Example #1
0
def add_small_enemies(group1, group2, num):
    for i in range(num):
        small_enemy = SmallEnemy(bg_size)
        #if speed != None:
        #return speed
        group1.add(small_enemy)
        group2.add(small_enemy)
Example #2
0
def add_small_enemies(group1, group2, num):
    """
    Add enemy to sprite group
    """
    for i in range(num):
        small_enemy = SmallEnemy(bg_size)
        group1.add(small_enemy)
        group2.add(small_enemy)
Example #3
0
def add_small_enemies(group1, group2, num):
    """
    添加小型敌机
    指定多个敌机对象添加到精灵组(sprite.group)
    参数group1、group2是两个精灵组类型的形参,用以存储多个精灵对象(敌机)。
    需要注意的一点是group既然是特定的精灵组结构体,在向其内部添加精灵对象时需要调用其对应的成员函数add()
    """
    for i in range(num):
        small_enemy = SmallEnemy(bg_size)
        group1.add(small_enemy)
        group2.add(small_enemy)
Example #4
0
def add_small_enemies(group1, group2, num):
    """
    Add enemies' planes of small size
    :param group1: formal parameters, sprite
    :param group2: formal parameters, sprite
    :param num:
    :return:
    """
    for i in range(num):
        small_enemy = SmallEnemy(bg_size)
        group1.add(small_enemy)
        group2.add(small_enemy)
Example #5
0
def main():
    y = 0
    running = True
    switch_image = False
    delay = 60
    font = pygame.font.SysFont("", 30)
    enemis = pygame.sprite.Group()
    smallenemies = pygame.sprite.Group()
    add_SmallEnemy(enemis, smallenemies, 6)

    bulls = pygame.sprite.Group()
    bossbulls = pygame.sprite.Group()

    while running:
        screen.blit(bgp, (0, y - 700))
        screen.blit(bgp, (0, y))
        delay -= 1
        text_surface = font.render("score:" + str(score), True, (0, 0, 0))
        screen.blit(text_surface, (385, 5))
        if delay == 0:
            delay = 60
        if delay % 3:
            switch_image = not switch_image

        #我方
        if ourplane.active:
            if switch_image:
                screen.blit(ourplane.image_one, ourplane.rect)
            else:
                screen.blit(ourplane.image_two, ourplane.rect)
        else:
            screen.blit(ourplane.destroy_images[delay % 4], ourplane.rect)
            ourplane.reset()

        clock = pygame.time.Clock()
        clock.tick(30)
        key_pressed = pygame.key.get_pressed()
        if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP]:
            ourplane.move_UP()
        if key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]:
            ourplane.move_left()
        if key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]:
            ourplane.move_right()
        if key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]:
            ourplane.move_down()

        y += 10
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    #global running
                    running = False
                    while True:
                        #screen.blit(pause,(100,100))
                        for event in pygame.event.get():
                            if event.type == pygame.QUIT:
                                sys.exit()
                            if event.type == pygame.KEYDOWN:
                                if event.key == pygame.K_SPACE:
                                    running = True
                                    break
                                    #print(running)
                        if running:
                            break
                        screen.blit(pause, (240, 420))
                        pygame.display.update()
                        #print(running)
                        #break
                    # pygame.display.update()

        if y == 700:
            y = 0

        #子弹
        if delay % 5 == 0:
            # bul = Bullet(ourplane.rect)
            # bul.update()
            # screen.blit(bul.image,bul.rect)
            bul = Bullet(ourplane.rect)
            bulls.add(bul)
        bulls.update()
        bulls.draw(screen)

        #敌机
        if score < 100:
            if delay % 30 == 0:
                enemy = SmallEnemy(bg_size)
                enemis.add(enemy)
            if delay % 60 == 0:
                enemy = MidEnemy(bg_size)
                enemis.add(enemy)
        enemis.update()
        enemis.draw(screen)

        if score >= 100:
            if delay % 10 == 0:
                bul = BossBullet(boss.rect)
                bossbulls.add(bul)
            bossbulls.update()
            bossbulls.draw(screen)

            energy_remain = boss.energy / Boss.energy
            if energy_remain > 0.2:
                energy_color = color_green
            else:
                energy_color = color_red
            pygame.draw.line(screen, color_black,
                             (boss.rect.left, boss.rect.bottom + 5),
                             (boss.rect.right, boss.rect.bottom + 5), 5)
            pygame.draw.line(
                screen, energy_color, (boss.rect.left, boss.rect.bottom + 5),
                (boss.rect.left +
                 (boss.rect.right - boss.rect.left) * energy_remain,
                 boss.rect.bottom + 5), 5)
            boss.update()
            screen.blit(boss.image, boss.rect)
        #画血条
        for each in enemis:
            energy_remain = each.energy / each.energy_in
            if energy_remain > 0.2:
                energy_color = color_green
            else:
                energy_color = color_red
            pygame.draw.line(screen, color_black,
                             (each.rect.left, each.rect.top - 5),
                             (each.rect.right, each.rect.top - 5), 5)
            pygame.draw.line(
                screen, energy_color, (each.rect.left, each.rect.top - 5),
                (each.rect.left +
                 (each.rect.right - each.rect.left) * energy_remain,
                 each.rect.top - 5), 5)

        collide_list = pygame.sprite.groupcollide(enemis, bulls, False, True,
                                                  pygame.sprite.collide_mask)
        for enemy in collide_list:
            enemy.energy -= 1
            global score
            score += 1
            if enemy.energy <= 0:
                for i in range(4):
                    screen.blit(enemy.destroy_images[i], enemy.rect)
                enemis.remove(enemy)
        if pygame.sprite.spritecollide(ourplane, enemis, True,
                                       pygame.sprite.collide_mask):
            ourplane.energy -= 1
        if pygame.sprite.spritecollide(ourplane, bossbulls, True,
                                       pygame.sprite.collide_mask):
            ourplane.energy -= 1
        if pygame.sprite.spritecollide(boss, bulls, True,
                                       pygame.sprite.collide_mask):
            boss.energy -= 1
            if boss.energy <= 0:
                running = False
                endgame(score)
        energy_remain = ourplane.energy / OurPlane.energy
        if energy_remain > 0.2:
            energy_color = color_green
        else:
            energy_color = color_red
        pygame.draw.line(screen, color_black,
                         (ourplane.rect.left, ourplane.rect.top - 5),
                         (ourplane.rect.right, ourplane.rect.top - 5), 5)
        pygame.draw.line(
            screen, energy_color, (ourplane.rect.left, ourplane.rect.top - 5),
            (ourplane.rect.left +
             (ourplane.rect.right - ourplane.rect.left) * energy_remain,
             ourplane.rect.top - 5), 5)

        pygame.display.update()
Example #6
0
def add_SmallEnemy(group1, group2, num):
    for i in range(num):
        smallenemy = SmallEnemy(bg_size)
        group1.add(smallenemy)
        group2.add(smallenemy)
Example #7
0
bg_size = (480, 700)
pygame.init()
screen = pygame.display.set_mode((480, 700))
pygame.display.set_caption("airplane war")
bgp = pygame.image.load("../material/image/background.png").convert()
pause = pygame.image.load("../material/image/game_pause_pressed.png")
start = pygame.image.load("../material/image/startpic.png")
end = pygame.image.load("../material/image/game_over.png")

color_black = (0, 0, 0)
color_green = (7, 220, 0)
color_red = (232, 16, 16)
color_white = (255, 255, 255)

ourplane = OurPlane(bg_size)
smallenemy = SmallEnemy(bg_size)
boss = Boss(bg_size)
#bul = Bullet(ourplane.rect)

score = 0


def add_shot(group1, num):
    for i in range(num):
        bul = Bullet(ourplane.rect)
        group1.add(bul)


def add_SmallEnemy(group1, group2, num):
    for i in range(num):
        smallenemy = SmallEnemy(bg_size)
Example #8
0
def main():
    pygame.mixer.music.play(-1)
    running = True
    is_pause = False
    switch_image = False
    delay = 60
    score = 0
    font = pygame.font.SysFont("arial", 16)

    enemies = pygame.sprite.Group()
    add_enemies(SmallEnemy(bg_size), enemies, 6)
    add_enemies(MidEnemy(bg_size), enemies, 3)
    add_enemies(BigEnemy(bg_size), enemies, 1)
    start_time = datetime.datetime.now()

    bullets1 = []
    bullet_num = 10
    for i in range(bullet_num):
        bullets1.append(Bullet(hero.rect.midtop))

    bullet_index = 0
    me_destory_index = 0  # 英雄机爆炸图片下标
    e1_destory_index = 0  # 中小型飞机爆炸图片下标
    e2_destory_index = 0  # 大型飞机爆炸图片下标

    while running:
        # 画背景
        screen.blit(background, (0, 0))
        score_surface = font.render(str("SCORE:%d" % score), True, (0, 0, 0))
        screen.blit(score_surface, (1, 1))
        clock = pygame.time.Clock()
        clock.tick(60)

        for event in pygame.event.get():
            if event.type == KEYDOWN:
                if event.key == pygame.K_SPACE:
                    is_pause = not is_pause
            if event.type == QUIT:
                print("exit")
                pygame.quit()
                sys.exit()

        if is_pause:
            continue

        if not (delay % 3):
            switch_image = not switch_image
        # 画英雄机
        if hero.active:
            key_pressed = pygame.key.get_pressed()
            if key_pressed[K_UP]:
                hero.move_up()
            if key_pressed[K_DOWN]:
                hero.move_down()
            if key_pressed[K_LEFT]:
                hero.move_left()
            if key_pressed[K_RIGHT]:
                hero.move_right()
            if switch_image:
                screen.blit(hero.image_one, hero.rect)
            else:
                screen.blit(hero.image_two, hero.rect)

            # 发射子弹
            if not (delay % 10):
                bullets = bullets1
                bullets[bullet_index].shoot(hero.rect.midtop)
                bullet_sound.play()
                bullet_index = (bullet_index + 1) % bullet_num

            for b in bullets:
                if b.active:
                    b.move()
                    screen.blit(b.image, b.rect)
                    enemies_hit = pygame.sprite.spritecollide(b, enemies, False, pygame.sprite.collide_mask)
                    if enemies_hit:
                        b.active = False
                        for e in enemies_hit:
                            if e.blood <= 0:
                                e.active = False
                                score += e.score
                                if isinstance(e, SmallEnemy):
                                    enemy1_down_sound.play()
                                elif isinstance(e, MidEnemy):
                                    enemy2_down_sound.play()
                                else:
                                    enemy3_down_sound.play()
                            else:
                                e.blood -= 1

            # 英雄机被撞
            hero_hit = pygame.sprite.spritecollide(hero, enemies, False, pygame.sprite.collide_mask)
            if hero_hit:
                hero.active = False
        else:
            screen.blit(hero.destory_images[me_destory_index], hero.rect)
            me_destory_index = (me_destory_index + 1) % 4
            if me_destory_index == 3:
                screen.blit(game_over_img, (0, 0))
                font = pygame.font.SysFont("arial", 35)
                score_surface = font.render(str("%d" % score), True, (0, 0, 255))
                screen.blit(score_surface, (bg_size[0] / 2, bg_size[1] / 2))
                is_pause = True

        # 画敌人
        now = datetime.datetime.now()
        if not (now - start_time).seconds % 10 and now.second != start_time.second:
            add_enemies(SmallEnemy(bg_size), enemies, 1)
            start_time = now
        for each in enemies:
            if each.active:
                if isinstance(each, BigEnemy):
                    each.move()
                    if switch_image:
                        screen.blit(each.image_one, each.rect)
                    else:
                        screen.blit(each.image_two, each.rect)
                else:
                    each.move()
                    screen.blit(each.image, each.rect)
            else:
                if isinstance(each, BigEnemy):
                    screen.blit(e.destory_images[e1_destory_index], e.rect)
                    e1_destory_index = (e1_destory_index + 1) % 6
                    if e1_destory_index == 0:
                        each.reset()
                else:
                    screen.blit(e.destory_images[e2_destory_index], e.rect)
                    e2_destory_index = (e2_destory_index + 1) % 4
                    if e1_destory_index == 0:
                        each.reset()
        pygame.display.flip()

        if delay == 0:
            delay = 60
        delay -= 1