曾经迷恋的坦克大战,自己动手试试吧!
小时候玩的“坦克大战”,你还记得吗?
环境依赖
python3.7
pygame1.9.6
urllib
内置库,如random、sys、time、os等
pygame介绍
Pygame被设计用来写游戏的python模块集合,基于SDL库开发。使用python可以导入pygame来开发具有全部特性的游戏和多媒体软件,Pygame是极度轻便的并且可以运行在几乎所有的平台和操作系统上。
1. 导入依赖 & 通用配置
import randomimport sys
import time
from urllib.request import urlretrieve
import os
import pygame
SCREEN_WIDTH, SCREEN_HEIGHT = 1200, 700 # 画面大小
MY_BIRTH_LEFT, MY_BIRTH_TOP = SCREEN_WIDTH / 2, SCREEN_HEIGHT - 60
DIRECTION = [U, D, L, R] = [ U , D , L , R ] # 控制键
Tank_IMAGE_POSITION = r D:/tank_img
URL = https://gitee.com/tyoui/logo/raw/master/img/
2. 通用加载函数
# 加载图片def load_img(name_img):
save = Tank_IMAGE_POSITION + os.sep + name_img + .gif
if not os.path.exists(save):
urlretrieve(URL + name_img + .gif , save)
return pygame.image.load(save)
# 加载背景音乐
def load_music(name_music):
save = Tank_IMAGE_POSITION + os.sep + name_music + .wav
if not os.path.exists(save):
urlretrieve(URL + name_music + .wav , save)
pygame.mixer.music.load(save)
pygame.mixer.music.play()
3. 通用基础类
* pygame.sprite模块,官方文档上说这个模块是轻量级的,在游戏开发中也未必要使用。* sprite翻译为精灵,在游戏动画一般是指一个独立运动的画面元素,在pygame中,
就可以是一个带有图像(Surface)和大小位置(Rect)的对象。
* pygame.sprite.Sprite是pygame精灵的基类,一般来说,需要写一个自己的精灵类继承一下它然后加入自己的代码。
class BaseItem(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
4. 定义bullet类
class Bullet(BaseItem):# 参数初始化
def __init__(self, tank, window):
super().__init__()
self.direction = tank.direction
self.speed = tank.speed * 3
self.img = load_img( bullet )
self.rect = self.img.get_rect()
self.window = window
self.live = True
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.height / 2 - self.rect.height / 2
else:
self.rect.left = tank.rect.left + tank.rect.width
self.rect.top = tank.rect.top + tank.rect.height / 2 - self.rect.height / 2
# 子弹显示
def display_bullet(self):
self.window.blit(self.img, self.rect)
# 通过按键控制子弹移动
def bullet_move(self):
if self.direction == U:
if self.rect.top > 0:
self.rect.top -= self.speed
return
elif self.direction == D:
if self.rect.top < SCREEN_HEIGHT:
self.rect.top += self.speed
return
elif self.direction == L:
if self.rect.left > 0:
self.rect.left -= self.speed
return
else:
if self.rect.left < SCREEN_WIDTH:
self.rect.left += self.speed
return
self.live = False
# 我方坦克子弹击中对方坦克
def hit_enemy_tank(self):
for enemy in TankGame.enemy_tank_list:
hit = pygame.sprite.collide_rect(self, enemy)
if hit:
self.live = False
if enemy.click_count == 1:
enemy.live = False
return None
enemy.click_count -= 1
if enemy.click_count == 2:
enemy.load_image = enemy.img32
if enemy.click_count == 1:
enemy.load_image = enemy.img31
load_music( hit )
# 对方坦克子弹击中我方坦克
def hit_my_tank(self, tank):
hit = pygame.sprite.collide_rect(self, tank)
if hit:
self.live = False
tank.live = False
# 子弹击中围墙
def bullet_collide_wall(self):
for wall in TankGame.wall_list:
result = pygame.sprite.collide_rect(self, wall)
if result:
self.live = False
if wall.count == 1:
wall.live = False
else:
load_music( hit )
# 子弹击中子弹
def bullet_collide_bullet(self):
for bullet in TankGame.enemy_bullet_list:
if pygame.sprite.collide_rect(bullet, self):
bullet.live = False
self.live = False
5. 定义tank类
class Tank(BaseItem):# 参数初始化
def __init__(self, left, top, window, image, direction, speed):
super().__init__()
self.window = window
self.load_image = image
self.direction = direction
self.img = self.load_image[self.direction]
self.rect = self.img.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = speed
self.tank_width = self.rect.width
self.tank_height = self.rect.height
self.wall_switch = False
self.move_stop = True
self.live = True
self.old_left = 0
self.old_top = 0
# 开火
def fire(self):
return Bullet(self, self.window)
# 显示
def display(self):
self.img = self.load_image[self.direction]
self.window.blit(self.img, self.rect)
def wall_not(self, direction):
if direction == U:
return self.rect.top > 0
elif direction == D:
return self.rect.top <= SCREEN_HEIGHT - self.tank_height
elif direction == L:
return self.rect.left > 0
else:
return self.rect.left <= SCREEN_WIDTH - self.tank_width
def wall_yes(self, direction):
if direction == U:
if self.rect.top < 0:
self.rect.top = SCREEN_HEIGHT
elif direction == D:
self.rect.top %= SCREEN_HEIGHT
elif direction == L:
if self.rect.left < 0:
self.rect.left = SCREEN_WIDTH
else:
self.rect.left %= SCREEN_WIDTH
def move(self, direction):
self.old_left = self.rect.left
self.old_top = self.rect.top
if self.wall_switch:
self.wall_yes(direction)
elif not self.wall_not(direction):
return None
if direction == U:
self.rect.top -= self.speed
elif direction == D:
self.rect.top += self.speed
elif direction == L:
self.rect.left -= self.speed
else:
self.rect.left += self.speed
def stay(self):
self.rect.left = self.old_left
self.rect.top = self.old_top
def tank_collide_wall(self):
for wall in TankGame.wall_list:
if pygame.sprite.collide_rect(self, wall):
self.stay()
def tank_collide_tank(self):
for tank in TankGame.enemy_tank_list:
if pygame.sprite.collide_rect(self, tank):
self.stay()
6. 定义我方 & 对方tank类
class MyTank(Tank):def __init__(self, left, top, window):
self.img = dict(U=load_img( p2tankU ), D=load_img( p2tankD ), L=load_img( p2tankL ), R=load_img( p2tankR ))
self.my_tank_speed = 4
super().__init__(left, top, window, self.img, U, self.my_tank_speed)
class EnemyTank(Tank):
def __init__(self, left, top, window):
self.img1 = dict(U=load_img( enemy1U ), D=load_img( enemy1D ), L=load_img( enemy1L ), R=load_img( enemy1R ))
self.img2 = dict(U=load_img( enemy2U ), D=load_img( enemy2D ), L=load_img( enemy2L ), R=load_img( enemy2R ))
self.img3 = dict(U=load_img( enemy3U ), D=load_img( enemy3D ), L=load_img( enemy3L ), R=load_img( enemy3R ))
self.img31 = dict(U=load_img( enemy3U_1 ), D=load_img( enemy3D_1 ), L=load_img( enemy3L_1 ),
R=load_img( enemy3R_1 ))
self.img32 = dict(U=load_img( enemy3U_2 ), D=load_img( enemy3D_2 ), L=load_img( enemy3L_2 ),
R=load_img( enemy3R_2 ))
# 不同的坦克击中的次数不一样
image, self.click_count, speed = random.choice([(self.img1, 1, 4), (self.img3, 3, 3), (self.img2, 1, 5)])
super().__init__(left, top, window, image, self.random_direction(), speed)
self.step = 100
@staticmethod
def random_direction():
n = random.randint(0, 3)
return DIRECTION[n]
def random_move(self):
if self.step == 0:
self.direction = self.random_direction()
self.step = random.randint(10, 100)
else:
self.move(self.direction)
self.step -= 1
def random_fire(self):
if random.randint(0, 50) == 1 and len(TankGame.enemy_bullet_list) < 30:
enemy_bullet = self.fire()
TankGame.enemy_bullet_list.append(enemy_bullet)
7. 爆炸动作类
class Explode(BaseItem):def __init__(self, tank, window):
super().__init__()
self.img = [load_img( blast0 ), load_img( blast1 ), load_img( blast2 ), load_img( blast3 ), load_img( blast4 ),
load_img( blast5 ), load_img( blast6 )]
self.rect = tank.rect
self.stop = 0
self.window = window
self.rect.left = tank.rect.left - tank.rect.width / 2
def display_explode(self):
load_music( blast )
while self.stop < len(self.img):
self.window.blit(self.img[self.stop], self.rect)
self.stop += 1
8. 定义wall类
class Wall(BaseItem):def __init__(self, left, top, window):
super().__init__()
self.count = random.randint(0, 1)
self.img = [load_img( steels ), load_img( walls )][self.count]
self.rect = self.img.get_rect()
self.rect.left = left
self.rect.top = top
self.window = window
self.live = True
def display_wall(self):
self.window.blit(self.img, self.rect)
9. 定义坦克大战类
class TankGame:my_bullet_list = list()
enemy_bullet_list = list()
enemy_tank_list = list()
wall_list = list()
def __init__(self):
if not os.path.exists(Tank_IMAGE_POSITION):
os.makedirs(Tank_IMAGE_POSITION)
pygame.init()
pygame.font.init()
self.display = pygame.display
self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32)
self.display.set_caption( 坦克世界 )
self.my_tank = MyTank(MY_BIRTH_LEFT, MY_BIRTH_TOP, self.window)
self.creat_enemy_number = 10
self.my_tank_lift = 3
self.creat_enemy(self.creat_enemy_number)
self.creat_walls()
self.font = pygame.font.SysFont( kai_ti , 18)
self.number = 1
def creat_enemy(self, number):
for _ in range(number):
left = random.randint(0, SCREEN_WIDTH - self.my_tank.tank_width)
enemy_tank = EnemyTank(left, 20, self.window)
TankGame.enemy_tank_list.append(enemy_tank)
def creat_walls(self):
for i in range(SCREEN_WIDTH // 60 + 1):
wall_h = random.randint(100, 500)
w = Wall(60 * i, wall_h, self.window)
TankGame.wall_list.append(w)
@staticmethod
def show_walls():
for w in TankGame.wall_list:
if w.live:
w.display_wall()
else:
TankGame.wall_list.remove(w)
def start_game(self):
load_music( start )
while True:
self.window.fill([0, 0, 0])
self.get_event()
len_enemy = len(TankGame.enemy_tank_list)
self.window.blit(
self.draw_text( 敌方坦克*{0},我方生命值*{1},当前{2}关 .format(len_enemy, self.my_tank_lift, self.number)), (10, 10))
if len_enemy == 0:
self.creat_enemy_number += 10
self.number += 1
self.my_tank_lift += 1
self.creat_enemy(self.creat_enemy_number)
self.wall_list.clear()
self.creat_walls()
self.show_my_tank()
self.show_enemy_tank()
self.show_bullet(TankGame.enemy_bullet_list)
self.show_bullet(TankGame.my_bullet_list)
self.show_walls()
self.display.update()
time.sleep(0.02)
def show_my_tank(self):
if self.my_tank.live:
self.my_tank.display()
self.my_tank.tank_collide_tank()
self.my_tank.tank_collide_wall()
else:
Explode(self.my_tank, self.window).display_explode()
del self.my_tank
if self.my_tank_lift == 0:
self.end_game()
self.my_tank_lift -= 1
load_music( add )
self.my_tank = MyTank(MY_BIRTH_LEFT, MY_BIRTH_TOP, self.window)
if not self.my_tank.move_stop:
self.my_tank.move(self.my_tank.direction)
def show_enemy_tank(self):
for e in TankGame.enemy_tank_list:
e.random_move()
e.tank_collide_wall()
if e.live:
e.display()
else:
TankGame.enemy_tank_list.remove(e)
Explode(e, self.window).display_explode()
e.random_fire()
def show_bullet(self, ls):
for b in ls:
b.bullet_move()
b.bullet_collide_wall()
if ls is TankGame.my_bullet_list:
b.hit_enemy_tank()
b.bullet_collide_bullet()
else:
b.hit_my_tank(self.my_tank)
if b.live:
b.display_bullet()
else:
ls.remove(b)
def get_event(self):
global SCREEN_WIDTH, SCREEN_HEIGHT
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.VIDEORESIZE:
SCREEN_WIDTH, SCREEN_HEIGHT = event.size
self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32)
if event.type == pygame.QUIT:
self.end_game()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
self.my_tank.direction = U
elif event.key == pygame.K_s:
self.my_tank.direction = D
elif event.key == pygame.K_a:
self.my_tank.direction = L
elif event.key == pygame.K_d:
self.my_tank.direction = R
else:
return None
self.my_tank.move_stop = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if len(TankGame.my_bullet_list) < 3:
bullet = self.my_tank.fire()
load_music( fire )
TankGame.my_bullet_list.append(bullet)
elif event.type == pygame.KEYUP:
self.my_tank.move_stop = True
def end_game(self):
self.display.quit()
sys.exit()
def draw_text(self, content):
text_sf = self.font.render(content, True, [255, 0, 0])
return text_sf
10. 入口
if __name__ == __main__ :g = TankGame()
g.start_game()
执行界面
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