- 主函数
- 子d函数
- 供给函数
- 主机函数
- 敌机函数
- 素材
本次代码来源于B站视频 【Python教程】《零基础入门学习Python》后面几节的内容,超级详细,如果有需要这段代码练手的同学可以去看一看,我们也可以相互讨论,共同进步!
先看效果:
上代码:
from random import choice
import pygame
import sys
import traceback
from pygame.locals import *
import myplane
import enemy
import bullet
import supply
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()
# 定义血槽颜色
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
WHITE = (255, 255, 255)
# 载入游戏音乐
pygame.mixer.music.load("sound/game_music.ogg")
pygame.mixer.music.set_volume(0.2) # 设置音量大小
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")
upgrade_sound = pygame.mixer.Sound("sound/upgrade.wav")
upgrade_sound.set_volume(0.8)
enemy3_fly_sound = pygame.mixer.Sound("sound/enemy3_flying.wav")
enemy3_fly_sound.set_volume(0.2)
enemy1_down_sound = pygame.mixer.Sound("sound/enemy1_down.wav")
enemy1_down_sound.set_volume(0.1)
enemy2_down_sound = pygame.mixer.Sound("sound/enemy2_down.wav")
enemy2_down_sound.set_volume(0.3)
enemy3_down_sound = pygame.mixer.Sound("sound/enemy3_down.wav")
enemy3_down_sound.set_volume(0.5)
me_down_sound = pygame.mixer.Sound("sound/me_down.wav")
me_down_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 inc_speed(target, inc):
for each in target:
each.speed += inc
def main():
pygame.mixer.music.play(-1)
# 生成我方飞机
me = myplane.MyPlane(bg_size)
# 生成敌方飞机
enemies = pygame.sprite.Group()
# 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)
# 生成普通子d
bullet1 = []
bullet1_index = 0
BULLET1_NUM = 4
for i in range(BULLET1_NUM):
bullet1.append(bullet.Bullet1(me.rect.midtop))
# 生成超级子d
bullet2 = []
bullet2_index = 0
BULLET2_NUM = 8
for i in range(BULLET2_NUM):
bullet2.append(bullet.Bullet2(me.rect.midtop))
# 中d图片索引
e1_destory_index = 0
e2_destory_index = 0
e3_destory_index = 0
me_destory_index = 0
clock = pygame.time.Clock()
# 设置难度级别
level = 1
# 全屏炸d
bomb_image = pygame.image.load("images/bomb.png").convert_alpha()
bomb_rect = bomb_image.get_rect()
bomb_font = pygame.font.Font("font/font.ttf", 48)
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)
SUPLY_TIME = USEREVENT
pygame.time.set_timer(SUPLY_TIME, 30*1000)
# 超级子d定时器
DOUBLE_BULLET_TIME = USEREVENT + 1
# 标志是否使用超级子d
is_double_bullet = False
# 游戏结束画面
gameover_font = pygame.font.Font("font/font.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()
# 生命数量
life_image = pygame.image.load("images/life.png").convert_alpha()
life_rect = life_image.get_rect()
life_num = 3
# 解除我方无敌状态定时器
INVINCIBLE_TIME = USEREVENT + 2
# 统计得分
score = 0
score_font = pygame.font.Font("font/font.ttf", 36)
# 标记是否暂停游戏
paused = False
pause_nor_image = pygame.image.load("images/pause_nor.png").convert_alpha()
pause_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 = pause_nor_image.get_rect()
paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10
paused_image = pause_nor_image
# 用于重复打开记录文件
recorded = False
# 用于切换图片
switch_image = True
# 用于延迟,使我的飞机切换效果更加明显
delay = 100
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
elif event.type == MOUSEMOTION:
if paused_rect.collidepoint(event.pos):
if paused:
paused_image = resume_pressed_image
else:
paused_image = pause_pressed_image
else:
if paused:
paused_image = resume_nor_image
else:
paused_image = pause_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 == SUPLY_TIME:
supply_sound.play()
if choice([True, False]):
bomb_supply.reset()
else:
bullet_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)
# 根据用户的得分增加难度
if level == 1 and score > 50:
level = 2
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 3)
add_mid_enemies(mid_enemies, enemies, 2)
add_big_enemies(big_enemies, enemies, 1)
inc_speed(small_enemies, 1)
elif level == 2 and score > 150:
level = 3
upgrade_sound.play()
add_small_enemies(small_enemies, enemies, 4)
add_mid_enemies(mid_enemies, enemies, 3)
add_big_enemies(big_enemies, enemies, 1)
inc_speed(small_enemies, 2)
inc_speed(mid_enemies, 1)
if level == 3 and score > 250:
level = 4
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 4)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 3)
inc_speed(mid_enemies, 2)
elif level == 4 and score > 400:
level = 5
add_small_enemies(small_enemies, enemies, 5)
add_mid_enemies(mid_enemies, enemies, 4)
add_big_enemies(big_enemies, enemies, 2)
inc_speed(small_enemies, 4)
inc_speed(mid_enemies, 3)
inc_speed(big_enemies, 2)
if life_num and not paused:
# 检测用户的键盘 *** 作,key_processed是一个序列,这个序列中包括整个键盘的布尔类型值,True即被按下
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()
screen.blit(background, (0, 0))
# 绘制全屏炸d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d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
# 绘制普通子d
if not (delay % 10):
bullet_sound.play()
if is_double_bullet:
bullets = bullet2
bullets[bullet2_index].reset(me.rect.midtop)
bullet2_index = (bullet2_index+1) % BULLET2_NUM
else:
bullets = bullet1
bullet1[bullet1_index].reset(me.rect.midtop)
bullet1_index = (bullet1_index + 1) % BULLET1_NUM
# 检测子d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:
if e in mid_enemies or e in big_enemies:
e.energy -= 1
e.hit = True
if e.energy == 0:
e.active = False
else:
e.active = False
# 绘制大型敌机
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_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)
# 当生命大于百分之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 each.rect.bottom == -50:
enemy3_fly_sound.play(-1)
else:
# 毁灭
if not (delay % 3):
if e2_destory_index == 0:
enemy3_down_sound.play()
screen.blit(each.destory_images[e3_destory_index], each.rect)
e3_destory_index = (e3_destory_index + 1) % 6
if e3_destory_index == 0:
enemy3_fly_sound.stop()
score += 5
each.reset()
# 绘制中型机
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)
# 当生命大于百分之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_destory_index == 0:
enemy2_down_sound.play()
screen.blit(each.destory_images[e2_destory_index], each.rect)
e2_destory_index = (e2_destory_index + 1) % 4
if e2_destory_index == 0:
score += 3
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_destory_index == 0:
enemy1_down_sound.play()
screen.blit(each.destory_images[e1_destory_index], each.rect)
e1_destory_index = (e1_destory_index + 1) % 4
if e1_destory_index == 0:
score += 1
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:
me.active = False
for e in enemies_down:
e.active = False
# 绘制我方飞机
if me.active:
if switch_image:
screen.blit(me.image1, me.rect)
else:
screen.blit(me.image2, me.rect)
# 5帧切换一次
if not (delay % 5):
switch_image = not switch_image
else:
# 毁灭
me_down_sound.play()
if not (delay % 3):
screen.blit(me.destory_images[me_destory_index], me.rect)
me_destory_index = (me_destory_index + 1) % 4
if me_destory_index == 0:
life_num -= 1
me.reset()
pygame.time.set_timer(INVINCIBLE_TIME, 3*1000)
# 绘制全屏炸d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 + text_rect.width, height - 5 - 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))
# 绘制游戏结束画面
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(SUPLY_TIME, 0)
if not recorded:
recorded = True
# 打开记录文件
with open("record.txt", 'r') as f:
record_score = int(f.read())
# 判断历史最高分
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, WHITE)
screen.blit(record_score_text, (50, 50))
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 // 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 *** 作
# 如果用户按下鼠标左键
if pygame.mouse.get_pressed()[0]:
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()
# 绘制得分
score_text = score_font.render("Score : %s" % str(score), True, WHITE)
screen.blit(score_text, (10, 5))
# 绘制暂停按钮
screen.blit(paused_image, paused_rect)
delay -= 1
if not delay:
delay = 100
pygame.display.flip() # 更新整个待显示的Surface对象到屏幕上
clock.tick(60) # 这个循环应当每秒运行60次
if __name__ == "__main__":
try:
main()
except SystemExit:
pass
except:
traceback.print_exc() # 显示错误行
pygame.quit()
input() # 停留作用
子d函数
import pygame
class Bullet1(pygame.sprite.Sprite):
def __init__(self, position):
pygame.sprite.Sprite.__init__(self)
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 = 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("images/bullet2.png").convert_alpha()
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.speed = 30
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
供给函数
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("images/bullet_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size
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("images/bomb_supply.png").convert_alpha()
self.rect = self.image.get_rect()
self.width, self.height = bg_size
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
主机函数
import pygame
class MyPlane(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images\me1.png").convert_alpha()
self.image2 = pygame.image.load("images\me2.png").convert_alpha()
self.destory_images = []
self.destory_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() # 获取图片的矩形
self.width, self.height = bg_size[0], bg_size[1]
# 我方飞机的位置
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.mask = pygame.mask.from_surface(self.image1)
self.invincible = False
# 飞机向上走
def MoveUp(self):
# 飞机在区域内,减小top表示向上移动,top的值是飞机与上边框的距离
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.rect.top = 0
# 飞机向下走
def MoveDown(self):
if self.rect.bottom < self.height-60:
self.rect.top += self.speed
else:
self.rect.bottom = self.height-60
# 飞机向左走
def MoveLeft(self):
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.rect.left = 0
#飞机向右走
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 - 60
self.active = True
self.invincible = True
敌机函数
import pygame
from random import *
class SmallEnemy(pygame.sprite.Sprite):
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy1.png").convert_alpha()
self.destory_images = []
self.destory_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.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)
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.left, self.rect.top = randint(0, self.width - self.rect.width), randint(-5 * self.height, 0)
class MidEnemy(pygame.sprite.Sprite):
energy = 8
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("images/enemy2.png").convert_alpha()
self.destory_images = []
self.destory_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.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(-10*self.height, -self.height)
self.mask = pygame.mask.from_surface(self.image)
self.energy = MidEnemy.energy
self.image_hit = pygame.image.load("images/enemy2_hit.png").convert_alpha()
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 = 20
def __init__(self, bg_size):
pygame.sprite.Sprite.__init__(self)
self.image1 = pygame.image.load("images/enemy3_n1.png").convert_alpha()
self.image2 = pygame.image.load("images/enemy3_n2.png").convert_alpha()
self.destory_images = []
self.destory_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.rect = self.image1.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(-15*self.height, -5*self.height)
self.mask = pygame.mask.from_surface(self.image1)
self.energy = BigEnemy.energy
self.image_hit = pygame.image.load("images/enemy3_hit.png").convert_alpha()
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)
素材
链接:https://pan.baidu.com/s/1Y5EA7eW8uBv-KFeF-P7a_Q?pwd=1111
提取码:1111
这个项目超级适合刚学完python基础急需巩固的人群,难度并不大,如果有兴趣还可以加入自己的创新,加油吧!
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