python实现飞机大战项目
本文实例为大家分享了python实现飞机大战的具体代码,供大家参考,具体内容如下
引用了小甲鱼的框架,往上面添加了一些新功能
1、我方飞机模块
import pygame class MyPlane(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load(r'E:\learn pygame\image\me1.png').convert_alpha() self.image2 = pygame.image.load(r'E:\learn pygame\image\me2.png').convert_alpha() self.image3 = pygame.image.load(r'E:\learn pygame\image\me_protect.png').convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load(r'E:\learn pygame\image\me_destroy_1.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\me_destroy_2.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\me_destroy_3.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\me_destroy_4.png').convert_alpha() \ ]) self.rect = self.image1.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.rect.left,self.rect.top = (self.width - self.rect.width) // 2,self.height - self.rect.height - 60 self.speed = 10 self.active = True self.invincible = False self.mask = pygame.mask.from_surface(self.image1) 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 - 30: self.rect.top += self.speed else: self.rect.bottom = self.height - 30 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.left += 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 - 30 self.active = True self.invincible = True
2、敌机与背景动图模块
import pygame from random import * class SmallEnemy(pygame.sprite.Sprite): energy = 1 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\enemy1.png').convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load(r'E:\learn pygame\image\enemy1_down1.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy1_down2.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy1_down3.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy1_down4.png').convert_alpha() \ ]) self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 2 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-5 * self.height, 0) self.mask = pygame.mask.from_surface(self.image) 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.active = True self.energy = SmallEnemy.energy self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-5 * self.height, 0) class MidEnemy(pygame.sprite.Sprite): energy = 4 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\enemy2.png').convert_alpha() self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy2_hit.png').convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load(r'E:\learn pygame\image\enemy2_down1.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy2_down2.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy2_down3.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy2_down4.png').convert_alpha() \ ]) self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 2 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-10 * self.height, -self.height) self.mask = pygame.mask.from_surface(self.image) 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.active = True self.energy = MidEnemy.energy self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-10 * self.height, -self.height) class BigEnemy(pygame.sprite.Sprite): energy = 8 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load(r'E:\learn pygame\image\enemy3_n1.png').convert_alpha() self.image2 = pygame.image.load(r'E:\learn pygame\image\enemy3_n2.png').convert_alpha() self.image_hit = pygame.image.load(r'E:\learn pygame\image\enemy3_hit.png').convert_alpha() self.destroy_images = [] self.destroy_images.extend([\ pygame.image.load(r'E:\learn pygame\image\enemy3_down1.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy3_down2.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy3_down3.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy3_down4.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy3_down5.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\enemy3_down6.png').convert_alpha() \ ]) self.rect = self.image1.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 2 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-15 * self.height, -5 * self.height) self.mask = pygame.mask.from_surface(self.image1) 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.active = True self.energy = BigEnemy.energy self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-15 * self.height, -5 * self.height) class Cloud1(pygame.sprite.Sprite): energy = 2 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.png').convert_alpha() self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 1 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-5 * self.height, 0) self.energy = Cloud1.energy def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.energy = Cloud1.energy self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-5 * self.height, 0) class Cloud2(pygame.sprite.Sprite): energy = 2 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\cloud1.png').convert_alpha() self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 1 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-5 * self.height, 0) self.energy = Cloud2.energy def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.energy = Cloud2.energy self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-5 * self.height, 0) class BombEnemy(pygame.sprite.Sprite): energy = 10 def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image1 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy1.png').convert_alpha() self.image2 = pygame.image.load(r'E:\learn pygame\image\bomb_enemy2.png').convert_alpha() self.rect = self.image1.get_rect() self.destroy_images = [] self.destroy_images.extend([ \ pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down1.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down2.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down3.png').convert_alpha(), \ pygame.image.load(r'E:\learn pygame\image\bomb_enemy_down4.png').convert_alpha(), \ ]) self.width,self.height = bg_size[0],bg_size[1] self.speed = 2 self.active = True self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-15 * self.height, -5 * self.height) self.mask = pygame.mask.from_surface(self.image1) self.energy = BombEnemy.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.active = True self.energy = BombEnemy.energy self.rect.left,self.rect.top = \ randint(0,self.width - self.rect.width), \ randint(-15 * self.height, -5 * self.height) class BackGround1(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\background1.png').convert_alpha() self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 1 self.active = True self.rect.center = ((self.width // 2), (self.height // 2)) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.rect.center = ((self.width // 2), -(self.height // 2)) class BackGround2(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\background1.png').convert_alpha() self.rect = self.image.get_rect() self.width,self.height = bg_size[0],bg_size[1] self.speed = 1 self.active = True self.rect.center = ((self.width // 2), -(self.height // 2)) def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True self.rect.center = ((self.width // 2), -(self.height // 2))
3、子弹模块
import pygame class Bullet1(pygame.sprite.Sprite): def __init__(self,position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\bullet1.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left,self.rect.top = position self.speed = 18 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 class Bullet2(pygame.sprite.Sprite): def __init__(self,position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\bullet2.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left,self.rect.top = position self.speed = 18 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 class Bullet3(pygame.sprite.Sprite): def __init__(self,position): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\bullet3.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left,self.rect.top = position self.speed = 120 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 class Bullet4(pygame.sprite.Sprite): def __init__(self,position,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\bullet4.png').convert_alpha() self.rect = self.image.get_rect() self.rect.left,self.rect.top = position self.width,self.height = bg_size[0],bg_size[1] self.speed = 9 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
4、补给模块
import pygame from random import * class Bullet_Supply(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\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): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\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 class Laser_Supply(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\laser_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 Fire_Supply(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\fire_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 Me_Protect_Supply(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\me_protect_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 Life_Supply(pygame.sprite.Sprite): def __init__(self,bg_size): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\life_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
5、掉落星星模块(还没完善好)
import pygame class Star(pygame.sprite.Sprite): energy = 1 def __init__(self,bg_size,star_left,star_top): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha() self.rect = self.image.get_rect() self.star_images = [] self.star_images.extend([pygame.image.load(r'E:\learn pygame\image\star_bling1.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling2.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling3.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling4.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling5.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling6.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling7.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling8.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling9.png').convert_alpha(),pygame.image.load(r'E:\learn pygame\image\star_bling10.png').convert_alpha()]) self.width,self.height = bg_size[0],bg_size[1] self.rect.left,self.rect.top = star_left,star_top self.speed = 1 self.active = True self.is_star = False self.star_is_touch = False def move(self): if self.rect.top < self.height: self.rect.top += self.speed else: self.reset() def reset(self): self.active = True
6、主模块
import pygame import sys import traceback import time import myplane import enemy import bullet import supply import star from random import * from pygame.locals import * pygame.init() pygame.mixer.init() bg_size = width, height = 450,675 screen = pygame.display.set_mode(bg_size) pygame.display.set_caption('飞机大战') background = pygame.image.load(r'E:\learn pygame\image\background1.png').convert() background_rect = background.get_rect() BLACK = (0,0,0) WHITE = (255,255,255) GREEN = (0,255,0) RED = (255,0,0) #载入游戏音乐 pygame.mixer.music.load(r'E:\learn pygame\music\bg_music.ogg') pygame.mixer.music.set_volume(0.2) bomb_enemy_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_flying.wav') bomb_enemy_fly_sound.set_volume(0.1) enemy3_fly_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy3_flying.wav') enemy3_fly_sound.set_volume(0.1) enemy1_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy1_down.wav') enemy1_down_sound.set_volume(0.5) enemy2_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\enemy2_down.wav') enemy2_down_sound.set_volume(0.5) enemy3_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav') enemy3_down_sound.set_volume(0.5) bomb_enemy_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bomb_enemy_down.wav') bomb_enemy_down_sound.set_volume(0.5) me_down_sound = pygame.mixer.Sound(r'E:\learn pygame\music\me_down.wav') me_down_sound.set_volume(0.5) upgrade_sound = pygame.mixer.Sound(r'E:\learn pygame\music\upgrade.wav') upgrade_sound.set_volume(0.5) bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\use_bomb.wav') bomb_sound.set_volume(0.5) supply_sound = pygame.mixer.Sound(r'E:\learn pygame\music\supply.wav') supply_sound.set_volume(0.5) get_bomb_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bomb.wav') get_bomb_sound.set_volume(0.5) get_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_bullet.wav') get_bullet_sound.set_volume(0.5) get_laser_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_laser.wav') get_laser_sound.set_volume(0.5) get_fire_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_fire.wav') get_fire_sound.set_volume(0.5) get_me_protect_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_me_protect.wav') get_me_protect_sound.set_volume(0.5) get_life_sound = pygame.mixer.Sound(r'E:\learn pygame\music\get_life.wav') get_life_sound.set_volume(0.5) bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\bullet.wav') bullet_sound.set_volume(0.2) fire_bullet_sound = pygame.mixer.Sound(r'E:\learn pygame\music\fire_bullet.wav') fire_bullet_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 add_bomb_enemies(group1,group2,num): for i in range(num): e3 = enemy.BombEnemy(bg_size) group1.add(e3) group2.add(e3) def add_cloud1_enemies(group1,group2,num): for i in range(num): e4 = enemy.Cloud1(bg_size) group1.add(e4) group2.add(e4) def add_cloud2_enemies(group1,group2,num): for i in range(num): e5 = enemy.Cloud2(bg_size) group1.add(e5) group2.add(e5) def add_background1(group1,group2,num): for i in range(num): e6 = enemy.BackGround1(bg_size) group1.add(e6) group2.add(e6) def add_background2(group1,group2,num): for i in range(num): e7 = enemy.BackGround2(bg_size) group1.add(e7) group2.add(e7) def add_star(group1,group2,star_left,star_top,num): for i in range(num): e8 = star.Star(bg_size,star_left,star_top) group1.add(e8) group2.add(e8) def inc_speed(inc,*targets): for each in targets: for every in each: every.speed += inc def inc_speed_background(inc,target): for each in target: each.speed += inc def inc_speed_me(inc,target): target.speed += inc def inc_speeds(inc,*targets): for each in targets: for every in each: every.speed += inc def main(): pygame.mixer.music.play(-1) #生成我方飞机、背景、敌机、云朵、星星的类,以便做碰撞检测 me = myplane.MyPlane(bg_size) backgrounds = pygame.sprite.Group() enemies = pygame.sprite.Group() clouds = pygame.sprite.Group() stars = pygame.sprite.Group() bullets = pygame.sprite.Group() #生成背景1 background1 = pygame.sprite.Group() add_background1(background1,backgrounds,1) #生成背景2 background2 = pygame.sprite.Group() add_background2(background2,backgrounds,1) #生成敌方小型飞机 small_enemies = pygame.sprite.Group() add_small_enemies(small_enemies,enemies,15) #生成敌方中型飞机 mid_enemies = pygame.sprite.Group() add_mid_enemies(mid_enemies,enemies,4) #生成敌方大型飞机 big_enemies = pygame.sprite.Group() add_big_enemies(big_enemies,enemies,2) #生成敌方超级炸弹 bomb_enemies = pygame.sprite.Group() add_bomb_enemies(bomb_enemies,enemies,1) #生成云朵1 cloud1_enemies = pygame.sprite.Group() add_cloud1_enemies(cloud1_enemies,clouds,1) #生成云朵2 cloud2_enemies = pygame.sprite.Group() add_cloud2_enemies(cloud2_enemies,clouds,1) #生成星星 star = pygame.sprite.Group() #生成普通子弹 bullet1 = [] bullet1_index = 0 BULLET1_NUM = 6 for i in range(BULLET1_NUM): bullet1.append(bullet.Bullet1(me.rect.midtop)) clock = pygame.time.Clock() #生成超级子弹 bullet2 = [] bullet2_index = 0 BULLET2_NUM = 12 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))) clock = pygame.time.Clock() #生成激光 bullet3 = [] bullet3_index = 0 BULLET3_NUM = 1 for i in range(BULLET3_NUM): bullet3.append(bullet.Bullet3((me.rect.midtop))) clock = pygame.time.Clock() #生成火焰弹 bullet4 = [] bullet4_index = 0 BULLET4_NUM = 4 for i in range(BULLET4_NUM): bullet4.append(bullet.Bullet4((me.rect.midtop),bg_size)) clock = pygame.time.Clock() #中弹图片索引 e1_destroy_index = 0 e2_destroy_index = 0 e3_destroy_index = 0 e4_destroy_index = 0 me_destroy_index = 0 #统计得分和星星 score = 0 score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20) #统计星星和加载星星图片 star_score = 0 star_score_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',20) star_score_image = pygame.image.load(r'E:\learn pygame\image\star_score.png').convert_alpha() star_score_rect = star_score_image.get_rect() #标志是否暂停游戏 paused = False paused_nor_image = pygame.image.load(r'E:\learn pygame\image\pause_nor.png').convert_alpha() paused_pressed_image = pygame.image.load(r'E:\learn pygame\image\pause_pressed.png').convert_alpha() resume_nor_image = pygame.image.load(r'E:\learn pygame\image\resume_nor.png').convert_alpha() resume_pressed_image = pygame.image.load(r'E:\learn pygame\image\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 #游戏暂停画面 continues_image = pygame.image.load(r'E:\learn pygame\image\continues.png').convert_alpha() continues_rect = continues_image.get_rect() continues_rect.left,continues_rect.top = \ (width - continues_rect.width) // 2, \ (height - continues_rect.height) // 2 #设置难度级别 level = 1 #全屏炸弹 bomb_image = pygame.image.load(r'E:\learn pygame\image\bomb.png').convert_alpha() bomb_rect = bomb_image.get_rect() bomb_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',30) 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) laser_supply = supply.Laser_Supply(bg_size) fire_supply = supply.Fire_Supply(bg_size) me_protect_supply = supply.Me_Protect_Supply(bg_size) life_supply = supply.Life_Supply(bg_size) SUPPLY_TIME = USEREVENT pygame.time.set_timer(SUPPLY_TIME, 18 * 1000) #标志是否使用正常子弹 is_normal_bullet = True #超级子弹定时器 DOUBLE_BULLET_TIME = USEREVENT + 1 #标志是否使用超级子弹 is_double_bullet = False #解除我方无敌状态定时器 INVINCIBLE_TIME = USEREVENT + 2 #激光定时器 LASER_BULLET_TIME = USEREVENT + 3 #标志是否使用激光 is_laser_bullet = False #火焰弹定时器 FIRE_BULLET_TIME = USEREVENT + 4 #标志是否使用火焰弹 is_fire_bullet = False #保护罩定时器 ME_PROTECT_BULLET_TIME = USEREVENT + 5 #标志是否使用保护罩 is_me_protect_bullet = False #死亡生成星星图片索引 s1_star_index = 0 #生命数量 life_image = pygame.image.load(r'E:\learn pygame\image\life.png').convert_alpha() life_rect = life_image.get_rect() life_num = 3 #游戏开始画面 logo_image = pygame.image.load(r'E:\learn pygame\image\logo.png').convert_alpha() logo_rect = logo_image.get_rect() logo_rect.left,logo_rect.top = \ (width - logo_rect.width) // 2, \ (height - logo_rect.height) // 2 begingame_image = pygame.image.load(r'E:\learn pygame\image\begingame.png').convert_alpha() begingame_rect = begingame_image.get_rect() begingame_rect.left,begingame_rect.top = \ (width - begingame_rect.width) // 2, \ (logo_rect.bottom + 10) #游戏结束画面 gameover_font = pygame.font.Font(r'E:\learn pygame\font\font.ttf',48) again_image = pygame.image.load(r'E:\learn pygame\image\again.png').convert_alpha() again_rect = again_image.get_rect() gameover_image = pygame.image.load(r'E:\learn pygame\image\gameover.png').convert_alpha() gameover_rect = gameover_image.get_rect() #用于阻止重复打开记录文件 recorded = False #用于切换图片 switch_image = True #用于延迟 delay = 100 #游戏开始 running = True #正式开始游戏 start = False 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([1,2,3,4,5,6]) == 1: bomb_supply.reset() elif choice([1,2,3,4,5,6]) == 2: bullet_supply.reset() elif choice([1,2,3,4,5,6]) == 3: laser_supply.reset() elif choice([1,2,3,4,5,6]) == 4: fire_supply.reset() elif choice([1,2,3,4,5,6]) == 5: me_protect_supply.reset() else: life_supply.reset() elif event.type == DOUBLE_BULLET_TIME: is_double_bullet = False pygame.time.set_timer(DOUBLE_BULLET_TIME,0) elif event.type == INVINCIBLE_TIME: me.invincible = False pygame.time.set_timer(INVINCIBLE_TIME,0) elif event.type == LASER_BULLET_TIME: is_laser_bullet = False pygame.time.set_timer(LASER_BULLET_TIME,0) elif event.type == FIRE_BULLET_TIME: is_fire_bullet = False is_normal_bullet = True pygame.time.set_timer(FIRE_BULLET_TIME,0) elif event.type == ME_PROTECT_BULLET_TIME: is_me_protect_bullet = False pygame.time.set_timer(ME_PROTECT_BULLET_TIME,0) #绘制移动背景 for each1 in background1: screen.blit(each1.image,each1.rect) each1.move() if each1.rect.height > 0: for each2 in background2: screen.blit(each2.image,each2.rect) each2.move() #根据用户的得分增加难度 if level == 1 and score > 100000: level = 2 upgrade_sound.play() #增加3架小型敌机、2架中型敌机和1驾大型敌机 add_small_enemies(small_enemies,enemies,3) add_mid_enemies(mid_enemies,enemies,2) add_big_enemies(big_enemies,enemies,1) #提高敌机速度 inc_speed(1,small_enemies) #提高背景速度 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驾大型敌机 add_small_enemies(small_enemies,enemies,5) add_mid_enemies(mid_enemies,enemies,3) add_big_enemies(big_enemies,enemies,2) #提高敌机、云朵、背景、星星速度 inc_speeds(1,enemies,clouds,star) #inc_speed_background(1,background1) #inc_speed_background(1,background2) inc_speed_me(3,me) elif level == 3 and score > 8000000: level = 4 upgrade_sound.play() #增加5架小型敌机、3架中型敌机、2驾大型敌机和1枚超级炸弹 add_small_enemies(small_enemies,enemies,5) add_mid_enemies(mid_enemies,enemies,3) add_big_enemies(big_enemies,enemies,2) add_bomb_enemies(big_enemies,enemies,1) #提高敌机速度 inc_speeds(1,enemies,clouds,star) inc_speed_background(1,background1) inc_speed_background(1,background2) inc_speed_me(3,me) elif level == 4 and score > 1200000: level = 5 upgrade_sound.play() #增加5架小型敌机、3架中型敌机和2驾大型敌机和1枚超级炸弹 add_small_enemies(small_enemies,enemies,5) add_mid_enemies(mid_enemies,enemies,3) add_big_enemies(big_enemies,enemies,2) add_bomb_enemies(big_enemies,enemies,1) #提高敌机速度 inc_speeds(1,enemies,clouds,star) inc_speed_background(1,background1) inc_speed_background(1,background2) inc_speed_me(3,me) #绘制开始界面 if not start: screen.blit(logo_image,logo_rect) screen.blit(begingame_image,begingame_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 begingame_rect.left < pos[0] < begingame_rect.right and \ begingame_rect.top < pos[1] < begingame_rect.bottom: start = True elif life_num and not paused and start: #检测用户的键盘操作 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() #绘制云朵 for each in cloud1_enemies: each.move() screen.blit(each.image,each.rect) for each in cloud2_enemies: each.move() screen.blit(each.image,each.rect) #绘制全屏炸弹补给并检测是否获得 if bomb_supply.active: bomb_supply.move() screen.blit(bomb_supply.image,bomb_supply.rect) if pygame.sprite.collide_mask(bomb_supply,me): get_bomb_sound.play() if bomb_num < 3: bomb_num += 1 bomb_supply.active = False #绘制超级子弹补给并检测是否获得 if bullet_supply.active: bullet_supply.move() screen.blit(bullet_supply.image,bullet_supply.rect) if pygame.sprite.collide_mask(bullet_supply,me): get_bullet_sound.play() is_double_bullet = True pygame.time.set_timer(DOUBLE_BULLET_TIME,18 * 1000) bullet_supply.active = False #绘制激光补给并检测是否获得 if laser_supply.active: laser_supply.move() screen.blit(laser_supply.image,laser_supply.rect) if pygame.sprite.collide_mask(laser_supply,me): get_laser_sound.play() is_laser_bullet = True pygame.time.set_timer(LASER_BULLET_TIME,18 * 1000) laser_supply.active = False #绘制火焰弹补给并检测是否获得 if fire_supply.active: fire_supply.move() screen.blit(fire_supply.image,fire_supply.rect) if pygame.sprite.collide_mask(fire_supply,me): get_fire_sound.play() is_fire_bullet = True is_normal_bullet = False pygame.time.set_timer(FIRE_BULLET_TIME,18 * 1000) fire_supply.active = False #绘制保护罩补给并检测是否获得 if me_protect_supply.active: me_protect_supply.move() screen.blit(me_protect_supply.image,me_protect_supply.rect) if pygame.sprite.collide_mask(me_protect_supply,me): get_me_protect_sound.play() is_me_protect_bullet = True pygame.time.set_timer(ME_PROTECT_BULLET_TIME,15 * 1000) me_protect_supply.active = False #绘制生命补给并检测是否获得 if life_supply.active: life_supply.move() screen.blit(life_supply.image,life_supply.rect) if pygame.sprite.collide_mask(life_supply,me): get_life_sound.play() if life_num < 3: life_num += 1 life_supply.active = False #发射普通子弹、激光、双弹 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 + 33,me.rect.centery)) bullet2_index = (bullet2_index + 2) % BULLET2_NUM elif is_laser_bullet: bullets = bullet3 bullets[bullet3_index].reset((me.rect.centerx - 20,me.rect.top - 70)) bullet3_index = (bullet3_index + 1) % BULLET3_NUM else: bullets = bullet1 bullets[bullet1_index].reset(me.rect.midtop) bullet1_index = (bullet1_index + 1) % BULLET1_NUM #发生普通子弹、火焰弹 if not(delay % 10): if is_normal_bullet: bullet_sound.play() else: fire_bullet_sound.play() if is_fire_bullet: bullets = bullet4 bullets[bullet4_index].reset((me.rect.centerx - 20,me.rect.top - 70)) bullet4_index = (bullet4_index + 1) % BULLET4_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 e in enemy_hit: #火焰弹击中掉2血 if b == bullet4: if e in mid_enemies or e in big_enemies or e in bomb_enemies: e.hit = True e.energy -= 2 #敌机死亡 if e.energy == 0: e.active = False #记录敌机死亡位置和生成星星 enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top print(enemies_death_down_left,enemies_death_down_top) add_star(star,stars,starenemies_death_down_left,enemies_death_down_top,1) else: e.active = False #普通子弹击中掉1血 else: if e in mid_enemies or e in big_enemies or e in bomb_enemies: e.hit = True e.energy -= 1 #敌机死亡 if e.energy == 0: e.active = False #记录敌机死亡位置和生成星星 enemies_death_down_left,enemies_death_down_top = e.rect.left,e.rect.top print(enemies_death_down_left,enemies_death_down_top) add_star(star,stars,enemies_death_down_left,enemies_death_down_top,1) else: e.active = False #绘制生成的星星 for each in star: if each.active: each.move() if not(delay % 3): screen.blit(each.image,each.rect) screen.blit(each.star_images[s1_star_index],each.rect) s1_star_index = (s1_star_index + 1) % 10 star_touch = pygame.sprite.spritecollide(me,star,False,pygame.sprite.collide_mask) if star_touch: for s in star_touch: s.active = False elif each.rect.top > height: each.active = False #绘制敌方超级炸弹 for each in bomb_enemies: if each.active: each.move() if switch_image: 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.BombEnemy.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) #即将出现在画面中,播放音效 if (height + 50) > each.rect.bottom > -50: bomb_enemy_fly_sound.play(-1) if each.rect.bottom > (height + 50): bomb_enemy_fly_sound.stop() each.reset() else: #毁灭 if not(delay % 3): if e4_destroy_index == 0: bomb_enemy_down_sound.play() screen.blit(each.destroy_images[e4_destroy_index],each.rect) e4_destroy_index = (e4_destroy_index + 1) % 4 if e4_destroy_index == 0: bomb_enemy_fly_sound.stop() score += 12000 each.reset() #绘制大型敌机 for each in big_enemies: if each.active: each.move() if each.hit: #绘制被打到的特效 screen.blit(each.image_hit,each.rect) each.hit = False else: if switch_image: 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) #即将出现在画面中,播放音效 if height > each.rect.bottom > -50: enemy3_fly_sound.play(-1) if each.rect.bottom > height: enemy3_fly_sound.stop() each.active = False each.reset() else: #毁灭 if not(delay % 3): if e3_destroy_index == 0: enemy3_down_sound.play(-1) 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() #绘制中型敌机 for each in mid_enemies: if each.active: each.move() if each.hit: #绘制被打到的特效 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 not(delay % 3): if e2_destroy_index == 0: enemy2_down_sound.play() 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() #绘制小型敌机 for each in small_enemies: if each.active: each.move() screen.blit(each.image,each.rect) else: #毁灭 if not(delay % 3): if e1_destroy_index == 0: enemy1_down_sound.play() 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() #检测我方飞机是否被撞 enemies_down = pygame.sprite.spritecollide(me,enemies,False,pygame.sprite.collide_mask) if enemies_down and not me.invincible: #开启保护罩保护功能 if is_me_protect_bullet: me.active = True else: me.active = False for e in enemies_down: e.active = False #绘制保护罩 if is_me_protect_bullet: if switch_image: screen.blit(me.image1,me.rect) screen.blit(me.image3,me.rect) else: screen.blit(me.image2,me.rect) #绘制我方飞机 elif me.active: if switch_image: screen.blit(me.image1,me.rect) else: screen.blit(me.image2,me.rect) #毁灭 else: if not(delay % 3): if me_destroy_index == 0: me_down_sound.play() 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('x %d' % bomb_num,True,WHITE) text_rect = bomb_text.get_rect() screen.blit(bomb_image,(0,height - bomb_rect.height)) screen.blit(bomb_text,(bomb_rect.width - 10,height - 10 - 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:%s' % str(score),True,WHITE) screen.blit(score_text,(10,5)) star_score_text = star_score_font.render('Stars:%s' % str(star_score),True,WHITE) screen.blit(star_score_text,(10,25)) #绘制暂停按钮 screen.blit(paused_image,paused_rect) #绘制暂停游戏界面 elif paused: screen.blit(continues_image,continues_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() #如果用户点击继续游戏 if continues_rect.left < pos[0] < continues_rect.right and \ continues_rect.top < pos[1] < continues_rect.bottom: paused = not paused pygame.time.set_timer(SUPPLY_TIME,30 * 1000) pygame.mixer.music.unpause() pygame.mixer.unpause() #绘制游戏结束界面 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 #读取历史最高得分 with open(r'E:\learn pygame\record.txt','r') as f: record_score = int(f.readline()) record_star_score = int(f.readline()) #如果玩家得分高于历史最高得分,则存档 if score > record_score or star_score > record_star_score: with open(r'E:\learn pygame\record.txt','w') as f: if score > record_score and star_score <= record_star_score: f.write('{0}{1}{2}'.format(str(score),'\n',str(record_star_score))) elif score <= record_score and star_score > record_star_score : f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score))) elif score > record_score and star_score > record_star_score: f.write('{0}{1}{2}'.format(str(score),'\n',str(star_score))) #绘制结束画面 record_score_text = score_font.render('Best : %d' % record_score,True,WHITE) screen.blit(record_score_text,(20,20)) star_score_text = star_score_font.render('Total : %d' % record_star_score,True,WHITE) screen.blit(star_score_text,(20,60)) gameover_text1 = gameover_font.render('Your Score',True,WHITE) gameover_text1_rect = gameover_text1.get_rect() gameover_text1_rect.left,gameover_text1_rect.top = \ (width - gameover_text1_rect.width) // 2, \ (height - gameover_text1_rect.bottom) // 2 screen.blit(gameover_text1,gameover_text1_rect) gameover_text2 = gameover_font.render(str(score),True,WHITE) 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(0) #切换图片 if not(delay % 5): switch_image = not switch_image delay -= 1 if not delay: delay = 100 pygame.display.flip() clock.tick(60) if __name__ == '__main__': try: main() except SystemError: pass except: traceback.print_exc() pygame.quit() input()
7、成果如下
网上下载了腾全民飞机大战的贴图,把原来的贴图改头换面了一下,其中的P图修改过程历尽艰辛啊,兼职了美工……
纯粹为了自娱自乐与学习pygame模块,这个过程还是比较全面的了解了pygame模块哈哈,但实际上使用的知识还是非常基础的python知识。
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。
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