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

python实现坦克大战

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。

更多有趣的经典小游戏实现专题,分享给大家:

C++经典小游戏汇总

python经典小游戏汇总

python俄罗斯方块游戏集合

JavaScript经典游戏 玩不停

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javascript经典小游戏汇总

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

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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。