﻿import pygame
import sys
import traceback
import myplane
import enemy
import bullet
import supply
from pygame.locals import *
from random import *
from plane_war.plane_class import Plane
MAINFILE_PATH = "plane_war/material/"

class Background(Plane):
    def __init__(self, background_image, SCREEN=None, is_alter=False):
        super(Background, self).__init__(background_image, SCREEN=SCREEN)

        # 判断是否是交替图像，如果是，需要设置初始位置
        if is_alter:
            self.rect.y = -self.rect.height
    def update(self, *args):
        # 默认在垂直方向移动
        self.rect = self.rect.move(0, 1)
        self.SCREEN.blit(self.image, self.rect)
        # 判断是否移出屏幕，如果移出屏幕，将图像设置到屏幕的上方
        if self.rect.y >= self.SCREEN_RECT.height:
            self.rect.y = -self.SCREEN_RECT.height

def main(USER):
    pygame.init()
    pygame.mixer.init()

    bg_size = width, height = 480, 700
    screen = pygame.display.set_mode(bg_size)
    pygame.display.set_caption('Plane War')

    # background = pygame.image.load(MAINFILE_PATH + 'images/img_bg_level_1.jpg').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(MAINFILE_PATH + 'sound/hundouluo.wav')
    pygame.mixer.music.set_volume(0.2)

    bullet_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/bullet.wav')
    bullet_sound.set_volume(0.2)

    bomb_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/use_bomb.wav')
    bomb_sound.set_volume(0.2)

    supply_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/supply.wav')
    supply_sound.set_volume(0.2)

    get_bomb_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/get_bomb.wav')
    get_bomb_sound.set_volume(0.2)

    get_bullet_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/get_bullet.wav')
    get_bullet_sound.set_volume(0.2)

    upgrade_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/upgrade.wav')
    upgrade_sound.set_volume(0.2)

    enemy3_fly_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/enemy3_flying.wav')
    enemy3_fly_sound.set_volume(0.6)

    enemy1_down_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/enemy1_down.wav')
    enemy1_down_sound.set_volume(0.2)

    enemy2_down_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/enemy2_down.wav')
    enemy2_down_sound.set_volume(0.2)

    enemy3_down_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/enemy3_down.wav')
    enemy3_down_sound.set_volume(0.2)

    me_down_sound = pygame.mixer.Sound(MAINFILE_PATH + 'sound/me_down.wav')
    me_down_sound.set_volume(0.2)

    def add_small_enemies(group1, group2, num):
        for i in range(num):
            e1 = enemy.SmallEnemy(bg_size)
            group1.add(e1)
            group2.add(e1)

    def add_mid_enemies(group1, group2, num):
        for i in range(num):
            e2 = enemy.MidEnemy(bg_size)
            group1.add(e2)
            group2.add(e2)

    def add_big_enemies(group1, group2, num):
        for i in range(num):
            e3 = enemy.BigEnemy(bg_size)
            group1.add(e3)
            group2.add(e3)

    def inc_speed(target, inc):
        for each in target:
            each.speed += inc

    def add_background(background_image, screen):
        bg1 = Background(background_image, screen)
        bg2 = Background(background_image, screen, True)
        background_group = pygame.sprite.Group(bg1, bg2)
        return background_group

    # 播放音乐
    pygame.mixer.music.play(-1)

    # 第一关背景
    background_group = add_background(MAINFILE_PATH + 'images/img_bg_level_1.jpg', screen)
    # 关卡锁
    level_2 = False
    level_3 = False
    level_4 = False
    level_5 = False

    # 实例我方飞机
    me = myplane.MyPlane(bg_size=bg_size)

    # 实例敌方飞机
    enemies = pygame.sprite.Group()

    # 实例敌方小型飞机
    small_enemies = pygame.sprite.Group()
    add_small_enemies(small_enemies, enemies, 10)

    # 实例敌方中型飞机
    mid_enemies = pygame.sprite.Group()
    add_mid_enemies(mid_enemies, enemies, 4)

    # 实例敌方大型飞机
    big_enemies = pygame.sprite.Group()
    add_big_enemies(big_enemies, enemies, 2)

    # 实例普通子弹
    bullet1 = []
    bullet1_index = 0
    BULLET1_NUM = 6
    for i in range(BULLET1_NUM):
        bullet1.append(bullet.Bullet1((me.rect.centerx - 10, me.rect.centery),screen))

    # 实例超级子弹
    bullet2 = []
    bullet2_index = 0
    BULLET2_NUM = 10
    for i in range(BULLET2_NUM // 2):
        bullet2.append(bullet.Bullet2((me.rect.centerx - 33, me.rect.centery),screen))
        bullet2.append(bullet.Bullet2((me.rect.centerx + 30, me.rect.centery),screen))

    # 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(MAINFILE_PATH+"font/rough.ttf", 36)

    # 标志是否暂停游戏
    paused = False
    paused_nor_image = pygame.image.load(
        MAINFILE_PATH+"images/pause_nor.png").convert_alpha()
    paused_pressed_image = pygame.image.load(
        MAINFILE_PATH+"images/pause_pressed.png").convert_alpha()
    resume_nor_image = pygame.image.load(
        MAINFILE_PATH+'images/resume_nor.png').convert_alpha()
    resume_pressed_image = pygame.image.load(
        MAINFILE_PATH+'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(MAINFILE_PATH+'images/bomb.png').convert_alpha()
    bomb_rect = bomb_image.get_rect()
    bomb_font = pygame.font.Font(MAINFILE_PATH+"font/font.ttf", 48)
    bomb_num = 3

    # 每30秒发放一个补给包
    bullet_supply = supply.Bullet_Supply(bg_size)
    bomb_supply = supply.Bomb_Supply(bg_size)

    SUPPLY_TIME = USEREVENT
    pygame.time.set_timer(SUPPLY_TIME, 15 * 1000)

    # 超级子弹定时器
    DOUBLE_BULLTET_TIME = USEREVENT + 1

    # 解除我方重生无敌定时器
    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(MAINFILE_PATH+'images/My_plane.png').convert_alpha()
    life_width, life_height = life_image.get_size()
    life_width, life_height = life_width // 4, life_height // 4
    life_image = pygame.transform.smoothscale(life_image, (life_width, life_height))
    life_rect = life_image.get_rect()
    life_num = 3

    # 游戏结束画面
    gameover_font = pygame.font.Font(MAINFILE_PATH+"font/font.TTF", 48)
    again_image = pygame.image.load(MAINFILE_PATH+"images/again.png").convert_alpha()
    again_rect = again_image.get_rect()
    gameover_image = pygame.image.load(MAINFILE_PATH+"images/gameexit.png").convert_alpha()
    gameover_rect = gameover_image.get_rect()

    # 用于延迟切换
    delay = 100

    # 限制打开一次记录文件
    recorded = False

    clock = pygame.time.Clock()
    running = True

    while running:
        if not pygame.display.get_active():
            paused = True
            pygame.time.set_timer(SUPPLY_TIME, 0)
            pygame.mixer.music.pause()
            pygame.mixer.pause()

        # if pygame.display.get_active():
        #     paused = False
        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, 15 * 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.key == K_p:
                    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, 15 * 1000)
                        pygame.mixer.music.unpause()
                        pygame.mixer.unpause()
                elif event.key == K_ESCAPE:
                    pygame.quit()
                    sys.exit()

            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 > 1000:
            level = 2
            if not level_2:
                background_group.empty()
                background_group = add_background(MAINFILE_PATH + 'images/img_bg_level_2.jpg', screen)
                level_2 = True
            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 > 3000:
            level = 3
            if not level_3:
                background_group.empty()
                background_group = add_background(MAINFILE_PATH + 'images/img_bg_level_3.jpg', screen)
                level_3 = True
            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 > 10000:
            level = 4
            if not level_4:
                background_group.empty()
                background_group = add_background(MAINFILE_PATH + 'images/img_bg_level_4.jpg', screen)
                level_4 = True

            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 > 20000:
            level = 5
            if not level_5:
                background_group.empty()
                background_group = add_background(MAINFILE_PATH + 'images/img_bg_level_5.jpg', screen)
                level_5 = True

            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))
        background_group.update()
        background_group.draw(screen)

        if life_num and not paused:
            # 检测键盘操作
            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()
            # if key_pressed[K_p]:
            #     paused = not paused
            #     pygame.time.set_timer(SUPPLY_TIME, 0)
            #     pygame.mixer.music.pause()
            #     pygame.mixer.pause()
            # 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, 8 * 1000)
                    bullet_supply.active = False

            # 发射子弹
            if not(delay % 16):
                bullet_sound.play()
                if is_double_bullet:
                    bullets = bullet2
                    bullets[bullet2_index].reset(
                        (me.rect.centerx - 33, me.rect.centery))
                    bullets[bullet2_index +
                            1].reset((me.rect.centerx + 30, me.rect.centery))
                    bullet2_index = (bullet2_index + 2) % BULLET2_NUM
                else:
                    bullets = bullet1
                    bullets[bullet1_index].reset((me.rect.centerx - 10, me.rect.centery))
                    bullet1_index = (bullet1_index + 1) % BULLET1_NUM

                # 检测子弹是否击中敌机
            try:
                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
            except:
                pass
            # 绘制敌方大型机
            for each in big_enemies:
                if each.active:
                    each.move()
                    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 / enemy.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)

                    # 即将出现在画面, 播放音效
                    if each.rect.bottom == -10:
                        enemy3_fly_sound.play(-1)
                        each.appear = True
                    # 离开画面, 关闭音效
                    if each.rect.bottom < -10 and each.appear:
                        enemy3_fly_sound.stop()
                        each.appear = False
                else:
                    # 毁灭
                    if e3_destroy_index == 0:
                        enemy3_down_sound.play()
                    if not(delay % 2):
                        screen.blit(each.destroy_images[
                                    e3_destroy_index], each.rect)
                        e3_destroy_index = (e3_destroy_index + 1) % 6
                        if e3_destroy_index == 0:
                            enemy3_fly_sound.stop()
                            score += 1000
                            each.reset()

            # 绘制敌方中型机
            for each in mid_enemies:
                if each.active:
                    each.move()
                    if each.hit:
                        screen.blit(each.image_hit, each.rect)
                        each.hit = False
                    else:
                        screen.blit(each.image, each.rect)

                    # 绘制血槽
                    pygame.draw.line(screen, BLACK,
                                     (each.rect.left, each.rect.top - 5),
                                     (each.rect.right, each.rect.top - 5),
                                     2)

                    # 当生命大于20%显示绿色, 否则显示红色
                    energy_remain = each.energy / enemy.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:
                screen.blit(me.image, me.rect)

            else:
                # 毁灭
                if me_destroy_index == 0:
                    me_down_sound.play()
                if not(delay % 2):
                    screen.blit(me.destroy_images[me_destroy_index], me.rect)
                    me_destroy_index = (me_destroy_index + 1) % 4
                    if me_destroy_index == 0:
                        life_num -= 1
                        me.reset()
                        pygame.time.set_timer(INVINCIBLE_TIME, 3 * 1000)

            # 绘制全屏炸弹数量
            bomb_text = bomb_font.render("× %d" % bomb_num, True, WHITE)
            text_rect = bomb_text.get_rect()
            screen.blit(bomb_image, (10, height - 10 - bomb_rect.height))
            screen.blit(bomb_text, (20 + bomb_rect.width,
                                    height - 5 - text_rect.height))

            # 绘制剩余生命数量
            if life_num:
                for i in range(life_num):
                    screen.blit(life_image,
                                ((width - 10 - (i + 1) * life_rect.width),
                                 height - 10 - life_rect.height))
            # 绘制得分
            score_text = score_font.render('Score : %d' % score, True, WHITE)
            screen.blit(score_text, (10, 5))

        # elif life_num and paused:
        #     key_pressed = pygame.key.get_pressed()
        #     if key_pressed[K_p]:
        #         paused = not paused
        #         pygame.time.set_timer(SUPPLY_TIME, 15 * 1000)
        #         pygame.mixer.music.unpause()
        #         pygame.mixer.unpause()

        #  绘制游戏结束画面
        elif life_num == 0:
            # 背景音乐停止
            pygame.mixer.music.stop()

            # 停止全部音效
            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
                try:
                    with open('record.txt', 'r') as f:
                        record = f.read()
                        record_user = record.split(',')[0]
                        record_score = int(record.split(',')[1])
                    # 判断是否高于历史最高分
                    if score > record_score:
                        with open('record.txt', 'w') as f:
                            f.write(USER+","+str(score))
                            record_score = score
                            record_user = USER
                except:
                    with open('record.txt', 'w') as f:
                        f.write(USER+","+str(score))
                        record_score = score
                        record_user = USER

            # 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, (50, 50))

            record_user_text = score_font.render("User : %s" % record_user, True, (255, 255, 255))
            screen.blit(record_user_text, (200, 50))

            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)

            # 检测用户的鼠标操作
            # 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()
                # 如果用户点击“重新开始”
                if again_rect.left < pos[0] < again_rect.right and \
                   again_rect.top < pos[1] < again_rect.bottom:
                    # 调用main函数，重新开始游戏
                    main(USER)
                # 如果用户点击“结束游戏”
                elif gameover_rect.left < pos[0] < gameover_rect.right and \
                     gameover_rect.top < pos[1] < gameover_rect.bottom:
                    # 退出游戏
                    pygame.quit()
                    sys.exit()




        # 绘制暂停按钮
        screen.blit(paused_image, paused_rect)

        delay -= 1
        if not delay:
            delay = 100

        pygame.display.flip()
        clock.tick(60)

def run(USER='default'):
    try:
        main(USER)

    except SystemExit:
        pass

    except:
        traceback.print_exc()
        pygame.quit()
        input()
