python制作坦克对战
阅读原文时间:2023年07月11日阅读:2

创建子弹类

import pygame

class Bullet(pygame.sprite.Sprite):

def __init__(self):

pygame.sprite.Sprite.__init__(self)

self.bullet_up = pygame.image.load(r"..\image\bullet_up.png")

self.bullet_down = pygame.image.load(r"..\image\bullet_down.png")

self.bullet_left = pygame.image.load(r"..\image\bullet_left.png")

self.bullet_right = pygame.image.load(r"..\image\bullet_right.png")

# 子弹方向 速度 生命 碎石

self.dir_x, self.dir_y = 0, 0

self.speed = 6

self.life = False

self.strong = False

self.bullet = self.bullet_up

self.rect = self.bullet.get_rect()

self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

def changeImage(self, dir_x, dir_y):

self.dir_x, self.dir_y = dir_x, dir_y

if self.dir_x == 0 and self.dir_y == -1:

self.bullet = self.bullet_up

elif self.dir_x == 0 and self.dir_y == 1:

self.bullet = self.bullet_down

elif self.dir_x == -1 and self.dir_y == 0:

self.bullet = self.bullet_left

elif self.dir_x == 1 and self.dir_y == 0:

self.bullet = self.bullet_right

def move(self):

self.rect = self.rect.move(self.speed * self.dir_x,

self.speed * self.dir_y)

# 碰撞地图边缘

if self.rect.top < 3:

self.life = False

# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

if self.rect.bottom > 630 - 3:

self.life = False

# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

if self.rect.left < 3:

self.life = False

# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

if self.rect.right > 630 - 3:

self.life = False

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创建敌军坦克

import pygame

import random

import bulletClass

  • class EnemyTank(pygame.sprite.Sprite):

  • def __init__(self, x = None, kind = None, isred = None):

  • pygame.sprite.Sprite.__init__(self)

  • # 坦克出现前动画是否播放

  • self.flash = False

  • self.times = 90

  • # 参数:坦克种类

  • self.kind = kind

  • if not kind:

  • self.kind = random.choice([1, 2, 3, 4])

  • # 选择敌军坦克种类

  • if self.kind == 1:

  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_1_0.png").convert_alpha()

  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_1_3.png").convert_alpha()

  • if self.kind == 2:

  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_2_0.png").convert_alpha()

  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_2_3.png").convert_alpha()

  • if self.kind == 3:

  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_3_1.png").convert_alpha()

  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()

  • if self.kind == 4:

  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_4_0.png").convert_alpha()

  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_4_3.png").convert_alpha()

  • self.enemy_3_0 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()

  • self.enemy_3_2 = pygame.image.load(r"..\image\enemy_3_2.png").convert_alpha()

  • # 参数:是否携带食物

  • self.isred = isred

  • if not None:

  • self.isred = random.choice((True, False, False, False, False))

  • if self.isred:

  • self.tank = self.enemy_x_3

  • else:

  • self.tank = self.enemy_x_0

  • # 参数:坦克位置

  • self.x = x

  • if not self.x:

  • self.x = random.choice([1, 2, 3])

  • self.x -= 1

  • # 运动中的两种图片

  • self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 48), (48, 48))

  • self.rect = self.tank_R0.get_rect()

  • self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24

  • # 坦克速度 方向 生命 子弹生命 子弹延迟

  • self.speed = 1

  • self.dir_x, self.dir_y = 0, 1

  • self.life = 1

  • self.bulletNotCooling = True

  • self.bullet = bulletClass.Bullet()

  • # 是否撞墙,撞墙则改变方向

  • self.dirChange = False

  • # 每种坦克不同的属性

  • if self.kind == 2:

  • self.speed = 3

  • if self.kind == 3:

  • self.life = 3

  • def shoot(self):

  • # 赋予子弹生命

  • self.bullet.life = True

  • self.bullet.changeImage(self.dir_x, self.dir_y)

  • if self.dir_x == 0 and self.dir_y == -1:

  • self.bullet.rect.left = self.rect.left + 20

  • self.bullet.rect.bottom = self.rect.top + 1

  • elif self.dir_x == 0 and self.dir_y == 1:

  • self.bullet.rect.left = self.rect.left + 20

  • self.bullet.rect.top = self.rect.bottom - 1

  • elif self.dir_x == -1 and self.dir_y == 0:

  • self.bullet.rect.right = self.rect.left - 1

  • self.bullet.rect.top = self.rect.top + 20

  • elif self.dir_x == 1 and self.dir_y == 0:

  • self.bullet.rect.left = self.rect.right + 1

  • self.bullet.rect.top = self.rect.top + 20

  • def move(self, tankGroup, brickGroup, ironGroup):

  • self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y)

  • if self.dir_x == 0 and self.dir_y == -1:

  • self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))

  • elif self.dir_x == 0 and self.dir_y == 1:

  • self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))

  • elif self.dir_x == -1 and self.dir_y == 0:

  • self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))

  • elif self.dir_x == 1 and self.dir_y == 0:

  • self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))

  • # 碰撞地图边缘

  • if self.rect.top < 3:

  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)

  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))

  • elif self.rect.bottom > 630 - 3:

  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)

  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))

  • elif self.rect.left < 3:

  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)

  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))

  • elif self.rect.right > 630 - 3:

  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)

  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))

  • # 碰撞墙体 和坦克

  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \

  • or pygame.sprite.spritecollide(self, ironGroup, False, None) \

  • or pygame.sprite.spritecollide(self, tankGroup, False, None):

  • self.rect = self.rect.move(self.speed * -self.dir_x, self.speed * -self.dir_y)

  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))

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  • 创建食物类

  • import pygame

  • import random

  • class Food(pygame.sprite.Sprite):

  • def __init__(self):

  • self.food_boom = pygame.image.load(r"..\image\food_boom.png").convert_alpha()

  • self.food_clock = pygame.image.load(r"..\image\food_clock.png").convert_alpha()

  • self.food_gun = pygame.image.load(r"..\image\food_gun.png").convert_alpha()

  • self.food_iron = pygame.image.load(r"..\image\food_iron.png").convert_alpha()

  • self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha()

  • self.food_star = pygame.image.load(r"..\image\food_star.png").convert_alpha()

  • self.food_tank = pygame.image.load(r"..\image\food_tank.png").convert_alpha()

  • self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])

  • if self.kind == 1:

  • self.image = self.food_boom

  • elif self.kind == 2:

  • self.image = self.food_clock

  • elif self.kind == 3:

  • self.image = self.food_gun

  • elif self.kind == 4:

  • self.image = self.food_iron

  • elif self.kind == 5:

  • self.image = self.food_protect

  • elif self.kind == 6:

  • self.image = self.food_star

  • elif self.kind == 7:

  • self.image = self.food_tank

  • self.rect = self.image.get_rect()

  • self.rect.left = self.rect.top = random.randint(100, 500)

  • self.life = False

  • def change(self):

  • self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])

  • if self.kind == 1:

  • self.image = self.food_boom

  • elif self.kind == 2:

  • self.image = self.food_clock

  • elif self.kind == 3:

  • self.image = self.food_gun

  • elif self.kind == 4:

  • self.image = self.food_iron

  • elif self.kind == 5:

  • self.image = self.food_protect

  • elif self.kind == 6:

  • self.image = self.food_star

  • elif self.kind == 7:

  • self.image = self.food_tank

  • self.rect.left = self.rect.top = random.randint(100, 500)

  • self.life = True

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  • 创建我的坦克

  • import pygame

  • import bulletClass

  • tank_T1_0 = r"..\image\tank_T1_0.png"

  • tank_T1_1 = r"..\image\tank_T1_1.png"

  • tank_T1_2 = r"..\image\tank_T1_2.png"

  • tank_T2_0 = r"..\image\tank_T2_0.png"

  • tank_T2_1 = r"..\image\tank_T2_1.png"

  • tank_T2_2 = r"..\image\tank_T2_2.png"

  • class MyTank(pygame.sprite.Sprite):

  • def __init__(self, playerNumber):

  • pygame.sprite.Sprite.__init__(self)

  • self.life = True

  • if playerNumber == 1:

  • self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha()

  • self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha()

  • self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha()

  • if playerNumber == 2:

  • self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha()

  • self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha()

  • self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha()

  • self.level = 0

  • self.tank = self.tank_L0_image

  • self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))

  • self.rect = self.tank_R0.get_rect()

  • if playerNumber == 1:

  • self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24

  • if playerNumber == 2:

  • self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24

  • self.speed = 3

  • self.dir_x, self.dir_y = 0, -1

  • self.life = 3

  • self.bulletNotCooling = True

  • self.bullet = bulletClass.Bullet()

  • #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • def shoot(self):

  • self.bullet.life = True

  • self.bullet.changeImage(self.dir_x, self.dir_y)

  • if self.dir_x == 0 and self.dir_y == -1:

  • self.bullet.rect.left = self.rect.left + 20

  • self.bullet.rect.bottom = self.rect.top + 1

  • elif self.dir_x == 0 and self.dir_y == 1:

  • self.bullet.rect.left = self.rect.left + 20

  • self.bullet.rect.top = self.rect.bottom - 1

  • elif self.dir_x == -1 and self.dir_y == 0:

  • self.bullet.rect.right = self.rect.left - 1

  • self.bullet.rect.top = self.rect.top + 20

  • elif self.dir_x == 1 and self.dir_y == 0:

  • self.bullet.rect.left = self.rect.right + 1

  • self.bullet.rect.top = self.rect.top + 20

  • if self.level == 1:

  • self.bullet.speed = 16

  • self.bullet.strong = False

  • if self.level == 2:

  • self.bullet.speed = 16

  • self.bullet.strong = True

  • if self.level == 3:

  • self.bullet.speed = 48

  • self.bullet.strong = True

  • def levelUp(self):

  • if self.level < 2:

  • self.level += 1

  • if self.level == 0:

  • self.tank = self.tank_L0_image

  • if self.level == 1:

  • self.tank = self.tank_L1_image

  • if self.level == 2:

  • self.tank = self.tank_L2_image

  • if self.level == 3:

  • self.tank = self.tank_L2_image

  • def levelDown(self):

  • if self.level > 0:

  • self.level -= 1

  • if self.level == 0:

  • self.tank = self.tank_L0_image

  • self.bullet.speed = 6

  • self.bullet.strong = False

  • if self.level == 1:

  • self.tank = self.tank_L1_image

  • if self.level == 2:

  • self.tank = self.tank_L2_image

  • def moveUp(self, tankGroup, brickGroup, ironGroup):

  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)

  • self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))

  • self.dir_x, self.dir_y = 0, -1

  • if self.rect.top < 3:

  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)

  • return True

  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \

  • or pygame.sprite.spritecollide(self, ironGroup, False, None):

  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)

  • return True

  • if pygame.sprite.spritecollide(self, tankGroup, False, None):

  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)

  • return True

  • return False

  • def moveDown(self, tankGroup, brickGroup, ironGroup):

  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)

  • self.tank_R0 = self.tank.subsurface((0, 48),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))

  • self.dir_x, self.dir_y = 0, 1

  • if self.rect.bottom > 630 - 3:

  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)

  • return True

  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \

  • or pygame.sprite.spritecollide(self, ironGroup, False, None):

  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)

  • return True

  • if pygame.sprite.spritecollide(self, tankGroup, False, None):

  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)

  • return True

  • return False

  • def moveLeft(self, tankGroup, brickGroup, ironGroup):

  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)

  • self.tank_R0 = self.tank.subsurface((0, 96),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))

  • self.dir_x, self.dir_y = -1, 0

  • if self.rect.left < 3:

  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)

  • return True

  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \

  • or pygame.sprite.spritecollide(self, ironGroup, False, None):

  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)

  • return True

  • if pygame.sprite.spritecollide(self, tankGroup, False, None):

  • function(){ //点值计算器 http://www.fx61.com/dotpoint.html

  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)

  • return True

  • return False

  • def moveRight(self, tankGroup, brickGroup, ironGroup):

  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)

  • self.tank_R0 = self.tank.subsurface((0, 144),(48, 48))

  • self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))

  • self.dir_x, self.dir_y = 1, 0

  • if self.rect.right > 630 - 3:

  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)

  • return True

  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \

  • or pygame.sprite.spritecollide(self, ironGroup, False, None):

  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)

  • return True

  • if pygame.sprite.spritecollide(self, tankGroup, False, None):

  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)

  • return True

  • return False

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  • 创建墙体类

  • import pygame

  • brickImage = r"..\image\brick.png"

  • ironImage = r"..\image\iron.png"

  • class Brick(pygame.sprite.Sprite):

  • def __init__(self):

  • pygame.sprite.Sprite.__init__(self)

  • self.image = pygame.image.load(brickImage)

  • self.rect = self.image.get_rect()

  • class Iron(pygame.sprite.Sprite):

  • def __init__(self):

  • pygame.sprite.Sprite.__init__(self)

  • self.image = pygame.image.load(ironImage)

  • self.rect = self.image.get_rect()

  • class Map():

  • def __init__(self):

  • self.brickGroup = pygame.sprite.Group()

  • self.ironGroup = pygame.sprite.Group()

  • # 数字代表地图中的位置

  • # 画砖块

  • X1379 = [2, 3, 6, 7, 18, 19, 22, 23]

  • Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]

  • X28 = [10, 11, 14, 15]

  • Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]

  • X46 = [4, 5, 6, 7, 18, 19, 20, 21]

  • Y46 = [13, 14]

  • X5 = [12, 13]

  • Y5 = [16, 17]

  • X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]

  • for x in X1379:

  • for y in Y1379:

  • self.brick = Brick()

  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24

  • self.brickGroup.add(self.brick)

  • for x in X28:

  • for y in Y28:

  • self.brick = Brick()

  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24

  • self.brickGroup.add(self.brick)

  • for x in X46:

  • for y in Y46:

  • self.brick = Brick()

  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24

  • self.brickGroup.add(self.brick)

  • for x in X5:

  • for y in Y5:

  • self.brick = Brick()

  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24

  • self.brickGroup.add(self.brick)

  • for x, y in X0Y0:

  • self.brick = Brick()

  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24

  • self.brickGroup.add(self.brick)

  • # 画石头

  • for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]:

  • self.iron = Iron()

  • self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24

  • self.ironGroup.add(self.iron)

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  • 主函数

  • # -*- coding: utf-8 -*-

  • import pygame

  • import sys

  • import traceback

  • import wall

  • import myTank

  • import enemyTank

  • import food

  • def main():

  • pygame.init()

  • pygame.mixer.init()

  • resolution = 630, 630

  • screen = pygame.display.set_mode(resolution)

  • pygame.display.set_caption("Tank War ")

  • # 加载图片,音乐,音效.

  • background_image = pygame.image.load(r"..\image\background.png")

  • home_image = pygame.image.load(r"..\image\home.png")

  • home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png")

  • bang_sound = pygame.mixer.Sound(r"..\music\bang.wav")

  • bang_sound.set_volume(1)

  • fire_sound = pygame.mixer.Sound(r"..\music\Gunfire.wav")

  • start_sound = pygame.mixer.Sound(r"..\music\start.wav")

  • start_sound.play()

  • # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹

  • allTankGroup = pygame.sprite.Group()

  • mytankGroup = pygame.sprite.Group()

  • allEnemyGroup = pygame.sprite.Group()

  • redEnemyGroup = pygame.sprite.Group()

  • greenEnemyGroup = pygame.sprite.Group()

  • otherEnemyGroup = pygame.sprite.Group()

  • enemyBulletGroup = pygame.sprite.Group()

  • # 创建地图

  • bgMap = wall.Map()

  • # 创建食物/道具 但不显示

  • prop = food.Food()

  • # 创建我方坦克

  • myTank_T1 = myTank.MyTank(1)

  • allTankGroup.add(myTank_T1)

  • mytankGroup.add(myTank_T1)

  • myTank_T2 = myTank.MyTank(2)

  • allTankGroup.add(myTank_T2)

  • mytankGroup.add(myTank_T2)

  • # 创建敌方 坦克

  • for i in range(1, 4):

  • enemy = enemyTank.EnemyTank(i)

  • allTankGroup.add(enemy)

  • allEnemyGroup.add(enemy)

  • if enemy.isred == True:

  • redEnemyGroup.add(enemy)

  • continue

  • if enemy.kind == 3:

  • greenEnemyGroup.add(enemy)

  • continue

  • otherEnemyGroup.add(enemy)

  • # 敌军坦克出现动画

  • appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha()

  • appearance = []

  • appearance.append(appearance_image.subsurface(( 0, 0), (48, 48)))

  • appearance.append(appearance_image.subsurface((48, 0), (48, 48)))

  • appearance.append(appearance_image.subsurface((96, 0), (48, 48)))

  • # 自定义事件

  • # 创建敌方坦克延迟200

  • DELAYEVENT = pygame.constants.USEREVENT

  • pygame.time.set_timer(DELAYEVENT, 200)

  • # 创建 敌方 子弹延迟1000

  • ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1

  • pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)

  • # 创建 我方 子弹延迟200

  • MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2

  • pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)

  • # 敌方坦克 静止8000

  • NOTMOVEEVENT = pygame.constants.USEREVENT + 3

  • pygame.time.set_timer(NOTMOVEEVENT, 8000)

  • delay = 100

  • moving = 0

  • movdir = 0

  • moving2 = 0

  • movdir2 = 0

  • enemyNumber = 3

  • enemyCouldMove = True

  • switch_R1_R2_image = True

  • homeSurvive = True

  • running_T1 = True

  • running_T2 = True

  • clock = pygame.time.Clock()

  • while True:

  • for event in pygame.event.get():

  • if event.type == pygame.QUIT:

  • pygame.quit()

  • sys.exit()

  • # 我方子弹冷却事件

  • if event.type == MYBULLETNOTCOOLINGEVENT:

  • myTank_T1.bulletNotCooling = True

  • # 敌方子弹冷却事件

  • if event.type == ENEMYBULLETNOTCOOLINGEVENT:

  • for each in allEnemyGroup:

  • each.bulletNotCooling = True

  • # 敌方坦克静止事件

  • if event.type == NOTMOVEEVENT:

  • enemyCouldMove = True

  • # 创建敌方坦克延迟

  • if event.type == DELAYEVENT:

  • if enemyNumber < 4:

  • enemy = enemyTank.EnemyTank()

  • if pygame.sprite.spritecollide(enemy, allTankGroup, False, None):

  • break

  • allEnemyGroup.add(enemy)

  • allTankGroup.add(enemy)

  • enemyNumber += 1

  • if enemy.isred == True:

  • redEnemyGroup.add(enemy)

  • elif enemy.kind == 3:

  • greenEnemyGroup.add(enemy)

  • else:

  • otherEnemyGroup.add(enemy)

  • if event.type == pygame.KEYDOWN:

  • if event.key == pygame.K_c and pygame.KMOD_CTRL:

  • pygame.quit()

  • sys.exit()

  • if event.key == pygame.K_e:

  • myTank_T1.levelUp()

  • if event.key == pygame.K_q:

  • myTank_T1.levelDown()

  • if event.key == pygame.K_3:

  • myTank_T1.levelUp()

  • myTank_T1.levelUp()

  • myTank_T1.level = 3

  • if event.key == pygame.K_2:

  • if myTank_T1.speed == 3:

  • myTank_T1.speed = 24

  • else:

  • myTank_T1.speed = 3

  • if event.key == pygame.K_1:

  • for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:

  • bgMap.brick = wall.Brick()

  • bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24

  • bgMap.brickGroup.add(bgMap.brick)

  • if event.key == pygame.K_4:

  • for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:

  • bgMap.iron = wall.Iron()

  • bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24

  • bgMap.ironGroup.add(bgMap.iron)

  • # 检查用户的键盘操作

  • key_pressed = pygame.key.get_pressed()

  • # 玩家一的移动操作

  • if moving:

  • moving -= 1

  • if movdir == 0:

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving += 1

  • allTankGroup.add(myTank_T1)

  • running_T1 = True

  • if movdir == 1:

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving += 1

  • allTankGroup.add(myTank_T1)

  • running_T1 = True

  • if movdir == 2:

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving += 1

  • allTankGroup.add(myTank_T1)

  • running_T1 = True

  • if movdir == 3:

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving += 1

  • allTankGroup.add(myTank_T1)

  • running_T1 = True

  • if not moving:

  • if key_pressed[pygame.K_w]:

  • moving = 7

  • movdir = 0

  • running_T1 = True

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving = 0

  • allTankGroup.add(myTank_T1)

  • elif key_pressed[pygame.K_s]:

  • moving = 7

  • movdir = 1

  • running_T1 = True

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving = 0

  • allTankGroup.add(myTank_T1)

  • elif key_pressed[pygame.K_a]:

  • moving = 7

  • movdir = 2

  • running_T1 = True

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving = 0

  • allTankGroup.add(myTank_T1)

  • elif key_pressed[pygame.K_d]:

  • moving = 7

  • movdir = 3

  • running_T1 = True

  • allTankGroup.remove(myTank_T1)

  • if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):

  • moving = 0

  • allTankGroup.add(myTank_T1)

  • if key_pressed[pygame.K_j]:

  • if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:

  • fire_sound.play()

  • myTank_T1.shoot()

  • myTank_T1.bulletNotCooling = False

  • # 玩家二的移动操作

  • if moving2:

  • moving2 -= 1

  • if movdir2 == 0:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • running_T2 = True

  • if movdir2 == 1:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • running_T2 = True

  • if movdir2 == 2:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • running_T2 = True

  • if movdir2 == 3:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • running_T2 = True

  • if not moving2:

  • if key_pressed[pygame.K_UP]:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • moving2 = 7

  • movdir2 = 0

  • running_T2 = True

  • elif key_pressed[pygame.K_DOWN]:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • moving2 = 7

  • movdir2 = 1

  • running_T2 = True

  • elif key_pressed[pygame.K_LEFT]:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • moving2 = 7

  • movdir2 = 2

  • running_T2 = True

  • elif key_pressed[pygame.K_RIGHT]:

  • allTankGroup.remove(myTank_T2)

  • myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(myTank_T2)

  • moving2 = 7

  • movdir2 = 3

  • running_T2 = True

  • if key_pressed[pygame.K_KP0]:

  • if not myTank_T2.bullet.life:

  • # fire_sound.play()

  • myTank_T2.shoot()

  • # 画背景

  • screen.blit(background_image, (0, 0))

  • # 画砖块

  • for each in bgMap.brickGroup:

  • screen.blit(each.image, each.rect)

  • # 花石头

  • for each in bgMap.ironGroup:

  • screen.blit(each.image, each.rect)

  • # 画home

  • if homeSurvive:

  • screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))

  • else:

  • screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))

  • # 画我方坦克1

  • if not (delay % 5):

  • switch_R1_R2_image = not switch_R1_R2_image

  • if switch_R1_R2_image and running_T1:

  • screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))

  • running_T1 = False

  • else:

  • screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))

  • # 画我方坦克2

  • if switch_R1_R2_image and running_T2:

  • screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))

  • running_T2 = False

  • else:

  • screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top))

  • # 画敌方坦克

  • for each in allEnemyGroup:

  • # 判断5毛钱特效是否播放

  • if each.flash:

  • # 判断画左动作还是右动作

  • if switch_R1_R2_image:

  • screen.blit(each.tank_R0, (each.rect.left, each.rect.top))

  • if enemyCouldMove:

  • allTankGroup.remove(each)

  • each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(each)

  • else:

  • screen.blit(each.tank_R1, (each.rect.left, each.rect.top))

  • if enemyCouldMove:

  • allTankGroup.remove(each)

  • each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)

  • allTankGroup.add(each)

  • else:

  • # 播放5毛钱特效

  • if each.times > 0:

  • each.times -= 1

  • if each.times <= 10:

  • screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 20:

  • screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 30:

  • screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 40:

  • screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 50:

  • screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 60:

  • screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 70:

  • screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 80:

  • screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))

  • elif each.times <= 90:

  • screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))

  • if each.times == 0:

  • each.flash = True

  • # 绘制我方子弹1

  • if myTank_T1.bullet.life:

  • myTank_T1.bullet.move()

  • screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)

  • # 子弹 碰撞 子弹

  • for each in enemyBulletGroup:

  • if each.life:

  • if pygame.sprite.collide_rect(myTank_T1.bullet, each):

  • myTank_T1.bullet.life = False

  • each.life = False

  • pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None)

  • # 子弹 碰撞 敌方坦克

  • if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None):

  • prop.change()

  • bang_sound.play()

  • enemyNumber -= 1

  • myTank_T1.bullet.life = False

  • elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None):

  • for each in greenEnemyGroup:

  • if pygame.sprite.collide_rect(myTank_T1.bullet, each):

  • if each.life == 1:

  • pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None)

  • bang_sound.play()

  • enemyNumber -= 1

  • elif each.life == 2:

  • each.life -= 1

  • each.tank = each.enemy_3_0

  • elif each.life == 3:

  • each.life -= 1

  • each.tank = each.enemy_3_2

  • myTank_T1.bullet.life = False

  • elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):

  • bang_sound.play()

  • enemyNumber -= 1

  • myTank_T1.bullet.life = False

  • #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):

  • # bang_sound.play()

  • # enemyNumber -= 1

  • # myTank_T1.bullet.life = False

  • # 子弹 碰撞 brickGroup

  • if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):

  • myTank_T1.bullet.life = False

  • myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • # 子弹 碰撞 brickGroup

  • if myTank_T1.bullet.strong:

  • if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):

  • myTank_T1.bullet.life = False

  • myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • else:

  • if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):

  • myTank_T1.bullet.life = False

  • myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • # 绘制我方子弹2

  • if myTank_T2.bullet.life:

  • myTank_T2.bullet.move()

  • screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)

  • # 子弹 碰撞 敌方坦克

  • if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):

  • bang_sound.play()

  • enemyNumber -= 1

  • myTank_T2.bullet.life = False

  • # 子弹 碰撞 brickGroup

  • if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):

  • myTank_T2.bullet.life = False

  • myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • # 子弹 碰撞 brickGroup

  • if myTank_T2.bullet.strong:

  • if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):

  • myTank_T2.bullet.life = False

  • myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • else:

  • if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):

  • myTank_T2.bullet.life = False

  • myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

  • # 绘制敌人子弹

  • for each in allEnemyGroup:

  • # 如果子弹没有生命,则赋予子弹生命

  • if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:

  • enemyBulletGroup.remove(each.bullet)

  • each.shoot()

  • enemyBulletGroup.add(each.bullet)

  • each.bulletNotCooling = False

  • # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹

  • if each.flash:

  • if each.bullet.life:

  • # 如果敌人可以移动

  • if enemyCouldMove:

  • each.bullet.move()

  • screen.blit(each.bullet.bullet, each.bullet.rect)

  • # 子弹 碰撞 我方坦克

  • if pygame.sprite.collide_rect(each.bullet, myTank_T1):

  • bang_sound.play()

  • myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24

  • each.bullet.life = False

  • moving = 0 # 重置移动控制参数

  • for i in range(myTank_T1.level+1):

  • myTank_T1.levelDown()

  • if pygame.sprite.collide_rect(each.bullet, myTank_T2):

  • bang_sound.play()

  • myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24

  • each.bullet.life = False

  • # 子弹 碰撞 brickGroup

  • if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):

  • each.bullet.life = False

  • # 子弹 碰撞 ironGroup

  • if each.bullet.strong:

  • if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):

  • each.bullet.life = False

  • else:

  • if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None):

  • each.bullet.life = False

  • # 最后画食物/道具

  • if prop.life:

  • screen.blit(prop.image, prop.rect)

  • # 我方坦克碰撞 食物/道具

  • if pygame.sprite.collide_rect(myTank_T1, prop):

  • if prop.kind == 1: # 敌人全毁

  • for each in allEnemyGroup:

  • if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):

  • bang_sound.play()

  • enemyNumber -= 1

  • prop.life = False

  • if prop.kind == 2: # 敌人静止

  • enemyCouldMove = False

  • prop.life = False

  • if prop.kind == 3: # 子弹增强

  • myTank_T1.bullet.strong = True

  • prop.life = False

  • if prop.kind == 4: # 家得到保护

  • for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:

  • bgMap.iron = wall.Iron()

  • bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24

  • bgMap.ironGroup.add(bgMap.iron)

  • prop.life = False

  • if prop.kind == 5: # 坦克无敌

  • prop.life = False

  • pass

  • if prop.kind == 6: # 坦克升级

  • myTank_T1.levelUp()

  • prop.life = False

  • if prop.kind == 7: # 坦克生命+1

  • myTank_T1.life += 1

  • prop.life = False

  • # 延迟

  • delay -= 1

  • if not delay:

  • delay = 100

  • pygame.display.flip()

  • clock.tick(60)

  • if __name__ == "__main__":

  • try:

  • main()

  • except SystemExit:

  • pass

  • except:

  • traceback.print_exc()

  • pygame.quit()

  • input()

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