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Python开发飞机大战小游戏;代码开源

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效果展示:

实现功能:

1:飞机的移动,发射子弹,手雷,生命值,生命条

2:敌飞机有3种形态(小,中,大)不同的飞机大小不一样,生命值不一样,爆炸动画也不一样

3:背景音乐,子弹击中敌机会发生碰撞的爆炸动画和音效

4:随机产生补给(双射子弹和全屏炸弹)

5:难度逐渐增加(同一屏幕出现的飞机更多)

代码如下:(一个类文件(800行代码))

import pygame

import sys

import traceback

from pygame.locals import *

from random import *

pygame.init()

pygame.mixer.init()

bg_size = width, height = 480, 700

screen = pygame.display.set_mode(bg_size)

pygame.display.set_caption('飞机大战')

background = pygame.image.load('images/background.png').convert()

# 定义颜色

BLACK = (0, 0, 0)

GREEN = (0, 255, 0)

RED = (255, 0, 0)

WHITE = (255, 255, 255)

# 载入音乐

pygame.mixer.music.load('sound/bjmusic.wav')

pygame.mixer.music.set_volume(0.1)

bullet_sound = pygame.mixer.Sound('sound/bullet.wav')

bullet_sound.set_volume(0.2)

bomb_sound = pygame.mixer.Sound('sound/use_bomb.wav')

bomb_sound.set_volume(0.2)

supply_sound = pygame.mixer.Sound('sound/supply.wav')

supply_sound.set_volume(0.2)

get_bomb_sound = pygame.mixer.Sound('sound/get_bomb.wav')

get_bomb_sound.set_volume(0.2)

get_bullet_sound = pygame.mixer.Sound('sound/get_bullet.wav')

get_bullet_sound.set_volume(0.2)

upgrade_sound = pygame.mixer.Sound('sound/upgrade.wav')

upgrade_sound.set_volume(0.2)

enemy3_fly_sound = pygame.mixer.Sound('sound/enemy3_flying.wav')

enemy3_fly_sound.set_volume(0.6)

enemy1_down_sound = pygame.mixer.Sound('sound/enemy1_down.wav')

enemy1_down_sound.set_volume(0.2)

enemy2_down_sound = pygame.mixer.Sound('sound/enemy2_down.wav')

enemy2_down_sound.set_volume(0.2)

enemy3_down_sound = pygame.mixer.Sound('sound/enemy3_down.wav')

enemy3_down_sound.set_volume(0.2)

me_down_sound = pygame.mixer.Sound('sound/me_down.wav')

me_down_sound.set_volume(0.2)

# 设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类:设置我的飞机类

class MyPlane(pygame.sprite.Sprite):

def __init__(self, bg_size):

super(MyPlane, self).__init__()

self.image1 = pygame.image.load('images/me1.png').convert_alpha()

self.image2 = pygame.image.load('images/me2.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([

pygame.image.load('images/me_destroy_1.png').convert_alpha(),

pygame.image.load('images/me_destroy_2.png').convert_alpha(),

pygame.image.load('images/me_destroy_3.png').convert_alpha(),

pygame.image.load('images/me_destroy_4.png').convert_alpha()

self.rect = self.image1.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.active = True

self.invincible = False

self.mask = pygame.mask.from_surface(self.image2)

self.rect.left, self.rect.top = (self.width - self.rect.width) // 2, self.height - self.rect.height - 60

self.speed = 10

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 - 60:

self.rect.bottom += self.speed

else:

self.rect.bottom = self.height - 60

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.right += 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 - 60

self.active = True

self.invincible = True

# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机:# 设置敌人的飞机

class SmallEnemy(pygame.sprite.Sprite):

energy = 1

def __init__(self, bg_size):

super(SmallEnemy, self).__init__()

self.image = pygame.image.load('images/enemy1.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([

pygame.image.load('images/enemy1_down1.png').convert_alpha(),

pygame.image.load('images/enemy1_down2.png').convert_alpha(),

pygame.image.load('images/enemy1_down3.png').convert_alpha(),

pygame.image.load('images/enemy1_down4.png').convert_alpha()

self.rect = self.image.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.active = True

self.mask = pygame.mask.from_surface(self.image)

self.speed = 2

self.reset()

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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)

self.active = True

self.energy = SmallEnemy.energy

class MidEnemy(pygame.sprite.Sprite):

energy = 8

def __init__(self, bg_size):

super(MidEnemy, self).__init__()

self.image = pygame.image.load('images/enemy2.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([

pygame.image.load('images/enemy2_down1.png').convert_alpha(),

pygame.image.load('images/enemy2_down2.png').convert_alpha(),

pygame.image.load('images/enemy2_down3.png').convert_alpha(),

pygame.image.load('images/enemy2_down4.png').convert_alpha()

self.image_hit = pygame.image.load('images/enemy2_hit.png').convert_alpha()

self.rect = self.image.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.active = True

self.speed = 1

self.mask = pygame.mask.from_surface(self.image)

self.reset()

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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-10 * self.height, -self.height)

self.active = True

self.energy = MidEnemy.energy

class BigEnemy(pygame.sprite.Sprite):

energy = 20

def __init__(self, bg_size):

super(BigEnemy, self).__init__()

self.image1 = pygame.image.load('images/enemy3_n1.png').convert_alpha()

self.image2 = pygame.image.load('images/enemy3_n2.png').convert_alpha()

self.destroy_images = []

self.destroy_images.extend([

pygame.image.load('images/enemy3_down1.png').convert_alpha(),

pygame.image.load('images/enemy3_down2.png').convert_alpha(),

pygame.image.load('images/enemy3_down3.png').convert_alpha(),

pygame.image.load('images/enemy3_down4.png').convert_alpha(),

pygame.image.load('images/enemy3_down5.png').convert_alpha(),

pygame.image.load('images/enemy3_down6.png').convert_alpha()

self.image_hit = pygame.image.load('images/enemy3_hit.png').convert_alpha()

self.rect = self.image1.get_rect()

self.width, self.height = bg_size[0], bg_size[1]

self.active = True

self.speed = 1

self.mask = pygame.mask.from_surface(self.image1)

self.appear = False

self.reset()

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.rect.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-20 * self.height, -10 * self.height)

self.active = True

self.energy = BigEnemy.energy

# 设置补给:# 设置补给:# 设置补给:# 设置补给:# 设置补给

class Bullet_Supply(pygame.sprite.Sprite):

def __init__(self, bg_size):

super(Bullet_Supply, self).__init__()

self.image = pygame.image.load('images/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):

super(Bomb_Supply, self).__init__()

self.image = pygame.image.load('images/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

# 设置我方发射子弹类

class Bullet1(pygame.sprite.Sprite):

def __init__(self, position):

super(Bullet1, self).__init__()

self.image = pygame.image.load("images/bullet1.png").convert_alpha()

self.rect = self.image.get_rect()

self.rect.left, self.rect.top = position

self.speed = 12

self.active = True

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):

super(Bullet2, self).__init__()

self.image = pygame.image.load("images/bullet2.png").convert_alpha()

self.rect = self.image.get_rect()

self.rect.left, self.rect.top = position

self.speed = 14

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

# 主程序的实现 :# 主程序的实现 :# 主程序的实现 :# 主程序的实现 :# 主程序的实现

def add_small_enemies(group1, group2, num):

for i in range(num):

e1 = SmallEnemy(bg_size)

group1.add(e1)

group2.add(e1)

def add_mid_enemies(group1, group2, num):

for i in range(num):

e2 = MidEnemy(bg_size)

group1.add(e2)

group2.add(e2)

def add_big_enemies(group1, group2, num):

for i in range(num):

e3 = BigEnemy(bg_size)

group1.add(e3)

group2.add(e3)

def inc_speed(target, inc):

for each in target:

each.speed += inc

def main():

# 播放音乐

pygame.mixer.music.play(-1)

# 实例化我方飞机

me =MyPlane(bg_size=bg_size)

# 实例化敌方飞机

enemies = pygame.sprite.Group()

# 实例化敌方小型飞机

small_enemies = pygame.sprite.Group()

add_small_enemies(small_enemies, enemies, 15)

# 实例化敌方中型飞机

mid_enemies = pygame.sprite.Group()

add_mid_enemies(mid_enemies, enemies, 4)

# 实例化敌方大型飞机

big_enemies = pygame.sprite.Group()

add_big_enemies(big_enemies, enemies, 2)

# 实例化普通子弹

bullet1 = []

bullet1_index = 0

BULLET1_NUM = 4

for i in range(BULLET1_NUM):

bullet1.append(Bullet1((me.rect.centerx-10 , me.rect.centery)))

# 实例超级子弹

bullet2 = []

bullet2_index = 0

BULLET2_NUM = 8

for i in range(BULLET2_NUM // 2):

bullet2.append(Bullet2((me.rect.centerx - 33, me.rect.centery)))

bullet2.append(Bullet2((me.rect.centerx + 30, me.rect.centery)))

# 中弹图片索引

e1_destroy_index = 0

e2_destroy_index = 0

e3_destroy_index = 0

me_destroy_index = 0

# 统计得分

score = 0

score_font = pygame.font.Font("font/font1.ttf", 36)

# 标志是否暂停游戏

paused = False

paused_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()

paused_pressed_image = pygame.image.load( "images/pause_pressed.png").convert_alpha()

resume_nor_image = pygame.image.load('images/resume_nor.png').convert_alpha()

resume_pressed_image = pygame.image.load('images/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

# 设置难度

level = 1

# 全屏炸弹

bomb_image = pygame.image.load('images/bomb.png').convert_alpha()

bomb_rect = bomb_image.get_rect()

bomb_font = pygame.font.Font("font/font1.ttf", 48)

bomb_num = 3

# 每20秒发放一个补给包

bullet_supply = Bullet_Supply(bg_size)

bomb_supply = Bomb_Supply(bg_size)

SUPPLY_TIME = USEREVENT

pygame.time.set_timer(SUPPLY_TIME, 20 * 1000)

DOUBLE_BULLTET_TIME = USEREVENT + 1

INVINCIBLE_TIME = USEREVENT + 2

# 标志是否使用超级子弹

is_double_bullet = False

# 生命数量

life_image = pygame.image.load('images/life.png').convert_alpha()

life_rect = life_image.get_rect()

life_num = 3

# 用于切换我方飞机图片

switch_plane = True

# 游戏结束画面

gameover_font = pygame.font.Font("font/font1.TTF", 48)

again_image = pygame.image.load("images/again.png").convert_alpha()

again_rect = again_image.get_rect()

gameover_image = pygame.image.load("images/gameover.png").convert_alpha()

gameover_rect = gameover_image.get_rect()

# 用于延迟切换

delay = 100

recorded = False

clock = pygame.time.Clock()

running = True

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, 20 * 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([True, False]):

bomb_supply.reset()

else:

bullet_supply.reset()

elif event.type == DOUBLE_BULLTET_TIME:

is_double_bullet = False

pygame.time.set_timer(DOUBLE_BULLTET_TIME, 0)

elif event.type == INVINCIBLE_TIME:

me.invincible = False

pygame.time.set_timer(INVINCIBLE_TIME, 0)

# 根据用户得分增加难度

if level == 1 and score > 5000:

level = 2

upgrade_sound.play()

# 增加3架小型敌机, 2架中型敌机和1架大型敌机

add_small_enemies(small_enemies, enemies, 3)

add_mid_enemies(mid_enemies, enemies, 2)

add_big_enemies(big_enemies, enemies, 1)

# 提升小型敌机的速度

inc_speed(target=small_enemies, inc=1)

elif level == 2 and score > 30000:

level = 3

upgrade_sound.play()

# 增加5架小型敌机, 3架中型敌机和2架大型敌机

add_small_enemies(small_enemies, enemies, 5)

add_mid_enemies(mid_enemies, enemies, 3)

add_big_enemies(big_enemies, enemies, 2)

# 提升小型敌机的速度

inc_speed(target=small_enemies, inc=1)

inc_speed(target=mid_enemies, inc=1)

elif level == 3 and score > 60000:

level = 4

upgrade_sound.play()

# 增加5架小型敌机, 3架中型敌机和2架大型敌机

add_small_enemies(small_enemies, enemies, 5)

add_mid_enemies(mid_enemies, enemies, 3)

add_big_enemies(big_enemies, enemies, 2)

# 提升小型敌机的速度

inc_speed(target=small_enemies, inc=1)

inc_speed(target=mid_enemies, inc=1)

elif level == 4 and score > 100000:

level = 5

upgrade_sound.play()

# 增加5架小型敌机, 3架中型敌机和2架大型敌机

add_small_enemies(small_enemies, enemies, 5)

add_mid_enemies(mid_enemies, enemies, 3)

add_big_enemies(big_enemies, enemies, 2)

# 提升小型敌机的速度

inc_speed(target=small_enemies, inc=1)

inc_speed(target=mid_enemies, inc=1)

inc_speed(target=big_enemies, inc=1)

screen.blit(background, (0, 0))

if life_num and not paused:

# 检测键盘按键操作

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()

# 绘制全屏炸弹补给

if bomb_supply.active:

bomb_supply.move()

screen.blit(bomb_supply.image, bomb_supply.rect)

if pygame.sprite.collide_mask(me, bomb_supply):

get_bomb_sound.play()

if bomb_num < 3:

bomb_num += 1

bomb_supply.active = False

# 绘制超级子弹补给

if bullet_supply.active:

bullet_supply.move()

screen.blit(bullet_supply.image, bullet_supply.rect)

if pygame.sprite.collide_mask(me, bullet_supply):

get_bullet_sound.play()

# 发射超级子弹

is_double_bullet = True

pygame.time.set_timer(DOUBLE_BULLTET_TIME, 18 * 1000)

bullet_supply.active = False

# 发射子弹

if not(delay % 10):

bullet_sound.play()

if is_double_bullet:

bullets = bullet2

bullets[bullet2_index].reset(

(me.rect.centerx - 40, me.rect.centery))

bullets[bullet2_index +

1].reset((me.rect.centerx + 20, me.rect.centery))

bullet2_index = (bullet2_index + 2) % BULLET2_NUM

else:

bullets = bullet1

bullets[bullet1_index].reset((me.rect.centerx-10, me.rect.centery-10))

bullet1_index = (bullet1_index + 1) % BULLET1_NUM

# 碰撞检测 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 each in enemy_hit:

each.hit = True

each.energy -= 1

if each.energy == 0:

each.active = False

# 绘制敌方大型机

for each in big_enemies:

if each.active:

each.move()

if each.hit:

screen.blit(each.image_hit, each.rect)

each.hit = False

else:

if switch_plane:

screen.blit(each.image1, each.rect)

else:

screen.blit(each.image2, each.rect)

# 绘制血条

pygame.draw.line(screen, BLACK,

(each.rect.left, each.rect.top - 5),

(each.rect.right, each.rect.top - 5),

2)

energy_remain = each.energy / 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)

if each.rect.bottom == -10:

enemy3_fly_sound.play(-1)

each.appear = True

# 离开画面, 关闭音效

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

if each.rect.bottom < -10 and each.appear:

enemy3_fly_sound.stop()

each.appear = False

else:

# 毁灭

if e3_destroy_index == 0:

enemy3_down_sound.play()

if not(delay % 2):

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 += 1000

each.reset()

# 绘制敌方中型机

for each in mid_enemies:

if each.active:

each.move()

if each.hit:

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 / 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 e2_destroy_index == 0:

enemy2_down_sound.play()

if not(delay % 2):

screen.blit(each.destroy_images[

e2_destroy_index], each.rect)

e2_destroy_index = (e2_destroy_index + 1) % 4

if e2_destroy_index == 0:

score += 600

each.reset()

# 绘制敌方小型机

for each in small_enemies:

if each.active:

each.move()

screen.blit(each.image, each.rect)

else:

# 毁灭

if e1_destroy_index == 0:

enemy1_down_sound.play()

if not(delay % 2):

screen.blit(each.destroy_images[

e1_destroy_index], each.rect)

e1_destroy_index = (e1_destroy_index + 1) % 4

if e1_destroy_index == 0:

score += 100

each.reset()

# 检测我方飞机碰撞

enemies_down = pygame.sprite.spritecollide(

me, enemies, False, pygame.sprite.collide_mask)

if enemies_down and not me.invincible:

me.active = False

for each in enemies_down:

each.active = False

# 绘制我方飞机

if me.active:

if switch_plane:

screen.blit(me.image1, me.rect)

else:

screen.blit(me.image2, me.rect)

else:

# 毁灭

if me_destroy_index == 0:

me_down_sound.play()

if not(delay % 2):

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("× %d" % bomb_num, True, WHITE)

text_rect = bomb_text.get_rect()

screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))

screen.blit(bomb_text, (20 + bomb_rect.width,height - 5 - text_rect.height))

# 绘制剩余生命数量

score_text = score_font.render('Score : %d' % score, True, WHITE)

screen.blit(score_text, (10, 5))

# 绘制游戏结束画面

elif life_num == 0:

# 背景音乐停止

pygame.mixer.music.stop()

pygame.mixer.stop()

# 停止发放补给

pygame.time.set_timer(SUPPLY_TIME, 0)

if not recorded:

recorded =True

# 读取历史最高分

with open('record.txt', 'r') as f:

record_score = int(f.read())

# 判断是否高于历史最高分

if score > record_score:

with open('record.txt', 'w') as f:

f.write(str(score))

# 绘制结束界面

record_score_text = score_font.render("Best : %d" % record_score, True, (255, 255, 255))

screen.blit(record_score_text, (10, 45))

gameover_text1 = gameover_font.render("Your Score", True, (255, 255, 255))

gameover_text1_rect = gameover_text1.get_rect()

gameover_text1_rect.left, gameover_text1_rect.top = (width - gameover_text1_rect.width) // 2, height // 3

screen.blit(gameover_text1, gameover_text1_rect)

gameover_text2 = gameover_font.render(str(score), True, (255, 255, 255))

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)

# 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()

if again_rect.left < pos[0] < again_rect.right and again_rect.top < pos[1] < again_rect.bottom:

main()

elif gameover_rect.left < pos[0] < gameover_rect.right and gameover_rect.top < pos[1] < gameover_rect.bottom:

pygame.quit()

sys.exit()

screen.blit(paused_image, paused_rect)

if not(delay % 11):

switch_plane = not switch_plane

delay -= 1

if not delay:

delay = 100

pygame.display.flip()

clock.tick(60)

if __name__ == '__main__':

main()

特别声明:以上内容(如有图片或视频亦包括在内)为自媒体平台“网易号”用户上传并发布,本平台仅提供信息存储服务。

Notice: The content above (including the pictures and videos if any) is uploaded and posted by a user of NetEase Hao, which is a social media platform and only provides information storage services.

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