pygame制作游戏飞机大战想给敌机增加血量没有报错但无法运行,想增加道具使飞船子弹杀伤力加1变成了数量乘2
import pygame
import random
import os
FPS=60
WHITE=(255,255,255)
GREEN=(0,255,0)
RED=(255,0,0)
YELLOW=(0,0,255)
BLACK=(0,0,0)
WIDTH=500
HEIGHT=600
color_blue = (30, 144, 255)
color_red = (255, 0, 0)
pygame.init()
screen=pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("飞机大战")
clock=pygame.time.Clock()
#载入图片
background_img=pygame.image.load(os.path.join("img","background.png")).convert()
player_img=pygame.image.load(os.path.join("img","player.png")).convert()
rock_img=pygame.image.load(os.path.join("img","rock.png")).convert()
bullet_img=pygame.image.load(os.path.join("img","bullet.png")).convert()
plane_img=pygame.image.load(os.path.join("img","plane.png")).convert()
supply_img=pygame.image.load(os.path.join("img","supply.png")).convert()
font_name=pygame.font.match_font('arail')
# 创建陨石事件
CREATE_ROCK_EVENT = pygame.USEREVENT
pygame.time.set_timer(CREATE_ROCK_EVENT, 1000)
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.centerx=x
text_rect.top=y
surf.blit(text_surface,text_rect)
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=player_img
self.image.set_colorkey(WHITE)
self.rect=self.image.get_rect()
self.rect.centerx=WIDTH/2
self.rect.bottom=HEIGHT-10
self.speedx=5
def update(self):
# 英雄在水平方向移动
self.rect.x += self.speedx
# 限制英雄在屏幕内
if self.rect.x < 0:
self.rect.x = 0
self.speedx=0
def shoot(self):
bullet=Bullet(self.rect.centerx,self.rect.top)
all_sprites.add(bullets)
bullets.add(bullet)
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image=bullet_img
self.image.set_colorkey(WHITE)
self.damage=1
self.rect=self.image.get_rect()
self.rect.centerx=x
self.rect.bottom=y
self.speedy=-10
def update(self):
self.rect.y+=self.speedy
if self.rect.bottom < 0:
self.kill()
class Rock(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = rock_img
self.image = self.image_orig.copy() # 复制一份新的Surface对象,避免图像变形
self.rect=self.image.get_rect()
self.image.set_colorkey(WHITE)
self.radius=int(self.rect.width*0.85/2)
self.rect.x=random.randrange(0,WIDTH-self.rect.width)
self.rect.y=random.randrange(-180,-100)
self.speedy=random.randrange(0,6)
self.speedx=random.randrange(-3,3)
self.rect.centerx = WIDTH / 2
self.degree = 0 # 初始化当前角度为0
self.rot_speed = random.randint(-10, 10) # 旋转变化的方向和角度随机
self.last_update = pygame.time.get_ticks() # 记录当前时间点
def rotate(self):
now = pygame.time.get_ticks() # 获取当前时间点
if now - self.last_update > 50: # 间隔超过50毫秒时才旋转,以免转得过快
self.last_update = now # 刷新最后更新时间点
# 增加旋转角度,对360取余数是为了让角度数值不超过360度
self.degree = (self.degree + self.rot_speed*10) % 360
# 旋转的是原始的Surface对象
new_image= pygame.transform.rotate(self.image_orig, self.degree)
roate_image = pygame.transform.rotate(self.image_orig, self.degree)
new_image = pygame.transform.scale(roate_image, (self.rect.width+1, self.rect.height+1))
old_center = self.rect.center # 将原始的rect中心坐标暂存到变量old_center
self.image = new_image # 将旋转后的对象重新赋值给self.image
self.rect = self.image.get_rect() # 重新获取rect
self.rect.center = old_center # 旋转后的rect中心坐标仍然与原来的中心相同
def update(self):
self.rotate()
self.rect.y+=self.speedy
self.rect.x+=self.speedx
if self.rect.y >= HEIGHT or self.rect.x >= WIDTH or self.rect.x < 0:
self.kill()
if self.rect.top>HEIGHT or self.rect.left>WIDTH or self.rect.right<0:
self.rect.x=random.randrange(0,WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-40)
self.speedy=random.randrange(2,10)
self.speedx=random.randrange(-3,3)
class bloodline(object):
def __init__(self, color, x, y, length, width=2, value=2):
self.color = color
self.x = x
self.y = y
self.length = length
self.width = width # 线宽
self.value = value * 1.0 # 血量用浮点数
self.weight = length / value # 每一滴血表示的距离
self.color_init = color
def update(self, canvas):
if self.length <= self.value * self.weight / 2:
self.color = color_red
else:
self.color = self.color_init
self.bar_rect = pygame.draw.line(canvas, self.color, (self.x, self.y), (self.x + self.length, self.y),
self.width)
class Plane(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=plane_img
self.rect=self.image.get_rect()
self.radius=int(self.rect.width*0.85/2)
self.image.set_colorkey(WHITE)
self.rect.x=random.randrange(0,WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-40)
self.speedy=2
if self.number==1:
self.bar=bloodline(color_blue,self.rect.x,self.rect.y,self.rect.width)
else:
self.bar=bloodline(color_blue,self.rect.x,self.rect.y,self.rect.width,3,4)
def update(self):
self.rect.y+=self.speedy
class Supply(pygame.sprite.Sprite):#道具
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image=supply_img
self.rect=self.image.get_rect()
self.image.set_colorkey(WHITE)
self.rect.x=random.randrange(0,WIDTH-self.rect.width)
self.rect.y=random.randrange(-100,-30)
self.speedy=2
def update(self):
self.rect.y+=self.speedy
all_sprites=pygame.sprite.Group()
rocks=pygame.sprite.Group()#陨石
bullets=pygame.sprite.Group()
planes=pygame.sprite.Group()#敌机
supplies=pygame.sprite.Group()#道具
player=Player()
all_sprites.add(player)
for k in range(3):
s=Supply()
supplies.add(s)
all_sprites.add(s)
for j in range(8):
p=Plane()
planes.add(p)
all_sprites.add(p)
for i in range(8):
r=Rock()
rocks.add(r)
all_sprites.add(r)
score=0
running=True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type==pygame.QUIT:
running=False
elif event.type == CREATE_ROCK_EVENT:
r=Rock()
rocks.add(r)
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_SPACE:
player.shoot()
# 判断按键按住以及按下 - 元组
keys_pressed = pygame.key.get_pressed()
# 判断元组中对应的按键索引值,按为1
if keys_pressed[pygame.K_RIGHT]:
player.speedx = 3
elif keys_pressed[pygame.K_LEFT]:
player.speedx = -3
else :
player.speed = 0
hits=pygame.sprite.groupcollide(rocks,bullets,True,True)#陨石和子弹的碰撞
for hit in hits:
score+=hit.radius
r=Rock()
all_sprites.add(r)
rocks.add(r)
hits=pygame.sprite.spritecollide(player,rocks,False)#飞船和陨石的碰撞
if hits:
running=False
hits=pygame.sprite.groupcollide(bullets, rocks, True, True)#子弹和陨石的碰撞
for hit in hits:
score+=1
hits=pygame.sprite.groupcollide(planes,bullets,True,True)#敌机和子弹的碰撞
for hit in hits:
score+=hit.radius
p=Plane()
all_sprites.add(p)
planes.add(p)
hits=pygame.sprite.spritecollide(player,planes,False)#飞船和敌机的碰撞
if hits:
running=False
hits =pygame.sprite.groupcollide(bullets,planes, True, True)
for hit in hits:
score+=1
hits=pygame.sprite.spritecollide(player,supplies,False)
for hit in hits:
s=Supply()
all_sprites.add(s)
supplies.add(s)
bullets.damage=2
screen.blit(background_img,(0,0))
all_sprites.update()
all_sprites.draw(screen)
rocks.update()
rocks.draw(screen)
bullets.update()
bullets.draw(screen)
draw_text(screen,str(score),18,WIDTH/2,10)
pygame.display.update()
pygame.quit()