经过一天多的奋战,查阅文献,参考别人的代码等等,完成了第一个面向对象的小项目,也深深体会到面向对象编程思想在游戏编程中所扮演的角色。

附上代码,参考了别人的代码,以及对他们代码的完善,又加上了自己的一些东西,收获颇深。

import pygame
import sys
import time
from pygame.locals import *
from random import randint
MOVE_SLEEP = 0.01
class MyTank:
 width = 600
 heights = 500
 speed = 10
 screen = 0
 myshells = []
 enemylist = []
 enemyshells = []
 grade = 0
 life = 3
 cnt = 0
 def startgame(self):
 pygame.init()
 self.screen = pygame.display.set_mode((self.width,self.heights),0,32)
 pygame.display.set_caption("bit tank")
 self.tank = Tank(self.screen,275,450)
 for i in range(6):
  self.enemylist.append(EnmeyTank(self.screen))
 while True:
  key = pygame.key.get_pressed()
  self.screen.fill((0,0,0))
  if key[K_LEFT]:
  self.tank.move('L')
  elif key[K_RIGHT]:
  self.tank.move('R')
  elif key[K_UP]:
  self.tank.move('U')
  elif key[K_DOWN]:
  self.tank.move('D')
  self.get_event()
  for shell in self.myshells:
  if shell.move() == True:
   self.myshells.remove(shell)
  shell.display()
  a = shell.hitTank()
  #子弹碰撞
  if a == True:
   if self.life >0:
   self.myshells.remove(shell)
   self.grade += 1
  #mytank碰撞
  if self.tank.live == True:
  if self.tank.hitTank():
   self.life -= 1
   if self.life <=0:
   self.tank.live =False
   else:self.tank = Tank(self.screen,275,450)
  #mytanke 碰撞子弹
  if self.tank.live == True:
  if self.tank.hitShell():
   self.life -= 1
   if self.life <=0:
   self.tank.live = False
   else:self.tank=Tank(self.screen,275,450)
  #敌方子弹击中我方坦克
  # 游戏结束
  if self.life <=0:
  self.gotGamePrint()
  for enemy in self.enemylist:
  enemy.move()
  print('move')
  enemy.display()
  # 添加敌方子弹
  self.cnt += 1
  if self.cnt % 100 ==0:
  for enemy in self.enemylist:
   self.enemyshells.append(enemy.fire())
  #判断敌方子弹碰撞
  for enemyshell in self.enemyshells:
  f = enemyshell.move()
  enemyshell.display()
  if f:
   self.enemyshells.remove(enemyshell)
  if len(self.enemylist)<6:
  self.enemylist.append(EnmeyTank(self.screen))
  self.screen.blit(self.getGrade(),(5,5))
  self.tank.display()
  pygame.display.update()
  time.sleep(0.02)
 def get_event(self):
 for event in pygame.event.get():
  if event.type == KEYDOWN:
  if event.key == K_SPACE:
   self.myshells.append(self.tank.fire())
  if event.key == K_ESCAPE:
   pass
 def getGrade(self):
 text = pygame.font.Font('./font/msyhbd.ttc',20).render("分数:{} 生命:{}".format(self.grade,self.life),True,(0,255,0))
 return text
 def gotGamePrint(self):
 text = pygame.font.Font('./font/msyh.ttc',70).render('game over!',True,(0,255,0))
 self.screen.blit(text,(100,200))
class Shell:
 width = 48
 height = 48
 live = True
 speed = 3
 def __init__(self,screen,tank):
 self.screen = screen
 self.image = pygame.image.load('./images/3.png')
 self.direction = tank.direction
 self.rect = self.image.get_rect()
 self.rect.left = tank.rect.left + (tank.width-self.width)/2.0+18
 # print(tank.rect.left,tank.width,self.width)
 self.rect.top = tank.rect.top + (tank.height - self.height)/2.0
 self.live = True
 def move(self):
 tag = self.isObstacle()
 if self.live == True:
  if self.direction == 'L' and self.direction not in tag:
  self.rect.left -= self.speed
  elif self.direction == 'R' and self.direction not in tag:
  self.rect.left += self.speed
  elif self.direction == 'U' and self.direction not in tag:
  self.rect.top -= self.speed
  elif self.direction == 'D' and self.direction not in tag:
  self.rect.top += self.speed
  else:
  pass
  if self.direction in tag:
  return True
  else:
  return False
 else:
  pass
 def display(self):
 # print(self.rect.left,self.rect.top)
 if self.live == True:
  self.screen.blit(self.image,self.rect)
 def isObstacle(self):
 tag = []
 if self.rect.left <=0:tag.append('L')
 if self.rect.left + self.width >= MyTank.width:tag.append('R')
 if self.rect.top <=0:tag.append('U')
 if self.rect.top + self.height >=MyTank.heights:tag.append('D')
 return tag
 def hitTank(self):
 hitList = pygame.sprite.spritecollide(self,MyTank.enemylist,False)
 for e in hitList:
  e.live = False
  MyTank.enemylist.remove(e)
  self.live = False
  return True
 return False
 def hitMytank(self):
 hitList = pygame.sprite.spritecollide(self,MyTank.tank,False)
 for e in hitList:
  e.live = False
  MyTank.life -= 1
  return True
class BaseTank:
 width = 50
 height = 50
 direction = 'U'
 live = True
 time = 0
 images = {}
 def __init__(self,screen,left,top):
 self.screen = screen
 self.images['L'] = pygame.image.load("images/04.jpg")
 self.images['R'] = pygame.image.load("images/02.jpg")
 self.images['U'] = pygame.image.load("images/01.jpg")
 self.images['D'] = pygame.image.load("images/03.jpg")
 self.image = self.images[self.direction]
 self.rect = self.image.get_rect()
 self.rect.left = left
 self.rect.top = top
 self.live = True # 坦克是否被消灭
 def isObstacle(self):
 tag = []
 if self.rect.left <= 0: tag.append('L')
 if self.rect.left + self.width >= MyTank.width: tag.append('R')
 if self.rect.top <= 0: tag.append('U')
 if self.rect.top + self.height >= MyTank.heights: tag.append('D')
 return tag
 def display(self):
 if self.live == True:
  self.image = self.images[self.direction]
  self.screen.blit(self.image, self.rect)
 def fire(self):
 m = Shell(self.screen,self)
 return m
class Tank(BaseTank):
 images = {}
 def __init__(self,screen,left,top):
 super().__init__(screen,275,450)
 self.screen = screen
 self.speed = 2
 self.images['L'] = pygame.image.load('./images/4.jpg')
 self.images['R'] = pygame.image.load('./images/2.jpg')
 self.images['U'] = pygame.image.load('./images/1.jpg')
 self.images['D'] = pygame.image.load('./images/3.jpg')
 self.image = self.images[self.direction]
 self.rect = self.image.get_rect()
 self.rect.top = top
 self.rect.left = left
 def move(self, direction):
 if self.live == True:
  tag = self.isObstacle()
  if direction == self.direction:
  if self.direction == 'L' and self.direction not in tag:
   self.rect.left -= self.speed
  elif self.direction == 'R' and self.direction not in tag:
   self.rect.left += self.speed
  elif self.direction == 'U' and self.direction not in tag:
   self.rect.top -= self.speed
  elif self.direction == 'D' and self.direction not in tag:
   self.rect.top += self.speed
  else:
   pass
  else:
  self.direction = direction
 def hitTank(self):
 hitList = pygame.sprite.spritecollide(self,MyTank.enemylist,False)
 for e in hitList:
  self.live = False
  return True
 return False
 def hitShell(self):
 hitlist = pygame.sprite.spritecollide(self, MyTank.enemyshells, False)
 for e in hitlist:
  self.live = False
  return True
 return False
class EnmeyTank(BaseTank):
 speed = 1
 def __init__(self,screen):
 super().__init__(screen,randint(1,5)*100,0)
 self.getdirection()
 self.step = 0
 def getdirection(self):
 self.direction = ['L','R','U','D'][randint(0,3)]
 def move(self):
 if self.live == True:
  if self.step == 0 or (self.direction in self.isObstacle()):
  self.getdirection()
  self.step = randint(0, 200)
  else:
  tag = self.isObstacle()
  if self.direction == 'L' and self.direction not in tag:
   self.rect.left -= self.speed
  elif self.direction == 'R' and self.direction not in tag:
   self.rect.left += self.speed
  elif self.direction == 'U' and self.direction not in tag:
   self.rect.top -= self.speed
  elif self.direction == 'D' and self.direction not in tag:
   self.rect.top += self.speed
  else:
   pass
  self.step -= 1
if __name__ == '__main__':
 main = MyTank()
 main.startgame()

文件主要有10张图片和2个字体文件,主坦克的四个形态,敌方坦克的四个形态,以及子弹等,10张图片。

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。

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