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坦克大战是一个比较经典的小游戏,而 90 坦克大战是一个比较经典的版本,我们来看一下如何利用 Python 实现坦克大战,先睹为快。

游戏设定

➢ 基本组成

1.场景
2.坦克
3.子弹
4.食物
5.大本营

➢ 操作规则

玩家一

移动:WASD
射击:J
玩家二

移动:←→↑↓
射击:0

主要实现

➢ 场景实现代码

# 场景类import pygame
import random# 石头墙
class Brick(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.brick = pygame.image.load('images/scene/brick.png')self.rect = self.brick.get_rect()self.being = False
# 钢墙
class Iron(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.iron = pygame.image.load('images/scene/iron.png')self.rect = self.iron.get_rect()self.being = False
# 冰
class Ice(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.ice = pygame.image.load('images/scene/ice.png')self.rect = self.ice.get_rect()self.being = False
# 河流
class River(pygame.sprite.Sprite):def __init__(self, kind=None):pygame.sprite.Sprite.__init__(self)if kind is None:self.kind = random.randint(0, 1)self.rivers = ['images/scene/river1.png', 'images/scene/river2.png']self.river = pygame.image.load(self.rivers[self.kind])self.rect = self.river.get_rect()self.being = False
# 树
class Tree(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.tree = pygame.image.load('images/scene/tree.png')self.rect = self.tree.get_rect()self.being = False
# 地图
class Map():def __init__(self, stage):self.brickGroup = pygame.sprite.Group()self.ironGroup  = pygame.sprite.Group()self.iceGroup = pygame.sprite.Group()self.riverGroup = pygame.sprite.Group()self.treeGroup = pygame.sprite.Group()if stage == 1:self.stage1()elif stage == 2:self.stage2()# 关卡一def stage1(self):for x in [2, 3, 6, 7, 18, 19, 22, 23]:for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x in [10, 11, 14, 15]:for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x in [4, 5, 6, 7, 18, 19, 20, 21]:for y in [13, 14]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x in [12, 13]:for y in [16, 17]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x, y in [(0, 14), (1, 14), (12, 6), (13, 6), (12, 7), (13, 7), (24, 14), (25, 14)]:self.iron = Iron()self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24self.iron.being = Trueself.ironGroup.add(self.iron)# 关卡二def stage2(self):for x in [2, 3, 6, 7, 18, 19, 22, 23]:for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x in [10, 11, 14, 15]:for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x in [4, 5, 6, 7, 18, 19, 20, 21]:for y in [13, 14]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x in [12, 13]:for y in [16, 17]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:self.brick = Brick()self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24self.brick.being = Trueself.brickGroup.add(self.brick)for x, y in [(0, 14), (1, 14), (12, 6), (13, 6), (12, 7), (13, 7), (24, 14), (25, 14)]:self.iron = Iron()self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24self.iron.being = Trueself.ironGroup.add(self.iron)def protect_home(self):for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:self.iron = Iron()self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24self.iron.being = Trueself.ironGroup.add(self.iron)

➢ 坦克实现代码

# 坦克类
import pygame
import random
from BattleCity.bullet import Bullet# 我方坦克类
class myTank(pygame.sprite.Sprite):def __init__(self, player):pygame.sprite.Sprite.__init__(self)# 玩家编号(1/2)self.player = player# 不同玩家用不同的坦克(不同等级对应不同的图)if player == 1:self.tanks = ['images/myTank/tank_T1_0.png', 'images/myTank/tank_T1_1.png', 'images/myTank/tank_T1_2.png']elif player == 2:self.tanks = ['images/myTank/tank_T2_0.png', 'images/myTank/tank_T2_1.png', 'images/myTank/tank_T2_2.png']else:raise ValueError('myTank class -> player value error.')# 坦克等级(初始0)self.level = 0# 载入(两个tank是为了轮子特效)self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()self.tank_0 = self.tank.subsurface((0, 0), (48, 48))self.tank_1 = self.tank.subsurface((48, 0), (48, 48))self.rect = self.tank_0.get_rect()# 保护罩self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha()self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))self.protected_mask2 = self.protected_mask.subsurface((48, 0), (48, 48))# 坦克方向self.direction_x, self.direction_y = 0, -1# 不同玩家的出生位置不同if player == 1:self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24elif player == 2:self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24else:raise ValueError('myTank class -> player value error.')# 坦克速度self.speed = 3# 是否存活self.being = True# 有几条命self.life = 3# 是否处于保护状态self.protected = False# 子弹self.bullet = Bullet()# 射击def shoot(self):self.bullet.being = Trueself.bullet.turn(self.direction_x, self.direction_y)if self.direction_x == 0 and self.direction_y == -1:self.bullet.rect.left = self.rect.left + 20self.bullet.rect.bottom = self.rect.top - 1elif self.direction_x == 0 and self.direction_y == 1:self.bullet.rect.left = self.rect.left + 20self.bullet.rect.top = self.rect.bottom + 1elif self.direction_x == -1 and self.direction_y == 0:self.bullet.rect.right = self.rect.left - 1self.bullet.rect.top = self.rect.top + 20elif self.direction_x == 1 and self.direction_y == 0:self.bullet.rect.left = self.rect.right + 1self.bullet.rect.top = self.rect.top + 20else:raise ValueError('myTank class -> direction value error.')if self.level == 0:self.bullet.speed = 8self.bullet.stronger = Falseelif self.level == 1:self.bullet.speed = 12self.bullet.stronger = Falseelif self.level == 2:self.bullet.speed = 12self.bullet.stronger = Trueelif self.level == 3:self.bullet.speed = 16self.bullet.stronger = Trueelse:raise ValueError('myTank class -> level value error.')# 等级提升def up_level(self):if self.level < 3:self.level += 1try:self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()except:self.tank = pygame.image.load(self.tanks[-1]).convert_alpha()# 等级降低def down_level(self):if self.level > 0:self.level -= 1self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()# 向上def move_up(self, tankGroup, brickGroup, ironGroup, myhome):self.direction_x, self.direction_y = 0, -1# 先移动后判断self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)self.tank_0 = self.tank.subsurface((0, 0), (48, 48))self.tank_1 = self.tank.subsurface((48, 0), (48, 48))# 是否可以移动is_move = True# 地图顶端if self.rect.top < 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞石头/钢墙if pygame.sprite.spritecollide(self, brickGroup, False, None) or \pygame.sprite.spritecollide(self, ironGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞其他坦克if pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 大本营if pygame.sprite.collide_rect(self, myhome):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = Falsereturn is_move# 向下def move_down(self, tankGroup, brickGroup, ironGroup, myhome):self.direction_x, self.direction_y = 0, 1# 先移动后判断self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)self.tank_0 = self.tank.subsurface((0, 48), (48, 48))self.tank_1 = self.tank.subsurface((48, 48), (48, 48))# 是否可以移动is_move = True# 地图底端if self.rect.bottom > 630 - 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞石头/钢墙if pygame.sprite.spritecollide(self, brickGroup, False, None) or \pygame.sprite.spritecollide(self, ironGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞其他坦克if pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 大本营if pygame.sprite.collide_rect(self, myhome):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = Falsereturn is_move# 向左def move_left(self, tankGroup, brickGroup, ironGroup, myhome):self.direction_x, self.direction_y = -1, 0# 先移动后判断self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)self.tank_0 = self.tank.subsurface((0, 96), (48, 48))self.tank_1 = self.tank.subsurface((48, 96), (48, 48))# 是否可以移动is_move = True# 地图左端if self.rect.left < 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞石头/钢墙if pygame.sprite.spritecollide(self, brickGroup, False, None) or \pygame.sprite.spritecollide(self, ironGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞其他坦克if pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False        # 大本营if pygame.sprite.collide_rect(self, myhome):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = Falsereturn is_move# 向右def move_right(self, tankGroup, brickGroup, ironGroup, myhome):self.direction_x, self.direction_y = 1, 0# 先移动后判断self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)self.tank_0 = self.tank.subsurface((0, 144), (48, 48))self.tank_1 = self.tank.subsurface((48, 144), (48, 48))# 是否可以移动is_move = True# 地图右端if self.rect.right > 630 - 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞石头/钢墙if pygame.sprite.spritecollide(self, brickGroup, False, None) or \pygame.sprite.spritecollide(self, ironGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 撞其他坦克if pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = False# 大本营if pygame.sprite.collide_rect(self, myhome):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)is_move = Falsereturn is_move# 死后重置def reset(self):self.level = 0self.protected = Falseself.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()self.tank_0 = self.tank.subsurface((0, 0), (48, 48))self.tank_1 = self.tank.subsurface((48, 0), (48, 48))self.rect = self.tank_0.get_rect()self.direction_x, self.direction_y = 0, -1if self.player == 1:self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24elif self.player == 2:self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24else:raise ValueError('myTank class -> player value error.')self.speed = 3
# 敌方坦克类
class enemyTank(pygame.sprite.Sprite):def __init__(self, x=None, kind=None, is_red=None):pygame.sprite.Sprite.__init__(self)# 用于给刚生成的坦克播放出生特效self.born = Trueself.times = 90# 坦克的种类编号if kind is None:self.kind = random.randint(0, 3)else:self.kind = kind# 所有坦克self.tanks1 = ['images/enemyTank/enemy_1_0.png', 'images/enemyTank/enemy_1_1.png', 'images/enemyTank/enemy_1_2.png', 'images/enemyTank/enemy_1_3.png']self.tanks2 = ['images/enemyTank/enemy_2_0.png', 'images/enemyTank/enemy_2_1.png', 'images/enemyTank/enemy_2_2.png', 'images/enemyTank/enemy_2_3.png']self.tanks3 = ['images/enemyTank/enemy_3_0.png', 'images/enemyTank/enemy_3_1.png', 'images/enemyTank/enemy_3_2.png', 'images/enemyTank/enemy_3_3.png']self.tanks4 = ['images/enemyTank/enemy_4_0.png', 'images/enemyTank/enemy_4_1.png', 'images/enemyTank/enemy_4_2.png', 'images/enemyTank/enemy_4_3.png']self.tanks = [self.tanks1, self.tanks2, self.tanks3, self.tanks4]# 是否携带食物(红色的坦克携带食物)if is_red is None:self.is_red = random.choice((True, False, False, False, False))else:self.is_red = is_red# 同一种类的坦克具有不同的颜色, 红色的坦克比同类坦克多一点血量if self.is_red:self.color = 3else:self.color = random.randint(0, 2)# 血量self.blood = self.color# 载入(两个tank是为了轮子特效)self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()self.tank_0 = self.tank.subsurface((0, 48), (48, 48))self.tank_1 = self.tank.subsurface((48, 48), (48, 48))self.rect = self.tank_0.get_rect()# 坦克位置if x is None:self.x = random.randint(0, 2)else:self.x = xself.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3# 坦克是否可以行动self.can_move = True# 坦克速度self.speed = max(3 - self.kind, 1)# 方向self.direction_x, self.direction_y = 0, 1# 是否存活self.being = True# 子弹self.bullet = Bullet()# 射击def shoot(self):self.bullet.being = Trueself.bullet.turn(self.direction_x, self.direction_y)if self.direction_x == 0 and self.direction_y == -1:self.bullet.rect.left = self.rect.left + 20self.bullet.rect.bottom = self.rect.top - 1elif self.direction_x == 0 and self.direction_y == 1:self.bullet.rect.left = self.rect.left + 20self.bullet.rect.top = self.rect.bottom + 1elif self.direction_x == -1 and self.direction_y == 0:self.bullet.rect.right = self.rect.left - 1self.bullet.rect.top = self.rect.top + 20elif self.direction_x == 1 and self.direction_y == 0:self.bullet.rect.left = self.rect.right + 1self.bullet.rect.top = self.rect.top + 20else:raise ValueError('enemyTank class -> direction value error.')# 随机移动def move(self, tankGroup, brickGroup, ironGroup, myhome):self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)is_move = Trueif self.direction_x == 0 and self.direction_y == -1:self.tank_0 = self.tank.subsurface((0, 0), (48, 48))self.tank_1 = self.tank.subsurface((48, 0), (48, 48))if self.rect.top < 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))is_move = Falseelif self.direction_x == 0 and self.direction_y == 1:self.tank_0 = self.tank.subsurface((0, 48), (48, 48))self.tank_1 = self.tank.subsurface((48, 48), (48, 48))if self.rect.bottom > 630 - 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))is_move = Falseelif self.direction_x == -1 and self.direction_y == 0:self.tank_0 = self.tank.subsurface((0, 96), (48, 48))self.tank_1 = self.tank.subsurface((48, 96), (48, 48))if self.rect.left < 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))is_move = Falseelif self.direction_x == 1 and self.direction_y == 0:self.tank_0 = self.tank.subsurface((0, 144), (48, 48))self.tank_1 = self.tank.subsurface((48, 144), (48, 48))if self.rect.right > 630 - 3:self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))is_move = Falseelse:raise ValueError('enemyTank class -> direction value error.')if pygame.sprite.spritecollide(self, brickGroup, False, None) \or pygame.sprite.spritecollide(self, ironGroup, False, None) \or pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))is_move = Falseif pygame.sprite.collide_rect(self, myhome):self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))is_move = Falsereturn is_move# 重新载入坦克def reload(self):self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()self.tank_0 = self.tank.subsurface((0, 48), (48, 48))self.tank_1 = self.tank.subsurface((48, 48), (48, 48))

➢ 子弹实现代码

# 子弹类
import pygame# 子弹类
class Bullet(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)# 子弹四个方向(上下左右)self.bullets = ['images/bullet/bullet_up.png', 'images/bullet/bullet_down.png', 'images/bullet/bullet_left.png', 'images/bullet/bullet_right.png']# 子弹方向(默认向上)self.direction_x, self.direction_y = 0, -1self.bullet = pygame.image.load(self.bullets[0])self.rect = self.bullet.get_rect()# 在坦克类中再赋实际值self.rect.left, self.rect.right = 0, 0# 速度self.speed = 6# 是否存活self.being = False# 是否为加强版子弹(可碎钢板)self.stronger = False# 改变子弹方向def turn(self, direction_x, direction_y):self.direction_x, self.direction_y = direction_x, direction_yif self.direction_x == 0 and self.direction_y == -1:self.bullet = pygame.image.load(self.bullets[0])elif self.direction_x == 0 and self.direction_y == 1:self.bullet = pygame.image.load(self.bullets[1])elif self.direction_x == -1 and self.direction_y == 0:self.bullet = pygame.image.load(self.bullets[2])elif self.direction_x == 1 and self.direction_y == 0:self.bullet = pygame.image.load(self.bullets[3])else:raise ValueError('Bullet class -> direction value error.')# 移动def move(self):self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)# 到地图边缘后消失if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3):self.being = False

➢ 食物实现代码

# 食物类
import pygame
import random# 食物类, 用于提升坦克能力
class Food(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)# 消灭当前所有敌人self.food_boom = 'images/food/food_boom.png'# 当前所有敌人静止一段时间self.food_clock = 'images/food/food_clock.png'# 使得坦克子弹可碎钢板self.food_gun = 'images/food/food_gun.png'# 使得大本营的墙变为钢板self.food_iron = 'images/food/food_gun.png'# 坦克获得一段时间的保护罩self.food_protect = 'images/food/food_protect.png'# 坦克升级self.food_star = 'images/food/food_star.png'# 坦克生命+1self.food_tank = 'images/food/food_tank.png'# 所有食物self.foods = [self.food_boom, self.food_clock, self.food_gun, self.food_iron, self.food_protect, self.food_star, self.food_tank]self.kind = Noneself.food = Noneself.rect = None# 是否存在self.being = False# 存在时间self.time = 1000# 生成食物def generate(self):self.kind = random.randint(0, 6)self.food = pygame.image.load(self.foods[self.kind]).convert_alpha()self.rect = self.food.get_rect()self.rect.left, self.rect.top = random.randint(100, 500), random.randint(100, 500)self.being = True

➢ 大本营实现代码

# 大本营类
import pygame# 大本营类
class Home(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.homes = ['images/home/home1.png', 'images/home/home2.png', 'images/home/home_destroyed.png']self.home = pygame.image.load(self.homes[0])self.rect = self.home.get_rect()self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24)self.alive = True# 大本营置为摧毁状态def set_dead(self):self.home = pygame.image.load(self.homes[-1])self.alive = False

➢ 启动类实现代码

import sys
import pygame
from BattleCity import scene, tank, home, fooddef show_start_interface(screen, width, height):tfont = pygame.font.Font('font/simkai.ttf', width//5)cfont = pygame.font.Font('font/simkai.ttf', width//20)title = tfont.render(u'TANK', True, (255, 0, 0))content1 = cfont.render(u'1 PLAYER(按1)', True, (0, 0, 255))content2 = cfont.render(u'2 PLAYER(按2)', True, (0, 0, 255))trect = title.get_rect()trect.midtop = (width/2, height/5)crect1 = content1.get_rect()crect1.midtop = (width/2, height/1.8)crect2 = content2.get_rect()crect2.midtop = (width/2, height/1.6)screen.blit(title, trect)screen.blit(content1, crect1)screen.blit(content2, crect2)pygame.display.update()while True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_1:return 1if event.key == pygame.K_2:return 2
# 结束界面显示
def show_end_interface(screen, width, height, is_win):bg_img = pygame.image.load("images/others/background.png")screen.blit(bg_img, (0, 0))if is_win:font = pygame.font.Font('font/simkai.ttf', width//10)content = font.render(u'恭喜通关!', True, (255, 0, 0))rect = content.get_rect()rect.midtop = (width/2, height/2)screen.blit(content, rect)else:fail_img = pygame.image.load("images/others/gameover.png")rect = fail_img.get_rect()rect.midtop = (width/2, height/2)screen.blit(fail_img, rect)pygame.display.update()while True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()
# 关卡切换
def show_switch_stage(screen, width, height, stage):bg_img = pygame.image.load("images/others/background.png")screen.blit(bg_img, (0, 0))font = pygame.font.Font('font/simkai.ttf', width//10)content = font.render(u'第%d关' % stage, True, (0, 255, 0))rect = content.get_rect()rect.midtop = (width/2, height/2)screen.blit(content, rect)pygame.display.update()delay_event = pygame.constants.USEREVENTpygame.time.set_timer(delay_event, 1000)while True:for event in pygame.event.get():if event.type == pygame.QUIT:sys.exit()if event.type == delay_event:return
def main():# 初始化pygame.init()pygame.mixer.init()screen = pygame.display.set_mode((630, 630))pygame.display.set_caption("TANK")# 加载图片bg_img = pygame.image.load("images/others/background.png")# 加载音效add_sound = pygame.mixer.Sound("audios/add.wav")add_sound.set_volume(1)bang_sound = pygame.mixer.Sound("audios/bang.wav")bang_sound.set_volume(1)blast_sound = pygame.mixer.Sound("audios/blast.wav")blast_sound.set_volume(1)fire_sound = pygame.mixer.Sound("audios/fire.wav")fire_sound.set_volume(1)Gunfire_sound = pygame.mixer.Sound("audios/Gunfire.wav")Gunfire_sound.set_volume(1)hit_sound = pygame.mixer.Sound("audios/hit.wav")hit_sound.set_volume(1)start_sound = pygame.mixer.Sound("audios/start.wav")start_sound.set_volume(1)# 开始界面num_player = show_start_interface(screen, 630, 630)# 播放游戏开始的音乐start_sound.play()# 关卡stage = 0num_stage = 2# 游戏是否结束is_gameover = False# 时钟clock = pygame.time.Clock()# 主循环while not is_gameover:# 关卡stage += 1if stage > num_stage:breakshow_switch_stage(screen, 630, 630, stage)# 该关卡坦克总数量enemytanks_total = min(stage * 12, 60)# 场上存在的敌方坦克总数量enemytanks_now = 0# 场上可以存在的敌方坦克总数量enemytanks_now_max = min(max(stage * 2, 4), 8)# 精灵组tanksGroup = pygame.sprite.Group()mytanksGroup = pygame.sprite.Group()enemytanksGroup = pygame.sprite.Group()bulletsGroup = pygame.sprite.Group()mybulletsGroup = pygame.sprite.Group()enemybulletsGroup = pygame.sprite.Group()myfoodsGroup = pygame.sprite.Group()# 自定义事件#     -生成敌方坦克事件genEnemyEvent = pygame.constants.USEREVENT + 0pygame.time.set_timer(genEnemyEvent, 100)#     -敌方坦克静止恢复事件recoverEnemyEvent = pygame.constants.USEREVENT + 1pygame.time.set_timer(recoverEnemyEvent, 8000)#     -我方坦克无敌恢复事件noprotectMytankEvent = pygame.constants.USEREVENT + 2pygame.time.set_timer(noprotectMytankEvent, 8000)# 关卡地图map_stage = scene.Map(stage)# 我方坦克tank_player1 = tank.myTank(1)tanksGroup.add(tank_player1)mytanksGroup.add(tank_player1)if num_player > 1:tank_player2 = tank.myTank(2)tanksGroup.add(tank_player2)mytanksGroup.add(tank_player2)is_switch_tank = Trueplayer1_moving = Falseplayer2_moving = False# 为了轮胎的动画效果time = 0# 敌方坦克for i in range(0, 3):if enemytanks_total > 0:enemytank = tank.enemyTank(i)tanksGroup.add(enemytank)enemytanksGroup.add(enemytank)enemytanks_now += 1enemytanks_total -= 1# 大本营myhome = home.Home()# 出场特效appearance_img = pygame.image.load("images/others/appear.png").convert_alpha()appearances = []appearances.append(appearance_img.subsurface((0, 0), (48, 48)))appearances.append(appearance_img.subsurface((48, 0), (48, 48)))appearances.append(appearance_img.subsurface((96, 0), (48, 48)))# 关卡主循环while True:if is_gameover is True:breakif enemytanks_total < 1 and enemytanks_now < 1:is_gameover = Falsebreakfor event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if event.type == genEnemyEvent:if enemytanks_total > 0:if enemytanks_now < enemytanks_now_max:enemytank = tank.enemyTank()if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):tanksGroup.add(enemytank)enemytanksGroup.add(enemytank)enemytanks_now += 1enemytanks_total -= 1if event.type == recoverEnemyEvent:for each in enemytanksGroup:each.can_move = Trueif event.type == noprotectMytankEvent:for each in mytanksGroup:mytanksGroup.protected = False# 检查用户键盘操作key_pressed = pygame.key.get_pressed()# 玩家一if key_pressed[pygame.K_w]:tanksGroup.remove(tank_player1)tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player1)player1_moving = Trueelif key_pressed[pygame.K_s]:tanksGroup.remove(tank_player1)tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player1)player1_moving = Trueelif key_pressed[pygame.K_a]:tanksGroup.remove(tank_player1)tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player1)player1_moving = Trueelif key_pressed[pygame.K_d]:tanksGroup.remove(tank_player1)tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player1)player1_moving = Trueelif key_pressed[pygame.K_j]:if not tank_player1.bullet.being:fire_sound.play()tank_player1.shoot()# 玩家二if num_player > 1:if key_pressed[pygame.K_UP]:tanksGroup.remove(tank_player2)tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player2)player2_moving = Trueelif key_pressed[pygame.K_DOWN]:tanksGroup.remove(tank_player2)tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player2)player2_moving = Trueelif key_pressed[pygame.K_LEFT]:tanksGroup.remove(tank_player2)tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player2)player2_moving = Trueelif key_pressed[pygame.K_RIGHT]:tanksGroup.remove(tank_player2)tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(tank_player2)player2_moving = Trueelif key_pressed[pygame.K_0]:if not tank_player2.bullet.being:fire_sound.play()tank_player2.shoot()# 背景screen.blit(bg_img, (0, 0))# 石头墙for each in map_stage.brickGroup:screen.blit(each.brick, each.rect)# 钢墙for each in map_stage.ironGroup:screen.blit(each.iron, each.rect)# 冰for each in map_stage.iceGroup:screen.blit(each.ice, each.rect)# 河流for each in map_stage.riverGroup:screen.blit(each.river, each.rect)# 树for each in map_stage.treeGroup:screen.blit(each.tree, each.rect)time += 1if time == 5:time = 0is_switch_tank = not is_switch_tank# 我方坦克if tank_player1 in mytanksGroup:if is_switch_tank and player1_moving:screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))player1_moving = Falseelse:screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))if tank_player1.protected:screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))if num_player > 1:if tank_player2 in mytanksGroup:if is_switch_tank and player2_moving:screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))player1_moving = Falseelse:screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))if tank_player2.protected:screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))# 敌方坦克for each in enemytanksGroup:# 出生特效if each.born:if each.times > 0:each.times -= 1if each.times <= 10:screen.blit(appearances[2], (3+each.x*12*24, 3))elif each.times <= 20:screen.blit(appearances[1], (3+each.x*12*24, 3))elif each.times <= 30:screen.blit(appearances[0], (3+each.x*12*24, 3))elif each.times <= 40:screen.blit(appearances[2], (3+each.x*12*24, 3))elif each.times <= 50:screen.blit(appearances[1], (3+each.x*12*24, 3))elif each.times <= 60:screen.blit(appearances[0], (3+each.x*12*24, 3))elif each.times <= 70:screen.blit(appearances[2], (3+each.x*12*24, 3))elif each.times <= 80:screen.blit(appearances[1], (3+each.x*12*24, 3))elif each.times <= 90:screen.blit(appearances[0], (3+each.x*12*24, 3))else:each.born = Falseelse:if is_switch_tank:screen.blit(each.tank_0, (each.rect.left, each.rect.top))else:screen.blit(each.tank_1, (each.rect.left, each.rect.top))if each.can_move:tanksGroup.remove(each)each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)tanksGroup.add(each)# 我方子弹for tank_player in mytanksGroup:if tank_player.bullet.being:tank_player.bullet.move()screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)# 子弹碰撞敌方子弹for each in enemybulletsGroup:if each.being:if pygame.sprite.collide_rect(tank_player.bullet, each):tank_player.bullet.being = Falseeach.being = FalseenemybulletsGroup.remove(each)breakelse:enemybulletsGroup.remove(each)    # 子弹碰撞敌方坦克for each in enemytanksGroup:if each.being:if pygame.sprite.collide_rect(tank_player.bullet, each):if each.is_red == True:myfood = food.Food()myfood.generate()myfoodsGroup.add(myfood)each.is_red = Falseeach.blood -= 1each.color -= 1if each.blood < 0:bang_sound.play()each.being = FalseenemytanksGroup.remove(each)enemytanks_now -= 1tanksGroup.remove(each)else:each.reload()tank_player.bullet.being = Falsebreakelse:enemytanksGroup.remove(each)tanksGroup.remove(each)# 子弹碰撞石头墙if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):tank_player.bullet.being = False'''# 等价方案(更科学点)for each in map_stage.brickGroup:if pygame.sprite.collide_rect(tank_player.bullet, each):tank_player.bullet.being = Falseeach.being = Falsemap_stage.brickGroup.remove(each)break'''# 子弹碰钢墙if tank_player.bullet.stronger:if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):tank_player.bullet.being = Falseelse:if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):tank_player.bullet.being = False'''# 等价方案(更科学点)for each in map_stage.ironGroup:if pygame.sprite.collide_rect(tank_player.bullet, each):tank_player.bullet.being = Falseif tank_player.bullet.stronger:each.being = Falsemap_stage.ironGroup.remove(each)break'''# 子弹碰大本营if pygame.sprite.collide_rect(tank_player.bullet, myhome):tank_player.bullet.being = Falsemyhome.set_dead()is_gameover = True# 敌方子弹for each in enemytanksGroup:if each.being:if each.can_move and not each.bullet.being:enemybulletsGroup.remove(each.bullet)each.shoot()enemybulletsGroup.add(each.bullet)if not each.born:if each.bullet.being:each.bullet.move()screen.blit(each.bullet.bullet, each.bullet.rect)# 子弹碰撞我方坦克for tank_player in mytanksGroup:if pygame.sprite.collide_rect(each.bullet, tank_player):if not tank_player.protected:bang_sound.play()tank_player.life -= 1if tank_player.life < 0:mytanksGroup.remove(tank_player)tanksGroup.remove(tank_player)if len(mytanksGroup) < 1:is_gameover = Trueelse:tank_player.reset()each.bullet.being = FalseenemybulletsGroup.remove(each.bullet)break# 子弹碰撞石头墙if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):each.bullet.being = FalseenemybulletsGroup.remove(each.bullet)'''# 等价方案(更科学点)for one in map_stage.brickGroup:if pygame.sprite.collide_rect(each.bullet, one):each.bullet.being = Falseone.being = FalseenemybulletsGroup.remove(one)break'''# 子弹碰钢墙if each.bullet.stronger:if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):each.bullet.being = Falseelse:if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):each.bullet.being = False'''# 等价方案(更科学点)for one in map_stage.ironGroup:if pygame.sprite.collide_rect(each.bullet, one):each.bullet.being = Falseif each.bullet.stronger:one.being = Falsemap_stage.ironGroup.remove(one)break'''# 子弹碰大本营if pygame.sprite.collide_rect(each.bullet, myhome):each.bullet.being = Falsemyhome.set_dead()is_gameover = Trueelse:enemytanksGroup.remove(each)tanksGroup.remove(each)# 家screen.blit(myhome.home, myhome.rect)# 食物for myfood in myfoodsGroup:if myfood.being and myfood.time > 0:screen.blit(myfood.food, myfood.rect)myfood.time -= 1for tank_player in mytanksGroup:if pygame.sprite.collide_rect(tank_player, myfood):# 消灭当前所有敌人if myfood.kind == 0:for _ in enemytanksGroup:bang_sound.play()enemytanksGroup = pygame.sprite.Group()enemytanks_total -= enemytanks_nowenemytanks_now = 0# 敌人静止if myfood.kind == 1:for each in enemytanksGroup:each.can_move = False# 子弹增强if myfood.kind == 2:add_sound.play()tank_player.bullet.stronger = True# 使得大本营的墙变为钢板if myfood.kind == 3:map_stage.protect_home()# 坦克获得一段时间的保护罩if myfood.kind == 4:add_sound.play()for tank_player in mytanksGroup:tank_player.protected = True# 坦克升级if myfood.kind == 5:add_sound.play()tank_player.up_level()# 坦克生命+1if myfood.kind == 6:add_sound.play()tank_player.life += 1myfood.being = FalsemyfoodsGroup.remove(myfood)breakelse:myfood.being = FalsemyfoodsGroup.remove(myfood)pygame.display.flip()clock.tick(60)if not is_gameover:show_end_interface(screen, 630, 630, True)else:show_end_interface(screen, 630, 630, False)if __name__ == '__main__':main()

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