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Python开发飞机大战小游戏代码开源

  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()

乒乓球反手台内小三角区域的短球怎么接好?有何技巧值得分享?感谢邀请。首先明确一下乒乓球台的大小三角区位置大三角是指整个球台的四个角。小三角是指球网下方与台边构成的一小块三角区域。下面谈一下如何发球,以及处理三角区的来球。一般来说,发球时,想请教大神们一下,家里每天打扫,还是感觉灰尘好多,这是为什么?其实每个家庭都一样,我每天都打扫,每天都有灰尘,其实不爱打扫的人看不见灰尘,其实生活在空气中哪能没灰尘。我跟你同感,家里一天不打扫就灰尘满天飞。我想了很多年,想明白的几点。第一,窗你炒股的最长持仓时间通常是多久?有2周吗?炒股的持仓时间根据市场的行情几个人的操作策略有很大的关系?如果你是长线持有者,有可能持股几个月到几年?如果你是短线操作者,持仓时间几分钟或几小时,所以这一切和市场是有关系的,也和人中越边境上的河口县有什么特色?河口是瑶族自治县,属于中越边境20多个边境口岸之一。红河在河口边境口岸这里正好拐了个大约90度的弯,河水类似上游下大雨的浑浊色,河道大约有100多米,口岸对面就是越南的老街和谷柳市毛不易和华晨宇谁的才华高?毛不易有才华。华晨宇不具备创作能力,属于为天娱打工。结论毛不易是基于自己的遭遇情感而写歌,华晨宇本质上是个给天娱打工的,这就是作为商业性质的华晨宇和毛不易的最大区别。基于这一点,华三星S20要不要更新?已经更了,目前没发现特别明显的bug,更新后动画更流畅了,加了调色板。也没发现特别明显的改进,电量还是一样尿崩。结论更新吧,少年新手机,新系统,为什么不更?已经更了,很流畅丝滑!更三四线楼市调查均价突破万元后,秦皇岛房价缘何步入连跌模式?均价突破万元,秦皇岛的房价在经历过残酷的去库存之后,不可能出现像前七八年那样大幅下跌。当然,就目前的大环境来看,房价也不可能出现像一六年那样强势大幅度上涨。秦皇岛地理位置极其优越,你认为电商会走向没落吗?为什么?不这么认为,传统行业有传统行业的好,电商行业只会让人的生活越来越便捷。会的,一定会的!为什么这样说?因为大多数的电商都是在利用这个没有什么人监督或者监督力度不大或者没有什么实质性的50岁不来例假了,还需要再调理吗?养生方面该注意些什么?50岁不来例假,应该是绝经了。在我国妇女平均绝经年龄是49。5岁,80在4454岁之间,40岁以前发生卵巢衰竭而绝经我们称为卵巢早衰,根据个人意愿等方面综合考虑使用激素替代治疗维持怀孕初期两个月,做了B超检查,有什么危害吗?你好,非常高兴为你解答问题,医学使用的B超是低强度的,低于94毫瓦立方厘米,对胎儿是没有危害的,至今尚没有B超检查引起胎儿畸形的报道。目前,各医院在产科领域中使用的B超检查对胎儿是A股反复涨跌,哪些行业值得继续上攻?碳达峰碳中和上升为国家战略,是持续三四十年的利好,不仅利好光伏风电水电储能氢能核能,还会带来很多衍生机会,值得及时了解和把握!科技和碳中和等两个行业是值得继续持有,这两大行业未来继
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