首页 > 编程 > Python > 正文

python+pygame实现坦克大战

2019-11-25 11:44:46
字体:
来源:转载
供稿:网友

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-8import pygameimport timeimport randomfrom pygame.sprite import SpriteSCREEN_WIDTH=800SCREEN_HEIGHT=500BG_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 = Trueclass 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=Falseclass 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=0class 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()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持武林网。

发表评论 共有条评论
用户名: 密码:
验证码: 匿名发表