python--飞机大战

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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 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
            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()
            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()

部分运行截图

 

 

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