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Copy pathtemp.py
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391 lines (388 loc) · 13.9 KB
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# coding: utf-8
import sys
import pygame
import leads
from pygame.locals import *
# 开始界面
def show_start_interface(screen, width, height):
tfont = pygame.font.Font('./font/simhei.ttf', width//4)#设置字体
cfont = pygame.font.Font('./font/simkai.ttf', width//20)
title = tfont.render(u'穿越沙漠', True, (255, 255, 255))
content1 = cfont.render(u'按1键开始游戏', True, (100, 100, 255))
trect = title.get_rect()
trect.midtop = (width/2, height/4)#设置文字位置
crect1 = content1.get_rect()
crect1.midtop = (width/2, height/1.8)
screen.blit(title, trect)
screen.blit(content1, crect1)#将文字加在矩阵上
pygame.display.update()#重置
while True:
for event in pygame.event.get():
if event.type == QUIT:#用户是否关掉游戏界面
pygame.quit()
exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
return 1
# 结束界面
def show_end_interface(screen, width, height, is_win):
bg_img = pygame.image.load("./images/others/background.png")
screen.blit(bg_img, (0, 0))#设置图片位置
if is_win:#通关
font = pygame.font.Font('./font/simhei.ttf', width//10)
content = font.render(u'恭喜通关!', True, (255, 100, 0))
rect = content.get_rect()
rect.midtop = (width/2, height/2)
screen.blit(content, rect)
else:
fail_img = pygame.image.load("./images/others/gameover.png")
rect = fail_img.get_rect()
rect.midtop = (width/2, height/2)
screen.blit(fail_img, rect)
pygame.display.update()#重置
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
# 关卡切换
def show_switch_stage(screen, width, height, stage):
bg_img = pygame.image.load("./images/others/background.png")
screen.blit(bg_img, (0, 0))
font = pygame.font.Font('./font/simhei.ttf', width//10)
content = font.render(u'第%d关' % stage, True, (0, 255, 0))
rect = content.get_rect()
rect.midtop = (width/2, height/2)
screen.blit(content, rect)#将内容放在矩阵上
pygame.display.update()
delay_event = pygame.constants.USEREVENT
pygame.time.set_timer(delay_event, 1000)#设置计时器,隔1000ms跳转界面
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
if event.type == delay_event:
return
# 墙
class Brick(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.brick = pygame.image.load('./images/scene/brick.png')
self.rect = self.brick.get_rect()
self.being = False#墙呈现出来
# 地图
class Map():
def __init__(self, stage):
self.brickGroup = pygame.sprite.Group()
self.brick1Group = pygame.sprite.Group()
if stage == 1:
self.stage1()
elif stage == 2:
self.stage2()
#关卡一
def stage1(self):
for x in [2, 6, 7, 18, 19, 23]:
for y in [2, 3, 4, 5, 6, 7, 8, 9, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True#子弹与墙接触墙消失
self.brickGroup.add(self.brick)
for x in [10, 15]:
for y in [3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24#设置在画布中的左边和上边
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [5, 6, 7, 18, 19, 20]:
for y in [13, 14]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [12, 13]:
for y in [16]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x, y in [(0, 14), (1, 14), (12, 6), (13, 6), (12, 7), (13, 7), (24, 14), (25, 14)]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
# 关卡二
def stage2(self):
for x in [2, 3, 6, 7, 18, 19, 22, 23]:
for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [10, 11, 14, 15]:
for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [5, 6, 7, 18, 19, 20]:
for y in [13, 14]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [12, 13]:
for y in [16, 17]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x, y in [(0, 14), (1, 14), (12, 6), (13, 6), (12, 7), (13, 7), (24, 14), (25, 14)]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
class Home(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.homes = ['./images/home/home1.png', './images/home/home2.png', './images/home/home_destroyed.png']
self.home = pygame.image.load(self.homes[0])
self.home = pygame.image.load(self.homes[0])
self.rect = self.home.get_rect()
self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24)
self.rect.left, self.rect.top = (3+12*24,3+12*24)
self.alive = True#敌人和主角初始地方
def set_dead(self):
self.home = pygame.image.load(self.homes[-1])
self.alive = False
def main():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption("穿越沙漠")
bg_img = pygame.image.load("./images/others/background.png")
bang_sound = pygame.mixer.Sound("./audios/bang.wav")
bang_sound.set_volume(1)
fire_sound = pygame.mixer.Sound("./audios/fire.wav")
fire_sound.set_volume(1)
start_sound = pygame.mixer.Sound("./audios/start.wav")
start_sound.set_volume(1)#将图片音频传给变量
# 开始界面
num_player = show_start_interface(screen, 630, 630)
start_sound.play()
stage = 0
num_stage = 2
is_gameover = False
clock = pygame.time.Clock()
while not is_gameover:
# 关卡
stage += 1
if stage > num_stage:
break
show_switch_stage(screen, 630, 630, stage)
enemyleads_total = min(stage * 6, 80)
enemyleads_now = 0
enemyleads_now_max = min(max(stage * 2, 4), 8)
# 精灵组
leadsGroup = pygame.sprite.Group()
myleadsGroup = pygame.sprite.Group()
enemyleadsGroup = pygame.sprite.Group()
bulletsGroup = pygame.sprite.Group()
mybulletsGroup = pygame.sprite.Group()
enemybulletsGroup = pygame.sprite.Group()
myfoodsGroup = pygame.sprite.Group()
#生成敌方角色
genEnemyEvent = pygame.constants.USEREVENT
pygame.time.set_timer(genEnemyEvent, 100)
#敌方角色恢复
recoverEnemyEvent = pygame.constants.USEREVENT
pygame.time.set_timer(recoverEnemyEvent, 8000)
#我方角色恢复
noprotectMyleadEvent = pygame.constants.USEREVENT
pygame.time.set_timer(noprotectMyleadEvent, 8000)
map_stage = Map(stage)
# 我方角色
lead_player1 = leads.mylead(1)
leadsGroup.add(lead_player1)
myleadsGroup.add(lead_player1)
is_switch_lead = True
player1_moving = False
time = 0
# 敌方角色
for i in range(0, 3):
if enemyleads_total > 0:
enemylead = leads.enemylead(i)
leadsGroup.add(enemylead)
enemyleadsGroup.add(enemylead)
enemyleads_now += 1
enemyleads_total -= 1
index = Home()
# 出场特效
appearance_img = pygame.image.load("./images/others/appear.png").convert_alpha()
appearances = []
appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
# 关卡主循环
while True:
if is_gameover is True:
break
if enemyleads_total < 1 and enemyleads_now < 1:
is_gameover = False
break
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == genEnemyEvent:
if enemyleads_total > 0:
if enemyleads_now < enemyleads_now_max:
enemylead = leads.enemylead()
if not pygame.sprite.spritecollide(enemylead, leadsGroup, False, None):
leadsGroup.add(enemylead)#增加敌人
enemyleadsGroup.add(enemylead)
enemyleads_now += 1
enemyleads_total -= 1
if event.type == recoverEnemyEvent:
for each in enemyleadsGroup:
each.can_move = True
if event.type == noprotectMyleadEvent:
for each in myleadsGroup:
myleadsGroup.protected = False
key_pressed = pygame.key.get_pressed()
#上下左右 # 空格键射击
if key_pressed[pygame.K_UP]:
leadsGroup.remove(lead_player1)
lead_player1.move_up(leadsGroup, map_stage.brickGroup, map_stage.brick1Group, index)
leadsGroup.add(lead_player1)
player1_moving = True
elif key_pressed[pygame.K_DOWN]:
leadsGroup.remove(lead_player1)
lead_player1.move_down(leadsGroup, map_stage.brickGroup, map_stage.brick1Group, index)
leadsGroup.add(lead_player1)
player1_moving = True
elif key_pressed[pygame.K_LEFT]:
leadsGroup.remove(lead_player1)
lead_player1.move_left(leadsGroup, map_stage.brickGroup, map_stage.brick1Group, index)
leadsGroup.add(lead_player1)
player1_moving = True
elif key_pressed[pygame.K_RIGHT ]:
leadsGroup.remove(lead_player1)
lead_player1.move_right(leadsGroup, map_stage.brickGroup, map_stage.brick1Group, index)
leadsGroup.add(lead_player1)
player1_moving = True
elif key_pressed[pygame.K_SPACE]:
if not lead_player1.bullet.being:
fire_sound.play()
lead_player1.shoot()
screen.blit(bg_img, (0, 0))
for each in map_stage.brickGroup:
screen.blit(each.brick, each.rect)
# 我方角色
if lead_player1 in myleadsGroup:
if is_switch_lead and player1_moving:
screen.blit(lead_player1.lead_0, (lead_player1.rect.left, lead_player1.rect.top))
player1_moving = False
else:
screen.blit(lead_player1.lead_1, (lead_player1.rect.left, lead_player1.rect.top))
if lead_player1.protected:
screen.blit(lead_player1.protected_mask1, (lead_player1.rect.left, lead_player1.rect.top))
for each in enemyleadsGroup:
# 出生特效
if each.born:
if each.times > 0:
each.times -= 1
if each.times <= 10:
screen.blit(appearances[2], (3+each.x*12*24, 3))
elif each.times <= 20:
screen.blit(appearances[1], (3+each.x*12*24, 3))
else:
each.born = False
else:
if is_switch_lead:
screen.blit(each.lead_0, (each.rect.left, each.rect.top))
else:
screen.blit(each.lead_1, (each.rect.left, each.rect.top))
if each.can_move:
leadsGroup.remove(each)
each.move(leadsGroup, map_stage.brickGroup, map_stage.brick1Group, index)
leadsGroup.add(each)
# 我方子弹
for lead_player in myleadsGroup:
if lead_player.bullet.being:
lead_player.bullet.move()
screen.blit(lead_player.bullet.bullet, lead_player.bullet.rect)
# 子弹碰撞敌方子弹
for each in enemybulletsGroup:
if each.being:
if pygame.sprite.collide_rect(lead_player.bullet, each):
lead_player.bullet.being = False
each.being = False
enemybulletsGroup.remove(each)
break
else:
enemybulletsGroup.remove(each)
# 子弹碰撞敌方角色
for each in enemyleadsGroup:
if each.being:
if pygame.sprite.collide_rect(lead_player.bullet, each):
each.blood = -1
each.color = -1
if each.blood < 0:
bang_sound.play()
each.being = False
enemyleadsGroup.remove(each)
enemyleads_now -= 1
leadsGroup.remove(each)
else:
each.reload()
lead_player.bullet.being = False
break
else:
enemyleadsGroup.remove(each)
leadsGroup.remove(each)
# 子弹碰墙
if pygame.sprite.spritecollide(lead_player.bullet, map_stage.brickGroup, True, None):
lead_player.bullet.being = False
# 敌方子弹
for each in enemyleadsGroup:
if each.being:
if each.can_move and not each.bullet.being:
enemybulletsGroup.remove(each.bullet)
each.shoot()
enemybulletsGroup.add(each.bullet)
if not each.born:
if each.bullet.being:
each.bullet.move()
screen.blit(each.bullet.bullet, each.bullet.rect)
# 子弹碰撞我方角色
for lead_player in myleadsGroup:
if pygame.sprite.collide_rect(each.bullet, lead_player):
if not lead_player.protected:
bang_sound.play()
lead_player.life -= 1
if lead_player.life < 0:
myleadsGroup.remove(lead_player)
leadsGroup.remove(lead_player)
if len(myleadsGroup) < 1:
is_gameover = True
else:
lead_player.reset()
each.bullet.being = False
enemybulletsGroup.remove(each.bullet)
break
# 子弹碰墙
if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
each.bullet.being = False
enemybulletsGroup.remove(each.bullet)
else:
enemyleadsGroup.remove(each)
leadsGroup.remove(each)
pygame.display.flip()
clock.tick(60)
if not is_gameover:
show_end_interface(screen, 630, 630, True)
else:
show_end_interface(screen, 630, 630, False)
if __name__ == '__main__':
main()