如何利用Python写个坦克大战


Posted in Python onNovember 18, 2020

前言

坦克大战是一款策略类的平面射击游戏,于 1985 年由 Namco 游戏公司发布,尽管时至今日已经有了很多衍生类的游戏,但这款游戏仍然受到了相当一部分人的欢迎,本文我们看一下如何使用 Python 来实现这款游戏,游戏实现主要用到的 Python 库为 pygame。

简介

坦克大战的组成主要包括:场景、坦克、子弹、食物、大本营,其本质就是一个塔防类的游戏,游戏目标为:守住大本营并且消灭敌方坦克,通常支持单双人模式,下面我们来看一下具体实现。

实现

首先,我们来实现游戏场景,场景的组成主要包括:石头墙、钢墙、冰、河流、树、地图,我们暂时做两个关卡,代码实现如下:

# 石头墙
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

# 钢墙
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

# 树
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

# 地图
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()
 # 关卡一
 def stage1(self):
 for x in [2, 3, 6, 7, 18, 19, 22, 23]:
 for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 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, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
 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 [4, 5, 6, 7, 18, 19, 20, 21]:
 for y in [13, 14]:
 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 [12, 13]:
 for y in [16, 17]:
 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, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
 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, y in [(0, 14), (1, 14), (12, 6), (13, 6), (12, 7), (13, 7), (24, 14), (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)
 # 关卡二
 def stage2(self):
 for x in [2, 3, 6, 7, 18, 19, 22, 23]:
 for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 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, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
 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 [4, 5, 6, 7, 18, 19, 20, 21]:
 for y in [13, 14]:
 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 [12, 13]:
 for y in [16, 17]:
 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, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
 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, y in [(0, 14), (1, 14), (12, 6), (13, 6), (12, 7), (13, 7), (24, 14), (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)
 def protect_home(self):
 for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
 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)

我们接着看大本营的实现,大本营的实现相对比较简单,其本质就是一个标识物,代码实现如下:

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
 # 大本营置为摧毁状态
 def set_dead(self):
 self.home = pygame.image.load(self.homes[-1])
 self.alive = False

再接着看食物的实现,食物主要用来提升坦克能力,如:坦克升级、增加生命等,代码实现如下:

# 食物类
class Food(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 # 消灭当前所有敌人
 self.food_boom = 'images/food/food_boom.png'
 # 当前所有敌人静止一段时间
 self.food_clock = 'images/food/food_clock.png'
 # 使得坦克子弹可碎钢板
 self.food_gun = 'images/food/food_gun.png'
 # 使得大本营的墙变为钢板
 self.food_iron = 'images/food/food_gun.png'
 # 坦克获得一段时间的保护罩
 self.food_protect = 'images/food/food_protect.png'
 # 坦克升级
 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
 # 存在时间
 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

再接着看坦克的实现,坦克包括我方坦克和敌方坦克,我方坦克由玩家自己控制移动、射击等操作,敌方坦克实现自动移动、射击等操作,代码实现如下:

# 我方坦克类
class myTank(pygame.sprite.Sprite):
 def __init__(self, player):
 pygame.sprite.Sprite.__init__(self)
 # 玩家编号(1/2)
 self.player = player
 # 不同玩家用不同的坦克(不同等级对应不同的图)
 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.')
 # 坦克等级(初始0)
 self.level = 0
 # 载入(两个tank是为了轮子特效)
 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, 0), (48, 48))
 self.rect = self.tank_0.get_rect()
 # 保护罩
 self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha()
 self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))
 self.protected_mask2 = self.protected_mask.subsurface((48, 0), (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
 # 有几条命
 self.life = 3
 # 是否处于保护状态
 self.protected = False
 # 子弹
 self.bullet = Bullet()
 # 射击
 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.')
 # 等级提升
 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()
 # 等级降低
 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, self.direction_y = 0, -1
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图顶端
 if self.rect.top < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
 pygame.sprite.spritecollide(self, ironGroup, False, 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, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 大本营
 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, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = 0, 1
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图底端
 if self.rect.bottom > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
 pygame.sprite.spritecollide(self, ironGroup, False, 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, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 大本营
 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
 # 向左
 def move_left(self, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = -1, 0
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图左端
 if self.rect.left < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
 pygame.sprite.spritecollide(self, ironGroup, False, 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, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False 
 # 大本营
 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
 # 向右
 def move_right(self, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = 1, 0
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图右端
 if self.rect.right > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
 pygame.sprite.spritecollide(self, ironGroup, False, 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, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 大本营
 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
 # 死后重置
 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, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
 self.rect = self.tank_0.get_rect()
 self.direction_x, self.direction_y = 0, -1
 if self.player == 1:
 self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
 elif self.player == 2:
 self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
 else:
 raise ValueError('myTank class -> player value error.')
 self.speed = 3

# 敌方坦克类
class enemyTank(pygame.sprite.Sprite):
 def __init__(self, x=None, kind=None, is_red=None):
 pygame.sprite.Sprite.__init__(self)
 # 用于给刚生成的坦克播放出生特效
 self.born = True
 self.times = 90
 # 坦克的种类编号
 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]
 # 是否携带食物(红色的坦克携带食物)
 if is_red is None:
 self.is_red = random.choice((True, False, False, False, False))
 else:
 self.is_red = is_red
 # 同一种类的坦克具有不同的颜色, 红色的坦克比同类坦克多一点血量
 if self.is_red:
 self.color = 3
 else:
 self.color = random.randint(0, 2)
 # 血量
 self.blood = self.color
 # 载入(两个tank是为了轮子特效)
 self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 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
 # 坦克是否可以行动
 self.can_move = True
 # 坦克速度
 self.speed = max(3 - self.kind, 1)
 # 方向
 self.direction_x, self.direction_y = 0, 1
 # 是否存活
 self.being = True
 # 子弹
 self.bullet = Bullet()
 # 射击
 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.')
 # 随机移动
 def move(self, tankGroup, brickGroup, ironGroup, 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, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 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), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
 if self.rect.bottom > 630 - 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 == -1 and self.direction_y == 0:
 self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
 if self.rect.left < 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 == 1 and self.direction_y == 0:
 self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
 if self.rect.right > 630 - 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
 else:
 raise ValueError('enemyTank class -> direction value error.')
 if pygame.sprite.spritecollide(self, brickGroup, False, None) \
 or pygame.sprite.spritecollide(self, ironGroup, False, None) \
 or pygame.sprite.spritecollide(self, tankGroup, False, None):
 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
 if pygame.sprite.collide_rect(self, myhome):
 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
 return is_move
 # 重新载入坦克
 def reload(self):
 self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))

再接着看子弹的实现,子弹的主要属性包括:方向、速度、是否存活、是否为加强版等,代码实现如下:

# 子弹类
class Bullet(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 # 子弹四个方向(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']
 # 子弹方向(默认向上)
 self.direction_x, self.direction_y = 0, -1
 self.bullet = pygame.image.load(self.bullets[0])
 self.rect = self.bullet.get_rect()
 # 在坦克类中再赋实际值
 self.rect.left, self.rect.right = 0, 0
 # 速度
 self.speed = 6
 # 是否存活
 self.being = False
 # 是否为加强版子弹(可碎钢板)
 self.stronger = False
 # 改变子弹方向
 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.')
 # 移动
 def move(self):
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 # 到地图边缘后消失
 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

最后,我们看一下程序的主要初始化代码,如下所示:

# 初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption("TANK")
# 加载图片
bg_img = pygame.image.load("images/others/background.png")
# 加载音效
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)
# 开始界面
num_player = show_start_interface(screen, 630, 630)
# 播放游戏开始的音乐
start_sound.play()
# 关卡
stage = 0
num_stage = 2
# 游戏是否结束
is_gameover = False
# 时钟
clock = pygame.time.Clock()

实现效果

看一下实现效果:

如何利用Python写个坦克大战

再说一下玩家一、二的操作键,玩家一、二移动键分别为:WASD、←→↑↓,玩家一、二射击键分别为:J、0。

总结

本文我们使用 Python 实现了坦克大战的基本功能,还有待完善,有兴趣的话,可以对游戏做进一步的完善和扩展。

到此这篇关于如何利用Python写个坦克大战的文章就介绍到这了,更多相关Python写坦克大战内容请搜索三水点靠木以前的文章或继续浏览下面的相关文章希望大家以后多多支持三水点靠木!

Python 相关文章推荐
python实现封装得到virustotal扫描结果
Oct 05 Python
Python守护进程(daemon)代码实例
Mar 06 Python
详解字典树Trie结构及其Python代码实现
Jun 03 Python
利用标准库fractions模块让Python支持分数类型的方法详解
Aug 11 Python
一文总结学习Python的14张思维导图
Oct 17 Python
python逆向入门教程
Jan 15 Python
Zookeeper接口kazoo实例解析
Jan 22 Python
Python 实用技巧之利用Shell通配符做字符串匹配
Aug 23 Python
Python 余弦相似度与皮尔逊相关系数 计算实例
Dec 23 Python
python实现银行实战系统
Feb 26 Python
OpenCV全景图像拼接的实现示例
Jun 05 Python
Python批量解压&压缩文件夹的示例代码
Apr 04 Python
python3访问字典里的值实例方法
Nov 18 #Python
让你相见恨晚的十个Python骚操作
Nov 18 #Python
python搜索算法原理及实例讲解
Nov 18 #Python
python的数学算法函数及公式用法
Nov 18 #Python
python3中TQDM库安装及使用详解
Nov 18 #Python
Python3中FuzzyWuzzy库实例用法
Nov 18 #Python
scrapy redis配置文件setting参数详解
Nov 18 #Python
You might like
真正面向对象编程:PHP5.01发布
2006/10/09 PHP
php知道与问问的采集插件代码
2010/10/12 PHP
PHP中PDO的错误处理
2011/09/04 PHP
php阻止页面后退的方法分享
2014/02/17 PHP
php如何执行非缓冲查询API
2016/07/22 PHP
CI框架附属类用法分析
2018/12/26 PHP
基于jquery ajax 用户无刷新登录方法详解
2012/04/28 Javascript
推荐10个2014年最佳的jQuery视频插件
2014/11/12 Javascript
简易的投票系统以及js刷票思路和方法
2015/04/07 Javascript
JavaScript实现点击自动选择TextArea文本的方法
2015/07/02 Javascript
jQuery javascript获得网页的高度与宽度的实现代码
2016/04/26 Javascript
JS奇技之利用scroll来监听resize详解
2017/06/15 Javascript
Angular限制input框输入金额(是小数的话只保留两位小数点)
2017/07/13 Javascript
Vue.js实现价格计算器功能
2020/03/30 Javascript
React中的refs的使用教程
2018/02/13 Javascript
vue如何在用户要关闭当前网页时弹出提示的实现
2020/05/31 Javascript
[02:44]重置世界,颠覆未来——DOTA2 7.23版本震撼上线
2019/12/01 DOTA
Python重新引入被覆盖的自带function
2014/07/16 Python
python实现每次处理一个字符的三种方法
2014/10/09 Python
使用Python脚本将文字转换为图片的实例分享
2015/08/29 Python
python监控文件或目录变化
2016/06/07 Python
老生常谈Python序列化和反序列化
2017/06/28 Python
python3 判断列表是一个空列表的方法
2018/05/04 Python
python3解析库lxml的安装与基本使用
2018/06/27 Python
Python中格式化字符串的四种实现
2020/05/26 Python
解决python调用自己文件函数/执行函数找不到包问题
2020/06/01 Python
美国和加拿大房车出售在线分类广告:RVT.com
2018/04/23 全球购物
施华洛世奇西班牙官网:SWAROVSKI西班牙
2019/06/06 全球购物
Linux面试题LINUX系统类
2014/11/19 面试题
养生餐厅创业计划书范文
2014/03/26 职场文书
员工年终自我评价
2014/09/14 职场文书
群众路线教育实践活动实施方案
2014/10/31 职场文书
村党的群众路线教育实践活动总结材料
2014/10/31 职场文书
寒假致家长的一封信
2015/10/10 职场文书
Go 通过结构struct实现接口interface的问题
2021/10/05 Golang
Nginx 反向代理解决跨域问题多种情况分析
2022/01/18 Servers