DDR爱好者之家 Design By 杰米

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

python实现坦克大战

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,也希望大家多多支持。

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稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!

昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。

这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。

而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?