代码拉取完成,页面将自动刷新
同步操作将从 barryjie/飞机大战小游戏 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
每隔30秒会有一个全屏炸弹补给
我方初始有3个全屏炸弹, 上限也为3个, 功能是销毁屏幕中所有题目,但不计分数
内容有个位数加减
每次只能消除最下方闪烁的题目
每消灭一道题得1分
游戏结束时显示历史最高分数 (存放在record.txt中)
我方篮筐用于获取补给
点击右上角暂停键即可暂停
import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
from pygame.locals import *
from random import *
pygame.init() //12306
pygame.mixer.init()
bg_size = width, height = 480, 700
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption('飞机大战 -- Demo')
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/game_music.ogg')
pygame.mixer.music.set_volume(0.2)
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)
def add_small_enemies(group1, group2, num):
for i in range(num):
e1 = enemy.SmallEnemy(bg_size)
group1.add(e1)
group2.add(e1)
def add_mid_enemies(group1, group2, num):
for i in range(num):
e2 = enemy.MidEnemy(bg_size)
group1.add(e2)
group2.add(e2)
def add_big_enemies(group1, group2, num):
for i in range(num):
e3 = enemy.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)
# 实例我方飞机
me = myplane.MyPlane(bg_size=bg_size)
# 实例敌方飞机
enemies = pygame.sprite.Group()
# 实例敌方小型飞机
small_enemies = pygame.sprite.Group()
add_small_enemies(small_enemies, enemies, 15)
# 实例敌方中型飞机
mid_enemies = pygame.sprite.Group()
add_mid_enemies(mid_enemies, enemies, 4)
# 实例敌方大型飞机
big_enemies = pygame.sprite.Group()
add_big_enemies(big_enemies, enemies, 2)
# 实例普通子弹
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
# 实例超级子弹
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM // 2):
bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery)))
bullet2.append(bullet.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/font.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/font.ttf", 48)
bomb_num = 3
# 每30秒发放一个补给包
bullet_supply = supply.Bullet_Supply(bg_size)
bomb_supply = supply.Bomb_Supply(bg_size)
SUPPLY_TIME = USEREVENT
pygame.time.set_timer(SUPPLY_TIME, 30 * 1000)
# 超级子弹定时器
DOUBLE_BULLTET_TIME = USEREVENT + 1
# 解除我方重生无敌定时器
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/font.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
# 限制打开一次记录文件
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, 30 * 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_time(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 > 50000:
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 > 300000:
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 > 600000:
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 > 1000000:
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 - 33, me.rect.centery))
bullets[bullet2_index +
1].reset((me.rect.centerx + 30, me.rect.centery))
bullet2_index = (bullet2_index + 2) % BULLET2_NUM
else:
bullets = bullet1
bullets[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
# 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 / enemy.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)
# 即将出现在画面, 播放音效
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 += 10000
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 / enemy.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 += 6000
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 += 1000
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
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, (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)
# 用于切换图片
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__':
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()
import pygame
class MyPlane(pygame.sprite.Sprite):
"""docstring for MyPlane"""
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
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
"""docstring for SmallEnemy"""
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):
"""docstring for MidEnemy"""
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):
"""docstring for BigEnemy"""
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
import pygame
class Bullet1(pygame.sprite.Sprite):
"""docstring for Bullet1"""
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):
"""docstring for Bullet2"""
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
import pygame
from random import *
class Bullet_Supply(pygame.sprite.Sprite):
"""docstring for Bullet_Supply"""
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):
"""docstring for Bomb_Supply"""
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
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。