604 lines
23 KiB
Python
Executable File
604 lines
23 KiB
Python
Executable File
# 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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abspath = os.getcwd() + "/"
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from pygame.locals import *
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from random import *
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jj = 0
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pygame.init()
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pygame.mixer.init()
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bg_size = width, height = 480, 700
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screen = pygame.display.set_mode(bg_size)
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pygame.display.set_caption("Plane Fighting")
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key_pressed = pygame.key.get_pressed()
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background=pygame.image.load(abspath + "images/loading.png") #图片位置
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screen.blit(background,(0,0)) #对齐的坐标
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pygame.display.update() #显示内容
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pygame.mixer.music.load(abspath + "sound/game_music.ogg")
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pygame.mixer.music.set_volume(0.1)
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pygame.mixer.music.play(-1)
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time.sleep(7.5)
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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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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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# 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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# 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 - 10, 10
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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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# 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", 48)
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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:
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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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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)
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else:
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# 毁灭
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if not(delay % 3):
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if e3_destroy_index == 0:
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enemy3_down_sound.play()
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screen.blit(each.destroy_images[e3_destroy_index], each.rect)
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e3_destroy_index = (e3_destroy_index + 1) % 6
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if e3_destroy_index == 0:
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enemy3_fly_sound.stop()
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score += 10000
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each.reset()
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# 绘制中型敌机:
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for each in mid_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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screen.blit(each.image, 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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lu = (0, 230, 0)
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qiancheng = (115, 165, 0)
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shencheng = (165, 115, 0)
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hong = (230, 0, 0)
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energy_remain = each.energy / enemy.MidEnemy.energy
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if energy_remain > 0.75:
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energy_color = lu
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elif energy_remain > 0.50:
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energy_color = qiancheng
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elif energy_remain > 0.25:
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energy_color = shencheng
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else:
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energy_color = hong
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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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else:
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# 毁灭
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if not(delay % 3):
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if e2_destroy_index == 0:
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enemy2_down_sound.play()
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screen.blit(each.destroy_images[e2_destroy_index], each.rect)
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e2_destroy_index = (e2_destroy_index + 1) % 4
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if e2_destroy_index == 0:
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score += 6000
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each.reset()
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# 绘制小型敌机:
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||
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()
|