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
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。
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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。
DDR爱好者之家 Design By 杰米
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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?
更新日志
2024年11月26日
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