本文实例为大家分享了python实现坦克大战的具体代码,供大家参考,具体内容如下
本游戏制作代码量较大
具体代码与图片声源可以在我的GitHub中下载
github地址
下面来看看然后利用python做一个坦克大战游戏
创建子弹类
import pygame class Bullet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.bullet_up = pygame.image.load(r"..\image\bullet_up.png") self.bullet_down = pygame.image.load(r"..\image\bullet_down.png") self.bullet_left = pygame.image.load(r"..\image\bullet_left.png") self.bullet_right = pygame.image.load(r"..\image\bullet_right.png") # 子弹方向 速度 生命 碎石 self.dir_x, self.dir_y = 0, 0 self.speed = 6 self.life = False self.strong = False self.bullet = self.bullet_up self.rect = self.bullet.get_rect() self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24 def changeImage(self, dir_x, dir_y): self.dir_x, self.dir_y = dir_x, dir_y if self.dir_x == 0 and self.dir_y == -1: self.bullet = self.bullet_up elif self.dir_x == 0 and self.dir_y == 1: self.bullet = self.bullet_down elif self.dir_x == -1 and self.dir_y == 0: self.bullet = self.bullet_left elif self.dir_x == 1 and self.dir_y == 0: self.bullet = self.bullet_right def move(self): self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y) # 碰撞地图边缘 if self.rect.top < 3: self.life = False # self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24 if self.rect.bottom > 630 - 3: self.life = False # self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24 if self.rect.left < 3: self.life = False # self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24 if self.rect.right > 630 - 3: self.life = False
创建敌军坦克
import pygame import random import bulletClass class EnemyTank(pygame.sprite.Sprite): def __init__(self, x = None, kind = None, isred = None): pygame.sprite.Sprite.__init__(self) # 坦克出现前动画是否播放 self.flash = False self.times = 90 # 参数:坦克种类 self.kind = kind if not kind: self.kind = random.choice([1, 2, 3, 4]) # 选择敌军坦克种类 if self.kind == 1: self.enemy_x_0 = pygame.image.load(r"..\image\enemy_1_0.png").convert_alpha() self.enemy_x_3 = pygame.image.load(r"..\image\enemy_1_3.png").convert_alpha() if self.kind == 2: self.enemy_x_0 = pygame.image.load(r"..\image\enemy_2_0.png").convert_alpha() self.enemy_x_3 = pygame.image.load(r"..\image\enemy_2_3.png").convert_alpha() if self.kind == 3: self.enemy_x_0 = pygame.image.load(r"..\image\enemy_3_1.png").convert_alpha() self.enemy_x_3 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha() if self.kind == 4: self.enemy_x_0 = pygame.image.load(r"..\image\enemy_4_0.png").convert_alpha() self.enemy_x_3 = pygame.image.load(r"..\image\enemy_4_3.png").convert_alpha() self.enemy_3_0 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha() self.enemy_3_2 = pygame.image.load(r"..\image\enemy_3_2.png").convert_alpha() # 参数:是否携带食物 self.isred = isred if not None: self.isred = random.choice((True, False, False, False, False)) if self.isred: self.tank = self.enemy_x_3 else: self.tank = self.enemy_x_0 # 参数:坦克位置 self.x = x if not self.x: self.x = random.choice([1, 2, 3]) self.x -= 1 # 运动中的两种图片 self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48)) self.tank_R1 = self.tank.subsurface((48, 48), (48, 48)) self.rect = self.tank_R0.get_rect() self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24 # 坦克速度 方向 生命 子弹生命 子弹延迟 self.speed = 1 self.dir_x, self.dir_y = 0, 1 self.life = 1 self.bulletNotCooling = True self.bullet = bulletClass.Bullet() # 是否撞墙,撞墙则改变方向 self.dirChange = False # 每种坦克不同的属性 if self.kind == 2: self.speed = 3 if self.kind == 3: self.life = 3 def shoot(self): # 赋予子弹生命 self.bullet.life = True self.bullet.changeImage(self.dir_x, self.dir_y) if self.dir_x == 0 and self.dir_y == -1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.bottom = self.rect.top + 1 elif self.dir_x == 0 and self.dir_y == 1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.top = self.rect.bottom - 1 elif self.dir_x == -1 and self.dir_y == 0: self.bullet.rect.right = self.rect.left - 1 self.bullet.rect.top = self.rect.top + 20 elif self.dir_x == 1 and self.dir_y == 0: self.bullet.rect.left = self.rect.right + 1 self.bullet.rect.top = self.rect.top + 20 def move(self, tankGroup, brickGroup, ironGroup): self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y) if self.dir_x == 0 and self.dir_y == -1: self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 0),(48, 48)) elif self.dir_x == 0 and self.dir_y == 1: self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 48),(48, 48)) elif self.dir_x == -1 and self.dir_y == 0: self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 96),(48, 48)) elif self.dir_x == 1 and self.dir_y == 0: self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 144),(48, 48)) # 碰撞地图边缘 if self.rect.top < 3: self.rect = self.rect.move(self.speed * 0, self.speed * 1) self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0])) elif self.rect.bottom > 630 - 3: self.rect = self.rect.move(self.speed * 0, self.speed * -1) self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0])) elif self.rect.left < 3: self.rect = self.rect.move(self.speed * 1, self.speed * 0) self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0])) elif self.rect.right > 630 - 3: self.rect = self.rect.move(self.speed * -1, self.speed * 0) self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0])) # 碰撞墙体 和坦克 if pygame.sprite.spritecollide(self, brickGroup, False, None) or pygame.sprite.spritecollide(self, ironGroup, False, None) or pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed * -self.dir_x, self.speed * -self.dir_y) self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
创建食物类
import pygame import random class Food(pygame.sprite.Sprite): def __init__(self): self.food_boom = pygame.image.load(r"..\image\food_boom.png").convert_alpha() self.food_clock = pygame.image.load(r"..\image\food_clock.png").convert_alpha() self.food_gun = pygame.image.load(r"..\image\food_gun.png").convert_alpha() self.food_iron = pygame.image.load(r"..\image\food_iron.png").convert_alpha() self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha() self.food_star = pygame.image.load(r"..\image\food_star.png").convert_alpha() self.food_tank = pygame.image.load(r"..\image\food_tank.png").convert_alpha() self.kind = random.choice([1, 2, 3, 4, 5, 6, 7]) if self.kind == 1: self.image = self.food_boom elif self.kind == 2: self.image = self.food_clock elif self.kind == 3: self.image = self.food_gun elif self.kind == 4: self.image = self.food_iron elif self.kind == 5: self.image = self.food_protect elif self.kind == 6: self.image = self.food_star elif self.kind == 7: self.image = self.food_tank self.rect = self.image.get_rect() self.rect.left = self.rect.top = random.randint(100, 500) self.life = False def change(self): self.kind = random.choice([1, 2, 3, 4, 5, 6, 7]) if self.kind == 1: self.image = self.food_boom elif self.kind == 2: self.image = self.food_clock elif self.kind == 3: self.image = self.food_gun elif self.kind == 4: self.image = self.food_iron elif self.kind == 5: self.image = self.food_protect elif self.kind == 6: self.image = self.food_star elif self.kind == 7: self.image = self.food_tank self.rect.left = self.rect.top = random.randint(100, 500) self.life = True
创建我的坦克
import pygame import bulletClass tank_T1_0 = r"..\image\tank_T1_0.png" tank_T1_1 = r"..\image\tank_T1_1.png" tank_T1_2 = r"..\image\tank_T1_2.png" tank_T2_0 = r"..\image\tank_T2_0.png" tank_T2_1 = r"..\image\tank_T2_1.png" tank_T2_2 = r"..\image\tank_T2_2.png" class MyTank(pygame.sprite.Sprite): def __init__(self, playerNumber): pygame.sprite.Sprite.__init__(self) self.life = True if playerNumber == 1: self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha() self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha() self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha() if playerNumber == 2: self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha() self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha() self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha() self.level = 0 self.tank = self.tank_L0_image self.tank_R0 = self.tank.subsurface((0, 0),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 0),(48, 48)) self.rect = self.tank_R0.get_rect() if playerNumber == 1: self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24 if playerNumber == 2: self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24 self.speed = 3 self.dir_x, self.dir_y = 0, -1 self.life = 3 self.bulletNotCooling = True self.bullet = bulletClass.Bullet() #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 def shoot(self): self.bullet.life = True self.bullet.changeImage(self.dir_x, self.dir_y) if self.dir_x == 0 and self.dir_y == -1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.bottom = self.rect.top + 1 elif self.dir_x == 0 and self.dir_y == 1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.top = self.rect.bottom - 1 elif self.dir_x == -1 and self.dir_y == 0: self.bullet.rect.right = self.rect.left - 1 self.bullet.rect.top = self.rect.top + 20 elif self.dir_x == 1 and self.dir_y == 0: self.bullet.rect.left = self.rect.right + 1 self.bullet.rect.top = self.rect.top + 20 if self.level == 1: self.bullet.speed = 16 self.bullet.strong = False if self.level == 2: self.bullet.speed = 16 self.bullet.strong = True if self.level == 3: self.bullet.speed = 48 self.bullet.strong = True def levelUp(self): if self.level < 2: self.level += 1 if self.level == 0: self.tank = self.tank_L0_image if self.level == 1: self.tank = self.tank_L1_image if self.level == 2: self.tank = self.tank_L2_image if self.level == 3: self.tank = self.tank_L2_image def levelDown(self): if self.level > 0: self.level -= 1 if self.level == 0: self.tank = self.tank_L0_image self.bullet.speed = 6 self.bullet.strong = False if self.level == 1: self.tank = self.tank_L1_image if self.level == 2: self.tank = self.tank_L2_image def moveUp(self, tankGroup, brickGroup, ironGroup): self.rect = self.rect.move(self.speed * 0, self.speed * -1) self.tank_R0 = self.tank.subsurface((0, 0),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 0),(48, 48)) self.dir_x, self.dir_y = 0, -1 if self.rect.top < 3: self.rect = self.rect.move(self.speed * 0, self.speed * 1) return True if pygame.sprite.spritecollide(self, brickGroup, False, None) or pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed * 0, self.speed * 1) return True if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed * 0, self.speed * 1) return True return False def moveDown(self, tankGroup, brickGroup, ironGroup): self.rect = self.rect.move(self.speed * 0, self.speed * 1) self.tank_R0 = self.tank.subsurface((0, 48),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 48),(48, 48)) self.dir_x, self.dir_y = 0, 1 if self.rect.bottom > 630 - 3: self.rect = self.rect.move(self.speed * 0, self.speed * -1) return True if pygame.sprite.spritecollide(self, brickGroup, False, None) or pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed * 0, self.speed * -1) return True if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed * 0, self.speed * -1) return True return False def moveLeft(self, tankGroup, brickGroup, ironGroup): self.rect = self.rect.move(self.speed * -1, self.speed * 0) self.tank_R0 = self.tank.subsurface((0, 96),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 96),(48, 48)) self.dir_x, self.dir_y = -1, 0 if self.rect.left < 3: self.rect = self.rect.move(self.speed * 1, self.speed * 0) return True if pygame.sprite.spritecollide(self, brickGroup, False, None) or pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed * 1, self.speed * 0) return True if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed * 1, self.speed * 0) return True return False def moveRight(self, tankGroup, brickGroup, ironGroup): self.rect = self.rect.move(self.speed * 1, self.speed * 0) self.tank_R0 = self.tank.subsurface((0, 144),(48, 48)) self.tank_R1 = self.tank.subsurface((48, 144),(48, 48)) self.dir_x, self.dir_y = 1, 0 if self.rect.right > 630 - 3: self.rect = self.rect.move(self.speed * -1, self.speed * 0) return True if pygame.sprite.spritecollide(self, brickGroup, False, None) or pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed * -1, self.speed * 0) return True if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed * -1, self.speed * 0) return True return False
创建墙体类
import pygame brickImage = r"..\image\brick.png" ironImage = r"..\image\iron.png" class Brick(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(brickImage) self.rect = self.image.get_rect() class Iron(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(ironImage) self.rect = self.image.get_rect() class Map(): def __init__(self): self.brickGroup = pygame.sprite.Group() self.ironGroup = pygame.sprite.Group() # 数字代表地图中的位置 # 画砖块 X1379 = [2, 3, 6, 7, 18, 19, 22, 23] Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23] X28 = [10, 11, 14, 15] Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20] X46 = [4, 5, 6, 7, 18, 19, 20, 21] Y46 = [13, 14] X5 = [12, 13] Y5 = [16, 17] X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)] for x in X1379: for y in Y1379: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x in X28: for y in Y28: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x in X46: for y in Y46: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x in X5: for y in Y5: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x, y in X0Y0: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) # 画石头 for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]: self.iron = Iron() self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24 self.ironGroup.add(self.iron)
主函数
# -*- coding: utf-8 -*- import pygame import sys import traceback import wall import myTank import enemyTank import food def main(): pygame.init() pygame.mixer.init() resolution = 630, 630 screen = pygame.display.set_mode(resolution) pygame.display.set_caption("Tank War ") # 加载图片,音乐,音效. background_image = pygame.image.load(r"..\image\background.png") home_image = pygame.image.load(r"..\image\home.png") home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png") bang_sound = pygame.mixer.Sound(r"..\music\bang.wav") bang_sound.set_volume(1) fire_sound = pygame.mixer.Sound(r"..\music\Gunfire.wav") start_sound = pygame.mixer.Sound(r"..\music\start.wav") start_sound.play() # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹 allTankGroup = pygame.sprite.Group() mytankGroup = pygame.sprite.Group() allEnemyGroup = pygame.sprite.Group() redEnemyGroup = pygame.sprite.Group() greenEnemyGroup = pygame.sprite.Group() otherEnemyGroup = pygame.sprite.Group() enemyBulletGroup = pygame.sprite.Group() # 创建地图 bgMap = wall.Map() # 创建食物/道具 但不显示 prop = food.Food() # 创建我方坦克 myTank_T1 = myTank.MyTank(1) allTankGroup.add(myTank_T1) mytankGroup.add(myTank_T1) myTank_T2 = myTank.MyTank(2) allTankGroup.add(myTank_T2) mytankGroup.add(myTank_T2) # 创建敌方 坦克 for i in range(1, 4): enemy = enemyTank.EnemyTank(i) allTankGroup.add(enemy) allEnemyGroup.add(enemy) if enemy.isred == True: redEnemyGroup.add(enemy) continue if enemy.kind == 3: greenEnemyGroup.add(enemy) continue otherEnemyGroup.add(enemy) # 敌军坦克出现动画 appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha() appearance = [] appearance.append(appearance_image.subsurface(( 0, 0), (48, 48))) appearance.append(appearance_image.subsurface((48, 0), (48, 48))) appearance.append(appearance_image.subsurface((96, 0), (48, 48))) # 自定义事件 # 创建敌方坦克延迟200 DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer(DELAYEVENT, 200) # 创建 敌方 子弹延迟1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000) # 创建 我方 子弹延迟200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200) # 敌方坦克 静止8000 NOTMOVEEVENT = pygame.constants.USEREVENT + 3 pygame.time.set_timer(NOTMOVEEVENT, 8000) delay = 100 moving = 0 movdir = 0 moving2 = 0 movdir2 = 0 enemyNumber = 3 enemyCouldMove = True switch_R1_R2_image = True homeSurvive = True running_T1 = True running_T2 = True clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # 我方子弹冷却事件 if event.type == MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # 敌方子弹冷却事件 if event.type == ENEMYBULLETNOTCOOLINGEVENT: for each in allEnemyGroup: each.bulletNotCooling = True # 敌方坦克静止事件 if event.type == NOTMOVEEVENT: enemyCouldMove = True # 创建敌方坦克延迟 if event.type == DELAYEVENT: if enemyNumber < 4: enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(enemy, allTankGroup, False, None): break allEnemyGroup.add(enemy) allTankGroup.add(enemy) enemyNumber += 1 if enemy.isred == True: redEnemyGroup.add(enemy) elif enemy.kind == 3: greenEnemyGroup.add(enemy) else: otherEnemyGroup.add(enemy) if event.type == pygame.KEYDOWN: if event.key == pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key == pygame.K_e: myTank_T1.levelUp() if event.key == pygame.K_q: myTank_T1.levelDown() if event.key == pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key == pygame.K_2: if myTank_T1.speed == 3: myTank_T1.speed = 24 else: myTank_T1.speed = 3 if event.key == pygame.K_1: for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]: bgMap.brick = wall.Brick() bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24 bgMap.brickGroup.add(bgMap.brick) if event.key == pygame.K_4: for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) # 检查用户的键盘操作 key_pressed = pygame.key.get_pressed() # 玩家一的移动操作 if moving: moving -= 1 if movdir == 0: allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 1: allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 2: allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 3: allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if not moving: if key_pressed[pygame.K_w]: moving = 7 movdir = 0 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_s]: moving = 7 movdir = 1 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_a]: moving = 7 movdir = 2 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_d]: moving = 7 movdir = 3 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) if key_pressed[pygame.K_j]: if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling: fire_sound.play() myTank_T1.shoot() myTank_T1.bulletNotCooling = False # 玩家二的移动操作 if moving2: moving2 -= 1 if movdir2 == 0: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 1: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 2: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 3: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if not moving2: if key_pressed[pygame.K_UP]: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 0 running_T2 = True elif key_pressed[pygame.K_DOWN]: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 1 running_T2 = True elif key_pressed[pygame.K_LEFT]: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 2 running_T2 = True elif key_pressed[pygame.K_RIGHT]: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 3 running_T2 = True if key_pressed[pygame.K_KP0]: if not myTank_T2.bullet.life: # fire_sound.play() myTank_T2.shoot() # 画背景 screen.blit(background_image, (0, 0)) # 画砖块 for each in bgMap.brickGroup: screen.blit(each.image, each.rect) # 花石头 for each in bgMap.ironGroup: screen.blit(each.image, each.rect) # 画home if homeSurvive: screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24)) else: screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24)) # 画我方坦克1 if not (delay % 5): switch_R1_R2_image = not switch_R1_R2_image if switch_R1_R2_image and running_T1: screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top)) running_T1 = False else: screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top)) # 画我方坦克2 if switch_R1_R2_image and running_T2: screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top)) running_T2 = False else: screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top)) # 画敌方坦克 for each in allEnemyGroup: # 判断5毛钱特效是否播放 if each.flash: # 判断画左动作还是右动作 if switch_R1_R2_image: screen.blit(each.tank_R0, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else: screen.blit(each.tank_R1, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else: # 播放5毛钱特效 if each.times > 0: each.times -= 1 if each.times <= 10: screen.blit(appearance[2], (3 + each.x * 12 * 24, 3)) elif each.times <= 20: screen.blit(appearance[1], (3 + each.x * 12 * 24, 3)) elif each.times <= 30: screen.blit(appearance[0], (3 + each.x * 12 * 24, 3)) elif each.times <= 40: screen.blit(appearance[2], (3 + each.x * 12 * 24, 3)) elif each.times <= 50: screen.blit(appearance[1], (3 + each.x * 12 * 24, 3)) elif each.times <= 60: screen.blit(appearance[0], (3 + each.x * 12 * 24, 3)) elif each.times <= 70: screen.blit(appearance[2], (3 + each.x * 12 * 24, 3)) elif each.times <= 80: screen.blit(appearance[1], (3 + each.x * 12 * 24, 3)) elif each.times <= 90: screen.blit(appearance[0], (3 + each.x * 12 * 24, 3)) if each.times == 0: each.flash = True # 绘制我方子弹1 if myTank_T1.bullet.life: myTank_T1.bullet.move() screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect) # 子弹 碰撞 子弹 for each in enemyBulletGroup: if each.life: if pygame.sprite.collide_rect(myTank_T1.bullet, each): myTank_T1.bullet.life = False each.life = False pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None) # 子弹 碰撞 敌方坦克 if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None): prop.change() bang_sound.play() enemyNumber -= 1 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None): for each in greenEnemyGroup: if pygame.sprite.collide_rect(myTank_T1.bullet, each): if each.life == 1: pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None) bang_sound.play() enemyNumber -= 1 elif each.life == 2: each.life -= 1 each.tank = each.enemy_3_0 elif each.life == 3: each.life -= 1 each.tank = each.enemy_3_2 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None): bang_sound.play() enemyNumber -= 1 myTank_T1.bullet.life = False #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None): # bang_sound.play() # enemyNumber -= 1 # myTank_T1.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 子弹 碰撞 brickGroup if myTank_T1.bullet.strong: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 else: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 绘制我方子弹2 if myTank_T2.bullet.life: myTank_T2.bullet.move() screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect) # 子弹 碰撞 敌方坦克 if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None): bang_sound.play() enemyNumber -= 1 myTank_T2.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 子弹 碰撞 brickGroup if myTank_T2.bullet.strong: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 else: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 绘制敌人子弹 for each in allEnemyGroup: # 如果子弹没有生命,则赋予子弹生命 if not each.bullet.life and each.bulletNotCooling and enemyCouldMove: enemyBulletGroup.remove(each.bullet) each.shoot() enemyBulletGroup.add(each.bullet) each.bulletNotCooling = False # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹 if each.flash: if each.bullet.life: # 如果敌人可以移动 if enemyCouldMove: each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) # 子弹 碰撞 我方坦克 if pygame.sprite.collide_rect(each.bullet, myTank_T1): bang_sound.play() myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24 each.bullet.life = False moving = 0 # 重置移动控制参数 for i in range(myTank_T1.level+1): myTank_T1.levelDown() if pygame.sprite.collide_rect(each.bullet, myTank_T2): bang_sound.play() myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24 each.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None): each.bullet.life = False # 子弹 碰撞 ironGroup if each.bullet.strong: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None): each.bullet.life = False else: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None): each.bullet.life = False # 最后画食物/道具 if prop.life: screen.blit(prop.image, prop.rect) # 我方坦克碰撞 食物/道具 if pygame.sprite.collide_rect(myTank_T1, prop): if prop.kind == 1: # 敌人全毁 for each in allEnemyGroup: if pygame.sprite.spritecollide(each, allEnemyGroup, True, None): bang_sound.play() enemyNumber -= 1 prop.life = False if prop.kind == 2: # 敌人静止 enemyCouldMove = False prop.life = False if prop.kind == 3: # 子弹增强 myTank_T1.bullet.strong = True prop.life = False if prop.kind == 4: # 家得到保护 for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) prop.life = False if prop.kind == 5: # 坦克无敌 prop.life = False pass if prop.kind == 6: # 坦克升级 myTank_T1.levelUp() prop.life = False if prop.kind == 7: # 坦克生命+1 myTank_T1.life += 1 prop.life = False # 延迟 delay -= 1 if not delay: delay = 100 pygame.display.flip() clock.tick(60) if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()
运行效果
可以按住上下左右方向键以及WSAD让坦克运动
按0和j可以发射子弹。
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《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线
暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。
艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。
《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。
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