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如何利用Python寫個坦克大戰

前言

坦克大戰是一款策略類的平面射擊遊戲,於 1985 年由 Namco 遊戲公司釋出,儘管時至今日已經有了很多衍生類的遊戲,但這款遊戲仍然受到了相當一部分人的歡迎,本文我們看一下如何使用 Python 來實現這款遊戲,遊戲實現主要用到的 Python 庫為 pygame。

簡介

坦克大戰的組成主要包括:場景、坦克、子彈、食物、大本營,其本質就是一個塔防類的遊戲,遊戲目標為:守住大本營並且消滅敵方坦克,通常支援單雙人模式,下面我們來看一下具體實現。

實現

首先,我們來實現遊戲場景,場景的組成主要包括:石頭牆、鋼牆、冰、河流、樹、地圖,我們暫時做兩個關卡,程式碼實現如下:

# 石頭牆
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

# 鋼牆
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

# 樹
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

# 地圖
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()
 # 關卡一
 def stage1(self):
 for x in [2,3,6,7,18,19,22,23]:
 for y in [2,4,5,8,9,10,17,20,21,23]:
 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 [2,12,15,16,20]:
 self.brick = Brick()
 self.brick.rect.left,3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [4,21]:
 for y in [13,14]:
 self.brick = Brick()
 self.brick.rect.left,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,3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x,y in [(11,23),(12,(13,(14,(11,24),25),25)]:
 self.brick = Brick()
 self.brick.rect.left,y in [(0,14),(1,6),7),(24,(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)
 # 關卡二
 def stage2(self):
 for x in [2,3 + y * 24
 self.iron.being = True
 self.ironGroup.add(self.iron)
 def protect_home(self):
 for x,25)]:
 self.iron = Iron()
 self.iron.rect.left,3 + y * 24
 self.iron.being = True
 self.ironGroup.add(self.iron)

我們接著看大本營的實現,大本營的實現相對比較簡單,其本質就是一個標識物,程式碼實現如下:

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
 # 大本營置為摧毀狀態
 def set_dead(self):
 self.home = pygame.image.load(self.homes[-1])
 self.alive = False

再接著看食物的實現,食物主要用來提升坦克能力,如:坦克升級、增加生命等,程式碼實現如下:

# 食物類
class Food(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 # 消滅當前所有敵人
 self.food_boom = 'images/food/food_boom.png'
 # 當前所有敵人靜止一段時間
 self.food_clock = 'images/food/food_clock.png'
 # 使得坦克子彈可碎鋼板
 self.food_gun = 'images/food/food_gun.png'
 # 使得大本營的牆變為鋼板
 self.food_iron = 'images/food/food_gun.png'
 # 坦克獲得一段時間的保護罩
 self.food_protect = 'images/food/food_protect.png'
 # 坦克升級
 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
 # 存在時間
 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

再接著看坦克的實現,坦克包括我方坦克和敵方坦克,我方坦克由玩家自己控制移動、射擊等操作,敵方坦克實現自動移動、射擊等操作,程式碼實現如下:

# 我方坦克類
class myTank(pygame.sprite.Sprite):
 def __init__(self,player):
 pygame.sprite.Sprite.__init__(self)
 # 玩家編號(1/2)
 self.player = player
 # 不同玩家用不同的坦克(不同等級對應不同的圖)
 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.')
 # 坦克等級(初始0)
 self.level = 0
 # 載入(兩個tank是為了輪子特效)
 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((48,48))
 self.rect = self.tank_0.get_rect()
 # 保護罩
 self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha()
 self.protected_mask1 = self.protected_mask.subsurface((0,48))
 self.protected_mask2 = self.protected_mask.subsurface((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
 # 有幾條命
 self.life = 3
 # 是否處於保護狀態
 self.protected = False
 # 子彈
 self.bullet = Bullet()
 # 射擊
 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.')
 # 等級提升
 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()
 # 等級降低
 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,-1
 # 先移動後判斷
 self.rect = self.rect.move(self.speed*self.direction_x,self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0,48))
 # 是否可以移動
 is_move = True
 # 地圖頂端
 if self.rect.top < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,self.speed*-self.direction_y)
 is_move = False
 # 撞石頭/鋼牆
 if pygame.sprite.spritecollide(self,False,None) or \
 pygame.sprite.spritecollide(self,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,self.speed*-self.direction_y)
 is_move = False
 # 大本營
 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,1
 # 先移動後判斷
 self.rect = self.rect.move(self.speed*self.direction_x,48),48))
 # 是否可以移動
 is_move = True
 # 地圖底端
 if self.rect.bottom > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 向左
 def move_left(self,self.direction_y = -1,0
 # 先移動後判斷
 self.rect = self.rect.move(self.speed*self.direction_x,96),48))
 # 是否可以移動
 is_move = True
 # 地圖左端
 if self.rect.left < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,self.speed*-self.direction_y)
 is_move = False 
 # 大本營
 if pygame.sprite.collide_rect(self,self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 向右
 def move_right(self,self.direction_y = 1,144),48))
 # 是否可以移動
 is_move = True
 # 地圖右端
 if self.rect.right > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 死後重置
 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((0,48))
 self.rect = self.tank_0.get_rect()
 self.direction_x,-1
 if self.player == 1:
 self.rect.left,3 + 24 * 24
 elif self.player == 2:
 self.rect.left,3 + 24 * 24
 else:
 raise ValueError('myTank class -> player value error.')
 self.speed = 3

# 敵方坦克類
class enemyTank(pygame.sprite.Sprite):
 def __init__(self,x=None,kind=None,is_red=None):
 pygame.sprite.Sprite.__init__(self)
 # 用於給剛生成的坦克播放出生特效
 self.born = True
 self.times = 90
 # 坦克的種類編號
 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]
 # 是否攜帶食物(紅色的坦克攜帶食物)
 if is_red is None:
 self.is_red = random.choice((True,False))
 else:
 self.is_red = is_red
 # 同一種類的坦克具有不同的顏色,紅色的坦克比同類坦克多一點血量
 if self.is_red:
 self.color = 3
 else:
 self.color = random.randint(0,2)
 # 血量
 self.blood = self.color
 # 載入(兩個tank是為了輪子特效)
 self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0,48))
 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
 # 坦克是否可以行動
 self.can_move = True
 # 坦克速度
 self.speed = max(3 - self.kind,1)
 # 方向
 self.direction_x,1
 # 是否存活
 self.being = True
 # 子彈
 self.bullet = Bullet()
 # 射擊
 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.')
 # 隨機移動
 def move(self,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((0,48))
 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))
 if self.rect.bottom > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,0]))
 is_move = False
 elif self.direction_x == -1 and self.direction_y == 0:
 self.tank_0 = self.tank.subsurface((0,48))
 if self.rect.left < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,0]))
 is_move = False
 elif self.direction_x == 1 and self.direction_y == 0:
 self.tank_0 = self.tank.subsurface((0,48))
 if self.rect.right > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x,0]))
 is_move = False
 else:
 raise ValueError('enemyTank class -> direction value error.')
 if pygame.sprite.spritecollide(self,None) \
 or pygame.sprite.spritecollide(self,0]))
 is_move = False
 if pygame.sprite.collide_rect(self,0]))
 is_move = False
 return is_move
 # 重新載入坦克
 def reload(self):
 self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0,48))

再接著看子彈的實現,子彈的主要屬性包括:方向、速度、是否存活、是否為加強版等,程式碼實現如下:

# 子彈類
class Bullet(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 # 子彈四個方向(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']
 # 子彈方向(預設向上)
 self.direction_x,-1
 self.bullet = pygame.image.load(self.bullets[0])
 self.rect = self.bullet.get_rect()
 # 在坦克類中再賦實際值
 self.rect.left,self.rect.right = 0,0
 # 速度
 self.speed = 6
 # 是否存活
 self.being = False
 # 是否為加強版子彈(可碎鋼板)
 self.stronger = False
 # 改變子彈方向
 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.')
 # 移動
 def move(self):
 self.rect = self.rect.move(self.speed*self.direction_x,self.speed*self.direction_y)
 # 到地圖邊緣後消失
 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

最後,我們看一下程式的主要初始化程式碼,如下所示:

# 初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630,630))
pygame.display.set_caption("TANK")
# 載入圖片
bg_img = pygame.image.load("images/others/background.png")
# 載入音效
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)
# 開始介面
num_player = show_start_interface(screen,630,630)
# 播放遊戲開始的音樂
start_sound.play()
# 關卡
stage = 0
num_stage = 2
# 遊戲是否結束
is_gameover = False
# 時鐘
clock = pygame.time.Clock()

實現效果

看一下實現效果:

如何利用Python寫個坦克大戰

再說一下玩家一、二的操作鍵,玩家一、二移動鍵分別為:WASD、←→↑↓,玩家一、二射擊鍵分別為:J、0。

總結

本文我們使用 Python 實現了坦克大戰的基本功能,還有待完善,有興趣的話,可以對遊戲做進一步的完善和擴充套件。

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