项目名称:python飞机大战
编程语言:python
用到关键知识:pygame模块,python基础,os文件读写,以及面向对象思想方法!
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)
6:历史最高分纪录
项目分析:一个类文件(Main.py),音乐音效共计10余种,照片素材共计30余张,代码共计800行左右!
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 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
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
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()
部分运行截图:




关闭。这个问题是opinion-based.它目前不接受答案。想要改进这个问题?更新问题,以便editingthispost可以用事实和引用来回答它.关闭4年前。Improvethisquestion我想在固定时间创建一系列低音和高音调的哔哔声。例如:在150毫秒时发出高音调的蜂鸣声在151毫秒时发出低音调的蜂鸣声200毫秒时发出低音调的蜂鸣声250毫秒的高音调蜂鸣声有没有办法在Ruby或Python中做到这一点?我真的不在乎输出编码是什么(.wav、.mp3、.ogg等等),但我确实想创建一个输出文件。
我有一个模型:classItem项目有一个属性“商店”基于存储的值,我希望Item对象对特定方法具有不同的行为。Rails中是否有针对此的通用设计模式?如果方法中没有大的if-else语句,这是如何干净利落地完成的? 最佳答案 通常通过Single-TableInheritance. 关于ruby-on-rails-Rails-子类化模型的设计模式是什么?,我们在StackOverflow上找到一个类似的问题: https://stackoverflow.co
我将应用程序升级到Rails4,一切正常。我可以登录并转到我的编辑页面。也更新了观点。使用标准View时,用户会更新。但是当我添加例如字段:name时,它不会在表单中更新。使用devise3.1.1和gem'protected_attributes'我需要在设备或数据库上运行某种更新命令吗?我也搜索过这个地方,找到了许多不同的解决方案,但没有一个会更新我的用户字段。我没有添加任何自定义字段。 最佳答案 如果您想允许额外的参数,您可以在ApplicationController中使用beforefilter,因为Rails4将参数
这个问题在这里已经有了答案:关闭10年前。PossibleDuplicate:Pythonconditionalassignmentoperator对于这样一个简单的问题表示歉意,但是谷歌搜索||=并不是很有帮助;)Python中是否有与Ruby和Perl中的||=语句等效的语句?例如:foo="hey"foo||="what"#assignfooifit'sundefined#fooisstill"hey"bar||="yeah"#baris"yeah"另外,类似这样的东西的通用术语是什么?条件分配是我的第一个猜测,但Wikipediapage跟我想的不太一样。
什么是ruby的rack或python的Java的wsgi?还有一个路由库。 最佳答案 来自Python标准PEP333:Bycontrast,althoughJavahasjustasmanywebapplicationframeworksavailable,Java's"servlet"APImakesitpossibleforapplicationswrittenwithanyJavawebapplicationframeworktoruninanywebserverthatsupportstheservletAPI.ht
华为OD机试题本篇题目:明明的随机数题目输入描述输出描述:示例1输入输出说明代码编写思路最近更新的博客华为od2023|什么是华为od,od薪资待遇,od机试题清单华为OD机试真题大全,用Python解华为机试题|机试宝典【华为OD机试】全流程解析+经验分享,题型分享,防作弊指南华为o
我想解析一个已经存在的.mid文件,改变它的乐器,例如从“acousticgrandpiano”到“violin”,然后将它保存回去或作为另一个.mid文件。根据我在文档中看到的内容,该乐器通过program_change或patch_change指令进行了更改,但我找不到任何在已经存在的MIDI文件中执行此操作的库.他们似乎都只支持从头开始创建的MIDI文件。 最佳答案 MIDIpackage会为您完成此操作,但具体方法取决于midi文件的原始内容。一个MIDI文件由一个或多个音轨组成,每个音轨是十六个channel中任何一个上的
本文主要介绍在使用Selenium进行自动化测试或者任务时,对于使用了iframe的页面,如何定位iframe中的元素文章目录场景描述解决方案具体代码场景描述当我们在使用Selenium进行自动化测试的时候,可能会遇到一些界面或者窗体是使用HTML的iframe标签进行承载的。对于iframe中的标签,如果直接查找是无法找到的,会抛出没有找到元素的异常。比如近在咫尺的例子就是,CSDN的登录窗体就是使用的iframe,大家可以尝试通过F12开发者模式查看到的tag_name,class_name,id或者xpath来定位中的页面元素,会抛出NoSuchElementException异常。解决
目录前言滤波电路科普主要分类实际情况单位的概念常用评价参数函数型滤波器简单分析滤波电路构成低通滤波器RC低通滤波器RL低通滤波器高通滤波器RC高通滤波器RL高通滤波器部分摘自《LC滤波器设计与制作》,侵权删。前言最近需要学习放大电路和滤波电路,但是由于只在之前做音乐频谱分析仪的时候简单了解过一点点运放,所以也是相当从零开始学习了。滤波电路科普主要分类滤波器:主要是从不同频率的成分中提取出特定频率的信号。有源滤波器:由RC元件与运算放大器组成的滤波器。可滤除某一次或多次谐波,最普通易于采用的无源滤波器结构是将电感与电容串联,可对主要次谐波(3、5、7)构成低阻抗旁路。无源滤波器:无源滤波器,又称
项目介绍随着我国经济迅速发展,人们对手机的需求越来越大,各种手机软件也都在被广泛应用,但是对于手机进行数据信息管理,对于手机的各种软件也是备受用户的喜爱小学生兴趣延时班预约小程序的设计与开发被用户普遍使用,为方便用户能够可以随时进行小学生兴趣延时班预约小程序的设计与开发的数据信息管理,特开发了小程序的设计与开发的管理系统。小学生兴趣延时班预约小程序的设计与开发的开发利用现有的成熟技术参考,以源代码为模板,分析功能调整与小学生兴趣延时班预约小程序的设计与开发的实际需求相结合,讨论了小学生兴趣延时班预约小程序的设计与开发的使用。开发环境开发说明:前端使用微信微信小程序开发工具:后端使用ssm:VU