python制作坦克对战

Posted benming

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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"..imageullet_up.png")

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

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

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

# 子弹方向 速度 生命 碎石

self.dir_x, self.dir_y = 0, 0

self.speed = 6

self.life = False

self.strong = False

self.bullet = self.bullet_up

self.rect = self.bullet.get_rect()

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

def changeImage(self, dir_x, dir_y):

self.dir_x, self.dir_y = dir_x, dir_y

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

self.bullet = self.bullet_up

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

self.bullet = self.bullet_down

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

self.bullet = self.bullet_left

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

self.bullet = self.bullet_right

def move(self):

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

self.speed * self.dir_y)

# 碰撞地图边缘

if self.rect.top < 3:

self.life = False

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

if self.rect.bottom > 630 - 3:

self.life = False

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

if self.rect.left < 3:

self.life = False

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

if self.rect.right > 630 - 3:

self.life = False

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创建敌军坦克

import pygame

import random

import bulletClass

 

  • class EnemyTank(pygame.sprite.Sprite):
  • def __init__(self, x = None, kind = None, isred = None):
  • pygame.sprite.Sprite.__init__(self)
  • # 坦克出现前动画是否播放
  • self.flash = False
  • self.times = 90
  • # 参数:坦克种类
  • self.kind = kind
  • if not kind:
  • self.kind = random.choice([1, 2, 3, 4])
  • # 选择敌军坦克种类
  • if self.kind == 1:
  • self.enemy_x_0 = pygame.image.load(r"..imageenemy_1_0.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..imageenemy_1_3.png").convert_alpha()
  • if self.kind == 2:
  • self.enemy_x_0 = pygame.image.load(r"..imageenemy_2_0.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..imageenemy_2_3.png").convert_alpha()
  • if self.kind == 3:
  • self.enemy_x_0 = pygame.image.load(r"..imageenemy_3_1.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..imageenemy_3_0.png").convert_alpha()
  • if self.kind == 4:
  • self.enemy_x_0 = pygame.image.load(r"..imageenemy_4_0.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..imageenemy_4_3.png").convert_alpha()
  • self.enemy_3_0 = pygame.image.load(r"..imageenemy_3_0.png").convert_alpha()
  • self.enemy_3_2 = pygame.image.load(r"..imageenemy_3_2.png").convert_alpha()
  • # 参数:是否携带食物
  • self.isred = isred
  • if not None:
  • self.isred = random.choice((True, False, False, False, False))
  • if self.isred:
  • self.tank = self.enemy_x_3
  • else:
  • self.tank = self.enemy_x_0
  • # 参数:坦克位置
  • self.x = x
  • if not self.x:
  • self.x = random.choice([1, 2, 3])
  • self.x -= 1
  • # 运动中的两种图片
  • self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 48), (48, 48))
  • self.rect = self.tank_R0.get_rect()
  • self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24
  • # 坦克速度 方向 生命 子弹生命 子弹延迟
  • self.speed = 1
  • self.dir_x, self.dir_y = 0, 1
  • self.life = 1
  • self.bulletNotCooling = True
  • self.bullet = bulletClass.Bullet()
  • # 是否撞墙,撞墙则改变方向
  • self.dirChange = False
  • # 每种坦克不同的属性
  • if self.kind == 2:
  • self.speed = 3
  • if self.kind == 3:
  • self.life = 3
  • def shoot(self):
  • # 赋予子弹生命
  • self.bullet.life = True
  • self.bullet.changeImage(self.dir_x, self.dir_y)
  • if self.dir_x == 0 and self.dir_y == -1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.bottom = self.rect.top + 1
  • elif self.dir_x == 0 and self.dir_y == 1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.top = self.rect.bottom - 1
  • elif self.dir_x == -1 and self.dir_y == 0:
  • self.bullet.rect.right = self.rect.left - 1
  • self.bullet.rect.top = self.rect.top + 20
  • elif self.dir_x == 1 and self.dir_y == 0:
  • self.bullet.rect.left = self.rect.right + 1
  • self.bullet.rect.top = self.rect.top + 20
  • def move(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y)
  • if self.dir_x == 0 and self.dir_y == -1:
  • self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
  • elif self.dir_x == 0 and self.dir_y == 1:
  • self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
  • elif self.dir_x == -1 and self.dir_y == 0:
  • self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
  • elif self.dir_x == 1 and self.dir_y == 0:
  • self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
  • # 碰撞地图边缘
  • if self.rect.top < 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • elif self.rect.bottom > 630 - 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • elif self.rect.left < 3:
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • elif self.rect.right > 630 - 3:
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • # 碰撞墙体 和坦克
  • if pygame.sprite.spritecollide(self, brickGroup, False, None)
  • or pygame.sprite.spritecollide(self, ironGroup, False, None)
  • or pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * -self.dir_x, self.speed * -self.dir_y)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
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  • 创建食物类
  • import pygame
  • import random
  • class Food(pygame.sprite.Sprite):
  • def __init__(self):
  • self.food_boom = pygame.image.load(r"..imagefood_boom.png").convert_alpha()
  • self.food_clock = pygame.image.load(r"..imagefood_clock.png").convert_alpha()
  • self.food_gun = pygame.image.load(r"..imagefood_gun.png").convert_alpha()
  • self.food_iron = pygame.image.load(r"..imagefood_iron.png").convert_alpha()
  • self.food_protect = pygame.image.load(r"..imagefood_protect.png").convert_alpha()
  • self.food_star = pygame.image.load(r"..imagefood_star.png").convert_alpha()
  • self.food_tank = pygame.image.load(r"..imagefood_tank.png").convert_alpha()
  • self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
  • if self.kind == 1:
  • self.image = self.food_boom
  • elif self.kind == 2:
  • self.image = self.food_clock
  • elif self.kind == 3:
  • self.image = self.food_gun
  • elif self.kind == 4:
  • self.image = self.food_iron
  • elif self.kind == 5:
  • self.image = self.food_protect
  • elif self.kind == 6:
  • self.image = self.food_star
  • elif self.kind == 7:
  • self.image = self.food_tank
  • self.rect = self.image.get_rect()
  • self.rect.left = self.rect.top = random.randint(100, 500)
  • self.life = False
  • def change(self):
  • self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
  • if self.kind == 1:
  • self.image = self.food_boom
  • elif self.kind == 2:
  • self.image = self.food_clock
  • elif self.kind == 3:
  • self.image = self.food_gun
  • elif self.kind == 4:
  • self.image = self.food_iron
  • elif self.kind == 5:
  • self.image = self.food_protect
  • elif self.kind == 6:
  • self.image = self.food_star
  • elif self.kind == 7:
  • self.image = self.food_tank
  • self.rect.left = self.rect.top = random.randint(100, 500)
  • self.life = True
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  • 创建我的坦克
  • import pygame
  • import bulletClass
  • tank_T1_0 = r"..image ank_T1_0.png"
  • tank_T1_1 = r"..image ank_T1_1.png"
  • tank_T1_2 = r"..image ank_T1_2.png"
  • tank_T2_0 = r"..image ank_T2_0.png"
  • tank_T2_1 = r"..image ank_T2_1.png"
  • tank_T2_2 = r"..image ank_T2_2.png"

 

  • class MyTank(pygame.sprite.Sprite):
  • def __init__(self, playerNumber):
  • pygame.sprite.Sprite.__init__(self)
  • self.life = True
  • if playerNumber == 1:
  • self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha()
  • self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha()
  • self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha()
  • if playerNumber == 2:
  • self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha()
  • self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha()
  • self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha()
  • self.level = 0
  • self.tank = self.tank_L0_image
  • self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
  • self.rect = self.tank_R0.get_rect()
  • if playerNumber == 1:
  • self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
  • if playerNumber == 2:
  • self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
  • self.speed = 3
  • self.dir_x, self.dir_y = 0, -1
  • self.life = 3
  • self.bulletNotCooling = True
  • self.bullet = bulletClass.Bullet()
  • #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • def shoot(self):
  • self.bullet.life = True
  • self.bullet.changeImage(self.dir_x, self.dir_y)
  • if self.dir_x == 0 and self.dir_y == -1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.bottom = self.rect.top + 1
  • elif self.dir_x == 0 and self.dir_y == 1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.top = self.rect.bottom - 1
  • elif self.dir_x == -1 and self.dir_y == 0:
  • self.bullet.rect.right = self.rect.left - 1
  • self.bullet.rect.top = self.rect.top + 20
  • elif self.dir_x == 1 and self.dir_y == 0:
  • self.bullet.rect.left = self.rect.right + 1
  • self.bullet.rect.top = self.rect.top + 20
  • if self.level == 1:
  • self.bullet.speed = 16
  • self.bullet.strong = False
  • if self.level == 2:
  • self.bullet.speed = 16
  • self.bullet.strong = True
  • if self.level == 3:
  • self.bullet.speed = 48
  • self.bullet.strong = True
  • def levelUp(self):
  • if self.level < 2:
  • self.level += 1
  • if self.level == 0:
  • self.tank = self.tank_L0_image
  • if self.level == 1:
  • self.tank = self.tank_L1_image
  • if self.level == 2:
  • self.tank = self.tank_L2_image
  • if self.level == 3:
  • self.tank = self.tank_L2_image
  • def levelDown(self):
  • if self.level > 0:
  • self.level -= 1
  • if self.level == 0:
  • self.tank = self.tank_L0_image
  • self.bullet.speed = 6
  • self.bullet.strong = False
  • if self.level == 1:
  • self.tank = self.tank_L1_image
  • if self.level == 2:
  • self.tank = self.tank_L2_image
  • def moveUp(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
  • self.dir_x, self.dir_y = 0, -1
  • if self.rect.top < 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None)
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • return True
  • return False
  • def moveDown(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • self.tank_R0 = self.tank.subsurface((0, 48),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
  • self.dir_x, self.dir_y = 0, 1
  • if self.rect.bottom > 630 - 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None)
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • return True
  • return False
  • def moveLeft(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • self.tank_R0 = self.tank.subsurface((0, 96),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
  • self.dir_x, self.dir_y = -1, 0
  • if self.rect.left < 3:
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None)
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • function(){ //点值计算器 http://www.fx61.com/dotpoint.html
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • return True
  • return False
  • def moveRight(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • self.tank_R0 = self.tank.subsurface((0, 144),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
  • self.dir_x, self.dir_y = 1, 0
  • if self.rect.right > 630 - 3:
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None)
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • return True
  • return False
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  • 创建墙体类
  • import pygame
  • brickImage = r"..imagerick.png"
  • ironImage = r"..imageiron.png"
  • class Brick(pygame.sprite.Sprite):
  • def __init__(self):
  • pygame.sprite.Sprite.__init__(self)
  • self.image = pygame.image.load(brickImage)
  • self.rect = self.image.get_rect()
  • class Iron(pygame.sprite.Sprite):
  • def __init__(self):
  • pygame.sprite.Sprite.__init__(self)
  • self.image = pygame.image.load(ironImage)
  • self.rect = self.image.get_rect()
  • class Map():
  • def __init__(self):
  • self.brickGroup = pygame.sprite.Group()
  • self.ironGroup = pygame.sprite.Group()
  • # 数字代表地图中的位置
  • # 画砖块
  • X1379 = [2, 3, 6, 7, 18, 19, 22, 23]
  • Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]
  • X28 = [10, 11, 14, 15]
  • Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]
  • X46 = [4, 5, 6, 7, 18, 19, 20, 21]
  • Y46 = [13, 14]
  • X5 = [12, 13]
  • Y5 = [16, 17]
  • X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]
  • for x in X1379:
  • for y in Y1379:
  • self.brick = Brick()
  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  • self.brickGroup.add(self.brick)
  • for x in X28:
  • for y in Y28:
  • self.brick = Brick()
  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  • self.brickGroup.add(self.brick)
  • for x in X46:
  • for y in Y46:
  • self.brick = Brick()
  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  • self.brickGroup.add(self.brick)
  • for x in X5:
  • for y in Y5:
  • self.brick = Brick()
  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  • self.brickGroup.add(self.brick)
  • for x, y in X0Y0:
  • self.brick = Brick()
  • self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  • self.brickGroup.add(self.brick)
  • # 画石头
  • for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]:
  • self.iron = Iron()
  • self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
  • self.ironGroup.add(self.iron)
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  • 主函数
  • # -*- coding: utf-8 -*-
  • import pygame
  • import sys
  • import traceback
  • import wall
  • import myTank
  • import enemyTank
  • import food
  • def main():
  • pygame.init()
  • pygame.mixer.init()
  • resolution = 630, 630
  • screen = pygame.display.set_mode(resolution)
  • pygame.display.set_caption("Tank War ")
  • # 加载图片,音乐,音效.
  • background_image = pygame.image.load(r"..imageackground.png")
  • home_image = pygame.image.load(r"..imagehome.png")
  • home_destroyed_image = pygame.image.load(r"..imagehome_destroyed.png")
  • bang_sound = pygame.mixer.Sound(r"..musicang.wav")
  • bang_sound.set_volume(1)
  • fire_sound = pygame.mixer.Sound(r"..musicGunfire.wav")
  • start_sound = pygame.mixer.Sound(r"..musicstart.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"..imageappear.png").convert_alpha()
  • appearance = []
  • appearance.append(appearance_image.subsurface(( 0, 0), (48, 48)))
  • appearance.append(appearance_image.subsurface((48, 0), (48, 48)))
  • appearance.append(appearance_image.subsurface((96, 0), (48, 48)))
  • # 自定义事件
  • # 创建敌方坦克延迟200
  • DELAYEVENT = pygame.constants.USEREVENT
  • pygame.time.set_timer(DELAYEVENT, 200)
  • # 创建 敌方 子弹延迟1000
  • ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
  • pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
  • # 创建 我方 子弹延迟200
  • MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2
  • pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
  • # 敌方坦克 静止8000
  • NOTMOVEEVENT = pygame.constants.USEREVENT + 3
  • pygame.time.set_timer(NOTMOVEEVENT, 8000)
  • delay = 100
  • moving = 0
  • movdir = 0
  • moving2 = 0
  • movdir2 = 0
  • enemyNumber = 3
  • enemyCouldMove = True
  • switch_R1_R2_image = True
  • homeSurvive = True
  • running_T1 = True
  • running_T2 = True
  • clock = pygame.time.Clock()
  • while True:
  • for event in pygame.event.get():
  • if event.type == pygame.QUIT:
  • pygame.quit()
  • sys.exit()
  • # 我方子弹冷却事件
  • if event.type == MYBULLETNOTCOOLINGEVENT:
  • myTank_T1.bulletNotCooling = True
  • # 敌方子弹冷却事件
  • if event.type == ENEMYBULLETNOTCOOLINGEVENT:
  • for each in allEnemyGroup:
  • each.bulletNotCooling = True
  • # 敌方坦克静止事件
  • if event.type == NOTMOVEEVENT:
  • enemyCouldMove = True
  • # 创建敌方坦克延迟
  • if event.type == DELAYEVENT:
  • if enemyNumber < 4:
  • enemy = enemyTank.EnemyTank()
  • if pygame.sprite.spritecollide(enemy, allTankGroup, False, None):
  • break
  • allEnemyGroup.add(enemy)
  • allTankGroup.add(enemy)
  • enemyNumber += 1
  • if enemy.isred == True:
  • redEnemyGroup.add(enemy)
  • elif enemy.kind == 3:
  • greenEnemyGroup.add(enemy)
  • else:
  • otherEnemyGroup.add(enemy)
  • if event.type == pygame.KEYDOWN:
  • if event.key == pygame.K_c and pygame.KMOD_CTRL:
  • pygame.quit()
  • sys.exit()
  • if event.key == pygame.K_e:
  • myTank_T1.levelUp()
  • if event.key == pygame.K_q:
  • myTank_T1.levelDown()
  • if event.key == pygame.K_3:
  • myTank_T1.levelUp()
  • myTank_T1.levelUp()
  • myTank_T1.level = 3
  • if event.key == pygame.K_2:
  • if myTank_T1.speed == 3:
  • myTank_T1.speed = 24
  • else:
  • myTank_T1.speed = 3
  • if event.key == pygame.K_1:
  • for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
  • bgMap.brick = wall.Brick()
  • bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
  • bgMap.brickGroup.add(bgMap.brick)
  • if event.key == pygame.K_4:
  • for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
  • bgMap.iron = wall.Iron()
  • bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
  • bgMap.ironGroup.add(bgMap.iron)
  • # 检查用户的键盘操作
  • key_pressed = pygame.key.get_pressed()
  • # 玩家一的移动操作
  • if moving:
  • moving -= 1
  • if movdir == 0:
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving += 1
  • allTankGroup.add(myTank_T1)
  • running_T1 = True
  • if movdir == 1:
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving += 1
  • allTankGroup.add(myTank_T1)
  • running_T1 = True
  • if movdir == 2:
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving += 1
  • allTankGroup.add(myTank_T1)
  • running_T1 = True
  • if movdir == 3:
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving += 1
  • allTankGroup.add(myTank_T1)
  • running_T1 = True
  • if not moving:
  • if key_pressed[pygame.K_w]:
  • moving = 7
  • movdir = 0
  • running_T1 = True
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving = 0
  • allTankGroup.add(myTank_T1)
  • elif key_pressed[pygame.K_s]:
  • moving = 7
  • movdir = 1
  • running_T1 = True
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving = 0
  • allTankGroup.add(myTank_T1)
  • elif key_pressed[pygame.K_a]:
  • moving = 7
  • movdir = 2
  • running_T1 = True
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving = 0
  • allTankGroup.add(myTank_T1)
  • elif key_pressed[pygame.K_d]:
  • moving = 7
  • movdir = 3
  • running_T1 = True
  • allTankGroup.remove(myTank_T1)
  • if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  • moving = 0
  • allTankGroup.add(myTank_T1)
  • if key_pressed[pygame.K_j]:
  • if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
  • fire_sound.play()
  • myTank_T1.shoot()
  • myTank_T1.bulletNotCooling = False
  • # 玩家二的移动操作
  • if moving2:
  • moving2 -= 1
  • if movdir2 == 0:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • running_T2 = True
  • if movdir2 == 1:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • running_T2 = True
  • if movdir2 == 2:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • running_T2 = True
  • if movdir2 == 3:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • running_T2 = True
  • if not moving2:
  • if key_pressed[pygame.K_UP]:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • moving2 = 7
  • movdir2 = 0
  • running_T2 = True
  • elif key_pressed[pygame.K_DOWN]:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • moving2 = 7
  • movdir2 = 1
  • running_T2 = True
  • elif key_pressed[pygame.K_LEFT]:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • moving2 = 7
  • movdir2 = 2
  • running_T2 = True
  • elif key_pressed[pygame.K_RIGHT]:
  • allTankGroup.remove(myTank_T2)
  • myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(myTank_T2)
  • moving2 = 7
  • movdir2 = 3
  • running_T2 = True
  • if key_pressed[pygame.K_KP0]:
  • if not myTank_T2.bullet.life:
  • # fire_sound.play()
  • myTank_T2.shoot()
  • # 画背景
  • screen.blit(background_image, (0, 0))
  • # 画砖块
  • for each in bgMap.brickGroup:
  • screen.blit(each.image, each.rect)
  • # 花石头
  • for each in bgMap.ironGroup:
  • screen.blit(each.image, each.rect)
  • # 画home
  • if homeSurvive:
  • screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))
  • else:
  • screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
  • # 画我方坦克1
  • if not (delay % 5):
  • switch_R1_R2_image = not switch_R1_R2_image
  • if switch_R1_R2_image and running_T1:
  • screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))
  • running_T1 = False
  • else:
  • screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))
  • # 画我方坦克2
  • if switch_R1_R2_image and running_T2:
  • screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))
  • running_T2 = False
  • else:
  • screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top))
  • # 画敌方坦克
  • for each in allEnemyGroup:
  • # 判断5毛钱特效是否播放
  • if each.flash:
  • # 判断画左动作还是右动作
  • if switch_R1_R2_image:
  • screen.blit(each.tank_R0, (each.rect.left, each.rect.top))
  • if enemyCouldMove:
  • allTankGroup.remove(each)
  • each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(each)
  • else:
  • screen.blit(each.tank_R1, (each.rect.left, each.rect.top))
  • if enemyCouldMove:
  • allTankGroup.remove(each)
  • each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  • allTankGroup.add(each)
  • else:
  • # 播放5毛钱特效
  • if each.times > 0:
  • each.times -= 1
  • if each.times <= 10:
  • screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 20:
  • screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 30:
  • screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 40:
  • screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 50:
  • screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 60:
  • screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 70:
  • screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 80:
  • screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
  • elif each.times <= 90:
  • screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
  • if each.times == 0:
  • each.flash = True
  • # 绘制我方子弹1
  • if myTank_T1.bullet.life:
  • myTank_T1.bullet.move()
  • screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
  • # 子弹 碰撞 子弹
  • for each in enemyBulletGroup:
  • if each.life:
  • if pygame.sprite.collide_rect(myTank_T1.bullet, each):
  • myTank_T1.bullet.life = False
  • each.life = False
  • pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None)
  • # 子弹 碰撞 敌方坦克
  • if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None):
  • prop.change()
  • bang_sound.play()
  • enemyNumber -= 1
  • myTank_T1.bullet.life = False
  • elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None):
  • for each in greenEnemyGroup:
  • if pygame.sprite.collide_rect(myTank_T1.bullet, each):
  • if each.life == 1:
  • pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None)
  • bang_sound.play()
  • enemyNumber -= 1
  • elif each.life == 2:
  • each.life -= 1
  • each.tank = each.enemy_3_0
  • elif each.life == 3:
  • each.life -= 1
  • each.tank = each.enemy_3_2
  • myTank_T1.bullet.life = False
  • elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):
  • bang_sound.play()
  • enemyNumber -= 1
  • myTank_T1.bullet.life = False
  • #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):
  • # bang_sound.play()
  • # enemyNumber -= 1
  • # myTank_T1.bullet.life = False
  • # 子弹 碰撞 brickGroup
  • if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):
  • myTank_T1.bullet.life = False
  • myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • # 子弹 碰撞 brickGroup
  • if myTank_T1.bullet.strong:
  • if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):
  • myTank_T1.bullet.life = False
  • myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • else:
  • if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):
  • myTank_T1.bullet.life = False
  • myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • # 绘制我方子弹2
  • if myTank_T2.bullet.life:
  • myTank_T2.bullet.move()
  • screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
  • # 子弹 碰撞 敌方坦克
  • if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):
  • bang_sound.play()
  • enemyNumber -= 1
  • myTank_T2.bullet.life = False
  • # 子弹 碰撞 brickGroup
  • if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):
  • myTank_T2.bullet.life = False
  • myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • # 子弹 碰撞 brickGroup
  • if myTank_T2.bullet.strong:
  • if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):
  • myTank_T2.bullet.life = False
  • myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • else:
  • if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):
  • myTank_T2.bullet.life = False
  • myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • # 绘制敌人子弹
  • for each in allEnemyGroup:
  • # 如果子弹没有生命,则赋予子弹生命
  • if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
  • enemyBulletGroup.remove(each.bullet)
  • each.shoot()
  • enemyBulletGroup.add(each.bullet)
  • each.bulletNotCooling = False
  • # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
  • if each.flash:
  • if each.bullet.life:
  • # 如果敌人可以移动
  • if enemyCouldMove:
  • each.bullet.move()
  • screen.blit(each.bullet.bullet, each.bullet.rect)
  • # 子弹 碰撞 我方坦克
  • if pygame.sprite.collide_rect(each.bullet, myTank_T1):
  • bang_sound.play()
  • myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24
  • each.bullet.life = False
  • moving = 0 # 重置移动控制参数
  • for i in range(myTank_T1.level+1):
  • myTank_T1.levelDown()
  • if pygame.sprite.collide_rect(each.bullet, myTank_T2):
  • bang_sound.play()
  • myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24
  • each.bullet.life = False
  • # 子弹 碰撞 brickGroup
  • if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
  • each.bullet.life = False
  • # 子弹 碰撞 ironGroup
  • if each.bullet.strong:
  • if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):
  • each.bullet.life = False
  • else:
  • if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None):
  • each.bullet.life = False
  • # 最后画食物/道具
  • if prop.life:
  • screen.blit(prop.image, prop.rect)
  • # 我方坦克碰撞 食物/道具
  • if pygame.sprite.collide_rect(myTank_T1, prop):
  • if prop.kind == 1: # 敌人全毁
  • for each in allEnemyGroup:
  • if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):
  • bang_sound.play()
  • enemyNumber -= 1
  • prop.life = False
  • if prop.kind == 2: # 敌人静止
  • enemyCouldMove = False
  • prop.life = False
  • if prop.kind == 3: # 子弹增强
  • myTank_T1.bullet.strong = True
  • prop.life = False
  • if prop.kind == 4: # 家得到保护
  • for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
  • bgMap.iron = wall.Iron()
  • bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
  • bgMap.ironGroup.add(bgMap.iron)
  • prop.life = False
  • if prop.kind == 5: # 坦克无敌
  • prop.life = False
  • pass
  • if prop.kind == 6: # 坦克升级
  • myTank_T1.levelUp()
  • prop.life = False
  • if prop.kind == 7: # 坦克生命+1
  • myTank_T1.life += 1
  • prop.life = False
  • # 延迟
  • delay -= 1
  • if not delay:
  • delay = 100
  • pygame.display.flip()
  • clock.tick(60)
  • if __name__ == "__main__":
  • try:
  • main()
  • except SystemExit:
  • pass
  • except:
  • traceback.print_exc()
  • pygame.quit()
  • input()

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