 <?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="zh-CN">
		<id>http://wiki.sseuu.com/index.php?action=history&amp;feed=atom&amp;title=%E8%AE%A8%E8%AE%BA%3A%E5%B0%84%E5%87%BB%E6%B8%B8%E6%88%8F-ch4</id>
		<title>讨论:射击游戏-ch4 - 版本历史</title>
		<link rel="self" type="application/atom+xml" href="http://wiki.sseuu.com/index.php?action=history&amp;feed=atom&amp;title=%E8%AE%A8%E8%AE%BA%3A%E5%B0%84%E5%87%BB%E6%B8%B8%E6%88%8F-ch4"/>
		<link rel="alternate" type="text/html" href="http://wiki.sseuu.com/index.php?title=%E8%AE%A8%E8%AE%BA:%E5%B0%84%E5%87%BB%E6%B8%B8%E6%88%8F-ch4&amp;action=history"/>
		<updated>2026-04-07T06:22:27Z</updated>
		<subtitle>本wiki的该页面的版本历史</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://wiki.sseuu.com/index.php?title=%E8%AE%A8%E8%AE%BA:%E5%B0%84%E5%87%BB%E6%B8%B8%E6%88%8F-ch4&amp;diff=119560&amp;oldid=prev</id>
		<title>江南仁：创建页面，内容为“# 导入模块 import pygame import random from os import path  # 获取图片库和声音库路径 img_dir = path.join(path.dirname(__file__), 'assets')  # 图片...”</title>
		<link rel="alternate" type="text/html" href="http://wiki.sseuu.com/index.php?title=%E8%AE%A8%E8%AE%BA:%E5%B0%84%E5%87%BB%E6%B8%B8%E6%88%8F-ch4&amp;diff=119560&amp;oldid=prev"/>
				<updated>2023-02-09T06:24:43Z</updated>
		
		<summary type="html">&lt;p&gt;创建页面，内容为“# 导入模块 import pygame import random from os import path  # 获取图片库和声音库路径 img_dir = path.join(path.dirname(__file__), &amp;#039;assets&amp;#039;)  # 图片...”&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新页面&lt;/b&gt;&lt;/p&gt;&lt;div&gt;# 导入模块&lt;br /&gt;
import pygame&lt;br /&gt;
import random&lt;br /&gt;
from os import path&lt;br /&gt;
&lt;br /&gt;
# 获取图片库和声音库路径&lt;br /&gt;
img_dir = path.join(path.dirname(__file__), 'assets')  # 图片路径&lt;br /&gt;
sound_folder = path.join(path.dirname(__file__), 'sounds')  # 声音路径&lt;br /&gt;
# 定义游戏窗口、玩家血量条尺寸，游戏运行速度、炮火持续时间等参数&lt;br /&gt;
WIDTH = 480  # 定义游戏窗口大小&lt;br /&gt;
HEIGHT = 600&lt;br /&gt;
FPS = 60  # 游戏运行速度&lt;br /&gt;
POWERUP_TIME = 5000  # 炮火持续时间&lt;br /&gt;
BAR_LENGTH = 100  # 血量条尺寸&lt;br /&gt;
BAR_HEIGHT = 10&lt;br /&gt;
&lt;br /&gt;
# 定义白、黑、红、绿、蓝、黄的RGB参数&lt;br /&gt;
WHITE = (255, 255, 255)&lt;br /&gt;
BLACK = (0, 0, 0)&lt;br /&gt;
RED = (255, 0, 0)&lt;br /&gt;
GREEN = (0, 255, 0)&lt;br /&gt;
BLUE = (0, 0, 255)&lt;br /&gt;
YELLOW = (255, 255, 0)&lt;br /&gt;
&lt;br /&gt;
# 初始化pygame模块，创建游戏窗口、游戏窗口命名、创建跟踪时间对象&lt;br /&gt;
pygame.init()  # 初始化将导入所有pygame的模块&lt;br /&gt;
pygame.mixer.init()  ## 初始化混音器模块&lt;br /&gt;
screen = pygame.display.set_mode((WIDTH, HEIGHT))  # 设置游戏窗口大小&lt;br /&gt;
pygame.display.set_caption(&amp;quot;spaceShooter&amp;quot;)  # 设置标题&lt;br /&gt;
clock = pygame.time.Clock()  ## 创建时钟对象 用于FPS同步&lt;br /&gt;
&lt;br /&gt;
# 获取字体arial所在路径&lt;br /&gt;
font_name = pygame.font.match_font('arial')&lt;br /&gt;
&lt;br /&gt;
# 加载游戏背景图片&lt;br /&gt;
background = pygame.image.load(path.join(img_dir, 'starfield.png')).convert()&lt;br /&gt;
background_rect = background.get_rect()  # 获取背景图片的矩形区域&lt;br /&gt;
# 加载飞机图片&lt;br /&gt;
player_img = pygame.image.load(path.join(img_dir, 'playerShip1_orange.png')).convert()  # 飞机图片&lt;br /&gt;
player_mini_img = pygame.transform.scale(player_img, (25, 19))&lt;br /&gt;
player_mini_img.set_colorkey(BLACK)&lt;br /&gt;
# 加载飞机炮弹、导弹图片&lt;br /&gt;
bullet_img = pygame.image.load(path.join(img_dir, 'laserRed16.png')).convert()&lt;br /&gt;
missile_img = pygame.image.load(path.join(img_dir, 'missile.png')).convert_alpha()&lt;br /&gt;
# 加载敌人图片&lt;br /&gt;
meteor_images = []&lt;br /&gt;
meteor_list = [&lt;br /&gt;
    'meteorBrown_big1.png',&lt;br /&gt;
    'meteorBrown_big2.png',&lt;br /&gt;
    'meteorBrown_med1.png',&lt;br /&gt;
    'meteorBrown_med3.png',&lt;br /&gt;
    'meteorBrown_small1.png',&lt;br /&gt;
    'meteorBrown_small2.png',&lt;br /&gt;
    'meteorBrown_tiny1.png'&lt;br /&gt;
]&lt;br /&gt;
&lt;br /&gt;
for image in meteor_list:&lt;br /&gt;
    meteor_images.append(pygame.image.load(path.join(img_dir, image)).convert())&lt;br /&gt;
# 加载盾牌、闪电图片&lt;br /&gt;
powerup_images = {}&lt;br /&gt;
powerup_images['shield'] = pygame.image.load(path.join(img_dir, 'shield_gold.png')).convert()&lt;br /&gt;
powerup_images['gun'] = pygame.image.load(path.join(img_dir, 'bolt_gold.png')).convert()&lt;br /&gt;
# 加载爆炸效果图&lt;br /&gt;
explosion_anim = {}&lt;br /&gt;
explosion_anim['lg'] = []&lt;br /&gt;
explosion_anim['sm'] = []&lt;br /&gt;
explosion_anim['player'] = []&lt;br /&gt;
for i in range(9):&lt;br /&gt;
    # 敌人爆炸&lt;br /&gt;
    filename = 'regularExplosion0{}.png'.format(i)&lt;br /&gt;
    img = pygame.image.load(path.join(img_dir, filename)).convert()&lt;br /&gt;
    img.set_colorkey(BLACK)&lt;br /&gt;
    # 大爆炸&lt;br /&gt;
    img_lg = pygame.transform.scale(img, (75, 75))  # 将爆炸图片缩放到75×75&lt;br /&gt;
    explosion_anim['lg'].append(img_lg)&lt;br /&gt;
    # 小爆炸&lt;br /&gt;
    img_sm = pygame.transform.scale(img, (32, 32))  # 将爆炸图片缩放到32×32&lt;br /&gt;
    explosion_anim['sm'].append(img_sm)&lt;br /&gt;
&lt;br /&gt;
    # 玩家爆炸&lt;br /&gt;
    filename = 'sonicExplosion0{}.png'.format(i)&lt;br /&gt;
    img = pygame.image.load(path.join(img_dir, filename)).convert()&lt;br /&gt;
    img.set_colorkey(BLACK)&lt;br /&gt;
    explosion_anim['player'].append(img)&lt;br /&gt;
&lt;br /&gt;
# 加载炮弹、导弹发射声音&lt;br /&gt;
shooting_sound = pygame.mixer.Sound(path.join(sound_folder, 'pew.wav'))&lt;br /&gt;
missile_sound = pygame.mixer.Sound(path.join(sound_folder, 'rocket.ogg'))&lt;br /&gt;
# 加载敌人爆炸声音&lt;br /&gt;
expl_sounds = []&lt;br /&gt;
for sound in ['expl3.wav', 'expl6.wav']:&lt;br /&gt;
    expl_sounds.append(pygame.mixer.Sound(path.join(sound_folder, sound)))&lt;br /&gt;
# 加载玩家爆炸的声音&lt;br /&gt;
player_die_sound = pygame.mixer.Sound(path.join(sound_folder, 'rumble1.ogg'))&lt;br /&gt;
# 调低音量&lt;br /&gt;
pygame.mixer.music.set_volume(0.2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
def main_menu():&lt;br /&gt;
    global screen&lt;br /&gt;
    menu_song = pygame.mixer.music.load(path.join(sound_folder, &amp;quot;menu.ogg&amp;quot;))  # 加载游戏初始界面背景音乐&lt;br /&gt;
    pygame.mixer.music.play(-1)  # 开始播放主界面音乐 -1表示无限循环播放&lt;br /&gt;
&lt;br /&gt;
    title = pygame.image.load(path.join(img_dir, &amp;quot;main.png&amp;quot;)).convert()  # 加载主界面图片&lt;br /&gt;
    title = pygame.transform.scale(title, (WIDTH, HEIGHT), screen)  # 调整主界面图片适应主窗口大小即480*600&lt;br /&gt;
&lt;br /&gt;
    screen.blit(title, (0, 0))  # 在0，0位置显示主界面图片&lt;br /&gt;
    pygame.display.update()  # 更新显示在主界面上&lt;br /&gt;
    # 界面出来，等待事件触发进入游戏或者退出游戏&lt;br /&gt;
    while True:&lt;br /&gt;
        ev = pygame.event.poll()  # 从队列中获取一个事件&lt;br /&gt;
        if ev.type == pygame.KEYDOWN:&lt;br /&gt;
            if ev.key == pygame.K_RETURN:  # 按Enter&lt;br /&gt;
                break&lt;br /&gt;
            elif ev.key == pygame.K_q:  # 按q键&lt;br /&gt;
                pygame.quit()&lt;br /&gt;
                quit()&lt;br /&gt;
        elif ev.type == pygame.QUIT:&lt;br /&gt;
            pygame.quit()&lt;br /&gt;
            quit()&lt;br /&gt;
        else:&lt;br /&gt;
            draw_text(screen, &amp;quot;Press [ENTER] To Begin&amp;quot;, 30, WIDTH / 2, HEIGHT / 2)  # 屏幕添加文字&lt;br /&gt;
            draw_text(screen, &amp;quot;or [Q] To Quit&amp;quot;, 30, WIDTH / 2, (HEIGHT / 2) + 40)&lt;br /&gt;
            pygame.display.update()&lt;br /&gt;
            # 进入准备状态&lt;br /&gt;
    ready = pygame.mixer.Sound(path.join(sound_folder, 'getready.ogg'))  # 加载准备声音&lt;br /&gt;
    ready.play()  # 准备状态声音播放&lt;br /&gt;
    screen.fill(BLACK)  # 背景黑色&lt;br /&gt;
    draw_text(screen, &amp;quot;GET READY!&amp;quot;, 40, WIDTH / 2, HEIGHT / 2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
pygame.display.update()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
def draw_text(surf, text, size, x, y):&lt;br /&gt;
    font = pygame.font.Font(font_name, size)  # 设置字体格式大小&lt;br /&gt;
    text_surface = font.render(text, True, GREEN)  ## render（显示内容，是否抗锯齿，字体颜色，字体背景颜色）&lt;br /&gt;
    text_rect = text_surface.get_rect()  # 获取文字矩形框&lt;br /&gt;
    text_rect.midtop = (x, y)  # 让文字的中部在x,y的位置上&lt;br /&gt;
    surf.blit(text_surface, text_rect)  # 显示文字&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
def draw_shield_bar(surf, x, y, pct):&lt;br /&gt;
    pct = max(pct, 0)&lt;br /&gt;
    fill = (pct / 100) * BAR_LENGTH  # 当前血量计算&lt;br /&gt;
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)  # 设置总血量条长度100&lt;br /&gt;
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)  # 当前血量&lt;br /&gt;
    pygame.draw.rect(surf, GREEN, fill_rect)  # 绘制矩形绿色当前血量框&lt;br /&gt;
    pygame.draw.rect(surf, WHITE, outline_rect, 2)  # 绘制矩形白色底总血量框 2代表线条宽度默认为0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
def draw_lives(surf, x, y, lives, img):&lt;br /&gt;
    for i in range(lives):&lt;br /&gt;
        img_rect = img.get_rect()&lt;br /&gt;
        img_rect.x = x + 30 * i&lt;br /&gt;
        img_rect.y = y&lt;br /&gt;
        surf.blit(img, img_rect)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
def newmob():&lt;br /&gt;
    mob_element = Mob()&lt;br /&gt;
    all_sprites.add(mob_element)&lt;br /&gt;
    mobs.add(mob_element)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# pygame.sprite.Sprite存储 图像数据 image 和 位置 rect 的 对象&lt;br /&gt;
class Explosion(pygame.sprite.Sprite):&lt;br /&gt;
    # 构造函数&lt;br /&gt;
    def __init__(self, center, size):&lt;br /&gt;
        # 执行父类的构造函数&lt;br /&gt;
        pygame.sprite.Sprite.__init__(self)&lt;br /&gt;
        self.size = size  # 爆炸类型&lt;br /&gt;
        self.image = explosion_anim[self.size][0]  # 选择爆炸图片&lt;br /&gt;
        self.rect = self.image.get_rect()  # 爆炸图片矩形&lt;br /&gt;
        self.rect.center = center  # 设置爆炸矩形的中心点&lt;br /&gt;
        self.frame = 0  # 动画开始时间&lt;br /&gt;
        self.last_update = pygame.time.get_ticks()  # 最后一次刷新的时间&lt;br /&gt;
        self.frame_rate = 75  # 动画间隔时间&lt;br /&gt;
&lt;br /&gt;
    # 子类可以重写update方法，在每次刷新屏幕时，更新精灵位置&lt;br /&gt;
    def update(self):&lt;br /&gt;
        # 获取当前时间&lt;br /&gt;
        now = pygame.time.get_ticks()&lt;br /&gt;
        if now - self.last_update &amp;gt; self.frame_rate:&lt;br /&gt;
            # 将最后一次时间设置成当前时间&lt;br /&gt;
            self.last_update = now&lt;br /&gt;
            self.frame += 1&lt;br /&gt;
            # 如果拿的图片是最后一张&lt;br /&gt;
            if self.frame == len(explosion_anim[self.size]):&lt;br /&gt;
                # 杀掉爆炸&lt;br /&gt;
                self.kill()&lt;br /&gt;
            else:&lt;br /&gt;
                center = self.rect.center&lt;br /&gt;
                self.image = explosion_anim[self.size][self.frame]&lt;br /&gt;
                self.rect = self.image.get_rect()&lt;br /&gt;
                self.rect.center = center&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
class Player(pygame.sprite.Sprite):&lt;br /&gt;
    # 构造函数&lt;br /&gt;
    def __init__(self):&lt;br /&gt;
        pygame.sprite.Sprite.__init__(self)&lt;br /&gt;
        self.image = pygame.transform.scale(player_img, (50, 38))  # 缩放飞机图片&lt;br /&gt;
        self.image.set_colorkey(BLACK)  # 设置飞机图片不透明&lt;br /&gt;
        self.rect = self.image.get_rect()  # 获得飞机图片的矩形&lt;br /&gt;
        self.radius = 20  # 飞机大小&lt;br /&gt;
        self.rect.centerx = WIDTH / 2  # 放在中间底部 左上角坐标（0，0）&lt;br /&gt;
        self.rect.bottom = HEIGHT - 10&lt;br /&gt;
        self.speedx = 0  # 默认所在位置&lt;br /&gt;
        self.shield = 100  # 血量&lt;br /&gt;
        self.shoot_delay = 250  ## 子弹发射时间间隔&lt;br /&gt;
        self.last_shot = pygame.time.get_ticks()  # 最后一次发射完成时间&lt;br /&gt;
        self.lives = 3  # 生命&lt;br /&gt;
        self.hidden = False  # 飞机的隐身状态&lt;br /&gt;
        self.hide_timer = pygame.time.get_ticks()  # 飞机的隐身时间&lt;br /&gt;
        self.power = 1  # 子弹的初始火力值&lt;br /&gt;
        self.power_timer = pygame.time.get_ticks()  # 子弹的火力时间&lt;br /&gt;
&lt;br /&gt;
    # 飞机的更新函数&lt;br /&gt;
    def update(self):&lt;br /&gt;
        # 消弱飞机的火力&lt;br /&gt;
        if self.power &amp;gt;= 2 and pygame.time.get_ticks() - self.power_time &amp;gt; POWERUP_TIME:&lt;br /&gt;
            self.power -= 1&lt;br /&gt;
            self.power_time = pygame.time.get_ticks()&lt;br /&gt;
        # 恢复飞机 取消隐身&lt;br /&gt;
        if self.hidden and pygame.time.get_ticks() - self.hide_timer &amp;gt; 1000:&lt;br /&gt;
            self.hidden = False&lt;br /&gt;
            self.rect.centerx = WIDTH / 2&lt;br /&gt;
            self.rect.bottom = HEIGHT - 10&lt;br /&gt;
        self.speedx = 0  # 初始位置在屏幕中间定义坐标为0&lt;br /&gt;
&lt;br /&gt;
        ## 检测事件&lt;br /&gt;
        keystate = pygame.key.get_pressed()&lt;br /&gt;
        if keystate[pygame.K_LEFT]:  # 左键左移&lt;br /&gt;
            self.speedx = -5&lt;br /&gt;
        elif keystate[pygame.K_RIGHT]:  # 右键右移&lt;br /&gt;
            self.speedx = 5&lt;br /&gt;
&lt;br /&gt;
        if keystate[pygame.K_SPACE]:  # 空格按键监听射击&lt;br /&gt;
            self.shoot()&lt;br /&gt;
&lt;br /&gt;
        ## 边界判断&lt;br /&gt;
        if self.rect.right &amp;gt; WIDTH:&lt;br /&gt;
            self.rect.right = WIDTH&lt;br /&gt;
        if self.rect.left &amp;lt; 0:&lt;br /&gt;
            self.rect.left = 0&lt;br /&gt;
&lt;br /&gt;
        self.rect.x += self.speedx  # 移动位置&lt;br /&gt;
&lt;br /&gt;
    # 飞机射击方法&lt;br /&gt;
    def shoot(self):&lt;br /&gt;
        # 描述子弹位置该在哪里显示&lt;br /&gt;
        # 当前时间&lt;br /&gt;
        now = pygame.time.get_ticks()&lt;br /&gt;
        # 判断 当前时间 = 最后一次发射时间 &amp;gt; 子弹发射时间间隔&lt;br /&gt;
        if now - self.last_shot &amp;gt; self.shoot_delay:&lt;br /&gt;
            # 发射子弹&lt;br /&gt;
            # 将最后一次发射子弹时间更改为当前时间&lt;br /&gt;
            self.last_shot = now&lt;br /&gt;
            if self.power == 1:  # 子弹数量1&lt;br /&gt;
                # 生产（创建）一颗子弹&lt;br /&gt;
                bullet = Bullet(self.rect.centerx, self.rect.top)&lt;br /&gt;
                # 将子弹添加到精灵组合中&lt;br /&gt;
                all_sprites.add(bullet)&lt;br /&gt;
                # 将子弹添加到子弹的精灵组合中&lt;br /&gt;
                bullets.add(bullet)&lt;br /&gt;
                # 播放射击音效&lt;br /&gt;
                shooting_sound.play()&lt;br /&gt;
            if self.power == 2:  # 子弹数量2&lt;br /&gt;
                bullet1 = Bullet(self.rect.left, self.rect.centery)&lt;br /&gt;
                bullet2 = Bullet(self.rect.right, self.rect.centery)&lt;br /&gt;
                all_sprites.add(bullet1)&lt;br /&gt;
                all_sprites.add(bullet2)&lt;br /&gt;
                bullets.add(bullet1)&lt;br /&gt;
                bullets.add(bullet2)&lt;br /&gt;
                shooting_sound.play()&lt;br /&gt;
&lt;br /&gt;
            if self.power &amp;gt;= 3:  # 子弹数量3&lt;br /&gt;
                bullet1 = Bullet(self.rect.left, self.rect.centery)&lt;br /&gt;
                bullet2 = Bullet(self.rect.right, self.rect.centery)&lt;br /&gt;
                missile1 = Missile(self.rect.centerx, self.rect.top)  # Missile shoots from center of ship&lt;br /&gt;
                all_sprites.add(bullet1)&lt;br /&gt;
                all_sprites.add(bullet2)&lt;br /&gt;
                all_sprites.add(missile1)&lt;br /&gt;
                bullets.add(bullet1)&lt;br /&gt;
                bullets.add(bullet2)&lt;br /&gt;
                bullets.add(missile1)&lt;br /&gt;
                shooting_sound.play()&lt;br /&gt;
                missile_sound.play()&lt;br /&gt;
&lt;br /&gt;
    # 子弹火力增加函数&lt;br /&gt;
    def powerup(self):&lt;br /&gt;
        self.power += 1&lt;br /&gt;
        self.power_time = pygame.time.get_ticks()&lt;br /&gt;
&lt;br /&gt;
    # 飞机的隐身函数&lt;br /&gt;
    def hide(self):&lt;br /&gt;
        self.hidden = True&lt;br /&gt;
        self.hide_timer = pygame.time.get_ticks()&lt;br /&gt;
        self.rect.center = (WIDTH / 2, HEIGHT + 200)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
class Mob(pygame.sprite.Sprite):&lt;br /&gt;
    # 构造函数&lt;br /&gt;
    def __init__(self):&lt;br /&gt;
        # 执行父类的构造函数&lt;br /&gt;
        pygame.sprite.Sprite.__init__(self)&lt;br /&gt;
        self.image_orig = random.choice(meteor_images)  # 随机选择陨石出现&lt;br /&gt;
        self.image_orig.set_colorkey(BLACK)  # 设置陨石图片不透明&lt;br /&gt;
        self.image = self.image_orig.copy()  # 复制陨石的图片&lt;br /&gt;
        self.rect = self.image.get_rect()  ## 陨石图片的矩形&lt;br /&gt;
        self.radius = int(self.rect.width * .90 / 2)  # 陨石的半径&lt;br /&gt;
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)  # 陨石的x坐标  x随机值  范围： 0 ~ 屏幕宽度-陨石本身的宽度&lt;br /&gt;
        self.rect.y = random.randrange(-150, -100)  # 陨石的y方向移动速度   陨石只允许向下  不允许向上&lt;br /&gt;
&lt;br /&gt;
        ## 随机下落速度&lt;br /&gt;
        self.speedx = random.randrange(-3, 3)  # 陨石的x方向移动速度   陨石可以左右运动&lt;br /&gt;
        self.speedy = random.randrange(5, 20)  # 陨石的y方向移动速度   陨石只允许向下  不允许向上&lt;br /&gt;
        ##  添加旋转&lt;br /&gt;
        self.rotation = 0  # 陨石的旋转角度&lt;br /&gt;
        self.rotation_speed = random.randrange(-8, 8)  # 陨石旋转时的角度变化速度&lt;br /&gt;
        self.last_update = pygame.time.get_ticks()  ## 陨石最后一次更新时间&lt;br /&gt;
&lt;br /&gt;
    # 陨石的旋转函数&lt;br /&gt;
    def rotate(self):&lt;br /&gt;
        time_now = pygame.time.get_ticks()&lt;br /&gt;
        if time_now - self.last_update &amp;gt; 50:  # in milliseconds&lt;br /&gt;
            self.last_update = time_now&lt;br /&gt;
            # 旋转角度设定&lt;br /&gt;
            self.rotation = (self.rotation + self.rotation_speed) % 360&lt;br /&gt;
            # 通过旋转后得到的新图片&lt;br /&gt;
            new_image = pygame.transform.rotate(self.image_orig, self.rotation)&lt;br /&gt;
            # 找到矩形的中心点&lt;br /&gt;
            old_center = self.rect.center&lt;br /&gt;
            # 将原有的图片替换为新图片&lt;br /&gt;
            self.image = new_image&lt;br /&gt;
            # 获得图片的矩形&lt;br /&gt;
            self.rect = self.image.get_rect()&lt;br /&gt;
            # 设定矩形的中心点&lt;br /&gt;
            self.rect.center = old_center&lt;br /&gt;
&lt;br /&gt;
    # 陨石的更新函数&lt;br /&gt;
    def update(self):&lt;br /&gt;
        # 执行陨石的旋转函数&lt;br /&gt;
        self.rotate()&lt;br /&gt;
        # 陨石的x方向更新&lt;br /&gt;
        self.rect.x += self.speedx&lt;br /&gt;
        # 陨石的y方向更新&lt;br /&gt;
        self.rect.y += self.speedy&lt;br /&gt;
        # 将越界额陨石  重新生成&lt;br /&gt;
        if (self.rect.top &amp;gt; HEIGHT + 10) or (self.rect.left &amp;lt; -25) or (self.rect.right &amp;gt; WIDTH + 20):&lt;br /&gt;
            # 重新生成陨石（为陨石重新设定坐标）&lt;br /&gt;
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)&lt;br /&gt;
            self.rect.y = random.randrange(-100, -40)&lt;br /&gt;
            self.speedy = random.randrange(1, 8)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
class Pow(pygame.sprite.Sprite):&lt;br /&gt;
    def __init__(self, center):&lt;br /&gt;
        pygame.sprite.Sprite.__init__(self)&lt;br /&gt;
        self.type = random.choice(['shield', 'gun'])  # 随机选择补给&lt;br /&gt;
        self.image = powerup_images[self.type]&lt;br /&gt;
        self.image.set_colorkey(BLACK)&lt;br /&gt;
        self.rect = self.image.get_rect()&lt;br /&gt;
        self.rect.center = center&lt;br /&gt;
        self.speedy = 2  # 补给下落速度&lt;br /&gt;
&lt;br /&gt;
    def update(self):&lt;br /&gt;
        self.rect.y += self.speedy&lt;br /&gt;
        if self.rect.top &amp;gt; HEIGHT:  # 将出屏幕的补给kill掉&lt;br /&gt;
            self.kill()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
class Bullet(pygame.sprite.Sprite):&lt;br /&gt;
    # 构造函数&lt;br /&gt;
    # 飞机在发射子弹的时候，由飞机当前位置计算子弹出现的x,y坐标&lt;br /&gt;
    def __init__(self, x, y):&lt;br /&gt;
        pygame.sprite.Sprite.__init__(self)&lt;br /&gt;
        self.image = bullet_img&lt;br /&gt;
        self.image.set_colorkey(BLACK)&lt;br /&gt;
        self.rect = self.image.get_rect()  # 获取图片矩形&lt;br /&gt;
&lt;br /&gt;
        self.rect.bottom = y  # 底部边y坐标&lt;br /&gt;
        self.rect.centerx = x  # 中心点x坐标&lt;br /&gt;
        self.speedy = -10  # 子弹的移动速度&lt;br /&gt;
        # 子弹的更新函数&lt;br /&gt;
&lt;br /&gt;
    def update(self):&lt;br /&gt;
        self.rect.y += self.speedy&lt;br /&gt;
        if self.rect.bottom &amp;lt; 0:  # 子弹超出界面消失&lt;br /&gt;
            self.kill()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
class Missile(pygame.sprite.Sprite):&lt;br /&gt;
    # 同子弹类一样&lt;br /&gt;
    def __init__(self, x, y):&lt;br /&gt;
        pygame.sprite.Sprite.__init__(self)&lt;br /&gt;
        self.image = missile_img&lt;br /&gt;
        self.image.set_colorkey(BLACK)&lt;br /&gt;
        self.rect = self.image.get_rect()&lt;br /&gt;
        self.rect.bottom = y&lt;br /&gt;
        self.rect.centerx = x&lt;br /&gt;
        self.speedy = -10&lt;br /&gt;
&lt;br /&gt;
    def update(self):&lt;br /&gt;
        self.rect.y += self.speedy&lt;br /&gt;
        if self.rect.bottom &amp;lt; 0:&lt;br /&gt;
            self.kill()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
running = True&lt;br /&gt;
menu_display = True&lt;br /&gt;
while running:&lt;br /&gt;
    if menu_display:&lt;br /&gt;
        # 显示主菜单  定义函数&lt;br /&gt;
        main_menu()&lt;br /&gt;
        # pygame延迟操作&lt;br /&gt;
        pygame.time.wait(3000)&lt;br /&gt;
&lt;br /&gt;
        # 停止播放主菜单背景音乐&lt;br /&gt;
        pygame.mixer.music.stop()&lt;br /&gt;
        # 获得游戏运行背景音乐&lt;br /&gt;
        pygame.mixer.music.load(path.join(sound_folder, 'tgfcoder-FrozenJam-SeamlessLoop.ogg'))&lt;br /&gt;
        pygame.mixer.music.play(-1)  # 循环播放&lt;br /&gt;
&lt;br /&gt;
        # 将主菜单显示状态切换为False&lt;br /&gt;
        menu_display = False&lt;br /&gt;
&lt;br /&gt;
        ## 创建所有组让所有精灵在一起，以方便更新&lt;br /&gt;
        all_sprites = pygame.sprite.Group()&lt;br /&gt;
        # 创建飞机&lt;br /&gt;
        player = Player()&lt;br /&gt;
        # 将飞机精灵加入到所有组中&lt;br /&gt;
        all_sprites.add(player)&lt;br /&gt;
&lt;br /&gt;
        ## 创建陨石的精灵组合&lt;br /&gt;
        mobs = pygame.sprite.Group()&lt;br /&gt;
        for i in range(8):&lt;br /&gt;
            # 新建陨石&lt;br /&gt;
            newmob()&lt;br /&gt;
&lt;br /&gt;
        ## 创建子弹组和道具组&lt;br /&gt;
        bullets = pygame.sprite.Group()&lt;br /&gt;
        powerups = pygame.sprite.Group()&lt;br /&gt;
&lt;br /&gt;
        # 分数&lt;br /&gt;
        score = 0&lt;br /&gt;
&lt;br /&gt;
    clock.tick(FPS)  # 设定帧数&lt;br /&gt;
    # 检测是否退出游戏 ESC&lt;br /&gt;
    for event in pygame.event.get():&lt;br /&gt;
        if event.type == pygame.QUIT:&lt;br /&gt;
            running = False&lt;br /&gt;
&lt;br /&gt;
        if event.type == pygame.KEYDOWN:&lt;br /&gt;
            if event.key == pygame.K_ESCAPE:&lt;br /&gt;
                running = False&lt;br /&gt;
&lt;br /&gt;
    # 利用精灵组合执行精灵的变化函数&lt;br /&gt;
    all_sprites.update()&lt;br /&gt;
&lt;br /&gt;
    ## 检查子弹是否击中陨石 陨石与玩家炮弹碰撞检测  pygame提供的精灵组合与精灵组合之间的碰撞检测函数&lt;br /&gt;
    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)&lt;br /&gt;
    for hit in hits:&lt;br /&gt;
        # 添加分数&lt;br /&gt;
        score += 50 - hit.radius&lt;br /&gt;
        # 播放爆炸音效&lt;br /&gt;
        random.choice(expl_sounds).play()&lt;br /&gt;
        # 产生爆炸效果&lt;br /&gt;
        expl = Explosion(hit.rect.center, 'lg')&lt;br /&gt;
        # 将爆炸效果添加到精灵组合中&lt;br /&gt;
        all_sprites.add(expl)&lt;br /&gt;
        # 随机产生相应奖励&lt;br /&gt;
        if random.random() &amp;gt; 0.9:&lt;br /&gt;
            pow = Pow(hit.rect.center)&lt;br /&gt;
            all_sprites.add(pow)&lt;br /&gt;
            powerups.add(pow)&lt;br /&gt;
        newmob()  # 产生新的陨石&lt;br /&gt;
&lt;br /&gt;
    ## 陨石与玩家炮弹碰撞检测&lt;br /&gt;
    hits = pygame.sprite.spritecollide(player, mobs, True, pygame.sprite.collide_circle)&lt;br /&gt;
    for hit in hits:&lt;br /&gt;
        # 飞机减少生命值&lt;br /&gt;
        player.shield -= hit.radius * 2&lt;br /&gt;
        # 产生爆炸效果 陨石&lt;br /&gt;
        expl = Explosion(hit.rect.center, 'sm')&lt;br /&gt;
        # 将爆炸效果添加到精灵组合中&lt;br /&gt;
        all_sprites.add(expl)&lt;br /&gt;
        # 产生新的陨石&lt;br /&gt;
        newmob()&lt;br /&gt;
        # 判断飞机的生命值是否小于等于0&lt;br /&gt;
        if player.shield &amp;lt;= 0:&lt;br /&gt;
            player_die_sound.play()  # 播放飞机去世音效&lt;br /&gt;
            death_explosion = Explosion(player.rect.center, 'player')  # 飞机爆炸效果&lt;br /&gt;
            # 将爆炸效果添加到精灵组合中&lt;br /&gt;
            all_sprites.add(death_explosion)&lt;br /&gt;
            # 飞机爆炸效果&lt;br /&gt;
            player.hide()  # 飞机隐身效果&lt;br /&gt;
            player.lives -= 1  # 飞机的生命-1&lt;br /&gt;
            player.shield = 100  # 重新设置飞机的生命值100&lt;br /&gt;
&lt;br /&gt;
    ## 玩家与道具的碰撞检测&lt;br /&gt;
    hits = pygame.sprite.spritecollide(player, powerups, True)&lt;br /&gt;
    for hit in hits:&lt;br /&gt;
        # 生命值(盾)奖励&lt;br /&gt;
        if hit.type == 'shield':&lt;br /&gt;
            player.shield += random.randrange(10, 30)&lt;br /&gt;
            if player.shield &amp;gt;= 100:&lt;br /&gt;
                player.shield = 100&lt;br /&gt;
        # 火力值奖励&lt;br /&gt;
        if hit.type == 'gun':&lt;br /&gt;
            player.powerup()&lt;br /&gt;
&lt;br /&gt;
    # 判断飞机的生命是否为0 同时  飞机爆炸动画结束&lt;br /&gt;
    if player.lives == 0 and not death_explosion.alive():&lt;br /&gt;
        # 设置游戏状态为False&lt;br /&gt;
        running = False&lt;br /&gt;
        menu_display = False&lt;br /&gt;
        pygame.display.update()&lt;br /&gt;
    # 将游戏屏幕填充为黑色&lt;br /&gt;
    screen.fill(BLACK)&lt;br /&gt;
    # 设置游戏运行背景图片&lt;br /&gt;
    screen.blit(background, background_rect)&lt;br /&gt;
    # 绘制精灵到屏幕中&lt;br /&gt;
    all_sprites.draw(screen)&lt;br /&gt;
    draw_text(screen, str(score), 18, WIDTH / 2, 10)  # 绘制分数&lt;br /&gt;
    draw_shield_bar(screen, 5, 5, player.shield)  # 绘制生命条&lt;br /&gt;
    draw_lives(screen, WIDTH - 100, 5, player.lives, player_mini_img)  # 绘制小飞机&lt;br /&gt;
&lt;br /&gt;
    ## 所有东西画上去后显示在屏幕上&lt;br /&gt;
    pygame.display.flip()&lt;br /&gt;
&lt;br /&gt;
pygame.quit()&lt;/div&gt;</summary>
		<author><name>江南仁</name></author>	</entry>

	</feed>