前往小程序,Get更优阅读体验!
立即前往
首页
学习
活动
专区
工具
TVP
发布
社区首页 >专栏 >python实现坦克大战

python实现坦克大战

作者头像
砸漏
发布2020-11-02 17:31:08
2.1K0
发布2020-11-02 17:31:08
举报
文章被收录于专栏:恩蓝脚本恩蓝脚本恩蓝脚本

本文实例为大家分享了python实现坦克大战的具体代码,供大家参考,具体内容如下

本游戏制作代码量较大

具体代码与图片声源可以在我的GitHub中下载

github地址

下面来看看然后利用python做一个坦克大战游戏

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

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]))

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

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):
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

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)

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()

运行效果

可以按住上下左右方向键以及WSAD让坦克运动 按0和j可以发射子弹。

更多有趣的经典小游戏实现专题,分享给大家:

C++经典小游戏汇总

python经典小游戏汇总

python俄罗斯方块游戏集合

JavaScript经典游戏 玩不停

java经典小游戏汇总

javascript经典小游戏汇总

以上就是本文的全部内容,希望对大家的学习有所帮助。

本文参与 腾讯云自媒体分享计划,分享自作者个人站点/博客。
原始发表:2020-09-11 ,如有侵权请联系 cloudcommunity@tencent.com 删除

本文分享自 作者个人站点/博客 前往查看

如有侵权,请联系 cloudcommunity@tencent.com 删除。

本文参与 腾讯云自媒体分享计划  ,欢迎热爱写作的你一起参与!

评论
登录后参与评论
0 条评论
热度
最新
推荐阅读
领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档