_volume(0.2)
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enemy1_down_sound = pygame.mixer.Sound(abspath + "sound/enemy1_down.wav")
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enemy1_down_sound.set_volume(0.2)
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enemy2_down_sound = pygame.mixer.Sound(abspath + "sound/enemy2_down.wav")
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enemy2_down_sound.set_volume(0.2)
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enemy3_down_sound = pygame.mixer.Sound(abspath + "sound/enemy3_down.wav")
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enemy3_down_sound.set_volume(0.5)
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me_down_sound = pygame.mixer.Sound(abspath + "sound/me_down.wav")
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time.sleep(1)
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def add_small_enemies(group1, group2, num):
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for i in range(num):
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e1 = enemy.SmallEnemy(bg_size)
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group1.add(e1)
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group2.add(e1)
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def add_mid_enemies(group1, group2, num):
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for i in range(num):
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e2 = enemy.MidEnemy(bg_size)
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group1.add(e2)
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group2.add(e2)
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def add_big_enemies(group1, group2, num):
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for i in range(num):
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e3 = enemy.BigEnemy(bg_size)
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group1.add(e3)
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group2.add(e3)
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def inc_speed(target, inc):
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for each in target:
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each.speed += inc
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def main():
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pygame.mixer.music.play(-1)
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# Me
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me = myplane.MyPlane(bg_size)
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enemies = pygame.sprite.Group()
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# Enemy Level 1
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small_enemies = pygame.sprite.Group()
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add_small_enemies(small_enemies, enemies, 15)
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# Enemy Level 2
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mid_enemies = pygame.sprite.Group()
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add_mid_enemies(mid_enemies, enemies, 4)
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# Enemy Level 3
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big_enemies = pygame.sprite.Group()
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add_big_enemies(big_enemies, enemies, 2)
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# Common Bull
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bullet1 = []
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bullet1_index = 0
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BULLET1_NUM = 4
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for i in range(BULLET1_NUM):
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bullet1.append(bullet.Bullet1((me.rect.centerx - 3, me.rect.centery)))
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# Super Bull
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bullet2 = []
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bullet2_index = 0
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BULLET2_NUM = 8
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for i in range(BULLET2_NUM // 2):
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bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
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bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery)))
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clock = pygame.time.Clock()
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# 中弹图片索引
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e1_destroy_index = 0
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e2_destroy_index = 0
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e3_destroy_index = 0
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me_destroy_index = 0
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# 统计得分
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score = 0
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score_font = pygame.font.Font(abspath + "font/font.ttf", 36)
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# 移动设备触摸支持
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touch_support = True
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touch_up_image = pygame.image.load(abspath + "images/touch/u.png").convert_alpha()
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touch_left_image = pygame.image.load(abspath + "images/touch/l.png").convert_alpha()
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touch_right_image = pygame.image.load(abspath + "images/touch/r.png").convert_alpha()
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touch_down_image = pygame.image.load(abspath + "images/touch/d.png").convert_alpha()
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touch_bomb_image = pygame.image.load(abspath + "images/touch/bomb.png").convert_alpha()
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touch_left_rect = touch_left_image.get_rect()
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touch_right_rect = touch_right_image.get_rect()
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touch_down_rect = touch_down_image.get_rect()
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touch_bomb_rect = touch_bomb_image.get_rect()
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touch_up_rect = touch_up_image.get_rect()
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touch_up_rect.left, touch_up_rect.top = width - width // 4 + touch_up_rect.width, height - height // 4 + touch_up_rect.height - 64
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touch_left_rect.left, touch_left_rect.top = width - width // 4 + touch_up_rect.width - 64, height - height // 4 + touch_up_rect.height
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touch_right_rect.left, touch_right_rect.top = width - width // 4 + touch_up_rect.width + 64, height - height // 4 + touch_up_rect.height
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touch_down_rect.left, touch_down_rect.top = width - width // 4 + touch_up_rect.width, height - height // 4 + touch_up_rect.height + 64
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touch_bomb_rect.left, touch_bomb_rect.top = width // 4 - touch_up_rect.width - 64, height - height // 4 + touch_up_rect.height
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# 标志是否暂停游戏
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paused = False
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pause_nor_image = pygame.image.load(abspath + "images/pause_nor.png").convert_alpha()
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pause_pressed_image = pygame.image.load(abspath + "images/pause_pressed.png").convert_alpha()
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resume_nor_image = pygame.image.load(abspath + "images/resume_nor.png").convert_alpha()
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resume_pressed_image = pygame.image.load(abspath + "images/resume_pressed.png").convert_alpha()
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paused_rect = pause_nor_image.get_rect()
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paused_rect.left, paused_rect.top = width - paused_rect.width - 20, 20
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paused_image = pause_nor_image
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# 设置难度级别
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level = 1
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# 初始化炸弹时间锁
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last_bomb = time.time()
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# 全屏炸弹
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bomb_image = pygame.image.load(abspath + "images/bomb.png").convert_alpha()
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bomb_rect = bomb_image.get_rect()
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bomb_font = pygame.font.Font(abspath + "font/font.ttf", 64)
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bomb_num = 3
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# 每30秒发放一个补给包
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bullet_supply = supply.Bullet_Supply(bg_size)
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bomb_supply = supply.Bomb_Supply(bg_size)
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SUPPLY_TIME = USEREVENT
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pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
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# 超级子弹定时器
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DOUBLE_BULLET_TIME = USEREVENT + 1
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# 标志是否使用超级子弹
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is_double_bullet = False
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# 解除我方无敌状态定时器
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INVINCIBLE_TIME = USEREVENT + 3
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# 生命数量
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life_num = 3
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life_image = pygame.image.load(abspath + "images/life.png").convert_alpha()
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life_rect = life_image.get_rect()
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# 用于阻止重复打开记录文件
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recorded = False
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# 游戏结束画面
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gameover_font = pygame.font.Font(abspath + "font/font.ttf", 48)
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again_image = pygame.image.load(abspath + "images/again.png").convert_alpha()
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again_rect = again_image.get_rect()
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gameover_image = pygame.image.load(abspath + "images/gameover.png").convert_alpha()
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gameover_rect = gameover_image.get_rect()
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# 用于切换图片
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switch_image = True
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# 用于延迟
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delay = 100
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == QUIT:
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pygame.quit()
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sys.exit()
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elif event.type == MOUSEBUTTONDOWN:
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if event.button == 1 and paused_rect.collidepoint(event.pos):
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paused = not paused
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if paused:
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pygame.time.set_timer(SUPPLY_TIME, 0)
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pygame.mixer.music.pause()
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pygame.mixer.pause()
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else:
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pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
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pygame.mixer.music.unpause()
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pygame.mixer.unpause()
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elif event.type == MOUSEMOTION:
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if paused_rect.collidepoint(event.pos):
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if paused:
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paused_image = resume_pressed_image
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else:
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paused_image = pause_pressed_image
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else:
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if paused:
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paused_image = resume_nor_image
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else:
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paused_image = pause_nor_image
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elif event.type == KEYDOWN:
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if event.key == K_SPACE:
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if bomb_num and last_bomb - time.time() <= -1:
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bomb_num -= 1
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bomb_sound.play()
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for each in enemies:
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if each.rect.bottom > 0:
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each.active = False
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last_bomb = time.time()
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elif event.type == SUPPLY_TIME:
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supply_sound.play()
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if choice([True, False]):
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bomb_supply.reset()
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else:
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bullet_supply.reset()
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elif event.type == DOUBLE_BULLET_TIME:
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is_double_bullet = False
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pygame.time.set_timer(DOUBLE_BULLET_TIME, 0)
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elif event.type == INVINCIBLE_TIME:
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me.invincible = False
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pygame.time.set_timer(INVINCIBLE_TIME, 0)
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# 根据用户的得分增加难度
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if level == 1 and score > 50000:
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level = 2
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upgrade_sound.play()
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# 增加3架小型敌机、2架中型敌机和1架大型敌机
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add_small_enemies(small_enemies, enemies, 3)
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add_mid_enemies(mid_enemies, enemies, 2)
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add_big_enemies(big_enemies, enemies, 1)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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elif level == 2 and score > 300000:
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level = 3
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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elif level == 3 and score > 600000:
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level = 4
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 5)
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add_mid_enemies(mid_enemies, enemies, 3)
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add_big_enemies(big_enemies, enemies, 2)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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elif level == 4 and score > 1000000:
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level = 5
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upgrade_sound.play()
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# 增加5架小型敌机、3架中型敌机和2架大型敌机
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add_small_enemies(small_enemies, enemies, 300)
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# 提升小型敌机的速度
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inc_speed(small_enemies, 1)
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inc_speed(mid_enemies, 1)
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screen.blit(background, (0, 0))
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if life_num and not paused:
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# 检测用户的键盘操作
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key_pressed = pygame.key.get_pressed()
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if key_pressed[K_w] or key_pressed[K_UP]:
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me.moveUp()
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elif key_pressed[K_s] or key_pressed[K_DOWN]:
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me.moveDown()
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elif key_pressed[K_a] or key_pressed[K_LEFT]:
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me.moveLeft()
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elif key_pressed[K_d] or key_pressed[K_RIGHT]:
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me.moveRight()
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elif key_pressed[K_F1]: # +100核弹
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bomb_num += 100
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elif key_pressed[K_F2]: # 不使用双子弹
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is_double_bullet = True
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elif key_pressed[K_F3]: # 使用双子弹
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is_double_bullet = False
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elif key_pressed[K_F4]: # 生命+1
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life_num += 1
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elif key_pressed[K_F5]: # 小+1
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add_small_enemies(small_enemies, enemies, 100)
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elif key_pressed[K_F6]: # 中+1
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add_mid_enemies(mid_enemies, enemies, 100)
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elif key_pressed[K_F7]: # 大+1
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add_big_enemies(big_enemies, enemies, 100)
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elif key_pressed[K_F8]:
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level = 4
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score = 1000000
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# 绘制全屏炸弹补给并检测是否获得
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if bomb_supply.active:
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bomb_supply.move()
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screen.blit(bomb_supply.image, bomb_supply.rect)
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if pygame.sprite.collide_mask(bomb_supply, me):
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get_bomb_sound.play()
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if bomb_num < 3:
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bomb_num += 1
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bomb_supply.active = False
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# 绘制超级子弹补给并检测是否获得
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if bullet_supply.active:
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bullet_supply.move()
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screen.blit(bullet_supply.image, bullet_supply.rect)
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if pygame.sprite.collide_mask(bullet_supply, me):
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get_bullet_sound.play()
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is_double_bullet = True
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pygame.time.set_timer(DOUBLE_BULLET_TIME, 18 * 1000)
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bullet_supply.active = False
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# 发射子弹
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if not (delay % 10):
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bullet_sound.play()
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if is_double_bullet:
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bullets = bullet2
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bullets[bullet2_index].reset((me.rect.centerx - 33, me.rect.centery))
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bullets[bullet2_index + 1].reset((me.rect.centerx + 30, me.rect.centery))
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bullet2_index = (bullet2_index + 2) % BULLET2_NUM
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else:
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bullets = bullet1
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bullets[bullet1_index].reset(me.rect.midtop)
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bullet1_index = (bullet1_index + 1) % BULLET1_NUM
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# 检测子弹是否击中敌机
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for b in bullets:
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if b.active:
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b.move()
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screen.blit(b.image, b.rect)
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enemy_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
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if enemy_hit:
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b.active = False
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for e in enemy_hit:
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if e in mid_enemies or e in big_enemies:
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e.hit = True
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e.energy -= 1
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if e.energy == 0:
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e.active = False
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else:
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e.active = False
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# 绘制大型敌机
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for each in big_enemies:
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if each.active:
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each.move()
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if each.hit:
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screen.blit(each.image_hit, each.rect)
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each.hit = False
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else:
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if switch_image:
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screen.blit(each.image1, each.rect)
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else:
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screen.blit(each.image2, each.rect)
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# 绘制血槽
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pygame.draw.line(screen, BLACK, \
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(each.rect.left, each.rect.top - 5), \
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(each.rect.right, each.rect.top - 5), \
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2)
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# 当生命大于20%显示绿色,否则显示红色
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energy_remain = each.energy / enemy.BigEnemy.energy
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if energy_remain > 0.2:
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energy_color = GREEN
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else:
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energy_color = RED
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pygame.draw.line(screen, energy_color, \
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(each.rect.left, each.rect.top - 5), \
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(each.rect.left + each.rect.width * energy_remain, \
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each.rect.top - 5), 2)
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# 即将出现在画面中,播放音效
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if each.rect.bottom == -50:
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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()
|