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test.py
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test.py
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import sys
import pymysql
import tkinter as tk
import cv2
import mediapipe as mp
import pygame as pg
import random
import CG
from cv2 import VideoCapture
import config
import gesture.gesture_funcs as ggf
import game.game_sounds as game_sound
import game.game_imgs as game_img
import tk_ui as tk_login
import plane_sprite.plane_sprite as plane_sprite
from pygame.locals import *
from tkinter import *
from tkinter import messagebox
from PIL import Image, ImageTk
# 初始化pygame游戏
pg.init()
pg.mixer.init()
# 窗口大小
SIZE = WINDOWWIDTH, WINDOWHEIGHT = config.WIDTH, config.HEIGHT
screen = pg.display.set_mode(size=SIZE)
pg.display.set_caption("宇宙飞机大战")
# 设置图标,封装成exe也有用
pg.display.set_icon(pg.image.load('imgs/img/player.png'))
clock = pg.time.Clock()
# 手势识别初始化
mp_drawing = mp.solutions.drawing_utils # mediapipe 繪圖方法
mp_drawing_styles = mp.solutions.drawing_styles # mediapipe 繪圖樣式
mp_hands = mp.solutions.hands # mediapipe 偵測手掌方法
# 无敌时间(都可以用)间隔参数
INVINCIBLE_TIME = pg.USEREVENT + 2
# 第一种背景音乐
def bgm1():
# 背景音乐
pg.mixer.music.load(
'sounds/sound/background.ogg') # 这个会重复播放
pg.mixer.music.set_volume(0.3)
pg.mixer.music.play(-1)
# 玩家类
class Player(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image = game_img.player_img
self.rect = self.image.get_rect() # 外面的框
self.radius = 20
# pg.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = config.WIDTH / 2
self.rect.bottom = config.HEIGHT - 10
self.speed = 5
self.health = 100
self.lives = 3
self.hidden = False
self.hide_time = 0
self.gun = 1
self.gun_time = 0
self.last_shot_time = 0
self.invincible = False
def update(self):
now_main = pg.time.get_ticks()
# print(now - self.gun_time)
if self.gun >= 2 and now_main - self.gun_time > 5000:
self.gun = 1
self.image = game_img.player_img
if self.hidden and pg.time.get_ticks() - self.hide_time > 3000:
self.hidden = False
self.image = game_img.player_img
self.invincible = False
if self.rect.right > config.WIDTH:
self.rect.right = config.WIDTH
if self.rect.left < 0:
self.rect.left = 0
if self.rect.bottom > config.HEIGHT:
self.rect.bottom = config.HEIGHT
if self.rect.top < 0:
self.rect.top = 0
# 发射普通子弹
def shoot_right(self):
if not self.hidden:
current_time = pg.time.get_ticks()
# 设置射击间隔
if current_time - self.last_shot_time >= 360:
if self.gun == 1:
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
pg.mixer.Sound.play(game_sound.shoot_sound)
self.last_shot_time = current_time
# 捡到闪电道具后
elif self.gun == 2:
bullet1 = Bullet(self.rect.left, self.rect.top)
bullet2 = Bullet(self.rect.right, self.rect.top)
all_sprites.add(bullet1, bullet2)
bullets.add(bullet1, bullet2)
pg.mixer.Sound.play(game_sound.shoot_sound)
self.last_shot_time = current_time
elif self.gun >= 3:
bullet1 = Bullet(self.rect.left, self.rect.top)
bullet2 = Bullet(self.rect.right, self.rect.top)
bullet3 = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet1, bullet2, bullet3)
bullets.add(bullet1, bullet2, bullet3)
pg.mixer.Sound.play(game_sound.shoot_sound)
self.last_shot_time = current_time
# 发射镭射
def shoot_left(self):
if not self.hidden:
current_time = pg.time.get_ticks()
# 设置射击间隔
if current_time - self.last_shot_time >= 2150:
laser = Laser(self.rect.centerx, self.rect.top)
all_sprites.add(laser)
lasers.add(laser)
self.last_shot_time = current_time
pg.mixer.Sound.play(game_sound.laser_sound)
# 复活后的隐藏无敌状态
def hide(self):
# print('hide')
self.hidden = True
self.hide_time = pg.time.get_ticks()
self.image = game_img.player_inv
self.invincible = True
# 捡到闪电,升级子弹
def gunup(self):
if not self.hidden:
self.gun += 1
self.gun_time = pg.time.get_ticks()
self.image = game_img.player_gunup
# 捡到时钟,无敌效果
def invincible_time(self):
if not self.hidden:
self.invincible = True
self.image = game_img.player_time
pg.time.set_timer(INVINCIBLE_TIME, 5000) # 设置定时器,3秒后触发无敌时间事件
# 陨石类
class Rock(pg.sprite.Sprite):
def __init__(self):
pg.sprite.Sprite.__init__(self)
self.image_ori = random.choice(game_img.rock_imgs)
self.image = pg.Surface((50, 50))
self.image = self.image_ori.copy()
self.rect = self.image.get_rect() # 外面的框
# pg.draw.rect(self.image, RED, self.rect)
self.radius = self.rect.width * 0.85 / 2
# pg.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.x = random.randrange(0, config.WIDTH - self.rect.width)
self.rect.y = random.randrange(-150, -110)
self.speedy = random.randrange(2, 10)
self.speedx = random.randrange(-3, 3)
self.total_degree = 0
self.rot_degree = random.randrange(-2, 6)
# 石头旋转
def rotate(self):
self.total_degree += self.rot_degree
self.total_degree = self.total_degree % 360
self.image = pg.transform.rotate(self.image_ori, self.total_degree)
# 这里的转动会造成画面的失真,需要特殊处理;括号里面用self.image会出事。也就是失真会叠加,而用一张图片当副本就可以避免
# 解决转动时候的方块定位问题;重新定位,否则转动时就会像碰壁一样的发生弹性碰撞
center = self.rect.center # 中心点
self.rect = self.image.get_rect() # 重新定位
self.rect.center = center
def update(self):
self.rotate()
self.rect.y += self.speedy
self.rect.x += self.speedx
if self.rect.top > config.HEIGHT or self.rect.left > config.WIDTH or self.rect.right < 0:
# 随机生成石块的位置
self.rect.x = random.randrange(0, config.WIDTH - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speedy = random.randrange(1, 3)
self.speedx = random.randrange(-3, 3)
# 一般子弹类
class Bullet(pg.sprite.Sprite):
def __init__(self, x, y):
pg.sprite.Sprite.__init__(self)
self.image = game_img.bullet_img
self.rect = self.image.get_rect()
self.rect.centerx = x
self.rect.bottom = y
self.speedy = -5
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# 激光镭射类
class Laser(pg.sprite.Sprite):
def __init__(self, x, y):
pg.sprite.Sprite.__init__(self)
self.image = game_img.laser_img
# 创建一个矩形对象,表示激光的形状和位置
self.rect = self.image.get_rect()
# 设置激光的速度
self.rect.centerx = x
self.rect.bottom = y
self.last_update = pg.time.get_ticks()
self.speedy = -10
# 更新方法,让激光向上移动,并检测是否超出屏幕边界
def update(self):
self.rect.y += self.speedy
if self.rect.bottom < 0:
self.kill()
# 陨石爆炸效果类
class Exploration(pg.sprite.Sprite):
def __init__(self, center, size):
pg.sprite.Sprite.__init__(self)
self.size = size
self.image = game_img.expl_anim[self.size][0]
self.rect = self.image.get_rect() # 外面的框
self.rect.center = center
self.frame = 0
self.last_update = pg.time.get_ticks() # 初始化到现在经过的毫秒数
self.frame_rate = 50 # 如果不设定的话,动画会播放得太快
def update(self):
now_rock = pg.time.get_ticks()
if now_rock - self.last_update > self.frame_rate:
self.last_update = now_rock
self.frame += 1
if self.frame == len(game_img.expl_anim[self.size]): # 如果是最后一张图片的话
self.kill()
else:
self.image = game_img.expl_anim[self.size][self.frame]
# 重新定位;如果不这样做,可能会导致精灵在动画过程中移动或是抖动,就如陨石旋转那部分一样
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
# 死亡爆炸效果类
class Death(pg.sprite.Sprite):
def __init__(self, center):
pg.sprite.Sprite.__init__(self)
self.image = game_img.player_expl_img[0]
self.rect = self.image.get_rect() # 外面的框
self.rect.center = center
self.frame = 0
self.last_update = pg.time.get_ticks() # 初始化到现在进过的毫秒数
self.frame_rate = 50 # 如果不设定的话,动画会播放得太快
def update(self):
now_death = pg.time.get_ticks()
if now_death - self.last_update > self.frame_rate:
self.last_update = now_death
self.frame += 1
if self.frame == len(game_img.player_expl_img): # 如果是最后一张图片的话
self.kill()
else:
self.image = game_img.player_expl_img[self.frame]
# 重新定位;如果不这样做,可能会导致精灵在动画过程中移动或是抖动,就如陨石旋转那部分一样
center = self.rect.center
self.rect = self.image.get_rect()
self.rect.center = center
# 道具类
class Power(pg.sprite.Sprite):
def __init__(self, center):
pg.sprite.Sprite.__init__(self)
self.type = random.choice(['shield', 'gun', 'time', 'time2'])
self.image = game_img.power_imgs[self.type]
self.image.set_colorkey(config.BLACK)
self.rect = self.image.get_rect() # 外面的框
self.rect.center = center
self.speedy = 2
def update(self):
self.rect.y += self.speedy
if self.rect.y >= config.HEIGHT:
self.kill()
# 初始化一部分对象,并且推入all_sprites中
player = Player()
bullets = pg.sprite.Group()
powers = pg.sprite.Group()
lasers = pg.sprite.Group()
all_sprites = pg.sprite.Group()
all_sprites.add(player)
rocks = pg.sprite.Group()
# 游戏界面显示文字的函数
def draw_text(surf, text, size, x, y):
font = pg.font.Font(game_img.font_name, size)
text_surface = font.render(text, True, config.WHITE, (0, 0, 0))
text_rect = text_surface.get_rect()
text_rect.centerx = x
text_rect.top = y
surf.blit(text_surface, text_rect)
# 显示生命值or称为生命条的函数
def draw_health(surf, hp, x, y, text, size, color):
high = 20
if hp <= 0:
hp = 0
elif 500 <= hp <= 1000:
hp = hp / 2
high = 30
elif hp > 1000:
hp = hp / 5
high = 40
BAR_LENGTH = hp
BAR_HEIGHT = high
fill = hp
outline_rect = pg.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
fill_rect = pg.Rect(x, y, fill, BAR_HEIGHT)
pg.draw.rect(surf, color, fill_rect) # 血条
pg.draw.rect(surf, config.WHITE, outline_rect, 2) # 血条外框
font = pg.font.Font(game_img.font_name, size)
text_surface = font.render(text, True, config.WHITE)
text_rect = text_surface.get_rect()
text_rect.x = BAR_LENGTH / 2
text_rect.y = y
surf.blit(text_surface, text_rect)
# 显示生命数
def draw_lives(surf, lives, img, x, y):
for i in range(lives):
img_rect = img.get_rect()
img_rect.x = x + 30 * i # 间隔像素
img_rect.y = y
surf.blit(img, img_rect)
# 增加新的陨石
def new_rock():
r = Rock()
all_sprites.add(r)
rocks.add(r)
# 载入字体
font = pg.font.Font("Fonts/s8514fix.fon",
32) # 加载字体
font_zh = pg.font.Font('Fonts/msyhbd.ttc',
20)
# 播放CG的指标
playCG = False
# 游戏主界面初始化
def draw_init():
pg.display.set_caption("宇宙飞机大战")
# 播放音乐
bgm1()
# 让CG只在游戏启动的时候播放
global playCG
if not playCG:
CG.PlayVideo()
playCG = True
click = False
while True:
screen.blit(game_img.init_bg_img, (-100, -250))
draw_text(screen, '宇宙飞机大战', 64, config.WIDTH / 2, config.HEIGHT / 4 - 130)
draw_text(screen, '适度游戏益脑,沉迷游戏伤身', 24, config.WIDTH / 2, config.HEIGHT - 26)
mx, my = pg.mouse.get_pos()
button_1_text = font.render("Free mode", True, (135, 206, 250))
button_2_text = font.render("Help", True, (135, 206, 250))
button_3_text = font.render("Store", True, (135, 206, 250))
button_4_text = font.render("Login", True, (135, 206, 250))
button_5_text = font.render("PVE MODE", True, (135, 206, 250))
button_6_text = font_zh.render("关于制作者", True, (135, 206, 250))
button_1_image = game_img.btn1_img
button_1 = pg.Rect(50, 100, 200, 50)
screen.blit(button_1_image, button_1)
screen.blit(button_1_text, (button_1.x + 20, button_1.y + 15))
button_2 = pg.Rect(50, 300, 200, 50)
screen.blit(button_1_image, button_2)
screen.blit(button_2_text, (button_2.x + 20, button_2.y + 15))
button_3 = pg.Rect(50, 400, 200, 50)
screen.blit(button_1_image, button_3)
screen.blit(button_3_text, (button_3.x + 20, button_3.y + 15))
button_4 = pg.Rect(50, 500, 200, 50)
screen.blit(button_1_image, button_4)
screen.blit(button_4_text, (button_4.x + 20, button_4.y + 15))
button_5 = pg.Rect(25, 175, 250, 100)
screen.blit(game_img.btn2_img, button_5)
screen.blit(button_5_text, (button_5.x + 75, button_5.y + 42))
button_6 = pg.Rect(500, 500, 200, 50)
screen.blit(button_1_image, button_6)
screen.blit(button_6_text, (button_6.x + 20, button_6.y + 15))
if button_1.collidepoint((mx, my)):
if click:
game_main()
if button_2.collidepoint((mx, my)):
if click:
help_()
if button_3.collidepoint((mx, my)):
if click:
store()
if button_4.collidepoint((mx, my)):
if click and tk_login.is_logged_in is False:
login()
elif click and tk_login.is_logged_in is True:
profile()
if button_5.collidepoint((mx, my)):
if click:
chapter2()
if button_6.collidepoint((mx, my)):
if click:
aboutME()
click = False
# 取得输入
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
pg.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pg.display.update()
clock.tick(config.FPS)
# 连接数据库
connect_ = pymysql.connect(host="localhost", user="root", port=3307, password="Jason20040903", database="user_info",
charset="utf8")
# 滚动背景
bg1 = plane_sprite.BackGroud(False,
"imgs/img/background.png")
bg2 = plane_sprite.BackGroud(True,
"imgs/img/background.png")
back_group = pg.sprite.Group(bg1, bg2)
# 爆率
odds = 0
# 开启摄像头和显示的参数
cap: VideoCapture = cv2.VideoCapture(0) # 开启摄像头
fontFace = cv2.FONT_HERSHEY_SIMPLEX
lineType = cv2.LINE_AA
# 游戏主体
def game_main():
# 初始化石头和道具
global rocks
global powers
all_sprites.remove(rocks)
all_sprites.remove(powers)
powers = pg.sprite.Group()
rocks = pg.sprite.Group()
for i in range(25):
rock = Rock()
rocks.add(rock)
all_sprites.add(rock)
# 玩家初始化
player.image = game_img.player_img
health = player.health
lives = player.lives
player.rect.centerx = config.WIDTH / 2
player.rect.bottom = config.HEIGHT - 10
# 初始化分数
score = 0
# 手势识别
with mp_hands.Hands(model_complexity=0, max_num_hands=1, min_detection_confidence=0.55, static_image_mode=False,
min_tracking_confidence=0.55) as hands:
if not cap.isOpened():
tk.messagebox.showerror("警告", "打开摄像头失败")
exit()
running = True
w, h = 600, 400 # 摄像头图像的尺寸
while cap.isOpened() and running:
ret, img = cap.read()
img = cv2.flip(img, 1)
if not ret:
print("Cannot receive frame")
break
img = cv2.resize(img, (600, 350)) # 調整畫面尺寸
size = img.shape # 取得攝影機影像尺寸
img2 = cv2.cvtColor(img, cv2.COLOR_BGR2RGB) # 將 BGR 轉換成 RGB
results = hands.process(img2) # 偵測手掌
if results.multi_hand_landmarks:
for hand_landmarks, handedness in zip(results.multi_hand_landmarks,
results.multi_handedness):
label = handedness.classification[0].label
left_hand_landmarks = hand_landmarks
right_hand_landmarks = hand_landmarks
right_finger_points = [] # 储存手指的坐标
left_finger_points = []
x_1 = int(left_hand_landmarks.landmark[0].x * img.shape[1]) # 获取第 0 号关键点(手腕根部)的坐标
y_1 = int(left_hand_landmarks.landmark[0].y * img.shape[0])
x_2 = int(right_hand_landmarks.landmark[0].x * img.shape[1]) # 获取第 0 号关键点(手腕根部)的坐标
y_2 = int(right_hand_landmarks.landmark[0].y * img.shape[0])
for i in left_hand_landmarks.landmark:
x_ = i.x * w # 这里乘w, h可以理解为线性变换
y_ = i.y * h
left_finger_points.append((x_, y_))
if left_finger_points:
finger_angle = ggf.hand_angle(left_finger_points)
text = ggf.gesture(finger_angle)
cv2.putText(img, text, (30, 120), fontFace, 5, (255, 255, 255), 10, lineType)
for i in right_hand_landmarks.landmark:
x_ = i.x * w # 这里乘w, h可以理解为线性变换
y_ = i.y * h
right_finger_points.append((x_, y_))
if right_finger_points:
finger_angle = ggf.hand_angle(right_finger_points)
text = ggf.gesture(finger_angle)
cv2.putText(img, text, (30, 120), fontFace, 5, (255, 255, 255), 10, lineType)
# 显示出左右手
cv2.putText(img, f"{label}", (x_1, y_1 - 10), cv2.FONT_HERSHEY_SIMPLEX, 0.8, (255, 255, 255),
2)
# 將節點和骨架繪製到影像中
mp_drawing.draw_landmarks(
img,
hand_landmarks,
mp_hands.HAND_CONNECTIONS,
mp_drawing_styles.get_default_hand_landmarks_style(),
mp_drawing_styles.get_default_hand_connections_style())
# 飞船的移动
wrist = hand_landmarks.landmark[mp_hands.HandLandmark.WRIST]
cx = int(wrist.x * w)
cy = int(wrist.y * h)
# 右
if cx > w / 2:
player.rect.x += player.speed
# 左
elif cx < w / 2:
player.rect.x -= player.speed
# 下
if cy > h / 2:
player.rect.y += player.speed
# 上
elif cy < h / 2:
player.rect.y -= player.speed
# 射击
if player.image != game_img.player_img_min:
if ggf.gesture(finger_angle) == 'rock' and label == 'Left':
player.shoot_left()
if ggf.gesture(finger_angle) == 'rock' and label == 'Right':
player.shoot_right()
if ggf.gesture(finger_angle) == 'good' and label == 'Left':
player.shoot_left()
if ggf.gesture(finger_angle) == 'good' and label == 'Right':
player.shoot_right()
# 缩小,还原效果
if ggf.gesture(finger_angle) == 'scissor' and label == 'Left':
player.image = game_img.player_img_min
elif ggf.gesture(finger_angle) == 'one' and label == 'Left':
player.image = game_img.player_img
if ggf.gesture(finger_angle) == 'scissor' and label == 'Right':
player.image = game_img.player_img_min
elif ggf.gesture(finger_angle) == 'one' and label == 'Right':
player.image = game_img.player_img
cv2.imshow('test', img)
if cv2.waitKey(5) == ord('q'):
break # 按下 q 鍵停止
clock.tick(config.FPS)
# 特殊反应
for event in pg.event.get():
# 退出游戏
if event.type == pg.QUIT:
quit_game = tk.messagebox.askyesno("quit", "是否确认退出游戏,您在游戏中获得的积分将消失!")
if quit_game:
cv2.destroyAllWindows()
running = False
else:
pass
# 取消无敌效果
if event.type == INVINCIBLE_TIME:
player.invincible = False # 取消无敌状态
player.image = game_img.player_img
pg.time.set_timer(INVINCIBLE_TIME, 0) # 取消定时器
# 全部更新
all_sprites.update()
# 子弹和陨石碰撞
hits = pg.sprite.groupcollide(rocks, bullets, True, True) # 后面两个参数是判断碰撞后要不要删除;返回值是字典;默认矩形碰撞判断
for hit in hits:
pg.mixer.Sound.play(random.choice(game_sound.expl_sounds))
score += int(hit.radius)
expl = Exploration(hit.rect.center, 'big')
all_sprites.add(expl)
# 掉宝的机率,越接近1越不掉宝
if random.random() > 0.85 - odds:
pow = Power(hit.rect.center)
all_sprites.add(pow)
# powers = pg.sprite.Group() 这个地方加上去就在发射时吃不到道具了,因为创建了一个新的精灵模组,飞机只能和最后的发生互动
powers.add(pow)
new_rock()
# 激光碰撞陨石
hits = pg.sprite.groupcollide(rocks, lasers, True, False) # 后面两个参数是判断碰撞后要不要删除;返回值是字典;默认矩形碰撞判断
for hit in hits:
pg.mixer.Sound.play(random.choice(game_sound.expl_sounds))
score += int(hit.radius)
expl = Exploration(hit.rect.center, 'big')
all_sprites.add(expl)
# 掉宝机率
if random.random() > 0.85 - odds:
pow = Power(hit.rect.center)
all_sprites.add(pow)
# powers = pg.sprite.Group() 这个地方加上去就在发射时吃不到道具了,因为创建了一个新的精灵模组,飞机只能和最后的发生互动
powers.add(pow)
new_rock()
# 飞机和陨石碰撞
hits = pg.sprite.spritecollide(player, rocks, True, pg.sprite.collide_circle) # 需要在类中加radius
for hit in hits:
expl = Exploration(hit.rect.center, 'small')
all_sprites.add(expl)
if not player.invincible:
health -= int(hit.radius)
# print(player.health)
new_rock()
if health <= 0:
death = Death(player.rect.center)
pg.mixer.Sound.play(game_sound.die_sound)
all_sprites.add(death)
health = player.health
lives -= 1
# print(player.lives)
player.hide()
# 若生命数等于0
if lives == 0 and not (death.alive()):
# 如果登录了则存入数据库中
if tk_login.is_logged_in:
cursor = connect_.cursor()
cursor.execute('use user_info')
sql_take = "SELECT highest_record FROM user_base_info WHERE user_name = %s"
cursor.execute(sql_take, (tk_login.user_name))
row = cursor.fetchone()
table_highest_score = row[0]
if table_highest_score < score:
table_highest_score = score
sql_record = "UPDATE user_base_info SET highest_record = %s WHERE user_name = %s"
cursor.execute(sql_record, (table_highest_score, tk_login.user_name))
sql_in = "UPDATE user_base_info SET score = score + %s WHERE user_name = %s"
cursor.execute(sql_in, (score, tk_login.user_name))
sql_in_plays = "UPDATE user_base_info SET nums_of_plays = nums_of_plays + %s WHERE user_name = %s"
cursor.execute(sql_in_plays, (1, tk_login.user_name))
connect_.commit()
draw_text(screen, '你死亡了,分数已保存(若已登入)', 26, config.WIDTH / 2, 50)
draw_text(screen, '按任意键继续……', 26, config.WIDTH / 2, 100)
pg.mixer.Sound.play(game_sound.die_music)
pg.display.update()
waiting = True # 设置一个等待标志
while waiting: # 进入一个等待循环
for event in pg.event.get():
if event.type == pg.KEYUP: # 如果检测到用户按下任意键
waiting = False # 结束等待循环
cv2.destroyAllWindows()
return # 跳出game_main函数
if event.type == pg.QUIT:
cv2.destroyAllWindows()
running = False
return
# 飞机和宝物碰撞
hits = pg.sprite.spritecollide(player, powers, True)
for hit in hits:
if hit.type == 'shield':
pg.mixer.Sound.play(game_sound.shield_sound)
health += 10
if health >= player.health:
health = player.health
if hit.type == 'gun':
pg.mixer.Sound.play(game_sound.gun_sound)
player.gunup()
if hit.type == 'time':
pg.mixer.Sound.play(game_sound.time_sound)
player.invincible_time()
if hit.type == 'time2':
pg.mixer.Sound.play(game_sound.time_2_sound)
score = int(score) * 2
back_group.draw(screen)
# screen.blit(game_img.background_img, (0, 0)) # 显示背景图片的方法
all_sprites.draw(screen)
draw_text(screen, str(score), 18, config.WIDTH / 2, 10)
draw_health(screen, health, 10, 10, str(health), 18, config.RED)
if lives <= 3:
draw_lives(screen, lives, game_img.player_lives_img, config.WIDTH - 100, 15)
else:
draw_lives(screen, lives, game_img.player_lives_img, config.WIDTH - 180, 15)
# 更新画面
back_group.update()
pg.display.update()
# 游戏帮助说明
def help_():
while True:
screen.blit(game_img.help_bg, (0, -200)) # 显示图片的方法
draw_text(screen, '新手教程', 64, config.WIDTH / 2, config.HEIGHT / 4 - 100)
draw_text(screen, '自由模式:手掌移动飞船\n左手握拳发射激光\n右手握拳发射子弹', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 100)
draw_text(screen, '\n剪刀是变小,one是恢复原本的大小', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 150)
draw_text(screen, '\nPVE模式:使用手掌移动飞船\n左右手握拳发射子弹', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 200)
draw_text(screen, '\none是切换模式,剪刀是在hero模式下恢复血量', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 250)
draw_text(screen, '\n您可以在商店/改装厂进行升级', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 300)
for event in pg.event.get():
if event.type == pg.QUIT:
return draw_init()
pg.display.update()
clock.tick(config.FPS)
# 设置参数
n_1, n_2, n_3, n_4 = 0, 0, 0, 0 # n 等於 0
num_font = pg.font.SysFont('Arial', 32)
# 定义一个函数来绘制数字在屏幕上
def draw_num(screen, num, x, y):
# 渲染数字为文字图片
num_text = num_font.render("Level:" + str(num), True, (255, 0, 0), (0, 0, 0))
# 绘制文字图片到屏幕上
screen.blit(num_text, (x, y))
# 定义升级扣钱的效果
def play_bill(money):
if tk_login.is_logged_in:
cursor = connect_.cursor()
cursor.execute('use user_info')
sql_in = "UPDATE user_base_info SET score = score - %s WHERE user_name = %s"
cursor.execute(sql_in, (money, tk_login.user_name))
connect_.commit()
# 商店系统
def store():
click = False
# 播放音乐
store_music = pg.mixer.Sound('sounds/store_music.mp3')
pg.mixer.Sound.play(store_music)
while True:
global n_1, n_2, n_3, n_4, up_health, up_live
screen.blit(game_img.store_img, (0, -200)) # 显示图片的方法
draw_text(screen, '商店(重启游戏将重置)', 64, config.WIDTH / 2, config.HEIGHT / 4 - 100)
mx, my = pg.mouse.get_pos()
button_1_text = font_zh.render("增加掉落机率(max10)", True, (0, 0, 0))
button_2_text = font_zh.render("增加移动速度(max10)", True, (0, 0, 0))
button_3_text = font_zh.render("增加生命条数(max3)", True, (0, 0, 0))
button_4_text = font_zh.render("增加生命值上限(max10)", True, (0, 0, 0))
button_1 = pg.Rect(30, 100, 350, 120)
screen.blit(game_img.btn3_img, button_1)
screen.blit(button_1_text, (button_1.x + 72, button_1.y + 45))
button_2 = pg.Rect(30, 200, 350, 120)
screen.blit(game_img.btn3_img, button_2)
screen.blit(button_2_text, (button_2.x + 72, button_2.y + 45))
button_3 = pg.Rect(30, 300, 350, 120)
screen.blit(game_img.btn3_img, button_3)
screen.blit(button_3_text, (button_3.x + 72, button_3.y + 45))
button_4 = pg.Rect(30, 400, 350, 120)
screen.blit(game_img.btn3_img, button_4)
screen.blit(button_4_text, (button_4.x + 68, button_4.y + 45))
# 绘制玩家分数
if tk_login.is_logged_in:
cursor = connect_.cursor()
sql_take = "SELECT score FROM user_base_info WHERE user_name = %s"
cursor.execute(sql_take, (tk_login.user_name))
row = cursor.fetchone()
table_score = row[0]
draw_text(screen, "score:" + str(table_score), 26, 650, 140)
else:
draw_text(screen, "登录获取分数", 26, 650, 140)
# button点击事件
if button_1.collidepoint((mx, my)):
if click and tk_login.is_logged_in:
if n_1 < 10:
if table_score >= 1000:
money = 1000
n_1 += 1
global odds
odds += 0.01
play_bill(money)
else:
tk.messagebox.showinfo('提示', '分数不足')
else:
tk.messagebox.showinfo("提示", "已满级")
elif click:
tk.messagebox.showinfo('请登录', "登录以获取分数")
if button_2.collidepoint((mx, my)):
if click and tk_login.is_logged_in:
if n_2 < 10:
if table_score >= 1000:
money = 1000
n_2 += 1
player.speed += 0.1
playerCh2.speed += 0.1
play_bill(money)
else:
tk.messagebox.showinfo('提示', '分数不足')
else:
tk.messagebox.showinfo("提示", "已满级")
elif click:
tk.messagebox.showinfo('请登录', "登录以获取分数")
if button_3.collidepoint((mx, my)):
if click and tk_login.is_logged_in:
if n_3 < 3:
if table_score >= 1000:
money = 1000
n_3 += 1
player.lives += 1
up_live += 1
play_bill(money)
else:
tk.messagebox.showinfo('提示', '分数不足')
else:
tk.messagebox.showinfo("提示", "已满级")
elif click:
tk.messagebox.showinfo('请登录', "登录以获取分数")
if button_4.collidepoint((mx, my)):
if click and tk_login.is_logged_in:
if n_4 < 10:
if table_score >= 1000:
money = 1000
n_4 += 1
player.health += 10
up_health += 10
play_bill(money)
else:
tk.messagebox.showinfo('提示', '分数不足')
else:
tk.messagebox.showinfo("提示", "已满级")
elif click:
tk.messagebox.showinfo('请登录', "登录以获取分数")
click = False
# 画出技能等级
draw_num(screen, n_1, 400, 130)
draw_num(screen, n_2, 400, 230)
draw_num(screen, n_3, 400, 330)
draw_num(screen, n_4, 400, 430)
for event in pg.event.get():
if event.type == pg.QUIT:
return draw_init()
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
click = True
pg.display.update()
clock.tick(config.FPS)
# 登录系统
def login():
main = tk_login.My_Gui()
main.set_init_window()
# 玩家主页(个人页面)
def profile():
main = User_Gui()
main.set_init_window()
# 关于我
def aboutME():
while True:
screen.blit(game_img.aboutMe_bg, (0, -200)) # 显示图片的方法
draw_text(screen, '关于制作者', 64, config.WIDTH / 2, config.HEIGHT / 4 - 100)
draw_text(screen, '你好呀!勇敢的冒险者,我是这款游戏的开发者。', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 100)
draw_text(screen, '\n我来自重庆大学,是数据科学与大数据22级的学生', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 150)
draw_text(screen, '\n如何联系我', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 200)
draw_text(screen, '\nQQ:1363180320', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 250)
draw_text(screen, '\nEmail:99gelanjingling@gmail.com', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 300)
draw_text(screen, '\nGITHUB:https://github.com/codeofwhite', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 350)
draw_text(screen, '\n在此祝您游玩愉快!', 26, config.WIDTH / 2,
config.HEIGHT / 4 + 400)
for event in pg.event.get():
if event.type == pg.QUIT:
return draw_init()
pg.display.update()
clock.tick(config.FPS)
# 玩家主页类
class User_Gui():
def __init__(self):
self.main_screen = tk.Tk()
def set_init_window(self):
self.main_screen.geometry('600x500')
self.main_screen.resizable(False, False)
self.main_screen.title('user')
canvas = tk.Canvas(self.main_screen, width=1000, height=1000)
# 图片
image_ = Image.open(
'tk_ui/tk_img/login_bg.gif')
image_bg = ImageTk.PhotoImage(image_)
image = canvas.create_image(100, 0, anchor='n', image=image_bg)
canvas.pack()
tk.Label(self.main_screen, text='欢迎回到飞机大战', font=('宋体', 20), fg="blue", bg='Light Sea Green',
relief=SUNKEN).place(x=200,
y=20)
tk.Label(self.main_screen, text='用户:' + tk_login.user_name, font=('宋体', 20), fg="blue",
bg='Light Sea Green',
relief=SUNKEN).place(x=200,
y=50)
# 用户获得的总分
cur = connect_.cursor()
sql = "SELECT score,highest_record,nums_of_plays,nums_of_wins FROM user_base_info WHERE user_name = %s"
cur.execute(sql, (tk_login.user_name))
row = cur.fetchone()
score = row[0]
ht_score = row[1]
play_game_times = row[2]
play_game_wins = row[3]
tk.Label(self.main_screen, text="您的总分数为:" + str(score) + "\n您的自由模式最高得分为:" + str(
ht_score) + '\n您的自由模式游玩场数为:' + str(play_game_times) + '\n冒险模式总胜场:' + str(play_game_wins),
font=('宋体', 20), fg="blue",
bg='Light Sea Green', relief=SUNKEN).place(x=200, y=80)
# 设置头像,统一头像,或用户存入的头像
user_img = Image.open(
'imgs/user_img_100x100.jpg')
user_tk_img = ImageTk.PhotoImage(user_img)
canvas_ = tk.Canvas(self.main_screen, width=90, height=90) # 设置头像画布的宽度和高度为100
canvas_.create_image(0, 0, anchor='nw', image=user_tk_img) # 在 Canvas 中放入圖片
canvas_.place(x=50, y=50) # 设置头像画布的位置为左上角
# 退出按钮
btn_quit = tk.Button(self.main_screen, text='登出', width=10, height=1, activebackground="RoyalBlue",
relief=RIDGE, command=lambda: self.quit_in(),
bg="Cyan")
btn_quit.place(x=250, y=400)
self.main_screen.mainloop()
# 更换头像(选做)