python+pygame实现坦克大战
本文实例为大家分享了python+pygame实现坦克大战的具体代码,供大家参考,具体内容如下
一、首先导入pygame库
二、源码分享
#coding=utf-8
import pygame
import time
import random
from pygame.sprite import Sprite
SCREEN_WIDTH=800
SCREEN_HEIGHT=500
BG_COLOR=pygame.Color(0,0,0)
TEXT_COLOR=pygame.Color(255,0,0)
#定义一个基类
class BaseItem(Sprite):
def __init__(self,color,width,height):
pygame.sprite.Sprite.__init__(self)
class MainGame():
window=None
my_tank = None
#存储敌方坦克的列表
enemyTankList=[]
enemyTankCount=5
# 存储我方坦克子弹的列表
myBulletList = []
#存储敌方子弹的列表
enemyBulletList=[]
explodeList = []
#创建墙壁列表
wallList = []
def __init__(self):
pass
def startGame(self):
pygame.display.init() #初始化窗口
MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
#初始化我方坦克
self.createMyTank()
pygame.display.set_caption('坦克大战1.03')
#初始化敌方坦克
self.createEnemyTank()
self.createWall()
while True:
time.sleep(0.02)
#给窗口设置填充色
MainGame.window.fill(BG_COLOR)
self.getEvent()
#绘制文字
MainGame.window.blit(self.getTextSuface('敌方坦克剩余数量%d'%len(MainGame.enemyTankList)),(10,10))
#调用坦克显示方法
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.displayTank()
else:
del MainGame.my_tank
MainGame.my_tank = None
#循环遍历列表显示敌方坦克
self.blitEnemyTank()
#循环遍历爆炸列表
self.blitExplode()
#循环遍历墙壁
self.blitWall()
#循环遍历我方坦克的子弹
self.blitMyBullet()
#循环遍历子弹列表,展示敌方子弹
self.blitEnemyBullet()
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
#检测我方坦克是否与墙壁发生碰撞
MainGame.my_tank.hitWall()
MainGame.my_tank.myTank_hit_enemyTank()
pygame.display.update()
def blitWall(self):
for wall in MainGame.wallList:
if wall.live:
wall.displayWall()
else:
MainGame.wallList.remove(wall)
def createWall(self):
#初始化墙壁
for i in range(6):
wall = Wall(i*130,220)
MainGame.wallList.append(wall)
def createMyTank(self):
MainGame.my_tank = MyTank(350, 300)
#创建music对象
music = Music('img/start.wav')
music.play()
def createEnemyTank(self):
top=100
for i in range(MainGame.enemyTankCount):
left = random.randint(0,600)
speed = random.randint(1,4)
enemy=EnemyTank(left,top,speed)
MainGame.enemyTankList.append(enemy)
def blitExplode(self):
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
else:
MainGame.explodeList.remove(explode)
def blitEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
if enemyTank.live:
EnemyTank.displayTank(enemyTank)
enemyTank.randMove()
enemyTank.hitWall()
if MainGame.my_tank and MainGame.my_tank.live:
enemyTank.enemyTank_hit_myTank()
#发射子弹
enemyBullet=enemyTank.shot()
if enemyBullet:
MainGame.enemyBulletList.append(enemyBullet)
else:#不活着 删除
MainGame.enemyTankList.remove(enemyTank)
music = Music('img/fire.wav')
music.play()
def blitMyBullet(self):
for myBullet in MainGame.myBulletList:
if myBullet.live:
myBullet.displayBullet()
myBullet.move()
#调用检测我方子弹是否与敌方坦克碰撞
myBullet.myBullet_hit_enemyTank()
myBullet.hitWall()
else:
MainGame.myBulletList.remove(myBullet)
def blitEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletList:
if enemyBullet.live:
enemyBullet.displayBullet()
enemyBullet.move()
#调用敌方子弹与我方坦克的碰撞方法
enemyBullet.enemyBullet_hit_myTank()
enemyBullet.hitWall()
else:
MainGame.enemyBulletList.remove(enemyBullet)
def endGame(self):
print('谢谢使用,欢迎再次使用')
exit()
def getTextSuface(self,text):
#初始化字体模块
pygame.font.init()
font=pygame.font.SysFont('kaiti',18)
textSurface=font.render(text,True,TEXT_COLOR)
return textSurface
#获取事件
def getEvent(self):
eventList=pygame.event.get()
for event in eventList:
if event.type == pygame.QUIT:
self.endGame()
if event.type == pygame.KEYDOWN:#如果按下下键
if not MainGame.my_tank:
if event.key== pygame.K_ESCAPE:
self.createMyTank()
if MainGame.my_tank and MainGame.my_tank.live:
#判断上下左右
if event.key == pygame.K_LEFT:
MainGame.my_tank.direction='L'
#修改坦克开关状态
MainGame.my_tank.stop=False
#MainGame.my_tank.move()
print('按下左键,坦克向左移动')
elif event.key == pygame.K_RIGHT:
MainGame.my_tank.direction='R'
MainGame.my_tank.stop = False
#MainGame.my_tank.move()
print('按下右键,坦克向右移动')
elif event.key == pygame.K_UP:
MainGame.my_tank.direction='U'
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
print('按下上键,坦克向上移动')
elif event.key == pygame.K_DOWN:
MainGame.my_tank.direction='D'
MainGame.my_tank.stop = False
#MainGame.my_tank.move()
print('按下下键,坦克向下移动')
elif event.key == pygame.K_SPACE:
print('发送子弹')
if len(MainGame.myBulletList)<3:#最多发射3个子弹
myBullet=Bullet(MainGame.my_tank)
MainGame.myBulletList.append(myBullet)
music = Music('img/hit.wav')
music.play()
if event.type == pygame.KEYUP:
if MainGame.my_tank and MainGame.my_tank.live:
#判断释放键是上下左右才停止
if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
MainGame.my_tank.stop = True
class Tank(BaseItem):
def __init__(self,left,top):#距离左边上边距离
#保存加载的图片
self.images={
'U': pygame.image.load('img/p1tankU.gif'),
'D': pygame.image.load('img/p1tankD.gif'),
'L': pygame.image.load('img/p1tankL.gif'),
'R': pygame.image.load('img/p1tankR.gif')
}
#方向
self.direction='L'
self.image = self.images[self.direction]
#根据图片获取区域
self.rect = self.image.get_rect()
#设置区域的left和TOP
self.rect.left=left
self.rect.top=top
self.speed = 5
#坦克移动的开关
self.stop=True
#是否活着
self.live=True
#距离原来坐标
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
#tank move
def move(self):
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
#判断坦克方向
if self.direction == 'L':
if self.rect.left>0:
self.rect.left -=self.speed
elif self.direction == 'U':
if self.rect.top>0:
self.rect.top -=self.speed
elif self.direction == 'D':
if self.rect.top+self.rect.height<SCREEN_HEIGHT:
self.rect.top +=self.speed
elif self.direction == 'R':
if self.rect.left+self.rect.height<SCREEN_WIDTH:
self.rect.left += self.speed
#tank shottint
def shot(self):
return Bullet(self)
def stay(self):
self.rect.left = self.oldLeft
self.rect.top = self.oldTop
#检测坦克是否与墙壁发生碰撞
def hitWall(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self,wall):
self.stay()
def displayTank(self):
#获取展示的对象
#调用blit方法展示
self.image = self.images[self.direction]
MainGame.window.blit(self.image,self.rect)
class MyTank(Tank):
def __init__(self,left,top):
super(MyTank,self).__init__(left,top)
#检查我方坦克与敌方坦克发生碰撞
def myTank_hit_enemyTank(self):
for enemyTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(self,enemyTank):
self.stay()
class EnemyTank(Tank):
def __init__(self,left,top,speed):
#调用父类的舒适化方法
super(EnemyTank,self).__init__(left,top)
#图片
self.images={
'U': pygame.image.load('img/enemy1U.gif'),
'D': pygame.image.load('img/enemy1D.gif'),
'L': pygame.image.load('img/enemy1L.gif'),
'R': pygame.image.load('img/enemy1R.gif')
}
#方向 随机生成敌方坦克
self.direction = self.randDirection()
#根据方向获取image
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left=left
self.rect.top=top
self.speed=speed
self.flag=True
self.step=60
def enemyTank_hit_myTank(self):
if pygame.sprite.collide_rect(self,MainGame.my_tank):
self.stay()
def randDirection(self):
num = random.randint(1,4)
if num == 1:
return 'U'
elif num==2:
return 'D'
elif num==3:
return 'L'
elif num==4:
return 'R'
def randMove(self):
if self.step<=0:
self.step=60
self.direction = self.randDirection()
else:
self.move()
self.step-=1
def shot(self):
#随机生成100以内的数
num = random.randint(1,100)
if num<10:
return Bullet(self)
class Bullet(BaseItem):
def __init__(self,tank):
self.image = pygame.image.load('img/enemymissile.gif')
#坦克的方向决定子弹的方向
self.direction = tank.direction
#获取区域
self.rect = self.image.get_rect()
if self.direction == 'U':
self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top - self.rect.height
elif self.direction == 'D':
self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top + tank.rect.height
elif self.direction == 'L':
self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
elif self.direction == 'R':
self.rect.left = tank.rect.left + tank.rect.width
self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
#子弹的速度
self.speed=6
#子弹的姿态,是否碰到墙壁,如果是墙壁,修改此状态
self.live=True
#move
def move(self):
if self.direction == 'U':
if self.rect.top>0:
self.rect.top-=self.speed
else:
#修改子弹的状态
self.live=False
elif self.direction == 'R':
if self.rect.left+self.rect.width<SCREEN_WIDTH:
self.rect.left+=self.speed
else:
self.live=False
elif self.direction == 'D':
if self.rect.top+self.rect.height<SCREEN_HEIGHT:
self.rect.top+=self.speed
else:
self.live=False
elif self.direction == 'L':
if self.rect.left>0:
self.rect.left-=self.speed
else:
self.live=False
#我方坦克和敌方子弹的碰撞
def myBullet_hit_enemyTank(self):
#循环遍历敌方坦克列表,判断是否发生碰撞
for enemyTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(enemyTank,self):
#修改敌方坦克和我方子弹的状态
enemyTank.live = False
self.live = False
#创建爆炸对象
explode = Explode(enemyTank)
MainGame.explodeList.append(explode)
#子弹是否碰撞墙壁
def hitWall(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self,wall):
self.live=False
wall.hp-=1
if wall.hp<=0:
wall.live=False
#show
def displayBullet(self):
MainGame.window.blit(self.image,self.rect)
def enemyBullet_hit_myTank(self):
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank,self):
explode = Explode(MainGame.my_tank)
MainGame.explodeList.append(explode)
self.live=False
MainGame.my_tank.live=False
class Wall():
def __init__(self,left,top):
self.image = pygame.image.load('img/steels.gif')
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.live = True
#设置墙壁生命值
self.hp = 3
def displayWall(self):
MainGame.window.blit(self.image,self.rect)
class Explode():
def __init__(self,tank):
#爆炸的位置有当前子弹打中的位置确定
self.rect=tank.rect
self.images=[
pygame.image.load('img/blast0.gif'),
pygame.image.load('img/blast1.gif'),
pygame.image.load('img/blast2.gif'),
pygame.image.load('img/blast3.gif'),
pygame.image.load('img/blast4.gif'),
]
self.step=0
self.image = self.images[self.step]
self.live=True
def displayExplode(self):
#根据索引获取爆炸对象
if self.step < len(self.images):
self.image = self.images[self.step]
self.step+=1
MainGame.window.blit(self.image,self.rect)
else:
self.live=False
self.step=0
class Music():
def __init__(self,fileName):
self.fileName = fileName
#play music
pygame.mixer.init()
pygame.mixer.music.load(self.fileName)
def play(self):
pygame.mixer.music.play()
if __name__ == '__main__':
MainGame().startGame()
#MainGame().getTextSuface()
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