python飞机大战给敌机加上血量

python飞机大战给敌机加上血量,多次尝试,没有成功。
原代码


import pygame
import random
import os
FPS = 60
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
YELLOW = (0, 0, 255)
BLACK = (0, 0, 0)
WIDTH = 500
HEIGHT = 600
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("飞机大战")
clock = pygame.time.Clock()
# 载入图片
background_img = pygame.image.load(
    os.path.join("img", "background.png")).convert()
player_img = pygame.image.load(os.path.join("img", "player.png")).convert()
player_mini_img = pygame.transform.scale(player_img, (25, 19))
player_mini_img.set_colorkey(WHITE)
rock_img = pygame.image.load(os.path.join("img", "rock.png")).convert()
bullet_img = pygame.image.load(os.path.join("img", "bullet.png")).convert()
plane_img = pygame.image.load(os.path.join("img", "plane.png")).convert()
# 音乐
shoot_sound = pygame.mixer.Sound(os.path.join("sound", "shoot.mp3"))
gun_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
shield_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
speed_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
live_sound = pygame.mixer.Sound(os.path.join("sound", "gun.mp3"))
die_sound = pygame.mixer.Sound(os.path.join("sound", "rock1.mp3"))
rock_sounds = [
    pygame.mixer.Sound(os.path.join("sound", "rock1.mp3")),
    pygame.mixer.Sound(os.path.join("sound", "rock2.mp3"))
]
pygame.mixer.music.load(os.path.join("sound", "background.mp3"))
plane_sound = pygame.mixer.Sound(os.path.join("sound", "plane.mp3"))


font_name = os.path.join('STXINGKA.TTF')

# 爆炸动画
expl_anim = {}
expl_anim['lg'] = []
expl_anim['sm'] = []
expl_anim['player'] = []
for i in range(9):
    expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
    expl_img.set_colorkey(WHITE)
    expl_anim['lg'].append(pygame.transform.scale(expl_img, (75, 75)))
    expl_anim['sm'].append(pygame.transform.scale(expl_img, (30, 30)))
    player_expl_img = pygame.image.load(os.path.join("img", f"expl{i}.png")).convert()
    player_expl_img.set_colorkey(WHITE)
    expl_anim['player'].append(player_expl_img)


# 道具
power_imgs = {}
power_imgs['shield'] = pygame.image.load(os.path.join("img", "shield.png")).convert()
power_imgs['gun'] = pygame.image.load(os.path.join("img", "gun.png")).convert()
power_imgs['speed'] = pygame.image.load(os.path.join("img", "speed.png")).convert()
power_imgs['live'] = pygame.image.load(os.path.join("img", "live.png")).convert()


# 创建陨石事件
CREATE_ROCK_EVENT = pygame.USEREVENT
pygame.time.set_timer(CREATE_ROCK_EVENT, 1000)


def draw_text(surf, text, size, x, y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.centerx = x
    text_rect.top = y
    surf.blit(text_surface, text_rect)


def new_rock():
    r = Rock()
    all_sprites.add(r)
    rocks.add(r)


def new_plane():
    p = Plane()
    all_sprites.add(p)
    planes.add(p)


def draw_health(surf, hp, x, y):
    BAR_LENGTH = 100
    BAR_HEIGHT = 10
    fill = (hp / 100) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, GREEN, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)


def draw_lives(surf, lives, img, x, y):
    for i in range(lives):
        img_rect = img.get_rect()
        img_rect.x = x + 30 * i
        img_rect.y = y
        surf.blit(img, img_rect)
        
def draw_init():
    screen.blit(background_img, (0, 0))
    draw_text(screen,'飞机大战!',64,WIDTH/2,HEIGHT/4)
    draw_text(screen,'左右键移动飞船,空格键发射子弹。',22,WIDTH/2,HEIGHT/2)
    draw_text(screen,'按任意键开始游戏。',18,WIDTH/2,HEIGHT*3/4)
    pygame.display.update()
    waiting = True
    while waiting:
        clock.tick(FPS)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
            elif event.type == pygame.KEYUP:
                waiting = False
    


class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = player_img
        self.image.set_colorkey(WHITE)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 8
        self.health = 100
        self.lives = 3
        self.hidden = False
        self.hide_time = 0
        self.gun = 1
        self.gun_time = 0
        self.speed = 1
        self.speed_time = 0
        

    def update(self):
        now=pygame.time.get_ticks()
        if self.gun>1 and now - self.gun_time>5000:
            self.gun = 1
            
        if self.speed>1 and now - self.speed_time>5000:
            self.speed = 1
        
        if self.hidden and now-self.hide_time>1000:
            self.hidden=False
            self.rect.centerx=WIDTH/2
            self.rect.bottom=HEIGHT-10

            # 判断按键按住以及按下 - 元组
        if self.speed == 1:
            keys_pressed = pygame.key.get_pressed()
            # 判断元组中对应的按键索引值,按为1
            if keys_pressed[pygame.K_RIGHT]:
                player.speedx = 5
                self.rect.x += 2
            if keys_pressed[pygame.K_LEFT]:
                player.speedx = -5
                self.rect.x -= 2
        if self.speed >= 2:
            keys_pressed = pygame.key.get_pressed()
            # 判断元组中对应的按键索引值,按为1
            if keys_pressed[pygame.K_RIGHT]:
                player.speedx = 5
                self.rect.x += 8
            if keys_pressed[pygame.K_LEFT]:
                player.speedx = -5
                self.rect.x -= 8

        # 限制英雄在屏幕内
        if self.rect.x < 0:
            self.rect.x = 0
        self.speedx = 0
        
            

    def shoot(self):
        if not(self.hidden):
           if self.gun ==1:
                bullet=Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet)
                bullets.add(bullet)
                shoot_sound.play()
           if self.gun ==2:
                bullet1=Bullet(self.rect.left, self.rect.centery)
                bullet2=Bullet(self.rect.right, self.rect.centery)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                bullets.add(bullet1)
                bullets.add(bullet2)
                shoot_sound.play()
           if self.gun >=3:
                bullet1=Bullet(self.rect.left, self.rect.centery)
                bullet2=Bullet(self.rect.right, self.rect.centery)
                bullet3=Bullet(self.rect.centerx, self.rect.top)
                all_sprites.add(bullet1)
                all_sprites.add(bullet2)
                all_sprites.add(bullet3)
                bullets.add(bullet1)
                bullets.add(bullet2)
                bullets.add(bullet3)
                shoot_sound.play()

    def hide(self):
        self.hidden = True
        self.hide_time = pygame.time.get_ticks()
        self.rect.center = (WIDTH / 2, HEIGHT + 500)

    def gunup(self):
        self.gun = self.gun + 1
        self.gun_time = pygame.time.get_ticks()
        
    def speedup(self):
        self.speed=self.speed + 1
        self.speed_time = pygame.time.get_ticks()
        
        

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = bullet_img
        self.image.set_colorkey(WHITE)
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.rect.bottom = y
        self.speedy = -10

    def update(self):
        self.rect.y += self.speedy
        if self.rect.bottom < 0:
            self.kill()


class Rock(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image_orig = rock_img
        self.image = self.image_orig.copy()  # 复制一份新的Surface对象,避免图像变形
        self.rect = self.image.get_rect()
        self.image.set_colorkey(WHITE)
        self.radius = int(self.rect.width * 0.85 / 2)
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-180, -100)
        self.speedy = random.randrange(0, 6)
        self.speedx = random.randrange(-3, 3)
        self.rect.centerx = WIDTH / 2
        self.degree = 0                             # 初始化当前角度为0
        self.rot_speed = random.randint(-10, 10)      # 旋转变化的方向和角度随机
        self.last_update = pygame.time.get_ticks()  # 记录当前时间点

    def rotate(self):
        now = pygame.time.get_ticks()           # 获取当前时间点
        if now - self.last_update > 50:         # 间隔超过50毫秒时才旋转,以免转得过快
            self.last_update = now              # 刷新最后更新时间点
            # 增加旋转角度,对360取余数是为了让角度数值不超过360度
            self.degree = (self.degree + self.rot_speed * 10) % 360
            # 旋转的是原始的Surface对象
            new_image = pygame.transform.rotate(self.image_orig, self.degree)
            roate_image = pygame.transform.rotate(self.image_orig, self.degree)
            new_image = pygame.transform.scale(
                roate_image, (self.rect.width + 1, self.rect.height + 1))
            old_center = self.rect.center       # 将原始的rect中心坐标暂存到变量old_center
            self.image = new_image              # 将旋转后的对象重新赋值给self.image
            self.rect = self.image.get_rect()   # 重新获取rect
            self.rect.center = old_center       # 旋转后的rect中心坐标仍然与原来的中心相同

    def update(self):
        self.rotate()
        self.rect.y += self.speedy
        self.rect.x += self.speedx
        if self.rect.y >= HEIGHT or self.rect.x >= WIDTH or self.rect.x < 0:
            self.kill()
        if self.rect.top > HEIGHT or self.rect.left > WIDTH or self.rect.right < 0:
            self.rect.x = random.randrange(0, WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(2, 10)
            self.speedx = random.randrange(-3, 3)


class Plane(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = plane_img
        self.rect = self.image.get_rect()
        self.radius = int(self.rect.width * 0.85 / 2)
        self.image.set_colorkey(WHITE)
        self.rect.x = random.randrange(0, WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = 2

    def update(self):
        self.rect.y += self.speedy


class Explosion(pygame.sprite.Sprite):
    def __init__(self, center, size):
        pygame.sprite.Sprite.__init__(self)
        self.size = size
        self.image = expl_anim[self.size][0]
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.frame = 0
        self.last_update = pygame.time.get_ticks()
        self.frame_rate = 50

    def update(self):
        now = pygame.time.get_ticks()
        if now - self.last_update > self.frame_rate:
            self.last_update = now
            self.frame += 1
            if self.frame == len(expl_anim[self.size]):
                self.kill()
            else:
                self.image = expl_anim[self.size][self.frame]
                center = self.rect.center
                self.rect = self.image.get_rect()
                self.rect.center = center


class Power(pygame.sprite.Sprite):
    def __init__(self, center):
        pygame.sprite.Sprite.__init__(self)
        self.type = random.choice(['shield', 'gun','speed' ,'live'])
        self.image = power_imgs[self.type]
        self.image.set_colorkey(WHITE)
        self.rect = self.image.get_rect()
        self.rect.center = center
        self.speedy = 3

    def update(self):
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT:
            self.kill()


all_sprites = pygame.sprite.Group()
rocks = pygame.sprite.Group()
bullets = pygame.sprite.Group()
planes = pygame.sprite.Group()
powers = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for j in range(8):
    new_plane()
for i in range(8):
    new_rock()
score = 0
pygame.mixer.music.play(-1)
running = True
show_init = True
running = True


while running:
    if show_init:
        draw_init()
        show_init = False
        all_sprites = pygame.sprite.Group()
        rocks = pygame.sprite.Group()
        bullets = pygame.sprite.Group()
        planes = pygame.sprite.Group()
        powers = pygame.sprite.Group()
        player = Player()
        all_sprites.add(player)
        for j in range(8):
            new_plane()
        for i in range(8):
            new_rock()
        score = 0
        
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == CREATE_ROCK_EVENT:
            r = Rock()
            rocks.add(r)
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_SPACE:
                player.shoot()

    # 石头和子弹
    hits = pygame.sprite.groupcollide(rocks, bullets, True, True)
    for hit in hits:
        random.choice(rock_sounds).play()
        score += hit.radius
        expl = Explosion(hit.rect.center, 'lg')
        all_sprites.add(expl)
        if random.random() > 0.1:
            pow = Power(hit.rect.center)
            all_sprites.add(pow)
            powers.add(pow)
        new_rock()

    # 石头和飞船
    hits = pygame.sprite.spritecollide(player, rocks, True, pygame.sprite.collide_circle)
    for hit in hits:
        new_rock()
        player.health -= hit.radius
        expl = Explosion(hit.rect.center, 'sm')
        all_sprites.add(expl)
        if player.health <= 0:
            die = Explosion(player.rect.center, 'player')
            all_sprites.add(die)
            die_sound.play()
            player.lives -= 1
            player.health = 100
            player.hide()
            

    # 飞船与道具
    hits = pygame.sprite.spritecollide(player, powers, True)
    for hit in hits:
        if hit.type == "shield":
            player.health +=20
            if player.health>100:
                player.health=100
            shield_sound.play()
                    
        if hit.type=='gun':
            player.gunup()
            gun_sound.play()
            
        if hit.type=='speed':
            player.speedup()
            speed_sound.play()
            
        if hit.type=='live':
            player.health +=50
            if player.health>100:
                player.health=100
            live_sound.play()
        

    if player.lives == 0 and not(die.alive()):
        show_init = True

   

    # 飞机与子弹
    hits = pygame.sprite.groupcollide(planes, bullets, True, True)
    for hit in hits:
        plane_sound.play()
        score += hit.radius
        expl = Explosion(hit.rect.center, 'lg')
        all_sprites.add(expl)
        if random.random() > 0.1:
            pow = Power(hit.rect.center)
            all_sprites.add(pow)
            powers.add(pow)
        new_plane()

    # 飞船与飞机
    hits = pygame.sprite.spritecollide(
        player, planes, True, pygame.sprite.collide_circle)
    for hit in hits:
        new_plane()
        player.health -= hit.radius*5
        expl = Explosion(hit.rect.center, 'sm')
        all_sprites.add(expl)
        if player.health <= 0:
            die = Explosion(player.rect.center, 'player')
            all_sprites.add(die)
            die_sound.play()
            player.lives -= 1
            player.health = 100
            player.hide()

    if player.lives == 0 and not(die.alive()):
        show_init = True

    

    screen.blit(background_img, (0, 0))
    all_sprites.update()
    all_sprites.draw(screen)
    rocks.update()
    rocks.draw(screen)
    bullets.update()
    bullets.draw(screen)
    draw_text(screen, str(score), 40, WIDTH / 2, 10)
    draw_health(screen, player.health, 5, 15)
    draw_lives(screen, player.lives, player_mini_img, WIDTH - 100, 15)
    pygame.display.update()
pygame.quit()

声明一个新的函数
```python
def draw_health2(surf, hp, x, y):
    BAR_LENGTH = 5
    BAR_HEIGHT = 2
    fill = (hp / 5) * BAR_LENGTH
    outline_rect = pygame.Rect(x, y, BAR_LENGTH, BAR_HEIGHT)
    fill_rect = pygame.Rect(x, y, fill, BAR_HEIGHT)
    pygame.draw.rect(surf, RED, fill_rect)
    pygame.draw.rect(surf, WHITE, outline_rect, 2)


        self.cut = 1#伤害
        self.health2 = 5#血量

给子弹和陨石加上伤害值和血量

hits = pygame.sprite.groupcollide(rocks, bullets, True, True)
    for hit in hits:
        if rocks.health2 <= 0:
            random.choice(rock_sounds).play()
            rocks.health2 -= bullets.cut
            score += hit.radius
            expl = Explosion(hit.rect.center, 'lg')
            all_sprites.add(expl)
            if random.random() > 0.1:
                pow = Power(hit.rect.center)
                all_sprites.add(pow)
                powers.add(pow)
            new_rock()

在碰撞函数中加上if函数


 draw_health2(screen, rocks.health,rocks.top )

确定血量的位置

可下载资源:https://download.csdn.net/download/leyang0910/87694437
查看一下,确定血量的位置。
找不到直接使用这个资源即可。

不知道你这个问题是否已经解决, 如果还没有解决的话:

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