python實現坦克大戰
阿新 • • 發佈:2020-04-25
本文例項為大家分享了python實現坦克大戰的具體程式碼,供大家參考,具體內容如下
本遊戲製作程式碼量較大
具體程式碼與圖片聲源可以在我的GitHub中下載
github地址
下面來看看然後利用python做一個坦克大戰遊戲
建立子彈類
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") # 子彈方向 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) # 碰撞地圖邊緣 if self.rect.top < 3: self.life = False # self.rect.left,3 + 24 * 24 if self.rect.bottom > 630 - 3: self.life = False # self.rect.left,3 + 24 * 24 if self.rect.left < 3: self.life = False # self.rect.left,3 + 24 * 24 if self.rect.right > 630 - 3: self.life = False
建立敵軍坦克
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) # 坦克出現前動畫是否播放 self.flash = False self.times = 90 # 引數:坦克種類 self.kind = kind if not kind: self.kind = random.choice([1,2,3,4]) # 選擇敵軍坦克種類 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() # 引數:是否攜帶食物 self.isred = isred if not None: self.isred = random.choice((True,False,False)) if self.isred: self.tank = self.enemy_x_3 else: self.tank = self.enemy_x_0 # 引數:坦克位置 self.x = x if not self.x: self.x = random.choice([1,3]) self.x -= 1 # 運動中的兩種圖片 self.tank_R0 = self.tank.subsurface(( 0,48),(48,48)) self.tank_R1 = self.tank.subsurface((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 子彈生命 子彈延遲 self.speed = 1 self.dir_x,1 self.life = 1 self.bulletNotCooling = True self.bullet = bulletClass.Bullet() # 是否撞牆,撞牆則改變方向 self.dirChange = False # 每種坦克不同的屬性 if self.kind == 2: self.speed = 3 if self.kind == 3: self.life = 3 def shoot(self): # 賦予子彈生命 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)) self.tank_R1 = self.tank.subsurface((48,48)) elif self.dir_x == 0 and self.dir_y == 1: self.tank_R0 = self.tank.subsurface(( 0,48)) elif self.dir_x == -1 and self.dir_y == 0: self.tank_R0 = self.tank.subsurface(( 0,96),48)) elif self.dir_x == 1 and self.dir_y == 0: self.tank_R0 = self.tank.subsurface(( 0,144),48)) # 碰撞地圖邊緣 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,0])) elif self.rect.left < 3: self.rect = self.rect.move(self.speed * 1,self.speed * 0) self.dir_x,0])) elif self.rect.right > 630 - 3: self.rect = self.rect.move(self.speed * -1,0])) # 碰撞牆體 和坦克 if pygame.sprite.spritecollide(self,None) \ or pygame.sprite.spritecollide(self,ironGroup,None): self.rect = self.rect.move(self.speed * -self.dir_x,self.speed * -self.dir_y) self.dir_x,0]))
建立食物類
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([1,4,5,6,7]) 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([1,7]) 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
建立我的坦克
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((0,48)) 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,-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,ironGroup): self.rect = self.rect.move(self.speed * 0,self.speed * -1) self.tank_R0 = self.tank.subsurface((0,48)) self.dir_x,-1 if self.rect.top < 3: self.rect = self.rect.move(self.speed * 0,self.speed * 1) return True if pygame.sprite.spritecollide(self,None): self.rect = self.rect.move(self.speed * 0,self.speed * 1) return True return False def moveDown(self,self.speed * 1) self.tank_R0 = self.tank.subsurface((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,self.speed * -1) return True return False def moveLeft(self,ironGroup): self.rect = self.rect.move(self.speed * -1,self.speed * 0) self.tank_R0 = self.tank.subsurface((0,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,None): self.rect = self.rect.move(self.speed * 1,self.speed * 0) return True return False def moveRight(self,ironGroup): self.rect = self.rect.move(self.speed * 1,self.dir_y = 1,0 if self.rect.right > 630 - 3: self.rect = self.rect.move(self.speed * -1,None): self.rect = self.rect.move(self.speed * -1,self.speed * 0) return True return False
建立牆體類
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() # 數字代表地圖中的位置 # 畫磚塊 X1379 = [2,7,18,19,22,23] Y1379 = [2,8,9,10,17,20,21,23] X28 = [10,11,14,15] Y28 = [2,12,15,16,20] X46 = [4,21] Y46 = [13,14] X5 = [12,13] Y5 = [16,17] X0Y0 = [(11,23),(12,(13,(14,(11,24),25),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,3 + y * 24 self.brickGroup.add(self.brick) for x in X46: for y in Y46: self.brick = Brick() self.brick.rect.left,3 + y * 24 self.brickGroup.add(self.brick) for x in X5: for y in Y5: self.brick = Brick() self.brick.rect.left,3 + y * 24 self.brickGroup.add(self.brick) for x,y in X0Y0: self.brick = Brick() self.brick.rect.left,3 + y * 24 self.brickGroup.add(self.brick) # 畫石頭 for x,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.ironGroup.add(self.iron)
主函式
# -*- 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 ") # 載入圖片,音樂,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() # 定義精靈組:坦克,我方坦克,敵方坦克,敵方子彈 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() # 建立地圖 bgMap = wall.Map() # 建立食物/道具 但不顯示 prop = food.Food() # 建立我方坦克 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) # 建立敵方 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) # 敵軍坦克出現動畫 appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha() appearance = [] appearance.append(appearance_image.subsurface(( 0,48))) appearance.append(appearance_image.subsurface((48,48))) appearance.append(appearance_image.subsurface((96,48))) # 自定義事件 # 建立敵方坦克延遲200 DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer(DELAYEVENT,200) # 建立 敵方 子彈延遲1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT,1000) # 建立 我方 子彈延遲200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT,200) # 敵方坦克 靜止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() # 我方子彈冷卻事件 if event.type == MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # 敵方子彈冷卻事件 if event.type == ENEMYBULLETNOTCOOLINGEVENT: for each in allEnemyGroup: each.bulletNotCooling = True # 敵方坦克靜止事件 if event.type == NOTMOVEEVENT: enemyCouldMove = True # 建立敵方坦克延遲 if event.type == DELAYEVENT: if enemyNumber < 4: enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(enemy,allTankGroup,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 [(11,25)]: 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,25)]: bgMap.iron = wall.Iron() bgMap.iron.rect.left,bgMap.iron.rect.top = 3 + x * 24,3 + y * 24 bgMap.ironGroup.add(bgMap.iron) # 檢查使用者的鍵盤操作 key_pressed = pygame.key.get_pressed() # 玩家一的移動操作 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.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 2: allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup,bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 3: allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup,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.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.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.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.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 # 玩家二的移動操作 if moving2: moving2 -= 1 if movdir2 == 0: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup,bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 1: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup,bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 2: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup,bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 3: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup,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.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.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.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.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() # 畫背景 screen.blit(background_image,(0,0)) # 畫磚塊 for each in bgMap.brickGroup: screen.blit(each.image,each.rect) # 花石頭 for each in bgMap.ironGroup: screen.blit(each.image,each.rect) # 畫home if homeSurvive: screen.blit(home_image,(3 + 12 * 24,3 + 24 * 24)) else: screen.blit(home_destroyed_image,3 + 24 * 24)) # 畫我方坦克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.top)) # 畫我方坦克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.top)) # 畫敵方坦克 for each in allEnemyGroup: # 判斷5毛錢特效是否播放 if each.flash: # 判斷畫左動作還是右動作 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.ironGroup) allTankGroup.add(each) else: screen.blit(each.tank_R1,bgMap.ironGroup) allTankGroup.add(each) else: # 播放5毛錢特效 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)) elif each.times <= 30: screen.blit(appearance[0],3)) elif each.times <= 40: screen.blit(appearance[2],3)) elif each.times <= 50: screen.blit(appearance[1],3)) elif each.times <= 60: screen.blit(appearance[0],3)) elif each.times <= 70: screen.blit(appearance[2],3)) elif each.times <= 80: screen.blit(appearance[1],3)) elif each.times <= 90: screen.blit(appearance[0],3)) if each.times == 0: each.flash = True # 繪製我方子彈1 if myTank_T1.bullet.life: myTank_T1.bullet.move() screen.blit(myTank_T1.bullet.bullet,myTank_T1.bullet.rect) # 子彈 碰撞 子彈 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) # 子彈 碰撞 敵方坦克 if pygame.sprite.spritecollide(myTank_T1.bullet,redEnemyGroup,None): prop.change() bang_sound.play() enemyNumber -= 1 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup,None): for each in greenEnemyGroup: if pygame.sprite.collide_rect(myTank_T1.bullet,each): if each.life == 1: pygame.sprite.spritecollide(myTank_T1.bullet,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,None): bang_sound.play() enemyNumber -= 1 myTank_T1.bullet.life = False #if pygame.sprite.spritecollide(myTank_T1.bullet,allEnemyGroup,None): # bang_sound.play() # enemyNumber -= 1 # myTank_T1.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T1.bullet,None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left,myTank_T1.bullet.rect.right = 3 + 12 * 24,3 + 24 * 24 # 子彈 碰撞 brickGroup if myTank_T1.bullet.strong: if pygame.sprite.spritecollide(myTank_T1.bullet,bgMap.ironGroup,None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left,3 + 24 * 24 else: if pygame.sprite.spritecollide(myTank_T1.bullet,3 + 24 * 24 # 繪製我方子彈2 if myTank_T2.bullet.life: myTank_T2.bullet.move() screen.blit(myTank_T2.bullet.bullet,myTank_T2.bullet.rect) # 子彈 碰撞 敵方坦克 if pygame.sprite.spritecollide(myTank_T2.bullet,None): bang_sound.play() enemyNumber -= 1 myTank_T2.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T2.bullet,None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left,myTank_T2.bullet.rect.right = 3 + 12 * 24,3 + 24 * 24 # 子彈 碰撞 brickGroup if myTank_T2.bullet.strong: if pygame.sprite.spritecollide(myTank_T2.bullet,None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left,3 + 24 * 24 else: if pygame.sprite.spritecollide(myTank_T2.bullet,3 + 24 * 24 # 繪製敵人子彈 for each in allEnemyGroup: # 如果子彈沒有生命,則賦予子彈生命 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毛錢特效播放完畢 並且 子彈存活 則繪製敵方子彈 if each.flash: if each.bullet.life: # 如果敵人可以移動 if enemyCouldMove: each.bullet.move() screen.blit(each.bullet.bullet,each.bullet.rect) # 子彈 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 # 重置移動控制引數 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 # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(each.bullet,None): each.bullet.life = False # 子彈 碰撞 ironGroup if each.bullet.strong: if pygame.sprite.spritecollide(each.bullet,None): each.bullet.life = False else: if pygame.sprite.spritecollide(each.bullet,None): each.bullet.life = False # 最後畫食物/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: # 敵人全毀 for each in allEnemyGroup: if pygame.sprite.spritecollide(each,None): bang_sound.play() enemyNumber -= 1 prop.life = False if prop.kind == 2: # 敵人靜止 enemyCouldMove = False prop.life = False if prop.kind == 3: # 子彈增強 myTank_T1.bullet.strong = True prop.life = False if prop.kind == 4: # 家得到保護 for x,3 + y * 24 bgMap.ironGroup.add(bgMap.iron) prop.life = False if prop.kind == 5: # 坦克無敵 prop.life = False pass if prop.kind == 6: # 坦克升級 myTank_T1.levelUp() prop.life = False if prop.kind == 7: # 坦克生命+1 myTank_T1.life += 1 prop.life = False # 延遲 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()
執行效果
可以按住上下左右方向鍵以及WSAD讓坦克運動
按0和j可以發射子彈。
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