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import pygame
import random
import math # 添加这行导入
# 初始化pygame
pygame.init()
# 设置屏幕
screen_width = 480
screen_height = 640
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("飞机大战")
# 定义颜色
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
# 加载图像
player_img = pygame.image.load("player.png")
enemy_img = pygame.image.load("enemy.png")
boss_img = pygame.image.load("boss.png")
bullet_img = pygame.image.load("bullet.png")
enemy_bullet_img = pygame.image.load("bossbullet.png") if pygame.image.load("bossbullet.png") else pygame.Surface((10, 10))
bg_img = pygame.image.load("bg.png")
# 定义飞机类
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = player_img
self.rect = self.image.get_rect()
self.rect.center = (screen_width // 2, screen_height - 60)
self.speed = 8
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.rect.left > 0:
self.rect.x -= self.speed
if keys[pygame.K_RIGHT] and self.rect.right < screen_width:
self.rect.x += self.speed
# 定义普通敌机类
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = enemy_img
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, screen_width - self.rect.width)
self.rect.y = random.randint(-100, -40)
self.speed = random.randint(1, 3)
def update(self):
self.rect.y += self.speed
if self.rect.top > screen_height:
self.rect.x = random.randint(0, screen_width - self.rect.width)
self.rect.y = random.randint(-100, -40)
# 定义精英敌机类
class Boss(Enemy):
def __init__(self):
super().__init__()
self.image = boss_img
self.shoot_delay = 1000
self.last_shot = pygame.time.get_ticks()
def update(self):
super().update()
if pygame.time.get_ticks() - self.last_shot > self.shoot_delay:
self.last_shot = pygame.time.get_ticks()
self.shoot()
def shoot(self):
for angle in range(-45, 46, 15):
bullet = EnemyBullet(self.rect.centerx, self.rect.bottom, angle)
all_sprites.add(bullet)
enemy_bullets.add(bullet)
# 定义子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = bullet_img
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = -10
def update(self):
self.rect.y += self.speed
if self.rect.bottom < 0:
self.kill()
# 定义精英敌机子弹类
class EnemyBullet(pygame.sprite.Sprite):
def __init__(self, x, y, angle):
super().__init__()
self.image = enemy_bullet_img
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 5
self.angle = angle
self.dx = self.speed * math.cos(math.radians(angle))
self.dy = self.speed * math.sin(math.radians(angle))
def update(self):
self.rect.x += self.dx
self.rect.y += self.dy
if self.rect.top > screen_height or self.rect.left < 0 or self.rect.right > screen_width:
self.kill()
# 创建精灵组
all_sprites = pygame.sprite.Group()
enemies = pygame.sprite.Group()
bullets = pygame.sprite.Group()
enemy_bullets = pygame.sprite.Group()
# 创建玩家
player = Player()
all_sprites.add(player)
# 创建敌机
for _ in range(6):
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 创建精英敌机
boss = Boss()
all_sprites.add(boss)
enemies.add(boss)
# 游戏主循环
scroll_speed = 1
bg_y = 0
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
bullet = Bullet(player.rect.centerx, player.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
bg_y += scroll_speed
if bg_y >= screen_height:
bg_y = 0
all_sprites.update()
# 检查子弹与敌机碰撞
hits = pygame.sprite.groupcollide(enemies, bullets, True, True)
for hit in hits:
if isinstance(hit, Boss):
enemy = Boss()
else:
enemy = Enemy()
all_sprites.add(enemy)
enemies.add(enemy)
# 填充背景
screen.blit(bg_img, (0, bg_y))
screen.blit(bg_img, (0, bg_y - screen_height))
all_sprites.draw(screen)
pygame.display.flip()
pygame.time.delay(30)
pygame.quit()