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

python+pygame实现坦克大战

python+pygame实现坦克大战

python+pygame实现坦克大战

二、源码分享

#coding=utf-8

import pygame
import time
import random
from pygame.sprite import Sprite

SCREEN_WIDTH=800
SCREEN_HEIGHT=500
BG_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 = True

class 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=False


class 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=0


class 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。

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