python制作坦克大战
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 pygameclass 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, 0self.speed = 6self.life = Falseself.strong = Falseself.bullet = self.bullet_upself.rect = self.bullet.get_rect()self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24def changeImage(self, dir_x, dir_y):self.dir_x, self.dir_y = dir_x, dir_yif self.dir_x == 0 and self.dir_y == -1:self.bullet = self.bullet_upelif self.dir_x == 0 and self.dir_y == 1:self.bullet = self.bullet_downelif self.dir_x == -1 and self.dir_y == 0:self.bullet = self.bullet_leftelif self.dir_x == 1 and self.dir_y == 0:self.bullet = self.bullet_rightdef 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 * 24if self.rect.bottom > 630 - 3:self.life = False# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24if self.rect.left < 3:self.life = False# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24if self.rect.right > 630 - 3:self.life = False
创建敌军坦克
import pygame
import random
import bulletClassclass 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 = Falseself.times = 90# 参数:坦克种类 self.kind = kindif 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 = isredif not None:self.isred = random.choice((True, False, False, False, False))if self.isred:self.tank = self.enemy_x_3else:self.tank = self.enemy_x_0# 参数:坦克位置self.x = xif 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 = 1self.dir_x, self.dir_y = 0, 1self.life = 1self.bulletNotCooling = Trueself.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 = 3if self.kind == 3:self.life = 3def shoot(self):# 赋予子弹生命self.bullet.life = Trueself.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 + 20self.bullet.rect.bottom = self.rect.top + 1elif self.dir_x == 0 and self.dir_y == 1:self.bullet.rect.left = self.rect.left + 20self.bullet.rect.top = self.rect.bottom - 1elif self.dir_x == -1 and self.dir_y == 0:self.bullet.rect.right = self.rect.left - 1self.bullet.rect.top = self.rect.top + 20elif self.dir_x == 1 and self.dir_y == 0:self.bullet.rect.left = self.rect.right + 1self.bullet.rect.top = self.rect.top + 20def 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 randomclass 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_boomelif self.kind == 2:self.image = self.food_clockelif self.kind == 3:self.image = self.food_gunelif self.kind == 4:self.image = self.food_ironelif self.kind == 5:self.image = self.food_protectelif self.kind == 6:self.image = self.food_starelif self.kind == 7:self.image = self.food_tankself.rect = self.image.get_rect()self.rect.left = self.rect.top = random.randint(100, 500)self.life = Falsedef change(self):self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])if self.kind == 1:self.image = self.food_boomelif self.kind == 2:self.image = self.food_clockelif self.kind == 3:self.image = self.food_gunelif self.kind == 4:self.image = self.food_ironelif self.kind == 5:self.image = self.food_protectelif self.kind == 6:self.image = self.food_starelif self.kind == 7:self.image = self.food_tankself.rect.left = self.rect.top = random.randint(100, 500)self.life = True
创建我的坦克
import pygame
import bulletClasstank_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 = Trueif 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 = 0self.tank = self.tank_L0_imageself.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 = 3self.dir_x, self.dir_y = 0, -1self.life = 3self.bulletNotCooling = Trueself.bullet = bulletClass.Bullet()#self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24def shoot(self):self.bullet.life = Trueself.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 + 20self.bullet.rect.bottom = self.rect.top + 1elif self.dir_x == 0 and self.dir_y == 1:self.bullet.rect.left = self.rect.left + 20self.bullet.rect.top = self.rect.bottom - 1elif self.dir_x == -1 and self.dir_y == 0:self.bullet.rect.right = self.rect.left - 1self.bullet.rect.top = self.rect.top + 20elif self.dir_x == 1 and self.dir_y == 0:self.bullet.rect.left = self.rect.right + 1self.bullet.rect.top = self.rect.top + 20if self.level == 1:self.bullet.speed = 16self.bullet.strong = Falseif self.level == 2:self.bullet.speed = 16self.bullet.strong = Trueif self.level == 3:self.bullet.speed = 48self.bullet.strong = Truedef levelUp(self):if self.level < 2:self.level += 1if self.level == 0:self.tank = self.tank_L0_imageif self.level == 1:self.tank = self.tank_L1_imageif self.level == 2:self.tank = self.tank_L2_imageif self.level == 3:self.tank = self.tank_L2_imagedef levelDown(self):if self.level > 0:self.level -= 1if self.level == 0:self.tank = self.tank_L0_imageself.bullet.speed = 6self.bullet.strong = Falseif self.level == 1:self.tank = self.tank_L1_imageif self.level == 2:self.tank = self.tank_L2_imagedef 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, -1if self.rect.top < 3:self.rect = self.rect.move(self.speed * 0, self.speed * 1)return Trueif 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 Trueif pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed * 0, self.speed * 1)return Truereturn Falsedef 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, 1if self.rect.bottom > 630 - 3:self.rect = self.rect.move(self.speed * 0, self.speed * -1)return Trueif 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 Trueif pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed * 0, self.speed * -1)return Truereturn Falsedef 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, 0if self.rect.left < 3:self.rect = self.rect.move(self.speed * 1, self.speed * 0)return Trueif 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 Trueif pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed * 1, self.speed * 0)return Truereturn Falsedef 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, 0if self.rect.right > 630 - 3:self.rect = self.rect.move(self.speed * -1, self.speed * 0)return Trueif 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 Trueif pygame.sprite.spritecollide(self, tankGroup, False, None):self.rect = self.rect.move(self.speed * -1, self.speed * 0)return Truereturn False
创建墙体类
import pygamebrickImage = 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 * 24self.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 * 24self.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 * 24self.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 * 24self.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 * 24self.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 * 24self.ironGroup.add(self.iron)
主函数
# -*- coding: utf-8 -*-import pygame
import sys
import traceback
import wall
import myTank
import enemyTank
import fooddef main():pygame.init()pygame.mixer.init()resolution = 630, 630screen = 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)continueif enemy.kind == 3:greenEnemyGroup.add(enemy)continueotherEnemyGroup.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200DELAYEVENT = pygame.constants.USEREVENTpygame.time.set_timer(DELAYEVENT, 200)# 创建 敌方 子弹延迟1000ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)# 创建 我方 子弹延迟200MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)# 敌方坦克 静止8000NOTMOVEEVENT = pygame.constants.USEREVENT + 3pygame.time.set_timer(NOTMOVEEVENT, 8000)delay = 100moving = 0movdir = 0moving2 = 0movdir2 = 0enemyNumber = 3enemyCouldMove = Trueswitch_R1_R2_image = TruehomeSurvive = Truerunning_T1 = Truerunning_T2 = Trueclock = 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):breakallEnemyGroup.add(enemy)allTankGroup.add(enemy)enemyNumber += 1if 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 = 3if event.key == pygame.K_2:if myTank_T1.speed == 3:myTank_T1.speed = 24else:myTank_T1.speed = 3if 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 * 24bgMap.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 * 24bgMap.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 -= 1if movdir == 0:allTankGroup.remove(myTank_T1)if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving += 1allTankGroup.add(myTank_T1)running_T1 = Trueif movdir == 1:allTankGroup.remove(myTank_T1)if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving += 1allTankGroup.add(myTank_T1)running_T1 = Trueif movdir == 2:allTankGroup.remove(myTank_T1)if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving += 1allTankGroup.add(myTank_T1)running_T1 = Trueif movdir == 3:allTankGroup.remove(myTank_T1)if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving += 1allTankGroup.add(myTank_T1)running_T1 = Trueif not moving:if key_pressed[pygame.K_w]:moving = 7movdir = 0running_T1 = TrueallTankGroup.remove(myTank_T1)if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving = 0allTankGroup.add(myTank_T1)elif key_pressed[pygame.K_s]:moving = 7movdir = 1running_T1 = TrueallTankGroup.remove(myTank_T1)if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving = 0allTankGroup.add(myTank_T1)elif key_pressed[pygame.K_a]:moving = 7movdir = 2running_T1 = TrueallTankGroup.remove(myTank_T1)if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving = 0allTankGroup.add(myTank_T1)elif key_pressed[pygame.K_d]:moving = 7movdir = 3running_T1 = TrueallTankGroup.remove(myTank_T1)if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):moving = 0allTankGroup.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 -= 1if movdir2 == 0:allTankGroup.remove(myTank_T2)myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)running_T2 = Trueif movdir2 == 1:allTankGroup.remove(myTank_T2)myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)running_T2 = Trueif movdir2 == 2:allTankGroup.remove(myTank_T2)myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)running_T2 = Trueif movdir2 == 3:allTankGroup.remove(myTank_T2)myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)running_T2 = Trueif 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 = 7movdir2 = 0running_T2 = Trueelif key_pressed[pygame.K_DOWN]:allTankGroup.remove(myTank_T2)myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)moving2 = 7movdir2 = 1running_T2 = Trueelif key_pressed[pygame.K_LEFT]:allTankGroup.remove(myTank_T2)myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)moving2 = 7movdir2 = 2running_T2 = Trueelif key_pressed[pygame.K_RIGHT]:allTankGroup.remove(myTank_T2)myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)allTankGroup.add(myTank_T2)moving2 = 7movdir2 = 3running_T2 = Trueif 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homeif 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1if not (delay % 5):switch_R1_R2_image = not switch_R1_R2_imageif switch_R1_R2_image and running_T1:screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))running_T1 = Falseelse:screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))# 画我方坦克2if switch_R1_R2_image and running_T2:screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))running_T2 = Falseelse: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 -= 1if 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1if 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 = Falseeach.life = Falsepygame.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 -= 1myTank_T1.bullet.life = Falseelif 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 -= 1elif each.life == 2:each.life -= 1each.tank = each.enemy_3_0elif each.life == 3:each.life -= 1each.tank = each.enemy_3_2myTank_T1.bullet.life = Falseelif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):bang_sound.play()enemyNumber -= 1myTank_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 brickGroupif pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):myTank_T1.bullet.life = FalsemyTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24# 子弹 碰撞 brickGroupif myTank_T1.bullet.strong:if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):myTank_T1.bullet.life = FalsemyTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24else: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):myTank_T1.bullet.life = FalsemyTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24# 绘制我方子弹2if 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 -= 1myTank_T2.bullet.life = False# 子弹 碰撞 brickGroupif pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):myTank_T2.bullet.life = FalsemyTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24# 子弹 碰撞 brickGroupif myTank_T2.bullet.strong:if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):myTank_T2.bullet.life = FalsemyTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24else: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):myTank_T2.bullet.life = FalsemyTank_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 = Falsemoving = 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 brickGroupif pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):each.bullet.life = False# 子弹 碰撞 ironGroupif each.bullet.strong:if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):each.bullet.life = Falseelse: 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 -= 1prop.life = Falseif prop.kind == 2: # 敌人静止enemyCouldMove = Falseprop.life = Falseif prop.kind == 3: # 子弹增强myTank_T1.bullet.strong = Trueprop.life = Falseif 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 * 24bgMap.ironGroup.add(bgMap.iron) prop.life = Falseif prop.kind == 5: # 坦克无敌prop.life = Falsepassif prop.kind == 6: # 坦克升级myTank_T1.levelUp()prop.life = Falseif prop.kind == 7: # 坦克生命+1myTank_T1.life += 1prop.life = False# 延迟delay -= 1if not delay:delay = 100 pygame.display.flip()clock.tick(60)if __name__ == "__main__":try:main()except SystemExit:passexcept: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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