pygame-飛機大戰

運行效果圖:
封面
打怪獸

import pygame
import random
import time
import os
from os import path

WIDTH = 480
HEIGHT = 600
FPS = 60#每秒顯示多少幀
POWERUP_TIME = 5000

COLOR = (255,174,200)
WHITE = (255,255,255)
BLACK = (0,0,0)
GREEN = (0,255,0)
BLUE = (0,0,255)
RED = (255,0,0)
YELLOW = (255,255,0)
#game_folder = os.path.dirname(__file__)
#img_folder = os.path.join(game_folder,'img')

pygame.init()
pygame.mixer.init()#聲音的初始化
screen = pygame.display.set_mode((WIDTH,HEIGHT))#屏幕
pygame.display.set_caption("星際大戰")#題目
clock = pygame.time.Clock()


snd_dir = path.join(path.dirname(__file__), 'snd')
img_dir = path.join(path.dirname(__file__), 'img')
background = pygame.image.load(path.join(img_dir, 'background.png'))
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir,'playerShip1.png'))
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(BLACK)
#meteor_img = pygame.image.load(path.join(img_dir, "meteorBrown.png"))
bullet_img = pygame.image.load(path.join(img_dir, "laserRed.png"))
missile_img = pygame.image.load(path.join(img_dir, "missileRed.png"))
meteor_images = []
meteor_list =['monster11.png','monster22.png','monster33.png','monster44.png','monster55.png']
for img in meteor_list:
    meteor_images.append(pygame.image.load(path.join(img_dir, img)).convert())
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()
powerup_images['star'] = pygame.image.load(path.join(img_dir, 'star_gold.png')).convert()
powerup_images['heart'] = pygame.image.load(path.join(img_dir, 'heart_gold.png')).convert()
shoot_sound = pygame.mixer.Sound(path.join(snd_dir, 'shoot_sound.wav'))
expl_sounds = []
for snd in ['rumble1.ogg', 'bomb.wav']:
    expl_sounds.append(pygame.mixer.Sound(path.join(snd_dir, snd)))
pygame.mixer.music.load(path.join(snd_dir, 'back_music.wav'))
pygame.mixer.music.set_volume(0.7)

#爆炸效果
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(4):
    filename = 'explosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(WHITE)
    img_lg = pygame.transform.scale(img, (75, 75))
    explosion_anim['lg'].append(img_lg)
    img_sm = pygame.transform.scale(img, (32, 32))
    explosion_anim['sm'].append(img_sm) #玩家爆炸
    filename = 'explosion0{}.png'.format(i)
    img = pygame.image.load(path.join(img_dir, filename)).convert()
    img.set_colorkey(WHITE)
    explosion_anim['player'].append(img)

####################################### 類區 #######################################

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        #self.image = player_img
        self.image = pygame.Surface((50,40))#設置精靈大小
        self.image = pygame.transform.scale(player_img, (40, 39))#調整圖片大小
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.radius = 18
        #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.centerx=WIDTH/2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0
        self.shield = 100
        self.shoot_delay = 250 #發射子彈間隔ms
        self.last_shot = pygame.time.get_ticks()#跟蹤最後一個子彈射擊的時間
        self.lives = 3
        self.hidden = False
        self.hide_timer = pygame.time.get_ticks()
        self.power = 1
        self.power_time = pygame.time.get_ticks()

    def shoot(self):
        now = pygame.time.get_ticks()
        if now - self.last_shot > self.shoot_delay:#滿足間隔時間
            self.last_shot = now
            if self.power == 1:
                bullet = Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
            if self.power == 2:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                bullets.add(bullet1)
                bullets.add(bullet2)
                shoot_sound.play()
            if self.power == 3:
                bullet1 = Bullet(self.rect.left, self.rect.centery)
                bullet2 = Bullet(self.rect.right, self.rect.centery)
                missile1 = Missile(self.rect.centerx, self.rect.top)  # 導彈
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                all_sprites.add(missile1)
                bullets.add(bullet1)
                bullets.add(bullet2)
                bullets.add(missile1)
                shoot_sound.play()
        # timeout for powerups
        if self.power >= 3 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
            self.power -= 1
            self.power_time = pygame.time.get_ticks()

    def hide(self):
        # hide the player temporarily
        self.hidden = True
        self.hide_timer = pygame.time.get_ticks()
        self.rect.center = (WIDTH / 2, HEIGHT + 200)

    def powerup(self):
        self.power += 1
        self.power_time = pygame.time.get_ticks()

    def lifeup(self):
        if self.lives < 3:
            self.lives += 1
        elif self.lives == 3:
            self.lives = 3

    def update (self):
        self.speedx = 0
        keystste = pygame.key.get_pressed()
        if keystste[pygame.K_LEFT]:
            self.speedx = -8
        if keystste[pygame.K_RIGHT]:
            self.speedx = 8
        if keystste[pygame.K_SPACE]:
            self.shoot()
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0
        # unhide if hidden
        if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
            self.hidden = False
            self.rect.centerx = WIDTH / 2
            self.rect.bottom = HEIGHT - 10


class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = random.choice(meteor_images)
        self.image_orig.set_colorkey(COLOR)
        self.image = self.image_orig.copy()
        self.rect = self.image.get_rect()
        #self.image = player_img
        #self.image = pygame.Surface((30,40))#設置精靈大小
        #self.image = pygame.transform.scale(meteor_img, (39, 39))
        self.radius = int(self.rect.width * .85 / 2)
        #pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)
        self.speedx = random.randrange(-3, 3)
        self.rot = 0
        self.rot_speed = random.randrange(-8, 8)#每次旋轉度  數字是速度,正值是順時針
        self.last_update = pygame.time.get_ticks()#自時鐘啓動以來已經過了多少毫秒

    def update(self):
        self.rotate()
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT + 10 or self.rect.left < -25 or self.rect.right > WIDTH + 20:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)
            all_sprites.update()

    def rotate(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > 50:
            self.last_update = now
            self.rot = (self.rot + self.rot_speed) % 360
            new_image = pygame.transform.rotate(self.image_orig, self.rot)
            #self.image = pygame.transform.rotate(self.image_orig, self.rot)#從原始圖像上改
            #self.image = pygame.transform.rotate(self.image, self.rot_speed)
            old_center = self.rect.center
            self.image = new_image
            self.rect = self.image.get_rect()
            self.rect.center = old_center

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10, 20))
        self.image = pygame.transform.scale(bullet_img, (15, 40))
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        # kill if it moves off the top of the screen
        if self.rect.bottom < 0:
            self.kill()

#創建導彈類#
class Missile(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = missile_img
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.bottom = y
        self.rect.centerx = x
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.sprite.Sprite.__init__(self)
        self.size = size
        self.image = explosion_anim[self.size][0]
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.frame = 0
        self.last_update = pygame.time.get_ticks()
        self.frame_rate = 50 #frame_rate屬性:控制如何快速運行動畫

    def update(self):       #描畫爆炸效果(前提是Explosion對象被創建)
        now = pygame.time.get_ticks()
        if now - self.last_update > self.frame_rate:
            self.last_update = now
            self.frame += 1
            if self.frame == len(explosion_anim[self.size]):
                self.kill()
            else:
                center = self.rect.center
                self.image = explosion_anim[self.size][self.frame]
                self.rect = self.image.get_rect()
                self.rect.center = center

#玩家buf
class Pow(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['shield', 'gun','star','heart'])
        self.image = powerup_images[self.type]
        self.image.set_colorkey(BLACK)
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.speedy = 2

    def update(self):
        self.rect.y += self.speedy
        # kill if it moves off the bottom of the screen
        if self.rect.top > HEIGHT:
            self.kill()


#######################################函數區#######################################

#畫分數框
font_name = pygame.font.match_font('arial')
def draw_text(surf, text, size, x, y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)

#畫血條
def draw_shield_bar(surf, x, y, pct):   #pct填充參數(shield血量)
    if pct < 0:
        pct = 0
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (pct / 100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, COLOR, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)

#產生新怪物
def newmob():
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

#顯示生命
def draw_lives(surf, x, y, lives, img):
    for i in range(lives):
        img_rect = img.get_rect()
        img_rect.x = x + 30 * i
        img_rect.y = y
        surf.blit(img, img_rect)

def show_go_screen():
    screen.blit(background, background_rect)
    draw_text(screen, "SHMUP!", 64, WIDTH / 2, HEIGHT / 4)
    draw_text(screen, "Arrow keys move, Space to fire", 22, WIDTH / 2, HEIGHT / 2)
    draw_text(screen, "Heart can add a life. Stars can clear all monsters.", 16, WIDTH / 2, HEIGHT * 4 / 5)
    draw_text(screen, "Shield can add blood. Space to fire. Lightning can strengthen bullets.", 16, WIDTH / 2, HEIGHT * 5 / 6)
    draw_text(screen, "Press a key to begin", 18, WIDTH / 2, HEIGHT * 2 / 3)

    pygame.display.flip()
    waiting = True
    while waiting:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            if event.type == pygame.KEYUP:
                waiting = False

all_sprites = pygame.sprite.Group()
bullets = pygame.sprite.Group()   #碰撞檢測組 子彈組
mobs = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):              #創建障礙物
    newmob()


score = 0
count = 0#用於循環計算FPS
start =time.time()
pygame.mixer.music.play(loops=-1) #背景音樂


game_over = True
running = True
while running:
    if game_over:
        show_go_screen()
        game_over = False
        all_sprites = pygame.sprite.Group()
        mobs = pygame.sprite.Group()
        bullets = pygame.sprite.Group()
        powerups = pygame.sprite.Group()
        player = Player()
        all_sprites.add(player)
        for i in range(8):
            newmob()
        score = 0

    clock.tick(FPS)#保持正確的時間運行
    for event in pygame.event.get():
        # check for closing window
        if event.type == pygame.QUIT:
            running = False
        #elif event.type == pygame.KEYDOWN:
         #   if event.key == pygame.K_SPACE:
          #      player.shoot()
    # Update
    all_sprites.update()

    # 檢查障礙物與玩家碰撞
    #hits = pygame.sprite.spritecollide(player, mobs, False)#碰撞檢測,true碰撞後會消失
    hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)
    for hit in hits:
        player.shield -= hit.radius * 2
        expl = Explosion(hit.rect.center, 'sm')
        all_sprites.add(expl)
        newmob()

        if player.shield <= 0:
            death_explosion = Explosion(player.rect.center, 'lg')
            all_sprites.add(death_explosion)
            random.choice(expl_sounds).play()
            player.hide()
            player.lives -= 1
            player.shield = 100
        #player.kill()
            # if the player died and the explosion has finished playing
    if player.lives == 0 and not death_explosion.alive():
        game_over = True
        #running = False
        #if hits:   running = False

        #draw
        screen.fill(BLACK)
        screen.blit(background, background_rect)
        all_sprites.draw(screen)
        draw_text(screen, str(score), 18, WIDTH / 2, 10)

    #all_sprites.update()

    # 檢查子彈擊中障礙物
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        score += 50 - hit.radius
        random.choice(expl_sounds).play()
        expl = Explosion(hit.rect.center, 'lg')
        all_sprites.add(expl)
        if random.random() > 0.9:#10%的機率獎勵
            pow = Pow(hit.rect.center)
            all_sprites.add(pow)
            powerups.add(pow)
        newmob()

    # 檢查玩家擊中powerup(盾牌或能量)
    hits = pygame.sprite.spritecollide(player, powerups, True)
    for hit in hits:
        #加血
        if hit.type == 'shield':
            player.shield += random.randrange(10, 30)
            if player.shield >= 100:
                player.shield = 100
        #子彈增強
        if hit.type == 'gun':
            player.powerup()
        #清楚屏內所有怪物
        if hit.type == 'star':
            mob_ctr = 0
            for mob in mobs.sprites():
                mob.kill()
                mob_ctr += 1
            for i in range(mob_ctr):
                newmob()
        #生命加 1
        if hit.type == 'heart':
            player.lifeup()
            #print(player.lives)
            draw_lives(screen, WIDTH - 100, 5, player.lives,player_mini_img)
            pygame.display.flip()
    #顯示
    #背景填充
    screen.fill(BLACK)
    screen.blit(background, background_rect)
    all_sprites.draw(screen)
    draw_text(screen, str(score), 27,  WIDTH / 2, 10)
    draw_shield_bar(screen, 5, 5, player.shield)
    draw_lives(screen, WIDTH - 100, 5, player.lives,player_mini_img)#畫生命
    #all_sprites.draw(screen)
    pygame.display.flip()#完成後翻面白板,屏幕顯示

pygame.quit()


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