Python开发飞机大战小游戏;代码开源


效果展示:




实现功能:


1:飞机的移动,发射子弹,手雷,生命值,生命条


2:敌飞机有3种形态(小,中,大)不同的飞机大小不一样,生命值不一样,爆炸动画也不一样


3:背景音乐,子弹击中敌机会发生碰撞的爆炸动画和音效


4:随机产生补给(双射子弹和全屏炸弹)


5:难度逐渐增加(同一屏幕出现的飞机更多)


代码如下:(一个类文件(800行代码))


import pygame


import sys


import traceback


from pygame.locals import *


from random import *


pygame.init()


pygame.mixer.init()


bg_size = width, height = 480, 700


screen = pygame.display.set_mode(bg_size)


pygame.display.set_caption('飞机大战')


background = pygame.image.load('images/background.png').convert()


# 定义颜色


BLACK = (0, 0, 0)


GREEN = (0, 255, 0)


RED = (255, 0, 0)


WHITE = (255, 255, 255)


# 载入音乐


pygame.mixer.music.load('sound/bjmusic.wav')


pygame.mixer.music.set_volume(0.1)


bullet_sound = pygame.mixer.Sound('sound/bullet.wav')


bullet_sound.set_volume(0.2)


bomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')


bomb_sound.set_volume(0.2)


supply_sound = pygame.mixer.Sound('sound/supply.wav')


supply_sound.set_volume(0.2)


get_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')


get_bomb_sound.set_volume(0.2)


get_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')


get_bullet_sound.set_volume(0.2)


upgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')


upgrade_sound.set_volume(0.2)


enemy3_fly_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')


enemy3_fly_sound.set_volume(0.6)


enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')


enemy1_down_sound.set_volume(0.2)


enemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')


enemy2_down_sound.set_volume(0.2)


enemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')


enemy3_down_sound.set_volume(0.2)


me_down_sound = pygame.mixer.Sound('sound/me_down.wav')


me_down_sound.set_volume(0.2)

# 设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类


class MyPlane(pygame.sprite.Sprite):


def __init__(self, bg_size):


super(MyPlane, self).__init__()


self.image1 = pygame.image.load('images/me1.png').convert_alpha()


self.image2 = pygame.image.load('images/me2.png').convert_alpha()


self.destroy_images = []


self.destroy_images.extend([


pygame.image.load('images/me_destroy_1.png').convert_alpha(),


pygame.image.load('images/me_destroy_2.png').convert_alpha(),


pygame.image.load('images/me_destroy_3.png').convert_alpha(),


pygame.image.load('images/me_destroy_4.png').convert_alpha()


])


self.rect = self.image1.get_rect()


self.width, self.height = bg_size[0], bg_size[1]


self.active = True


self.invincible = False


self.mask = pygame.mask.from_surface(self.image2)


self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60


self.speed = 10


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.bottom += 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.right += 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


# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机

class SmallEnemy(pygame.sprite.Sprite):


energy = 1


def __init__(self, bg_size):


super(SmallEnemy, self).__init__()


self.image = pygame.image.load('images/enemy1.png').convert_alpha()


self.destroy_images = []


self.destroy_images.extend([


pygame.image.load('images/enemy1_down1.png').convert_alpha(),


pygame.image.load('images/enemy1_down2.png').convert_alpha(),


pygame.image.load('images/enemy1_down3.png').convert_alpha(),


pygame.image.load('images/enemy1_down4.png').convert_alpha()


])


self.rect = self.image.get_rect()


self.width, self.height = bg_size[0], bg_size[1]


self.active = True


self.mask = pygame.mask.from_surface(self.image)


self.speed = 2


self.reset()


self.energy = SmallEnemy.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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)


self.active = True


self.energy = SmallEnemy.energy


class MidEnemy(pygame.sprite.Sprite):


energy = 8


def __init__(self, bg_size):


super(MidEnemy, self).__init__()


self.image = pygame.image.load('images/enemy2.png').convert_alpha()


self.destroy_images = []


self.destroy_images.extend([


pygame.image.load('images/enemy2_down1.png').convert_alpha(),


pygame.image.load('images/enemy2_down2.png').convert_alpha(),


pygame.image.load('images/enemy2_down3.png').convert_alpha(),


pygame.image.load('images/enemy2_down4.png').convert_alpha()


])


self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()


self.rect = self.image.get_rect()


self.width, self.height = bg_size[0], bg_size[1]


self.active = True


self.speed = 1


self.mask = pygame.mask.from_surface(self.image)


self.reset()


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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height)


self.active = True


self.energy = MidEnemy.energy


class BigEnemy(pygame.sprite.Sprite):


energy = 20


def __init__(self, bg_size):


super(BigEnemy, self).__init__()


self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()


self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()


self.destroy_images = []


self.destroy_images.extend([


pygame.image.load('images/enemy3_down1.png').convert_alpha(),


pygame.image.load('images/enemy3_down2.png').convert_alpha(),


pygame.image.load('images/enemy3_down3.png').convert_alpha(),


pygame.image.load('images/enemy3_down4.png').convert_alpha(),


pygame.image.load('images/enemy3_down5.png').convert_alpha(),


pygame.image.load('images/enemy3_down6.png').convert_alpha()


])


self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()


self.rect = self.image1.get_rect()


self.width, self.height = bg_size[0], bg_size[1]


self.active = True


self.speed = 1


self.mask = pygame.mask.from_surface(self.image1)


self.appear = False


self.reset()


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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-20 * self.height, -10 * self.height)

self.active = True

self.energy = BigEnemy.energy

# 设置补给:# 设置补给:# 设置补给:# 设置补给:# 设置补给

class Bullet_Supply(pygame.sprite.Sprite):

def __init__(self, bg_size):

super(Bullet_Supply, self).__init__()

self.image = pygame.image.load('images/bullet_supply.png').convert_alpha()

self.rect = self.image.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100

self.speed = 5

self.active = False

self.mask = pygame.mask.from_surface(self.image)

def move(self):

if self.rect.top self.height:

self.rect.top += self.speed

else:

self.active = False

def reset(self):

self.active = True

self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100

class Bomb_Supply(pygame.sprite.Sprite):

def __init__(self, bg_size):

super(Bomb_Supply, self).__init__()

self.image = pygame.image.load('images/bomb_supply.png').convert_alpha()

self.rect = self.image.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100

self.speed = 5

self.active = False

self.mask = pygame.mask.from_surface(self.image)

def move(self):

if self.rect.top self.height:

self.rect.top += self.speed

else:

self.active = False

def reset(self):

self.active = True

self.rect.left, self.rect.bottom = randint(0, self.width - self.rect.width), -100

# 设置我方发射子弹类

class Bullet1(pygame.sprite.Sprite):

def __init__(self, position):

super(Bullet1, self).__init__()

self.image = pygame.image.load("images/bullet1.png").convert_alpha()

self.rect = self.image.get_rect()

self.rect.left, self.rect.top = position

self.speed = 12

self.active = True

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):

super(Bullet2, self).__init__()

self.image = pygame.image.load("images/bullet2.png").convert_alpha()

self.rect = self.image.get_rect()

self.rect.left, self.rect.top = position

self.speed = 14

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

# 主程序的实现 :# 主程序的实现 :# 主程序的实现 :# 主程序的实现 :# 主程序的实现

def add_small_enemies(group1, group2, num):

for i in range(num):

e1 = SmallEnemy(bg_size)

group1.add(e1)

group2.add(e1)

def add_mid_enemies(group1, group2, num):

for i in range(num):

e2 = MidEnemy(bg_size)

group1.add(e2)

group2.add(e2)

def add_big_enemies(group1, group2, num):

for i in range(num):

e3 = BigEnemy(bg_size)

group1.add(e3)

group2.add(e3)

def inc_speed(target, inc):

for each in target:

each.speed += inc

def main():

# 播放音乐

pygame.mixer.music.play(-1)

# 实例化我方飞机

me =MyPlane(bg_size=bg_size)

# 实例化敌方飞机

enemies = pygame.sprite.Group()

# 实例化敌方小型飞机

small_enemies = pygame.sprite.Group()

add_small_enemies(small_enemies, enemies, 15)

# 实例化敌方中型飞机

mid_enemies = pygame.sprite.Group()

add_mid_enemies(mid_enemies, enemies, 4)

# 实例化敌方大型飞机

big_enemies = pygame.sprite.Group()

add_big_enemies(big_enemies, enemies, 2)

# 实例化普通子弹

bullet1 = []

bullet1_index = 0

BULLET1_NUM = 4

for i in range(BULLET1_NUM):

bullet1.append(Bullet1((me.rect.centerx-10 , me.rect.centery)))

# 实例超级子弹

bullet2 = []

bullet2_index = 0

BULLET2_NUM = 8

for i in range(BULLET2_NUM // 2):

bullet2.append(Bullet2((me.rect.centerx - 33, me.rect.centery)))

bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))

# 中弹图片索引

e1_destroy_index = 0

e2_destroy_index = 0

e3_destroy_index = 0

me_destroy_index = 0

# 统计得分

score = 0

score_font = pygame.font.Font("font/font1.ttf", 36)

# 标志是否暂停游戏

paused = False

paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()

paused_pressed_image = pygame.image.load( "images/pause_pressed.png").convert_alpha()

resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()

resume_pressed_image = pygame.image.load('images/resume_pressed.png').convert_alpha()

paused_rect = paused_nor_image.get_rect()

paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10

paused_image = paused_nor_image

# 设置难度

level = 1

# 全屏炸弹

bomb_image = pygame.image.load('images/bomb.png').convert_alpha()

bomb_rect = bomb_image.get_rect()

bomb_font = pygame.font.Font("font/font1.ttf", 48)

bomb_num = 3

# 每20秒发放一个补给包

bullet_supply = Bullet_Supply(bg_size)

bomb_supply = Bomb_Supply(bg_size)

SUPPLY_TIME = USEREVENT

pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)

DOUBLE_BULLTET_TIME = USEREVENT + 1

INVINCIBLE_TIME = USEREVENT + 2

# 标志是否使用超级子弹

is_double_bullet = False

# 生命数量

life_image = pygame.image.load('images/life.png').convert_alpha()

life_rect = life_image.get_rect()

life_num = 3

# 用于切换我方飞机图片

switch_plane = True

# 游戏结束画面

gameover_font = pygame.font.Font("font/font1.TTF", 48)

again_image = pygame.image.load("images/again.png").convert_alpha()

again_rect = again_image.get_rect()

gameover_image = pygame.image.load("images/gameover.png").convert_alpha()

gameover_rect = gameover_image.get_rect()

# 用于延迟切换

delay = 100

recorded = False

clock = pygame.time.Clock()

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, 20 * 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 = paused_pressed_image

else:

if paused:

paused_image = resume_nor_image

else:

paused_image = paused_nor_image

elif event.type == KEYDOWN:

if event.key == K_SPACE:

if bomb_num:

bomb_num -= 1

bomb_sound.play()

for each in enemies:

if each.rect.bottom 0:

each.active = False

elif event.type == SUPPLY_TIME:

supply_sound.play()

if choice([True, False]):

bomb_supply.reset()

else:

bullet_supply.reset()

elif event.type == DOUBLE_BULLTET_TIME:

is_double_bullet = False

pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)

elif event.type == INVINCIBLE_TIME:

me.invincible = False

pygame.time.set_timer(INVINCIBLE_TIME, 0)

# 根据用户得分增加难度

if level == 1 and score 5000:

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(target=small_enemies, inc=1)

elif level == 2 and score 30000:

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(target=small_enemies, inc=1)

inc_speed(target=mid_enemies, inc=1)

elif level == 3 and score 60000:

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(target=small_enemies, inc=1)

inc_speed(target=mid_enemies, inc=1)

elif level == 4 and score 100000:

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, 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(target=small_enemies, inc=1)

inc_speed(target=mid_enemies, inc=1)

inc_speed(target=big_enemies, inc=1)

screen.blit(background, (0, 0))

if life_num and not paused:

# 检测键盘按键操作

key_pressed = pygame.key.get_pressed()

if key_pressed[K_w] or key_pressed[K_UP]:

me.moveUp()

if key_pressed[K_s] or key_pressed[K_DOWN]:

me.moveDown()

if key_pressed[K_a] or key_pressed[K_LEFT]:

me.moveLeft()

if key_pressed[K_d] or key_pressed[K_RIGHT]:

me.moveRight()

# 绘制全屏炸弹补给

if bomb_supply.active:

bomb_supply.move()

screen.blit(bomb_supply.image, bomb_supply.rect)

if pygame.sprite.collide_mask(me, bomb_supply):

get_bomb_sound.play()

if bomb_num 3:

bomb_num += 1

bomb_supply.active = False

# 绘制超级子弹补给

if bullet_supply.active:

bullet_supply.move()

screen.blit(bullet_supply.image, bullet_supply.rect)

if pygame.sprite.collide_mask(me, bullet_supply):

get_bullet_sound.play()

# 发射超级子弹

is_double_bullet = True

pygame.time.set_timer(DOUBLE_BULLTET_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 - 40, me.rect.centery))

bullets[bullet2_index +

1].reset((me.rect.centerx + 20, me.rect.centery))

bullet2_index = (bullet2_index + 2) % BULLET2_NUM

else:

bullets = bullet1

bullets[bullet1_index].reset((me.rect.centerx-10, me.rect.centery-10))

bullet1_index = (bullet1_index + 1) % BULLET1_NUM

# 碰撞检测 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 each in enemy_hit:

each.hit = True

each.energy -= 1

if each.energy == 0:

each.active = False

# 绘制敌方大型机

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_plane:

screen.blit(each.image1, each.rect)

else:

screen.blit(each.image2, each.rect)

# 绘制血条

pygame.draw.line(screen, BLACK,

(each.rect.left, each.rect.top - 5),

(each.rect.right, each.rect.top - 5),

2)

energy_remain = each.energy / 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)

if each.rect.bottom == -10:

enemy3_fly_sound.play(-1)

each.appear = True

# 离开画面, 关闭音效

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

if each.rect.bottom -10 and each.appear:


enemy3_fly_sound.stop()


each.appear = False


else:


# 毁灭


if e3_destroy_index == 0:


enemy3_down_sound.play()


if not(delay % 2):


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 += 1000


each.reset()


# 绘制敌方中型机


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


energy_remain = each.energy / MidEnemy.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)


else:


# 毁灭


if e2_destroy_index == 0:


enemy2_down_sound.play()


if not(delay % 2):


screen.blit(each.destroy_images[


e2_destroy_index], each.rect)


e2_destroy_index = (e2_destroy_index + 1) % 4


if e2_destroy_index == 0:


score += 600


each.reset()


# 绘制敌方小型机


for each in small_enemies:


if each.active:


each.move()


screen.blit(each.image, each.rect)


else:


# 毁灭


if e1_destroy_index == 0:


enemy1_down_sound.play()


if not(delay % 2):


screen.blit(each.destroy_images[


e1_destroy_index], each.rect)


e1_destroy_index = (e1_destroy_index + 1) % 4


if e1_destroy_index == 0:


score += 100


each.reset()


# 检测我方飞机碰撞


enemies_down = pygame.sprite.spritecollide(


me, enemies, False, pygame.sprite.collide_mask)


if enemies_down and not me.invincible:


me.active = False


for each in enemies_down:


each.active = False


# 绘制我方飞机


if me.active:


if switch_plane:


screen.blit(me.image1, me.rect)


else:


screen.blit(me.image2, me.rect)


else:


# 毁灭


if me_destroy_index == 0:


me_down_sound.play()


if not(delay % 2):


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


score_text = score_font.render('Score : %d' % 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()


pygame.mixer.stop()


# 停止发放补给


pygame.time.set_timer(SUPPLY_TIME, 0)


if not recorded:


recorded =True


# 读取历史最高分


with open('record.txt', 'r') as f:


record_score = int(f.read())


# 判断是否高于历史最高分


if score record_score:


with open('record.txt', 'w') as f:


f.write(str(score))


# 绘制结束界面


record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))


screen.blit(record_score_text, (10, 45))


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)


# 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()


if again_rect.left pos[0] again_rect.right and again_rect.top pos[1] again_rect.bottom:


main()


elif gameover_rect.left pos[0] gameover_rect.right and gameover_rect.top pos[1] gameover_rect.bottom:


pygame.quit()


sys.exit()


screen.blit(paused_image, paused_rect)


if not(delay % 11):


switch_plane = not switch_plane


delay -= 1


if not delay:


delay = 100


pygame.display.flip()


clock.tick(60)


if __name__ == '__main__':


main()

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页面更新:2024-03-13

标签:飞机   敌机   主程序   小游戏   敌方   我方   子弹   炸弹   实例   敌人   大战   代码   生命

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