用 Python 写个坦克大战,


坦克大战是一款策略类的平面射击游戏,于 1985 年由 Namco 游戏公司发布,尽管时至今日已经有了很多衍生类的游戏,但这款游戏仍然受到了相当一部分人的欢迎,本文我们看一下如何使用 Python 来实现这款游戏,游戏实现主要用到的 Python 库为 pygame。

简介

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坦克大战的组成主要包括:场景、坦克、子弹、食物、大本营,其本质就是一个塔防类的游戏,游戏目标为:守住大本营并且消灭敌方坦克,通常支持单双人模式,下面我们来看一下具体实现。

实现

首先,我们来实现游戏场景,场景的组成主要包括:石头墙、钢墙、冰、河流、树、地图,我们暂时做两个关卡,代码实现如下:

# 石头墙
class Brick(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		self.brick = pygame.image.load('images/scene/brick.png')
		self.rect = self.brick.get_rect()
		self.being = False

# 钢墙
class Iron(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		self.iron = pygame.image.load('images/scene/iron.png')
		self.rect = self.iron.get_rect()
		self.being = False

# 冰
class Ice(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		self.ice = pygame.image.load('images/scene/ice.png')
		self.rect = self.ice.get_rect()
		self.being = False

# 河流
class River(pygame.sprite.Sprite):
	def __init__(self, kind=None):
		pygame.sprite.Sprite.__init__(self)
		if kind is None:
			self.kind = random.randint(0, 1)
		self.rivers = ['images/scene/river1.png', 'images/scene/river2.png']
		self.river = pygame.image.load(self.rivers[self.kind])
		self.rect = self.river.get_rect()
		self.being = False

# 树
class Tree(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		self.tree = pygame.image.load('images/scene/tree.png')
		self.rect = self.tree.get_rect()
		self.being = False

# 地图
class Map():
	def __init__(self, stage):
		self.brickGroup = pygame.sprite.Group()
		self.ironGroup  = pygame.sprite.Group()
		self.iceGroup = pygame.sprite.Group()
		self.riverGroup = pygame.sprite.Group()
		self.treeGroup = pygame.sprite.Group()
		if stage == 1:
			self.stage1()
		elif stage == 2:
			self.stage2()
	# 关卡一
	def stage1(self):
		for x in [2, 3, 6, 7, 18, 19, 22, 23]:
			for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x in [10, 11, 14, 15]:
			for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x in [4, 5, 6, 7, 18, 19, 20, 21]:
			for y in [13, 14]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x in [12, 13]:
			for y in [16, 17]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
			self.brick = Brick()
			self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
			self.brick.being = True
			self.brickGroup.add(self.brick)
		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.iron.being = True
			self.ironGroup.add(self.iron)
	# 关卡二
	def stage2(self):
		for x in [2, 3, 6, 7, 18, 19, 22, 23]:
			for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x in [10, 11, 14, 15]:
			for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x in [4, 5, 6, 7, 18, 19, 20, 21]:
			for y in [13, 14]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x in [12, 13]:
			for y in [16, 17]:
				self.brick = Brick()
				self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
				self.brick.being = True
				self.brickGroup.add(self.brick)
		for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
			self.brick = Brick()
			self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
			self.brick.being = True
			self.brickGroup.add(self.brick)
		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.iron.being = True
			self.ironGroup.add(self.iron)
	def protect_home(self):
		for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
			self.iron = Iron()
			self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
			self.iron.being = True
			self.ironGroup.add(self.iron)

我们接着看大本营的实现,大本营的实现相对比较简单,其本质就是一个标识物,代码实现如下:

class Home(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		self.homes = ['images/home/home1.png', 'images/home/home2.png', 'images/home/home_destroyed.png']
		self.home = pygame.image.load(self.homes[0])
		self.rect = self.home.get_rect()
		self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24)
		self.alive = True
	# 大本营置为摧毁状态
	def set_dead(self):
		self.home = pygame.image.load(self.homes[-1])
		self.alive = False

再接着看食物的实现,食物主要用来提升坦克能力,如:坦克升级、增加生命等,代码实现如下:

# 食物类
class Food(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		# 消灭当前所有敌人
		self.food_boom = 'images/food/food_boom.png'
		# 当前所有敌人静止一段时间
		self.food_clock = 'images/food/food_clock.png'
		# 使得坦克子弹可碎钢板
		self.food_gun = 'images/food/food_gun.png'
		# 使得大本营的墙变为钢板
		self.food_iron = 'images/food/food_gun.png'
		# 坦克获得一段时间的保护罩
		self.food_protect = 'images/food/food_protect.png'
		# 坦克升级
		self.food_star = 'images/food/food_star.png'
		# 坦克生命 + 1
		self.food_tank = 'images/food/food_tank.png'
		# 所有食物
		self.foods = [self.food_boom, self.food_clock, self.food_gun, self.food_iron, self.food_protect, self.food_star, self.food_tank]
		self.kind = None
		self.food = None
		self.rect = None
		# 是否存在
		self.being = False
		# 存在时间
		self.time = 1000
	# 生成食物
	def generate(self):
		self.kind = random.randint(0, 6)
		self.food = pygame.image.load(self.foods[self.kind]).convert_alpha()
		self.rect = self.food.get_rect()
		self.rect.left, self.rect.top = random.randint(100, 500), random.randint(100, 500)
		self.being = True

再接着看坦克的实现,坦克包括我方坦克和敌方坦克,我方坦克由玩家自己控制移动、射击等操作,敌方坦克实现自动移动、射击等操作,代码实现如下:

# 我方坦克类
class myTank(pygame.sprite.Sprite):
	def __init__(self, player):
		pygame.sprite.Sprite.__init__(self)
		# 玩家编号(1/2)
		self.player = player
		# 不同玩家用不同的坦克(不同等级对应不同的图)
		if player == 1:
			self.tanks = ['images/myTank/tank_T1_0.png', 'images/myTank/tank_T1_1.png', 'images/myTank/tank_T1_2.png']
		elif player == 2:
			self.tanks = ['images/myTank/tank_T2_0.png', 'images/myTank/tank_T2_1.png', 'images/myTank/tank_T2_2.png']
		else:
			raise ValueError('myTank class -> player value error.')
		# 坦克等级(初始0)
		self.level = 0
		# 载入(两个tank是为了轮子特效)
		self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
		self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
		self.rect = self.tank_0.get_rect()
		# 保护罩
		self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha()
		self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))
		self.protected_mask2 = self.protected_mask.subsurface((48, 0), (48, 48))
		# 坦克方向
		self.direction_x, self.direction_y = 0, -1
		# 不同玩家的出生位置不同
		if player == 1:
			self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
		elif player == 2:
			self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
		else:
			raise ValueError('myTank class -> player value error.')
		# 坦克速度
		self.speed = 3
		# 是否存活
		self.being = True
		# 有几条命
		self.life = 3
		# 是否处于保护状态
		self.protected = False
		# 子弹
		self.bullet = Bullet()
	# 射击
	def shoot(self):
		self.bullet.being = True
		self.bullet.turn(self.direction_x, self.direction_y)
		if self.direction_x == 0 and self.direction_y == -1:
			self.bullet.rect.left = self.rect.left + 20
			self.bullet.rect.bottom = self.rect.top - 1
		elif self.direction_x == 0 and self.direction_y == 1:
			self.bullet.rect.left = self.rect.left + 20
			self.bullet.rect.top = self.rect.bottom + 1
		elif self.direction_x == -1 and self.direction_y == 0:
			self.bullet.rect.right = self.rect.left - 1
			self.bullet.rect.top = self.rect.top + 20
		elif self.direction_x == 1 and self.direction_y == 0:
			self.bullet.rect.left = self.rect.right + 1
			self.bullet.rect.top = self.rect.top + 20
		else:
			raise ValueError('myTank class -> direction value error.')
		if self.level == 0:
			self.bullet.speed = 8
			self.bullet.stronger = False
		elif self.level == 1:
			self.bullet.speed = 12
			self.bullet.stronger = False
		elif self.level == 2:
			self.bullet.speed = 12
			self.bullet.stronger = True
		elif self.level == 3:
			self.bullet.speed = 16
			self.bullet.stronger = True
		else:
			raise ValueError('myTank class -> level value error.')
	# 等级提升
	def up_level(self):
		if self.level < 3:
			self.level += 1
		try:
			self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
		except:
			self.tank = pygame.image.load(self.tanks[-1]).convert_alpha()
	# 等级降低
	def down_level(self):
		if self.level > 0:
			self.level -= 1
		self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
	# 向上
	def move_up(self, tankGroup, brickGroup, ironGroup, myhome):
		self.direction_x, self.direction_y = 0, -1
		# 先移动后判断
		self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
		self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
		# 是否可以移动
		is_move = True
		# 地图顶端
		if self.rect.top < 3:
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞石头/钢墙
		if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
			pygame.sprite.spritecollide(self, ironGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞其他坦克
		if pygame.sprite.spritecollide(self, tankGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 大本营
		if pygame.sprite.collide_rect(self, myhome):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		return is_move
	# 向下
	def move_down(self, tankGroup, brickGroup, ironGroup, myhome):
		self.direction_x, self.direction_y = 0, 1
		# 先移动后判断
		self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
		self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
		# 是否可以移动
		is_move = True
		# 地图底端
		if self.rect.bottom > 630 - 3:
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞石头/钢墙
		if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
			pygame.sprite.spritecollide(self, ironGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞其他坦克
		if pygame.sprite.spritecollide(self, tankGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 大本营
		if pygame.sprite.collide_rect(self, myhome):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		return is_move
	# 向左
	def move_left(self, tankGroup, brickGroup, ironGroup, myhome):
		self.direction_x, self.direction_y = -1, 0
		# 先移动后判断
		self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
		self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
		# 是否可以移动
		is_move = True
		# 地图左端
		if self.rect.left < 3:
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞石头/钢墙
		if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
			pygame.sprite.spritecollide(self, ironGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞其他坦克
		if pygame.sprite.spritecollide(self, tankGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False		
		# 大本营
		if pygame.sprite.collide_rect(self, myhome):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		return is_move
	# 向右
	def move_right(self, tankGroup, brickGroup, ironGroup, myhome):
		self.direction_x, self.direction_y = 1, 0
		# 先移动后判断
		self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
		self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
		# 是否可以移动
		is_move = True
		# 地图右端
		if self.rect.right > 630 - 3:
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞石头/钢墙
		if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
			pygame.sprite.spritecollide(self, ironGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 撞其他坦克
		if pygame.sprite.spritecollide(self, tankGroup, False, None):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		# 大本营
		if pygame.sprite.collide_rect(self, myhome):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			is_move = False
		return is_move
	# 死后重置
	def reset(self):
		self.level = 0
		self.protected = False
		self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
		self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
		self.rect = self.tank_0.get_rect()
		self.direction_x, self.direction_y = 0, -1
		if self.player == 1:
			self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
		elif self.player == 2:
			self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
		else:
			raise ValueError('myTank class -> player value error.')
		self.speed = 3

# 敌方坦克类
class enemyTank(pygame.sprite.Sprite):
	def __init__(self, x=None, kind=None, is_red=None):
		pygame.sprite.Sprite.__init__(self)
		# 用于给刚生成的坦克播放出生特效
		self.born = True
		self.times = 90
		# 坦克的种类编号
		if kind is None:
			self.kind = random.randint(0, 3)
		else:
			self.kind = kind
		# 所有坦克
		self.tanks1 = ['images/enemyTank/enemy_1_0.png', 'images/enemyTank/enemy_1_1.png', 'images/enemyTank/enemy_1_2.png', 'images/enemyTank/enemy_1_3.png']
		self.tanks2 = ['images/enemyTank/enemy_2_0.png', 'images/enemyTank/enemy_2_1.png', 'images/enemyTank/enemy_2_2.png', 'images/enemyTank/enemy_2_3.png']
		self.tanks3 = ['images/enemyTank/enemy_3_0.png', 'images/enemyTank/enemy_3_1.png', 'images/enemyTank/enemy_3_2.png', 'images/enemyTank/enemy_3_3.png']
		self.tanks4 = ['images/enemyTank/enemy_4_0.png', 'images/enemyTank/enemy_4_1.png', 'images/enemyTank/enemy_4_2.png', 'images/enemyTank/enemy_4_3.png']
		self.tanks = [self.tanks1, self.tanks2, self.tanks3, self.tanks4]
		# 是否携带食物(红色的坦克携带食物)
		if is_red is None:
			self.is_red = random.choice((True, False, False, False, False))
		else:
			self.is_red = is_red
		# 同一种类的坦克具有不同的颜色, 红色的坦克比同类坦克多一点血量
		if self.is_red:
			self.color = 3
		else:
			self.color = random.randint(0, 2)
		# 血量
		self.blood = self.color
		# 载入(两个tank是为了轮子特效)
		self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
		self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
		self.rect = self.tank_0.get_rect()
		# 坦克位置
		if x is None:
			self.x = random.randint(0, 2)
		else:
			self.x = x
		self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3
		# 坦克是否可以行动
		self.can_move = True
		# 坦克速度
		self.speed = max(3 - self.kind, 1)
		# 方向
		self.direction_x, self.direction_y = 0, 1
		# 是否存活
		self.being = True
		# 子弹
		self.bullet = Bullet()
	# 射击
	def shoot(self):
		self.bullet.being = True
		self.bullet.turn(self.direction_x, self.direction_y)
		if self.direction_x == 0 and self.direction_y == -1:
			self.bullet.rect.left = self.rect.left + 20
			self.bullet.rect.bottom = self.rect.top - 1
		elif self.direction_x == 0 and self.direction_y == 1:
			self.bullet.rect.left = self.rect.left + 20
			self.bullet.rect.top = self.rect.bottom + 1
		elif self.direction_x == -1 and self.direction_y == 0:
			self.bullet.rect.right = self.rect.left - 1
			self.bullet.rect.top = self.rect.top + 20
		elif self.direction_x == 1 and self.direction_y == 0:
			self.bullet.rect.left = self.rect.right + 1
			self.bullet.rect.top = self.rect.top + 20
		else:
			raise ValueError('enemyTank class -> direction value error.')
	# 随机移动
	def move(self, tankGroup, brickGroup, ironGroup, myhome):
		self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
		is_move = True
		if self.direction_x == 0 and self.direction_y == -1:
			self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
			self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
			if self.rect.top < 3:
				self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
				self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
				is_move = False
		elif self.direction_x == 0 and self.direction_y == 1:
			self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
			self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
			if self.rect.bottom > 630 - 3:
				self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
				self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
				is_move = False
		elif self.direction_x == -1 and self.direction_y == 0:
			self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
			self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
			if self.rect.left < 3:
				self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
				self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
				is_move = False
		elif self.direction_x == 1 and self.direction_y == 0:
			self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
			self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
			if self.rect.right > 630 - 3:
				self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
				self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
				is_move = False
		else:
			raise ValueError('enemyTank class -> direction value error.')
		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.direction_x, self.speed*-self.direction_y)
			self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
			is_move = False
		if pygame.sprite.collide_rect(self, myhome):
			self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
			self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
			is_move = False
		return is_move
	# 重新载入坦克
	def reload(self):
		self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
		self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
		self.tank_1 = self.tank.subsurface((48, 48), (48, 48))

再接着看子弹的实现,子弹的主要属性包括:方向、速度、是否存活、是否为加强版等,代码实现如下:

# 子弹类
class Bullet(pygame.sprite.Sprite):
	def __init__(self):
		pygame.sprite.Sprite.__init__(self)
		# 子弹四个方向(上下左右)
		self.bullets = ['images/bullet/bullet_up.png', 'images/bullet/bullet_down.png', 'images/bullet/bullet_left.png', 'images/bullet/bullet_right.png']
		# 子弹方向(默认向上)
		self.direction_x, self.direction_y = 0, -1
		self.bullet = pygame.image.load(self.bullets[0])
		self.rect = self.bullet.get_rect()
		# 在坦克类中再赋实际值
		self.rect.left, self.rect.right = 0, 0
		# 速度
		self.speed = 6
		# 是否存活
		self.being = False
		# 是否为加强版子弹(可碎钢板)
		self.stronger = False
	# 改变子弹方向
	def turn(self, direction_x, direction_y):
		self.direction_x, self.direction_y = direction_x, direction_y
		if self.direction_x == 0 and self.direction_y == -1:
			self.bullet = pygame.image.load(self.bullets[0])
		elif self.direction_x == 0 and self.direction_y == 1:
			self.bullet = pygame.image.load(self.bullets[1])
		elif self.direction_x == -1 and self.direction_y == 0:
			self.bullet = pygame.image.load(self.bullets[2])
		elif self.direction_x == 1 and self.direction_y == 0:
			self.bullet = pygame.image.load(self.bullets[3])
		else:
			raise ValueError('Bullet class -> direction value error.')
	# 移动
	def move(self):
		self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
		# 到地图边缘后消失
		if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3):
			self.being = False

最后,我们看一下程序的主要初始化代码,如下所示:

# 初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption("TANK")
# 加载图片
bg_img = pygame.image.load("images/others/background.png")
# 加载音效
add_sound = pygame.mixer.Sound("audios/add.wav")
add_sound.set_volume(1)
bang_sound = pygame.mixer.Sound("audios/bang.wav")
bang_sound.set_volume(1)
blast_sound = pygame.mixer.Sound("audios/blast.wav")
blast_sound.set_volume(1)
fire_sound = pygame.mixer.Sound("audios/fire.wav")
fire_sound.set_volume(1)
Gunfire_sound = pygame.mixer.Sound("audios/Gunfire.wav")
Gunfire_sound.set_volume(1)
hit_sound = pygame.mixer.Sound("audios/hit.wav")
hit_sound.set_volume(1)
start_sound = pygame.mixer.Sound("audios/start.wav")
start_sound.set_volume(1)
# 开始界面
num_player = show_start_interface(screen, 630, 630)
# 播放游戏开始的音乐
start_sound.play()
# 关卡
stage = 0
num_stage = 2
# 游戏是否结束
is_gameover = False
# 时钟
clock = pygame.time.Clock()

看一下实现效果:

再说一下玩家一、二的操作键,玩家一、二移动键分别为:WASD、←→↑↓,玩家一、二射击键分别为:J、0。

总结

本文我们使用 Python 实现了坦克大战的基本功能,还有待完善,有兴趣的话,可以对游戏做进一步的完善和扩展。

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