python飛機(jī)大戰(zhàn)14-游戲結(jié)束
1 游戲結(jié)束
?? 現(xiàn)在琉挖,當(dāng)玩家用完生命時荷逞,程序就會突然結(jié)束。這不是很友好粹排。 所以將制作一個“Game Over”屏幕种远,并允許玩家再次玩。
?? “Game Over”屏幕在2種情況下顯示:
- 游戲程序剛剛啟動后
- 玩家3條命都用完
游戲結(jié)束的原因是游戲循環(huán)由running變量控制顽耳,設(shè)置running為False玩家死亡時∽狗螅現(xiàn)在想要跟蹤游戲狀態(tài)(顯示游戲結(jié)束或玩游戲)妙同,將創(chuàng)建一個名為game_over的標(biāo)志,并將其添加到游戲循環(huán)的頂部:
# Game Loop
game_over = True
running = True
while running:
if game_over:
show_go_screen()
稍后會定義show_go_screen()膝迎。 目前還需要考慮別的事情粥帚。 當(dāng)游戲結(jié)束,通過屏幕進(jìn)入游戲時限次,如果玩家再次選擇游戲芒涡,需要重置所有內(nèi)容 - 得分,流星卖漫,玩家的生命等等》丫。現(xiàn)在在游戲開始前設(shè)置這些東西,但現(xiàn)在要將它們移動到show_go_screen()之后羊始,show_go_screen()函數(shù)運行結(jié)束后旱幼,它們會發(fā)生:
while running:
if game_over:
show_go_screen()
game_over = False
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
newmob()
score = 0
還設(shè)置game_over為False,因為正在開始一個新的游戲突委。然后柏卤,可以改變玩家用完生命時發(fā)生的事情--- game_over = True :
# if the player died and the explosion has finished playing
if player.lives == 0 and not death_explosion.alive():
game_over = True
游戲結(jié)束屏幕 現(xiàn)在只需要定義什么show_go_screen()。因為在這個例子中匀油,只做一個“屏幕”缘缚,只是要使用游戲的標(biāo)題,并提供一些很好的說明如何玩:
def show_go_screen():
screen.blit(background,background_rect)
draw_text(screen, 'SHMUP!', 64, WIDTH/2, HEIGHT/4)
draw_text(screen, 'Arrow keys move, Space to fire', 22, WIDTH/2,HEIGHT/2)
draw_text(screen, 'Press a key to begin', 18, WIDTH/2, HEIGHT*3/4)
pygame.display.filp()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
整合到一起
# Shmup game - part 13
# shmup.py
# 增強(qiáng)火力
import pygame
import random
from os import path
img_dir = path.join(path.dirname(__file__), 'img')
mp3_dir = path.join(path.dirname(__file__), 'mp3')
WIDTH = 512 # width of our game window
HEIGHT = 768 # height of our game window
FPS = 60 # 60 frames per second
POWERUP_TIME = 5000
# Colors(R,G,B),define color
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create windw
pygame.init() # 啟動pygame并初始化
pygame.mixer.init() # 聲音初始化
screen = pygame.display.set_mode((WIDTH, HEIGHT)) # 游戲屏幕敌蚜,按照在配置常量中設(shè)置的大小創(chuàng)建
pygame.display.set_caption("Shmup!")
icon = pygame.image.load("img/alien.ico")
pygame.display.set_icon(icon)
clock = pygame.time.Clock() # 創(chuàng)建一個時鐘以便于確保游戲能以指定的FPS運行
font_name = pygame.font.match_font('arial')
def draw_text(surf,text,size,x,y):
font = pygame.font.Font(font_name,size)
text_surface = font.render(text,True,WHITE)
text_rect = text_surface.get_rect()
text_rect.midtop = (x,y)
surf.blit(text_surface,text_rect)
def newmob():
m = Mob()
all_sprites.add(m)
mobs.add(m)
def draw_shield_bar(surf,x,y,pct):
if pct < 0:
pct = 0
BAR_LENGTH = 100
BAR_HEIGHT = 10
fill = (pct / 100) * BAR_LENGTH
outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
pygame.draw.rect(surf, GREEN, fill_rect)
pygame.draw.rect(surf, WHITE, outline_rect, 2) # 第4個參數(shù)默認(rèn)值為0忙灼,表示填充矩形內(nèi)部
def draw_lives(surf, x, y, lives, img):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i
img_rect.y = y
surf.blit(img, img_rect)
def show_go_screen():
screen.blit(background,background_rect)
draw_text(screen, 'SHMUP!', 64, WIDTH/2, HEIGHT/4)
draw_text(screen, 'Arrow keys move, Space to fire', 22, WIDTH/2,HEIGHT/2)
draw_text(screen, 'Press a key to begin', 18, WIDTH/2, HEIGHT*3/4)
pygame.display.flip()
waiting = True
while waiting:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
if event.type == pygame.KEYUP:
waiting = False
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (60, 40))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
self.hidden = False
self.hide_timer = pygame.time.get_ticks()
self.power = 1
self.power_time = pygame.time.get_ticks()
def update(self):
# timeout for powerups
if self.power >= 2 and pygame.time.get_ticks() - self.power_time > POWERUP_TIME:
self.power -= 1
self.power_time = pygame.time.get_ticks()
# unhide if hidden
if self.hidden and pygame.time.get_ticks() - self.hide_timer > 1000:
self.hidden = False
self.rect.centerx = WIDTH/2
self.rect.bottom = HEIGHT - 10
# any code here will happen every time the game loop updates
self.speedx = 0
self.speedy = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -5
if keystate[pygame.K_RIGHT]:
self.speedx = 5
self.rect.x += self.speedx
if keystate[pygame.K_UP]:
self.speedy = -5
if keystate[pygame.K_DOWN]:
self.speedy = 5
self.rect.y += self.speedy
if keystate[pygame.K_SPACE]:
self.shoot()
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > HEIGHT:
self.rect.bottom = HEIGHT
if self.rect.top < 0:
self.rect.top = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
if self.power == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
shoot_sound.play()
if self.power >= 2:
bullet1 = Bullet(self.rect.left, self.rect.centery)
bullet2 = Bullet(self.rect.right, self.rect.centery)
all_sprites.add(bullet1)
all_sprites.add(bullet2)
bullets.add(bullet1)
bullets.add(bullet2)
shoot_sound.play()
def hide(self):
# hide the player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH/2, HEIGHT-30)
def powerup(self):
self.power += 1
self.power_time = pygame.time.get_ticks()
class Mob(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.leng = random.randrange(30, 70, 10)
self.image_orig = pygame.transform.scale(random.choice(meteor_img), (self.leng, self.leng))
self.image_orig.set_colorkey(BLACK)
self.image = self.image_orig.copy()
self.rect = self.image.get_rect()
self.radius = int(self.rect.width / 2)
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -100)
self.speedx = random.randrange(-3, 3)
self.speedy = random.randrange(1, 5)
self.rot = 0
self.rot_speed = random.randrange(-8, 8)
self.last_update = pygame.time.get_ticks()
def update(self):
self.rotate()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.top > HEIGHT + 10 or self.rect.left < -50 or self.rect.right > WIDTH + 50:
self.rect.x = random.randrange(WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 5)
def rotate(self):
now = pygame.time.get_ticks()
if now - self.last_update > 50:
self.last_update = now
# do rotate here
self.rot = (self.rot + self.rot_speed) % 360
new_image = pygame.transform.rotate(self.image_orig, self.rot)
old_center = self.rect.center
self.image = new_image
self.rect = self.image.get_rect()
self.rect.center = old_center
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(bullet_img, (48, 48))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.bottom = y
self.rect.centerx = x
self.speedy = -8
def update(self):
self.rect.y += self.speedy
# kill if it moves off the top of the screen
if self.rect.bottom < 0:
self.kill()
class Pow(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.type = random.choice(['shield', 'gun'])
self.image = pygame.transform.scale(powerup_images[self.type], (30, 30))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.rect.center = center
self.speedy = 3
def update(self):
self.rect.y += self.speedy
# kill if it moves off the bottom of the screen
if self.rect.top > HEIGHT:
self.kill()
class Explosion(pygame.sprite.Sprite):
def __init__(self,center,size):
pygame.sprite.Sprite.__init__(self)
self.size = size
self.image = explosion_anim[self.size][0]
self.rect = self.image.get_rect()
self.rect.center = center
self.frame = 0
self.last_update = pygame.time.get_ticks()
self.frame_rate = 50
def update(self):
now = pygame.time.get_ticks()
if now - self.last_update > self.frame_rate:
self.last_update = now
self.frame += 1
if self.frame == len(explosion_anim[self.size]):
self.kill()
else:
center = self.rect.center
self.image = explosion_anim[self.size][self.frame]
self.rect = self.image.get_rect()
self.rect.center = center
# load all game graphics
background = pygame.image.load(path.join(img_dir, 'background2.jpg')).convert()
background_rect = background.get_rect()
player_img = pygame.image.load(path.join(img_dir, 'my_plane.png')).convert()
player_mini_img = pygame.transform.scale(player_img,(24,16))
player_mini_img.set_colorkey(BLACK)
bullet_img = pygame.image.load(path.join(img_dir, 'bullet.png')).convert()
meteor_img = []
meteor_list = ['enemy1.png']
for img in meteor_list:
meteor_img.append(pygame.image.load(path.join(img_dir, img)).convert())
explosion_anim = {}
explosion_anim['lg'] = []
explosion_anim['sm'] = []
explosion_anim['player'] = []
for i in range(1,6):
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_lg = pygame.transform.scale(img, (Mob().leng + 5, Mob().leng + 5))
explosion_anim['lg'].append(img_lg)
img_sm = pygame.transform.scale(img, (16, 16))
explosion_anim['sm'].append(img_sm)
filename = 'e{}.png'.format(i)
img = pygame.image.load(path.join(img_dir, filename)).convert()
img.set_colorkey(BLACK)
img_player = pygame.transform.scale(img, (50, 50))
explosion_anim['player'].append(img_player)
powerup_images = {}
powerup_images['shield'] = pygame.image.load(path.join(img_dir,'shield.PNG')).convert()
powerup_images['gun'] = pygame.image.load(path.join(img_dir,'gun.PNG')).convert()
# load all game sound
shoot_sound = pygame.mixer.Sound(path.join(mp3_dir, 'hero_fire.wav'))
expl_sounds = []
for expl in ['explosion2.wav','explosion3.wav']:
expl_sounds.append(pygame.mixer.Sound(path.join(mp3_dir, expl)))
pygame.mixer.music.load(path.join(mp3_dir, 'bgm.mp3'))
pygame.mixer.music.set_volume(0.2)
pygame.mixer.music.play(loops=-1)
# Game Loop
game_over = True
running = True
while running:
if game_over:
show_go_screen()
game_over = False
all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
powerups = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
newmob()
score = 0
# keep loop running at the right speed
clock.tick(FPS)
# Process input(events) # 這是游戲主循環(huán),通過變量running控制钝侠,如果需要
for event in pygame.event.get():
# check for closing window
if event.type == pygame.QUIT:
running = False
# Update # 游戲結(jié)束的話直接將running設(shè)為False即可
all_sprites.update()
# check to see if a bullet hit a mob
hits = pygame.sprite.groupcollide(mobs, bullets, True, True, pygame.sprite.collide_rect_ratio(0.6))
for hit in hits:
score += 100 - hit.leng
random.choice(expl_sounds).play()
expl = Explosion(hit.rect.center, 'lg')
all_sprites.add(expl)
if random.random() > 0.9:
pow = Pow(hit.rect.center)
all_sprites.add(pow)
powerups.add(pow)
newmob()
# check to see if a mob hit the player
hits = pygame.sprite.spritecollide(player, mobs, True,pygame.sprite.collide_circle)
for hit in hits:
player.shield -= hit.leng/5
expl = Explosion(hit.rect.center, 'sm')
all_sprites.add(expl)
newmob()
if player.shield <= 0:
death_explosion = Explosion(player.rect.center, 'player')
all_sprites.add(death_explosion)
player.hide() # 效果不明顯,因為之前已經(jīng)定義了飛機(jī)不能超出屏幕
player.lives -= 1
player.shield = 100
# check to see if player hit a powerup
hits = pygame.sprite.spritecollide(player,powerups,True,pygame.sprite.collide_rect_ratio(0.6))
for hit in hits:
if hit.type == 'shield':
player.shield += random.randrange(10, 20)
if player.shield >= 100:
player.shield = 100
if hit.type == 'gun':
player.powerup()
# if the player died and the explosion has finished playing
if player.lives == 0 and not death_explosion.alive():
game_over = True
# Render(draw) # 現(xiàn)在還沒有確定具體的代碼酸舍,先用一些基本代碼填充帅韧,后續(xù)再補(bǔ)充
screen.fill(BLACK)
screen.blit(background, background_rect)
all_sprites.draw(screen)
draw_text(screen, str(score), 18, WIDTH/2, 10)
draw_text(screen, str(player.shield), 15, 20, 20)
draw_shield_bar(screen, 5, 5, player.shield)
draw_lives(screen,WIDTH - 100, 5, player.lives, player_mini_img)
# *after* drawing everything,flip the display
pygame.display.flip()
pygame.quit()
項目代碼可以查看我的github,網(wǎng)址為
alien-invasion