Python3飞机大战全代码(亲测OJBK)

以下是亲测Python飞机大战全部代码,在保证有pygame环境支持并且有Python3解释器的话完全没问题!
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运行效果如下图:
在这里插入图片描述

#!/usr/bin/env python3
# -*- coding: utf-8 -*-
# 导入需要使用的模块
import pygame
from pygame.locals import *
from sys import exit 
import random

# 设置屏幕大小的变量
SCREEN_WIDTH = 480
SCREEN_HEIGHT = 800
import codecs
# 子弹类
class Bullet(pygame.sprite.Sprite):
    def __init__(self,bullet_img,init_pos):
        # 实现父类的初始化方法
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.rect = self.image.get_rect()
        self.rect.midbottom = init_pos
        self.speed = 10
    def move(self):
        self.rect.top -= self.speed      

# 玩家飞机类
class Player(pygame.sprite.Sprite):
    def __init__(self,plane_img,player_rect,init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image=[]
        for i in range(len(player_rect)):
            self.image.append(plane_img.subsurface(player_rect[i]).convert_alpha())   
        self.rect = player_rect[0]
        self.rect.topleft = init_pos
        self.speed = 8
        self.bullets = pygame.sprite.Group()   #玩家飞机发射子弹的集合
        self.img_index = 0
        self.is_hit = False 

    # 发射子弹
    def shoot(self,bullet_img):
        bullet = Bullet(bullet_img,self.rect.midtop)
        self.bullets.add(bullet)              # 将子弹放入玩家飞机的子弹集合
    
    # 向上移动
    def moveUp(self):
        if self.rect.top <= 0:
            self.rect.top = 0
        else:
            self.rect.top -= self.speed 
    # 向下移动
    def moveDown(self):
        if self.rect.top >= SCREEN_HEIGHT - self.rect.height:
            self.rect.top = SCREEN_HEIGHT - self.rect.height
        else:
            self.rect.top += self.speed
    # 向左移动
    def moveLeft(self):
        if self.rect.left <= 0:
            self.rect.left = 0
        else:
            self.rect.left -= self.speed
    # 向右移动
    def moveRight(self):
        if self.rect.left >= SCREEN_WIDTH - self.rect.width:
            self.rect.left = SCREEN_WIDTH - self.rect.width
        else:
            self.rect.left += self.speed

# 敌机类
class Enemy(pygame.sprite.Sprite):
    # 飞机的图片 敌机坠毁的图片 敌机的位置
    def __init__(self,enemy_img,enemy_down_imgs,init_pos):
        pygame.sprite.Sprite.__init__(self)
        self.image = enemy_img
        self.rect = self.image.get_rect()
        self.rect.topleft = init_pos
        self.down_imgs = enemy_down_imgs
        self.speed = 2 
        self.down_index = 0
    # 移动
    def move(self):
        self.rect.top += self.speed 

# 对文件的操作
# 写入文本
# 要写入的内容,写入方式,写入文件所在的位置
def write_txt(contert, strim, path):
    f = codecs.open(path,strim, 'utf8')
    f.write(str(contert))
    f.close()

# 读取文本
def read_txt(path):
    with open(path,'r',encoding='utf8') as f:
        lines = f.readlines()
    return lines 




# 初始化pygame
pygame.init()
# 设置游戏界面的大小,背景图片,标题
# 界面startGame(
screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
# 标题
pygame.display.set_caption('飞机大战')
# 图标
ic_launcher = pygame.image.load('resources/image/ic_launcher.png').convert_alpha()
pygame.display.set_icon(ic_launcher)
# 背景图
background = pygame.image.load('resources/image/background.png').convert()
# 游戏结束
game_over = pygame.image.load('resources/image/gameover.png')
# 飞机及子弹的图片
plane_img = pygame.image.load('resources/image/shoot.png')

def startGame():
    # 1.设置玩家飞机不同状态的图片列表,多张图片展示为动画效果
    player_rect = []
    # 玩家飞机的图片
    player_rect.append(pygame.Rect(0,99,102,126))
    player_rect.append(pygame.Rect(165,360,102,126))
    # 玩家飞机爆炸的图片
    player_rect.append(pygame.Rect(165,234,102,126))
    player_rect.append(pygame.Rect(330,634,102,126))
    player_rect.append(pygame.Rect(330,498,102,126))
    player_rect.append(pygame.Rect(432,624,102,126))
    player_pos = [200,600]
    # 生成玩家飞机类
    player = Player(plane_img,player_rect,player_pos)
    # 加入子弹的图片
    bullet_rect = pygame.Rect(69,77,10,21)
    bullet_img = plane_img.subsurface(bullet_rect)

    # 加入敌机图片
    enemy1_rect = pygame.Rect(534,612,57,43)    #没有爆炸前的图片
    enemy1_img = plane_img.subsurface(enemy1_rect)
    enemy1_down_imgs = []   #飞机销毁后的图片
    enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,347,57,43)))
    enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(873,679,57,43)))
    enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(267,296,57,43)))
    enemy1_down_imgs.append(plane_img.subsurface(pygame.Rect(930,697,57,43)))
    # 存储敌机的集合
    enmies1 = pygame.sprite.Group()
    # 存储被击毁的敌机的集合
    enemies_down = pygame.sprite.Group()


    # 初始子弹射击频率
    shoot_frequency = 0
    # 初始化敌机生成频率
    enemy_frequency = 0
    # 玩家飞机被击中后的效果处理
    player_down_index = 16

    # 设置游戏的帧数
    clock = pygame.time.Clock()
    # 初始化成绩
    score = 0
    # 判断循环结束的参数
    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit()
        screen.fill(0)                                            
        screen.blit(background,(0,0))
        clock.tick(60)

        # 生成子弹 判断玩家有没有被击中
        if not player.is_hit:
            if shoot_frequency % 15 == 0:
                player.shoot(bullet_img)
            shoot_frequency += 1
            if shoot_frequency >= 15:
                shoot_frequency = 0
        for bullet in player.bullets:
            bullet.move()
            if bullet.rect.bottom<0:
                player.bullets.remove(bullet)
        
        # 显示子弹
        player.bullets.draw(screen)

        # 生成敌机,..需要控制频率
        if enemy_frequency % 50 == 0:
            #生成随机的位置
            enemy1_pos = [random.randint(0,SCREEN_WIDTH-enemy1_rect.width),0]
            # 初始化敌机
            enemy1 = Enemy(enemy1_img,enemy1_down_imgs,enemy1_pos)
            # 存储到集合中
            enmies1.add(enemy1) 
        enemy_frequency += 1
        # 敌机生成到 100 则重新循环
        if enemy_frequency >= 100:
            enemy_frequency = 0
        # 敌机的移动
        for enemy in enmies1:
            enemy.move()
            # 敌机与玩家碰撞效果处理
            if pygame.sprite.collide_circle(enemy,player):  # pygame判定是否相撞的方法
                enemies_down.add(enemy)     # 将敌机加入到坠毁的集合中
                enmies1.remove(enemy)      # 从敌机集合中移除 
                player.is_hit = True 
                break 
            # 移动出屏幕的敌机
            if enemy.rect.top < 0:
                enmies1.remove(enemy)
        # 与子弹碰撞
        enemies1_down = pygame.sprite.groupcollide(enmies1,player.bullets,1,1)
        for enemy_down in enemies1_down:
            enemies_down.add(enemy_down)
        

        # 绘制玩家飞机
        if not player.is_hit:
            screen.blit(player.image[player.img_index],player.rect)
            # 实现飞机动效
            player.img_index = shoot_frequency // 8
        else:
            # 玩家飞机被击毁后的动画效果
            player.img_index = player_down_index // 8 
            screen.blit(player.image[player.img_index],player.rect)
            player_down_index += 1
            if player_down_index > 47:
                running = False
        # 敌机被击中的效果
        for enemy_down in enemies_down:
            if enemy_down.down_index == 0:
                pass
            if enemy_down.down_index > 7:
                enemies_down.remove(enemy_down)
                score += 100
                continue
            # 绘制碰撞动画
            screen.blit(enemy_down.down_imgs[enemy_down.down_index // 2],enemy_down.rect)
            enemy_down.down_index += 1
        
        # 显示敌机
        enmies1.draw(screen)
        # 绘制当前得分
        score_font = pygame.font.Font(None,36)
        score_text = score_font.render(str(score),True,(128,128,128))
        text_rect = score_text.get_rect()
        text_rect.topleft = [10,10]
        screen.blit(score_text,text_rect)
        # 获取键盘的输入
        key_pressed = pygame.key.get_pressed()
        if key_pressed[K_UP] or key_pressed[K_w]:
            player.moveUp()
        if key_pressed[K_DOWN] or key_pressed[K_s]:
            player.moveDown()
        if key_pressed[K_LEFT] or key_pressed[K_a]:
            player.moveLeft()
        if key_pressed[K_RIGHT] or key_pressed[K_d]:
            player.moveRight()

        pygame.display.update()
    # 绘制游戏结束画面
    screen.blit(game_over,(0,0))
    # 绘制Game Over显示最终分数
    font = pygame.font.Font(None,48)
    text = font.render("Score:"+str(score),True,(255,0,0))
    text_rect = text.get_rect()
    text_rect.centerx = screen.get_rect().centerx    # x轴位置
    text_rect.centery = screen.get_rect().centery + 24 # y轴位置
    screen.blit(text,text_rect)
    # 使用字体
    xtfont = pygame.font.SysFont("jamrul",30)
    # 绘制重新开始按钮
    textstart = xtfont.render('Start',True,(255,0,0))
    text_rect = textstart.get_rect()
    text_rect.centerx = screen.get_rect().centerx    # x轴位置
    text_rect.centery = screen.get_rect().centery + 120 # y轴位置
    screen.blit(textstart,text_rect)
    # 排行榜按钮
    textstart = xtfont.render('Ranking',True,(255,0,0))
    text_rect = textstart.get_rect()
    text_rect.centerx = screen.get_rect().centerx    # x轴位置
    text_rect.centery = screen.get_rect().centery + 180 # y轴位置
    screen.blit(textstart,text_rect)

    # 判断得分更新排行榜
    # 临时变量
    j = 0
    # 读取文件
    arrayscore = read_txt(r'score.txt')[0].split('mr')
    # 循环分数列表在列表里排序
    for i in range(0,len(arrayscore)):
        if score > int(arrayscore[i]):
            # 大于排行榜上的内容 把分数和当前分数进行替换
            j = arraysco.re[i]
            arrayscore[i] = str(score)
            score = 0
        # 替换下来的分数移动一位
        if int(j) > int(arrayscore[i]):
            k = arrayscore[i]
            arrayscore[i] = str(j)
            j = k
    # 循环分数列表 写入文档
    for i in range(0,len(arrayscore)):
        # 判断列表的第一个分数
        if i == 0:
            write_txt(arrayscore[i]+'mr','w',r'score.txt')
        else:
            # 判断是否是最后一个
            if (i==9):
                # 最近添加内容最后一个分数不加 mr
                write_txt(arrayscore[i],'a',r'score.txt')
            else:
                # 不是最后一个分数,添加的时候加 mr
                write_txt(arrayscore[i]+'mr','a',r'score.txt')










# 定义排行榜函数
def gameRanking():
    # 绘制背景图片
    screen2 = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT))
    screen2.fill(0)
    screen2.blit(background,(0,0))
    # 使用系统字体
    xtfont = pygame.font.SysFont('jamrul',30)
    # 1.绘制标题
    textstart = xtfont.render('Ranking',True,(255,0,0))
    text_rect = textstart.get_rect()
    text_rect.centerx = screen.get_rect().centerx    # x轴位置
    text_rect.centery = 50 # y轴位置
    screen.blit(textstart,text_rect)
    # 2.绘制重新开始按钮
    textstart = xtfont.render('Start',True,(255,0,0))
    text_rect = textstart.get_rect()
    text_rect.centerx = screen.get_rect().centerx    # x轴位置
    text_rect.centery = screen.get_rect().centery + 120 # y轴位置
    screen.blit(textstart,text_rect)
    # 3.展示排行榜的数据
    arrayscore = read_txt(r'score.txt')[0].split('mr')
    for i in range(0,len(arrayscore)):
        font = pygame.font.Font(None,48)
        # 编写排名
        k = i+1
        text = font.render(str(k) + " "+arrayscore[i],True,(255,0,0))
        text_rect = text.get_rect()
        text_rect.centerx = screen2.get_rect().centerx
        text_rect.centery = 80 + 30*k
        # 绘制分数
        screen2.blit(text,text_rect)





startGame()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            exit()
        # 监控鼠标的点击
        elif event.type == pygame.MOUSEBUTTONDOWN:
            # 判定重新开始范围
            if screen.get_rect().centerx - 70 <= event.pos[0]\
                    and event.pos[0] <= screen.get_rect().centerx + 50\
                    and screen.get_rect().centery + 100 <= event.pos[1]\
                    and screen.get_rect().centery + 140 >= event.pos[1]:
                startGame()
            # 判定排行榜范围
            if screen.get_rect().centerx - 70 <= event.pos[0]\
                    and event.pos[0] <= screen.get_rect().centerx + 50\
                    and screen.get_rect().centery + 160 <= event.pos[1]\
                    and screen.get_rect().centery + 200 >= event.pos[1]:
                gameRanking()
    pygame.display.update()

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