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坦克大战是一个比拟经典的小游戏,而 90 坦克大战是一个比拟经典的版本,咱们来看一下如何利用 Python 实现坦克大战,先睹为快。
游戏设定
➢ 根本组成
- 场景
- 坦克
- 子弹
- 食物
- 大本营
➢ 操作规定
玩家一
- 挪动:WASD
- 射击:J
玩家二
- 挪动:←→↑↓
- 射击:0
次要实现
➢ 场景实现代码
# 场景类
import pygame
import random
# 石头墙
class Brick(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.brick = pygame.image.load('images/scene/brick.png')
self.rect = self.brick.get_rect()
self.being = False
# 钢墙
class Iron(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.iron = pygame.image.load('images/scene/iron.png')
self.rect = self.iron.get_rect()
self.being = False
# 冰
class Ice(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.ice = pygame.image.load('images/scene/ice.png')
self.rect = self.ice.get_rect()
self.being = False
# 河流
class River(pygame.sprite.Sprite):
def __init__(self, kind=None):
pygame.sprite.Sprite.__init__(self)
if kind is None:
self.kind = random.randint(0, 1)
self.rivers = ['images/scene/river1.png', 'images/scene/river2.png']
self.river = pygame.image.load(self.rivers[self.kind])
self.rect = self.river.get_rect()
self.being = False
# 树
class Tree(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.tree = pygame.image.load('images/scene/tree.png')
self.rect = self.tree.get_rect()
self.being = False
# 地图
class Map():
def __init__(self, stage):
self.brickGroup = pygame.sprite.Group()
self.ironGroup = pygame.sprite.Group()
self.iceGroup = pygame.sprite.Group()
self.riverGroup = pygame.sprite.Group()
self.treeGroup = pygame.sprite.Group()
if stage == 1:
self.stage1()
elif stage == 2:
self.stage2()
# 关卡一
def stage1(self):
for x in [2, 3, 6, 7, 18, 19, 22, 23]:
for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [10, 11, 14, 15]:
for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [4, 5, 6, 7, 18, 19, 20, 21]:
for y in [13, 14]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [12, 13]:
for y in [16, 17]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
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.iron.being = True
self.ironGroup.add(self.iron)
# 关卡二
def stage2(self):
for x in [2, 3, 6, 7, 18, 19, 22, 23]:
for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [10, 11, 14, 15]:
for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [4, 5, 6, 7, 18, 19, 20, 21]:
for y in [13, 14]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [12, 13]:
for y in [16, 17]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
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.iron.being = True
self.ironGroup.add(self.iron)
def protect_home(self):
for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
self.iron = Iron()
self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
self.iron.being = True
self.ironGroup.add(self.iron)
➢ 坦克实现代码
# 坦克类
import pygame
import random
from BattleCity.bullet import Bullet
# 我方坦克类
class myTank(pygame.sprite.Sprite):
def __init__(self, player):
pygame.sprite.Sprite.__init__(self)
# 玩家编号 (1/2)
self.player = player
# 不同玩家用不同的坦克 (不同等级对应不同的图)
if player == 1:
self.tanks = ['images/myTank/tank_T1_0.png', 'images/myTank/tank_T1_1.png', 'images/myTank/tank_T1_2.png']
elif player == 2:
self.tanks = ['images/myTank/tank_T2_0.png', 'images/myTank/tank_T2_1.png', 'images/myTank/tank_T2_2.png']
else:
raise ValueError('myTank class -> player value error.')
# 坦克等级 (初始 0)
self.level = 0
# 载入 (两个 tank 是为了轮子特效)
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
self.rect = self.tank_0.get_rect()
# 爱护罩
self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha()
self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))
self.protected_mask2 = self.protected_mask.subsurface((48, 0), (48, 48))
# 坦克方向
self.direction_x, self.direction_y = 0, -1
# 不同玩家的出世地位不同
if player == 1:
self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
elif player == 2:
self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
else:
raise ValueError('myTank class -> player value error.')
# 坦克速度
self.speed = 3
# 是否存活
self.being = True
# 有几条命
self.life = 3
# 是否处于爱护状态
self.protected = False
# 子弹
self.bullet = Bullet()
# 射击
def shoot(self):
self.bullet.being = True
self.bullet.turn(self.direction_x, self.direction_y)
if self.direction_x == 0 and self.direction_y == -1:
self.bullet.rect.left = self.rect.left + 20
self.bullet.rect.bottom = self.rect.top - 1
elif self.direction_x == 0 and self.direction_y == 1:
self.bullet.rect.left = self.rect.left + 20
self.bullet.rect.top = self.rect.bottom + 1
elif self.direction_x == -1 and self.direction_y == 0:
self.bullet.rect.right = self.rect.left - 1
self.bullet.rect.top = self.rect.top + 20
elif self.direction_x == 1 and self.direction_y == 0:
self.bullet.rect.left = self.rect.right + 1
self.bullet.rect.top = self.rect.top + 20
else:
raise ValueError('myTank class -> direction value error.')
if self.level == 0:
self.bullet.speed = 8
self.bullet.stronger = False
elif self.level == 1:
self.bullet.speed = 12
self.bullet.stronger = False
elif self.level == 2:
self.bullet.speed = 12
self.bullet.stronger = True
elif self.level == 3:
self.bullet.speed = 16
self.bullet.stronger = True
else:
raise ValueError('myTank class -> level value error.')
# 等级晋升
def up_level(self):
if self.level < 3:
self.level += 1
try:
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
except:
self.tank = pygame.image.load(self.tanks[-1]).convert_alpha()
# 等级升高
def down_level(self):
if self.level > 0:
self.level -= 1
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
# 向上
def move_up(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = 0, -1
# 先挪动后判断
self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
# 是否能够挪动
is_move = True
# 地图顶端
if self.rect.top < 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞石头 / 钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞其余坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
return is_move
# 向下
def move_down(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = 0, 1
# 先挪动后判断
self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
# 是否能够挪动
is_move = True
# 地图底端
if self.rect.bottom > 630 - 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞石头 / 钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞其余坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
return is_move
# 向左
def move_left(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = -1, 0
# 先挪动后判断
self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
# 是否能够挪动
is_move = True
# 地图左端
if self.rect.left < 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞石头 / 钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞其余坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
return is_move
# 向右
def move_right(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = 1, 0
# 先挪动后判断
self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
# 是否能够挪动
is_move = True
# 地图右端
if self.rect.right > 630 - 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞石头 / 钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 撞其余坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
is_move = False
return is_move
# 死后重置
def reset(self):
self.level = 0
self.protected = False
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
self.rect = self.tank_0.get_rect()
self.direction_x, self.direction_y = 0, -1
if self.player == 1:
self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
elif self.player == 2:
self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
else:
raise ValueError('myTank class -> player value error.')
self.speed = 3
# 敌方坦克类
class enemyTank(pygame.sprite.Sprite):
def __init__(self, x=None, kind=None, is_red=None):
pygame.sprite.Sprite.__init__(self)
# 用于给刚生成的坦克播放出世特效
self.born = True
self.times = 90
# 坦克的品种编号
if kind is None:
self.kind = random.randint(0, 3)
else:
self.kind = kind
# 所有坦克
self.tanks1 = ['images/enemyTank/enemy_1_0.png', 'images/enemyTank/enemy_1_1.png', 'images/enemyTank/enemy_1_2.png', 'images/enemyTank/enemy_1_3.png']
self.tanks2 = ['images/enemyTank/enemy_2_0.png', 'images/enemyTank/enemy_2_1.png', 'images/enemyTank/enemy_2_2.png', 'images/enemyTank/enemy_2_3.png']
self.tanks3 = ['images/enemyTank/enemy_3_0.png', 'images/enemyTank/enemy_3_1.png', 'images/enemyTank/enemy_3_2.png', 'images/enemyTank/enemy_3_3.png']
self.tanks4 = ['images/enemyTank/enemy_4_0.png', 'images/enemyTank/enemy_4_1.png', 'images/enemyTank/enemy_4_2.png', 'images/enemyTank/enemy_4_3.png']
self.tanks = [self.tanks1, self.tanks2, self.tanks3, self.tanks4]
# 是否携带食物 (红色的坦克携带食物)
if is_red is None:
self.is_red = random.choice((True, False, False, False, False))
else:
self.is_red = is_red
# 同一品种的坦克具备不同的色彩, 红色的坦克比同类坦克多一点血量
if self.is_red:
self.color = 3
else:
self.color = random.randint(0, 2)
# 血量
self.blood = self.color
# 载入 (两个 tank 是为了轮子特效)
self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
self.rect = self.tank_0.get_rect()
# 坦克地位
if x is None:
self.x = random.randint(0, 2)
else:
self.x = x
self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3
# 坦克是否能够口头
self.can_move = True
# 坦克速度
self.speed = max(3 - self.kind, 1)
# 方向
self.direction_x, self.direction_y = 0, 1
# 是否存活
self.being = True
# 子弹
self.bullet = Bullet()
# 射击
def shoot(self):
self.bullet.being = True
self.bullet.turn(self.direction_x, self.direction_y)
if self.direction_x == 0 and self.direction_y == -1:
self.bullet.rect.left = self.rect.left + 20
self.bullet.rect.bottom = self.rect.top - 1
elif self.direction_x == 0 and self.direction_y == 1:
self.bullet.rect.left = self.rect.left + 20
self.bullet.rect.top = self.rect.bottom + 1
elif self.direction_x == -1 and self.direction_y == 0:
self.bullet.rect.right = self.rect.left - 1
self.bullet.rect.top = self.rect.top + 20
elif self.direction_x == 1 and self.direction_y == 0:
self.bullet.rect.left = self.rect.right + 1
self.bullet.rect.top = self.rect.top + 20
else:
raise ValueError('enemyTank class -> direction value error.')
# 随机挪动
def move(self, tankGroup, brickGroup, ironGroup, myhome):
self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
is_move = True
if self.direction_x == 0 and self.direction_y == -1:
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
if self.rect.top < 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
is_move = False
elif self.direction_x == 0 and self.direction_y == 1:
self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
if self.rect.bottom > 630 - 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
is_move = False
elif self.direction_x == -1 and self.direction_y == 0:
self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
if self.rect.left < 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
is_move = False
elif self.direction_x == 1 and self.direction_y == 0:
self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
if self.rect.right > 630 - 3:
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
is_move = False
else:
raise ValueError('enemyTank class -> direction value error.')
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.direction_x, self.speed*-self.direction_y)
self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
is_move = False
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
is_move = False
return is_move
# 从新载入坦克
def reload(self):
self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
➢ 子弹实现代码
# 子弹类
import pygame
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 子弹四个方向 (上下左右)
self.bullets = ['images/bullet/bullet_up.png', 'images/bullet/bullet_down.png', 'images/bullet/bullet_left.png', 'images/bullet/bullet_right.png']
# 子弹方向 (默认向上)
self.direction_x, self.direction_y = 0, -1
self.bullet = pygame.image.load(self.bullets[0])
self.rect = self.bullet.get_rect()
# 在坦克类中再赋理论值
self.rect.left, self.rect.right = 0, 0
# 速度
self.speed = 6
# 是否存活
self.being = False
# 是否为加强版子弹 (可碎钢板)
self.stronger = False
# 扭转子弹方向
def turn(self, direction_x, direction_y):
self.direction_x, self.direction_y = direction_x, direction_y
if self.direction_x == 0 and self.direction_y == -1:
self.bullet = pygame.image.load(self.bullets[0])
elif self.direction_x == 0 and self.direction_y == 1:
self.bullet = pygame.image.load(self.bullets[1])
elif self.direction_x == -1 and self.direction_y == 0:
self.bullet = pygame.image.load(self.bullets[2])
elif self.direction_x == 1 and self.direction_y == 0:
self.bullet = pygame.image.load(self.bullets[3])
else:
raise ValueError('Bullet class -> direction value error.')
# 挪动
def move(self):
self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
# 到地图边缘后隐没
if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3):
self.being = False
➢ 食物实现代码
# 食物类
import pygame
import random
# 食物类, 用于晋升坦克能力
class Food(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 毁灭以后所有敌人
self.food_boom = 'images/food/food_boom.png'
# 以后所有敌人静止一段时间
self.food_clock = 'images/food/food_clock.png'
# 使得坦克子弹可碎钢板
self.food_gun = 'images/food/food_gun.png'
# 使得大本营的墙变为钢板
self.food_iron = 'images/food/food_gun.png'
# 坦克取得一段时间的爱护罩
self.food_protect = 'images/food/food_protect.png'
# 坦克降级
self.food_star = 'images/food/food_star.png'
# 坦克生命 +1
self.food_tank = 'images/food/food_tank.png'
# 所有食物
self.foods = [self.food_boom, self.food_clock, self.food_gun, self.food_iron, self.food_protect, self.food_star, self.food_tank]
self.kind = None
self.food = None
self.rect = None
# 是否存在
self.being = False
# 存在工夫
self.time = 1000
# 生成食物
def generate(self):
self.kind = random.randint(0, 6)
self.food = pygame.image.load(self.foods[self.kind]).convert_alpha()
self.rect = self.food.get_rect()
self.rect.left, self.rect.top = random.randint(100, 500), random.randint(100, 500)
self.being = True
➢ 大本营实现代码
# 大本营类
import pygame
# 大本营类
class Home(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.homes = ['images/home/home1.png', 'images/home/home2.png', 'images/home/home_destroyed.png']
self.home = pygame.image.load(self.homes[0])
self.rect = self.home.get_rect()
self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24)
self.alive = True
# 大本营置为捣毁状态
def set_dead(self):
self.home = pygame.image.load(self.homes[-1])
self.alive = False
➢ 启动类实现代码
import sys
import pygame
from BattleCity import scene, tank, home, food
def show_start_interface(screen, width, height):
tfont = pygame.font.Font('font/simkai.ttf', width//5)
cfont = pygame.font.Font('font/simkai.ttf', width//20)
title = tfont.render(u'TANK', True, (255, 0, 0))
content1 = cfont.render(u'1 PLAYER(按 1)', True, (0, 0, 255))
content2 = cfont.render(u'2 PLAYER(按 2)', True, (0, 0, 255))
trect = title.get_rect()
trect.midtop = (width/2, height/5)
crect1 = content1.get_rect()
crect1.midtop = (width/2, height/1.8)
crect2 = content2.get_rect()
crect2.midtop = (width/2, height/1.6)
screen.blit(title, trect)
screen.blit(content1, crect1)
screen.blit(content2, crect2)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
return 1
if event.key == pygame.K_2:
return 2
# 完结界面显示
def show_end_interface(screen, width, height, is_win):
bg_img = pygame.image.load("images/others/background.png")
screen.blit(bg_img, (0, 0))
if is_win:
font = pygame.font.Font('font/simkai.ttf', width//10)
content = font.render(u'祝贺通关!', True, (255, 0, 0))
rect = content.get_rect()
rect.midtop = (width/2, height/2)
screen.blit(content, rect)
else:
fail_img = pygame.image.load("images/others/gameover.png")
rect = fail_img.get_rect()
rect.midtop = (width/2, height/2)
screen.blit(fail_img, rect)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
# 关卡切换
def show_switch_stage(screen, width, height, stage):
bg_img = pygame.image.load("images/others/background.png")
screen.blit(bg_img, (0, 0))
font = pygame.font.Font('font/simkai.ttf', width//10)
content = font.render(u'第 %d 关' % stage, True, (0, 255, 0))
rect = content.get_rect()
rect.midtop = (width/2, height/2)
screen.blit(content, rect)
pygame.display.update()
delay_event = pygame.constants.USEREVENT
pygame.time.set_timer(delay_event, 1000)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == delay_event:
return
def main():
# 初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption("TANK")
# 加载图片
bg_img = pygame.image.load("images/others/background.png")
# 加载音效
add_sound = pygame.mixer.Sound("audios/add.wav")
add_sound.set_volume(1)
bang_sound = pygame.mixer.Sound("audios/bang.wav")
bang_sound.set_volume(1)
blast_sound = pygame.mixer.Sound("audios/blast.wav")
blast_sound.set_volume(1)
fire_sound = pygame.mixer.Sound("audios/fire.wav")
fire_sound.set_volume(1)
Gunfire_sound = pygame.mixer.Sound("audios/Gunfire.wav")
Gunfire_sound.set_volume(1)
hit_sound = pygame.mixer.Sound("audios/hit.wav")
hit_sound.set_volume(1)
start_sound = pygame.mixer.Sound("audios/start.wav")
start_sound.set_volume(1)
# 开始界面
num_player = show_start_interface(screen, 630, 630)
# 播放游戏开始的音乐
start_sound.play()
# 关卡
stage = 0
num_stage = 2
# 游戏是否完结
is_gameover = False
# 时钟
clock = pygame.time.Clock()
# 主循环
while not is_gameover:
# 关卡
stage += 1
if stage > num_stage:
break
show_switch_stage(screen, 630, 630, stage)
# 该关卡坦克总数量
enemytanks_total = min(stage * 12, 60)
# 场上存在的敌方坦克总数量
enemytanks_now = 0
# 场上能够存在的敌方坦克总数量
enemytanks_now_max = min(max(stage * 2, 4), 8)
# 精灵组
tanksGroup = pygame.sprite.Group()
mytanksGroup = pygame.sprite.Group()
enemytanksGroup = pygame.sprite.Group()
bulletsGroup = pygame.sprite.Group()
mybulletsGroup = pygame.sprite.Group()
enemybulletsGroup = pygame.sprite.Group()
myfoodsGroup = pygame.sprite.Group()
# 自定义事件
# - 生成敌方坦克事件
genEnemyEvent = pygame.constants.USEREVENT + 0
pygame.time.set_timer(genEnemyEvent, 100)
# - 敌方坦克静止复原事件
recoverEnemyEvent = pygame.constants.USEREVENT + 1
pygame.time.set_timer(recoverEnemyEvent, 8000)
# - 我方坦克无敌复原事件
noprotectMytankEvent = pygame.constants.USEREVENT + 2
pygame.time.set_timer(noprotectMytankEvent, 8000)
# 关卡地图
map_stage = scene.Map(stage)
# 我方坦克
tank_player1 = tank.myTank(1)
tanksGroup.add(tank_player1)
mytanksGroup.add(tank_player1)
if num_player > 1:
tank_player2 = tank.myTank(2)
tanksGroup.add(tank_player2)
mytanksGroup.add(tank_player2)
is_switch_tank = True
player1_moving = False
player2_moving = False
# 为了轮胎的动画成果
time = 0
# 敌方坦克
for i in range(0, 3):
if enemytanks_total > 0:
enemytank = tank.enemyTank(i)
tanksGroup.add(enemytank)
enemytanksGroup.add(enemytank)
enemytanks_now += 1
enemytanks_total -= 1
# 大本营
myhome = home.Home()
# 出场特效
appearance_img = pygame.image.load("images/others/appear.png").convert_alpha()
appearances = []
appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
# 关卡主循环
while True:
if is_gameover is True:
break
if enemytanks_total < 1 and enemytanks_now < 1:
is_gameover = False
break
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == genEnemyEvent:
if enemytanks_total > 0:
if enemytanks_now < enemytanks_now_max:
enemytank = tank.enemyTank()
if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):
tanksGroup.add(enemytank)
enemytanksGroup.add(enemytank)
enemytanks_now += 1
enemytanks_total -= 1
if event.type == recoverEnemyEvent:
for each in enemytanksGroup:
each.can_move = True
if event.type == noprotectMytankEvent:
for each in mytanksGroup:
mytanksGroup.protected = False
# 检查用户键盘操作
key_pressed = pygame.key.get_pressed()
# 玩家一
if key_pressed[pygame.K_w]:
tanksGroup.remove(tank_player1)
tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_s]:
tanksGroup.remove(tank_player1)
tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_a]:
tanksGroup.remove(tank_player1)
tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_d]:
tanksGroup.remove(tank_player1)
tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_j]:
if not tank_player1.bullet.being:
fire_sound.play()
tank_player1.shoot()
# 玩家二
if num_player > 1:
if key_pressed[pygame.K_UP]:
tanksGroup.remove(tank_player2)
tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_DOWN]:
tanksGroup.remove(tank_player2)
tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_LEFT]:
tanksGroup.remove(tank_player2)
tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_RIGHT]:
tanksGroup.remove(tank_player2)
tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_0]:
if not tank_player2.bullet.being:
fire_sound.play()
tank_player2.shoot()
# 背景
screen.blit(bg_img, (0, 0))
# 石头墙
for each in map_stage.brickGroup:
screen.blit(each.brick, each.rect)
# 钢墙
for each in map_stage.ironGroup:
screen.blit(each.iron, each.rect)
# 冰
for each in map_stage.iceGroup:
screen.blit(each.ice, each.rect)
# 河流
for each in map_stage.riverGroup:
screen.blit(each.river, each.rect)
# 树
for each in map_stage.treeGroup:
screen.blit(each.tree, each.rect)
time += 1
if time == 5:
time = 0
is_switch_tank = not is_switch_tank
# 我方坦克
if tank_player1 in mytanksGroup:
if is_switch_tank and player1_moving:
screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
player1_moving = False
else:
screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
if tank_player1.protected:
screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
if num_player > 1:
if tank_player2 in mytanksGroup:
if is_switch_tank and player2_moving:
screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
player1_moving = False
else:
screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
if tank_player2.protected:
screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
# 敌方坦克
for each in enemytanksGroup:
# 出世特效
if each.born:
if each.times > 0:
each.times -= 1
if each.times <= 10:
screen.blit(appearances[2], (3+each.x*12*24, 3))
elif each.times <= 20:
screen.blit(appearances[1], (3+each.x*12*24, 3))
elif each.times <= 30:
screen.blit(appearances[0], (3+each.x*12*24, 3))
elif each.times <= 40:
screen.blit(appearances[2], (3+each.x*12*24, 3))
elif each.times <= 50:
screen.blit(appearances[1], (3+each.x*12*24, 3))
elif each.times <= 60:
screen.blit(appearances[0], (3+each.x*12*24, 3))
elif each.times <= 70:
screen.blit(appearances[2], (3+each.x*12*24, 3))
elif each.times <= 80:
screen.blit(appearances[1], (3+each.x*12*24, 3))
elif each.times <= 90:
screen.blit(appearances[0], (3+each.x*12*24, 3))
else:
each.born = False
else:
if is_switch_tank:
screen.blit(each.tank_0, (each.rect.left, each.rect.top))
else:
screen.blit(each.tank_1, (each.rect.left, each.rect.top))
if each.can_move:
tanksGroup.remove(each)
each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(each)
# 我方子弹
for tank_player in mytanksGroup:
if tank_player.bullet.being:
tank_player.bullet.move()
screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
# 子弹碰撞敌方子弹
for each in enemybulletsGroup:
if each.being:
if pygame.sprite.collide_rect(tank_player.bullet, each):
tank_player.bullet.being = False
each.being = False
enemybulletsGroup.remove(each)
break
else:
enemybulletsGroup.remove(each)
# 子弹碰撞敌方坦克
for each in enemytanksGroup:
if each.being:
if pygame.sprite.collide_rect(tank_player.bullet, each):
if each.is_red == True:
myfood = food.Food()
myfood.generate()
myfoodsGroup.add(myfood)
each.is_red = False
each.blood -= 1
each.color -= 1
if each.blood < 0:
bang_sound.play()
each.being = False
enemytanksGroup.remove(each)
enemytanks_now -= 1
tanksGroup.remove(each)
else:
each.reload()
tank_player.bullet.being = False
break
else:
enemytanksGroup.remove(each)
tanksGroup.remove(each)
# 子弹碰撞石头墙
if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
tank_player.bullet.being = False
'''
# 等价计划 (更迷信点)
for each in map_stage.brickGroup:
if pygame.sprite.collide_rect(tank_player.bullet, each):
tank_player.bullet.being = False
each.being = False
map_stage.brickGroup.remove(each)
break
'''
# 子弹碰钢墙
if tank_player.bullet.stronger:
if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):
tank_player.bullet.being = False
else:
if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):
tank_player.bullet.being = False
'''
# 等价计划 (更迷信点)
for each in map_stage.ironGroup:
if pygame.sprite.collide_rect(tank_player.bullet, each):
tank_player.bullet.being = False
if tank_player.bullet.stronger:
each.being = False
map_stage.ironGroup.remove(each)
break
'''
# 子弹碰大本营
if pygame.sprite.collide_rect(tank_player.bullet, myhome):
tank_player.bullet.being = False
myhome.set_dead()
is_gameover = True
# 敌方子弹
for each in enemytanksGroup:
if each.being:
if each.can_move and not each.bullet.being:
enemybulletsGroup.remove(each.bullet)
each.shoot()
enemybulletsGroup.add(each.bullet)
if not each.born:
if each.bullet.being:
each.bullet.move()
screen.blit(each.bullet.bullet, each.bullet.rect)
# 子弹碰撞我方坦克
for tank_player in mytanksGroup:
if pygame.sprite.collide_rect(each.bullet, tank_player):
if not tank_player.protected:
bang_sound.play()
tank_player.life -= 1
if tank_player.life < 0:
mytanksGroup.remove(tank_player)
tanksGroup.remove(tank_player)
if len(mytanksGroup) < 1:
is_gameover = True
else:
tank_player.reset()
each.bullet.being = False
enemybulletsGroup.remove(each.bullet)
break
# 子弹碰撞石头墙
if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
each.bullet.being = False
enemybulletsGroup.remove(each.bullet)
'''
# 等价计划 (更迷信点)
for one in map_stage.brickGroup:
if pygame.sprite.collide_rect(each.bullet, one):
each.bullet.being = False
one.being = False
enemybulletsGroup.remove(one)
break
'''
# 子弹碰钢墙
if each.bullet.stronger:
if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):
each.bullet.being = False
else:
if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):
each.bullet.being = False
'''
# 等价计划 (更迷信点)
for one in map_stage.ironGroup:
if pygame.sprite.collide_rect(each.bullet, one):
each.bullet.being = False
if each.bullet.stronger:
one.being = False
map_stage.ironGroup.remove(one)
break
'''
# 子弹碰大本营
if pygame.sprite.collide_rect(each.bullet, myhome):
each.bullet.being = False
myhome.set_dead()
is_gameover = True
else:
enemytanksGroup.remove(each)
tanksGroup.remove(each)
# 家
screen.blit(myhome.home, myhome.rect)
# 食物
for myfood in myfoodsGroup:
if myfood.being and myfood.time > 0:
screen.blit(myfood.food, myfood.rect)
myfood.time -= 1
for tank_player in mytanksGroup:
if pygame.sprite.collide_rect(tank_player, myfood):
# 毁灭以后所有敌人
if myfood.kind == 0:
for _ in enemytanksGroup:
bang_sound.play()
enemytanksGroup = pygame.sprite.Group()
enemytanks_total -= enemytanks_now
enemytanks_now = 0
# 敌人静止
if myfood.kind == 1:
for each in enemytanksGroup:
each.can_move = False
# 子弹加强
if myfood.kind == 2:
add_sound.play()
tank_player.bullet.stronger = True
# 使得大本营的墙变为钢板
if myfood.kind == 3:
map_stage.protect_home()
# 坦克取得一段时间的爱护罩
if myfood.kind == 4:
add_sound.play()
for tank_player in mytanksGroup:
tank_player.protected = True
# 坦克降级
if myfood.kind == 5:
add_sound.play()
tank_player.up_level()
# 坦克生命 +1
if myfood.kind == 6:
add_sound.play()
tank_player.life += 1
myfood.being = False
myfoodsGroup.remove(myfood)
break
else:
myfood.being = False
myfoodsGroup.remove(myfood)
pygame.display.flip()
clock.tick(60)
if not is_gameover:
show_end_interface(screen, 630, 630, True)
else:
show_end_interface(screen, 630, 630, False)
if __name__ == '__main__':
main()
源码及素材在公众号 Python 小二 后盾回复 tank 获取。
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