python--飞机大战

原创
小哥 3年前 (2022-12-19) 阅读数 3 #大杂烩

要实现该功能:

1飞机移动、发射的子弹、手榴弹、健康、生命棒

2:敌机有3不同类型的飞机(小型、中型和大型)具有不同的尺寸、不同的寿命值和不同的爆炸动画。

3:背景音乐、爆炸性动画和子弹击中敌人的声音效果

4:随机生成的补给(双枪和全屏炸弹)

5:难度逐渐增加(同一屏幕上出现更多平面)

代码如下:(类文件(800线路代码))

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)

设置我的飞机等级

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

设置敌机:# 设置敌机:# 设置敌机:# 设置敌机:# 设置敌机

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

设置补货:# 设置补货:# 设置补货:# 设置补货:# 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

设置我们的射击子弹等级

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

主程序的实施 :# 主程序的实施 :# 主程序的实施 :# 主程序的实施 :# 主程序的实施

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)

# 实例化我们的飞机
me =MyPlane(bg\_size=bg\_size)

# 实例化敌机
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)

# 实例化大型敌机
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)))

# 实例超级项目符号
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)))

# 拍摄图片索引
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)
# 暂停游戏的标志
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发出补给包的秒数
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
# 标记是否使用超级项目符号
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
# 用于切换我们飞机的图片
switch\_plane = True
# 游戏结束屏幕
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小型敌机, 2中型敌机和1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)

        # 提高小型敌机的速度
        inc\_speed(target=small\_enemies, inc=1)

    elif level == 2 and score > 30000:
        level = 3
        upgrade\_sound.play()
        # 增加5小型敌机, 3中型敌机和2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)
        # 提高小型敌机的速度
        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小型敌机, 3中型敌机和2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)

        # 提高小型敌机的速度
        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小型敌机, 3中型敌机和2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)

        # 提高小型敌机的速度
        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()

        # 绘制全屏炸弹供应
        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

        # 绘制超级项目符号供应
        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()
                # 启动超级项目符号
                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 检查子弹是否击中敌机
        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 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()

        # 吸引敌人中程
        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)
                # 当生活更美好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()

        # 绘制敌人的小型计算机
        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()

        # 我们飞机的碰撞检测
        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

        # 绘制我们的飞机
        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
        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 : %d % score, True, WHITE)
        screen.blit(score\_text, (10, 5))

    #  绘制游戏结束屏幕
    elif life\_num == 0:
        # 背景音乐停止
        pygame.mixer.music.stop()
        pygame.mixer.stop()

        # 停止分发供应品
        pygame.time.set\_timer(SUPPLY\_TIME, 0)

        if not recorded:
            recorded =True
            # 阅读历史最高分
            with open(record.txt, r) as f:
                record\_score = int(f.read())
            # 判断它是否高于历史最高分数。
            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()

部分运行截图:

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