清空子弹:
在飞机和敌机中加入清空子弹的方法:- @classmethod
- def clear_bullets(cls):
- # 清空子弹
- cls.bullets.empty()
复制代码 加入倒计时时间:- def show_over_text(self):
- # 游戏结束,倒计时后重新开始
- self.drawText("gameover %d" %Manager.over_time,100,Manager.bg_size[1]/2,textHeight=50,fontColor=[255,0,0])
复制代码 加入重新开始的函数:
[code] def game_over_timer(self): # 倒计时-1 Manager.over_time -= 1 if Manager.over_time = Manager.bg_size[0] - self.rect.width: self.direction = "left" if self.rect.left 0: self.rect.top -= self.speed if (key_pressed[K_d] or key_pressed[K_RIGHT]) and self.rect.right < Manager.bg_size[0]: self.rect.right += self.speed if (key_pressed[K_a] or key_pressed[K_LEFT]) and self.rect.left > 0: self.rect.left -= self.speed if (key_pressed[K_s] or key_pressed[K_DOWN]) and self.rect.bottom < Manager.bg_size[1]: self.rect.bottom += self.speed if key_pressed[K_SPACE]: # 按下空格键发射子弹 bullet = Bullet(self.screen, self.rect.left, self.rect.top) # 存放所有飞机子弹的组 Plane.bullets.add(bullet) def display(self): # 绘制玩家 self.screen.blit(self.player, self.rect) # 更新子弹坐标 Plane.bullets.update() # 绘制所有子弹到屏幕 Plane.bullets.draw(self.screen) @classmethod def clear_bullets(cls): # 清空子弹 cls.bullets.empty()# 引入敌人子弹的类class EnemyBullet(pygame.sprite.Sprite): def __init__(self, screen, x, y): # 调用继承精灵初始化方法 pygame.sprite.Sprite.__init__(self) # 引入子弹图片 self.image = pygame.image.load("images/bullet2.png") # 根据图片进行获取矩形对象 self.rect = self.image.get_rect() self.rect.centerx = x + 29 self.rect.top = y + 43 # 显示窗口 self.screen = screen # 定义速度 self.speed = 5 def update(self): # 修改子弹坐标 self.rect.top += self.speed # 如果子弹出界,销毁子弹 if self.rect.top > Manager.bg_size[1]: self.kill()# 引入子弹的类class Bullet(pygame.sprite.Sprite): def __init__(self, screen, x, y): # 调用继承精灵初始化方法 pygame.sprite.Sprite.__init__(self) # 引入子弹图片 self.image = pygame.image.load("images/bullet1.png") # 根据图片进行获取矩形对象 self.rect = self.image.get_rect() self.rect.centerx = x + 51 self.rect.bottom = y # 显示窗口 self.screen = screen # 定义速度 self.speed = 10 def update(self): # 修改子弹坐标 self.rect.top -= self.speed # 如果子弹出界,销毁子弹 if self.rect.bottom < 0: self.kill()# 定义音乐的类class GameSound(object): def __init__(self): # 初始化主程序 pygame.mixer.init() # 引入背景音乐 pygame.mixer.music.load("sound/game_music.ogg") # 调整声音大小 pygame.mixer.music.set_volume(0.5) self.__bomb = pygame.mixer.Sound('sound/get_bomb.wav') def playBombSound(self): pygame.mixer.Sound.play(self.__bomb) def PlayMusic(self): # 开始播放音乐 pygame.mixer.music.play(-1)# 定义碰撞的类class Bomb(object): # 初始化碰撞 def __init__(self, screen, type): self.screen = screen if type == "enemy": # 加载爆炸资源 self.mImage = [pygame.image.load("images/enemy1_down" + str(v) + ".png") for v in range(1, 5)] else: # 加载爆炸资源 self.mImage = [pygame.image.load("images/me_destroy_" + str(v) + ".png") for v in range(1, 5)] # 设置当前爆炸播放索引 self.mIndex = 0 # 爆炸位置 self.mPos = [0, 0] # 是否可见 self.mVisible = False def action(self, rect): # 触发爆炸方法draw # 爆炸的坐标 self.mPos[0] = rect.left self.mPos[1] = rect.top # 打开爆炸的开关 self.mVisible = True # 重置索引 self.mIndex = 0 def draw(self): if not self.mVisible: return # 绘制当前爆炸帧 self.screen.blit(self.mImage[self.mIndex], (self.mPos[0], self.mPos[1])) # 更新索引 self.mIndex += 1 if self.mIndex >= len(self.mImage): self.mVisible = False self.mIndex = 0class BackGround: # 初始化地图 def __init__(self, screen): self.mImage1 = pygame.image.load("images/background.png") self.mImage2 = pygame.image.load("images/background.png") # 窗口 self.screen = screen # 辅助移动 self.y1 = 0 # 衔接地图y轴 self.y2 = -Manager.bg_size[1] def draw(self): self.screen.blit(self.mImage1, (0, self.y1)) self.screen.blit(self.mImage2, (0, self.y2)) def move(self): self.y1 += 2 self.y2 += 2 if self.y1 >= Manager.bg_size[1]: self.y1 = 0 if self.y2 >= 0: self.y2 = -Manager.bg_size[1]class Manager(object): bg_size = (480, 700) # 创建敌机定时器的id create_enemy_id = 10 # 游戏结束倒计时的id game_over_id = 11 # 游戏是否结束 is_game_over = False # 倒计时时间 over_time = 3 def __init__(self): pygame.init() # 创建窗口 self.screen = pygame.display.set_mode(Manager.bg_size, 0, 32) # 创建背景图片 self.map = BackGround(self.screen) # 初始化一个装玩家精灵的group self.players = pygame.sprite.Group() # 初始化一个装敌机精灵的group self.enemys = pygame.sprite.Group() # 初始化一个玩家爆炸的对象 self.player_bomb = Bomb(self.screen, 'player') # 初始化一个敌机爆炸的对象 self.enemy_bomb = Bomb(self.screen, 'enemy') # 初始化一个声音播放的对象 self.sound = GameSound() def exit(self): print('退出') pygame.quit() exit() def show_over_text(self): # 游戏结束,倒计时后重新开始 self.drawText("gameover %d" % Manager.over_time, 100, Manager.bg_size[1] / 2, textHeight=50, fontColor=[255, 0, 0]) def game_over_timer(self): # 倒计时-1 Manager.over_time -= 1 if Manager.over_time |