python小游戏毕设 坦克大战游戏设计与实现


0 项目简介

🔥 Hi,各位同学好呀,这里是L学长!

🥇今天向大家分享一个今年(2022)最新完成的毕业设计项目作品

python小游戏毕设 坦克大战小游戏设计与实现 (源码)

🥇 学长根据实现的难度和等级对项目进行评分(最低0分,满分5分)

  • 难度系数:3分

  • 工作量:3分

  • 创新点:4分

1 游戏介绍

《坦克大战》是由日本南梦宫Namco游戏公司开发的一款平面射击游戏,于1985年发售。游戏以坦克战斗及保卫基地为主题,属于策略型联机类。

同时也是FC平台上少有的内建关卡编辑器的几个游戏之一,玩家可自己创建独特的关卡,并通过获取一些道具使坦克和基地得到强化。

今天我们利用python实现简易版坦克大战游戏。

2 实现效果

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3 开发工具

3.1 环境配置

  • Python版本:3.6.4

  • 相关模块:

  • pygame模块;

  • 以及一些Python自带的模块。

3.2 Pygame介绍

简介

Pygame是一系列专门为编写电子游戏而设计的Python模块(modules)。Pygame在已经非常优秀的SDL库的基础上增加了许多功能。这让你能够用Python语言编写出丰富多彩的游戏程序。

Pygame可移植性高,几乎能在任何平台和操作系统上运行。

Pygame已经被下载过数百万次。

Pygame免费开源。它在LGPL许可证(Lesser General Public License,GNU宽通用公共许可证)下发行。使用Pygame,你可以创造出免费开源,可共享,或者商业化的游戏。详情请见LGPL许可证。

优点

  • 能够轻松使用多核CPU(multi core CPUs) :如今双核CPU很常用,8核CPU在桌面系统中也很便宜,而利用好多核系统,能让你在你的游戏中实现更多东西。特定的pygame函数能够释放令人生畏的python GIL(全局解释器锁),这几乎是你用C语言才能做的事。

  • 核心函数用最优化的C语言或汇编语言编写:C语言代码通常比Python代码运行速度快10-20倍。而汇编语言编写的代码(assembly code)比Python甚至快到100多倍。

  • 安装便捷:一般仅需包管理程序或二进制系统程序便能安装。

  • 真正地可移植:支持Linux (主要发行版), Windows (95, 98, ME, 2000, XP, Vista, 64-bit Windows,), Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX等操作系统.也能支持AmigaOS, Dreamcast, Atari, AIX, OSF/Tru64, RISC OS, SymbianOS and OS/2,但是还没有受到官方认可。你也可以在手持设备,游戏控制台, One Laptop Per Child (OLPC) computer项目的电脑等设备中使用pygame.

  • 用法简单:无论是小孩子还是大人都能学会用pygame来制作射击类游戏。

  • 很多Pygame游戏已发行:其中包括很多游戏大赛入围作品、非常受欢迎的开源可分享的游戏。

  • 由你来控制主循环:由你来调用pygame的函数,pygame的函数并不需要调用你的函数。当你同时还在使用其他库来编写各种各种的程序时,这能够为你提供极大的掌控权。

  • 不需要GUI就能使用所有函数:仅在命令行中,你就可以使用pygame的某些函数来处理图片,获取游戏杆输入,播放音乐……

  • 对bug反应迅速:很多bug在被上报的1小时内就能被我们修复。虽然有时候我们确实会卡在某一个bug上很久,但大多数时候我们都是很不错的bug修复者。如今bug的上报已经很少了,因为许多bug早已被我们修复。

  • 代码量少:pygame并没有数以万计的也许你永远用不到的冗杂代码。pygame的核心代码一直保持着简洁特点,其他附加物诸如GUI库等,都是在核心代码之外单独设计研发的。

  • 模块化:你可以单独使用pygame的某个模块。想要换着使用一个别的声音处理库?没问题。pygame的很多核心模块支持独立初始化与使用。

最小开发框架

import pygame,sys #sys是python的标准库,提供Python运行时环境变量的操控

pygame.init()  #内部各功能模块进行初始化创建及变量设置,默认调用
size = width,height = 800,600  #设置游戏窗口大小,分别是宽度和高度
screen = pygame.display.set_mode(size)  #初始化显示窗口
pygame.display.set_caption("小游戏程序")  #设置显示窗口的标题内容,是一个字符串类型
while True:  #无限循环,直到Python运行时退出结束
    for event in pygame.event.get():  #从Pygame的事件队列中取出事件,并从队列中删除该事件
        if event.type == pygame.QUIT:  #获得事件类型,并逐类响应
            sys.exit()   #用于退出结束游戏并退出          
    pygame.display.update()  #对显示窗口进行更新,默认窗口全部重绘

代码执行流程

在这里插入图片描述

4 具体实现

4.1 实现游戏主循环

# 主函数
def main():
	# 初始化
	pygame.init()
	screen = pygame.display.set_mode((630, 630))
	pygame.display.set_caption("坦克大战")
	# 加载图片
	bg_img = pygame.image.load("./图片/others/background.png")
	# 开始界面
	num_player = show_start_interface(screen, 630, 630)
	# 关卡
	stage = 0
	num_stage = 2
	# 游戏是否结束
	is_gameover = False
	# 时钟
	clock = pygame.time.Clock()
	# 主循环
	while not is_gameover:
		# 关卡
		stage += 1
		if stage > num_stage:
			break
		show_switch_stage(screen, 630, 630, stage)
		# 该关卡坦克总数量
		enemytanks_total = min(stage * 18, 80)
		# 场上存在的敌方坦克总数量
		enemytanks_now = 0
		# 场上可以存在的敌方坦克总数量
		enemytanks_now_max = min(max(stage * 2, 4), 8)
		# 精灵组
		tanksGroup = pygame.sprite.Group()
		mytanksGroup = pygame.sprite.Group()
		enemytanksGroup = pygame.sprite.Group()
		bulletsGroup = pygame.sprite.Group()
		mybulletsGroup = pygame.sprite.Group()
		enemybulletsGroup = pygame.sprite.Group()
		myfoodsGroup = pygame.sprite.Group()
		# 自定义事件
		# 	-生成敌方坦克事件
		genEnemyEvent = pygame.constants.USEREVENT + 0
		pygame.time.set_timer(genEnemyEvent, 100)
		# 	-敌方坦克静止恢复事件
		recoverEnemyEvent = pygame.constants.USEREVENT + 1
		pygame.time.set_timer(recoverEnemyEvent, 8000)
		# 	-我方坦克无敌恢复事件
		noprotectMytankEvent = pygame.constants.USEREVENT + 2
		pygame.time.set_timer(noprotectMytankEvent, 8000)
		# 关卡地图
		map_stage = scene.Map(stage)
		# 我方坦克
		tank_player1 = tanks.myTank(1)
		tanksGroup.add(tank_player1)
		mytanksGroup.add(tank_player1)
		if num_player > 1:
			tank_player2 = tanks.myTank(2)
			tanksGroup.add(tank_player2)
			mytanksGroup.add(tank_player2)
		is_switch_tank = True
		player1_moving = False
		player2_moving = False
		# 为了轮胎的动画效果
		time = 0
		# 敌方坦克
		for i in range(0, 3):
			if enemytanks_total > 0:
				enemytank = tanks.enemyTank(i)
				tanksGroup.add(enemytank)
				enemytanksGroup.add(enemytank)
				enemytanks_now += 1
				enemytanks_total -= 1
		# 大本营
		myhome = home.Home()
		# 出场特效
		appearance_img = pygame.image.load("./图片/others/appear.png").convert_alpha()
		appearances = []
		appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
		appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
		appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
		# 关卡主循环
		while True:
			if is_gameover is True:
				break
			if enemytanks_total < 1 and enemytanks_now < 1:
				is_gameover = False
				break
			for event in pygame.event.get():
				if event.type == pygame.QUIT:
					pygame.quit()
					sys.exit()
				if event.type == genEnemyEvent:
					if enemytanks_total > 0:
						if enemytanks_now < enemytanks_now_max:
							enemytank = tanks.enemyTank()
							if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):
								tanksGroup.add(enemytank)
								enemytanksGroup.add(enemytank)
								enemytanks_now += 1
								enemytanks_total -= 1
				if event.type == recoverEnemyEvent:
					for each in enemytanksGroup:
						each.can_move = True
				if event.type == noprotectMytankEvent:
					for each in mytanksGroup:
						mytanksGroup.protected = False
			# 检查用户键盘操作
			key_pressed = pygame.key.get_pressed()
			# 玩家一
			# WSAD -> 上下左右
			# 空格键射击
			if key_pressed[pygame.K_w]:
				tanksGroup.remove(tank_player1)
				tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
				tanksGroup.add(tank_player1)
				player1_moving = True
			elif key_pressed[pygame.K_s]:
				tanksGroup.remove(tank_player1)
				tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
				tanksGroup.add(tank_player1)
				player1_moving = True
			elif key_pressed[pygame.K_a]:
				tanksGroup.remove(tank_player1)
				tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
				tanksGroup.add(tank_player1)
				player1_moving = True
			elif key_pressed[pygame.K_d]:
				tanksGroup.remove(tank_player1)
				tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
				tanksGroup.add(tank_player1)
				player1_moving = True
			elif key_pressed[pygame.K_SPACE]:
				if not tank_player1.bullet.being:
					tank_player1.shoot()
			# 玩家二
			# ↑↓←→ -> 上下左右
			# 小键盘0键射击
			if num_player > 1:
				if key_pressed[pygame.K_UP]:
					tanksGroup.remove(tank_player2)
					tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
					tanksGroup.add(tank_player2)
					player2_moving = True
				elif key_pressed[pygame.K_DOWN]:
					tanksGroup.remove(tank_player2)
					tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
					tanksGroup.add(tank_player2)
					player2_moving = True
				elif key_pressed[pygame.K_LEFT]:
					tanksGroup.remove(tank_player2)
					tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
					tanksGroup.add(tank_player2)
					player2_moving = True
				elif key_pressed[pygame.K_RIGHT]:
					tanksGroup.remove(tank_player2)
					tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
					tanksGroup.add(tank_player2)
					player2_moving = True
				elif key_pressed[pygame.K_KP0]:
					if not tank_player2.bullet.being:
						tank_player2.shoot()
			# 背景
			screen.blit(bg_img, (0, 0))
			# 石头墙
			for each in map_stage.brickGroup:
				screen.blit(each.brick, each.rect)
			# 钢墙
			for each in map_stage.ironGroup:
				screen.blit(each.iron, each.rect)
			# 冰
			for each in map_stage.iceGroup:
				screen.blit(each.ice, each.rect)
			# 河流
			for each in map_stage.riverGroup:
				screen.blit(each.river, each.rect)
			# 树
			for each in map_stage.treeGroup:
				screen.blit(each.tree, each.rect)
			time += 1
			if time == 5:
				time = 0
				is_switch_tank = not is_switch_tank
			# 我方坦克
			if tank_player1 in mytanksGroup:
				if is_switch_tank and player1_moving:
					screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
					player1_moving = False
				else:
					screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
				if tank_player1.protected:
					screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
			if num_player > 1:
				if tank_player2 in mytanksGroup:
					if is_switch_tank and player2_moving:
						screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
						player1_moving = False
					else:
						screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
					if tank_player2.protected:
						screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
			# 敌方坦克
			for each in enemytanksGroup:
				# 出生特效
				if each.born:
					if each.times > 0:
						each.times -= 1
						if each.times <= 10:
							screen.blit(appearances[2], (3+each.x*12*24, 3))
						elif each.times <= 20:
							screen.blit(appearances[1], (3+each.x*12*24, 3))
						elif each.times <= 30:
							screen.blit(appearances[0], (3+each.x*12*24, 3))
						elif each.times <= 40:
							screen.blit(appearances[2], (3+each.x*12*24, 3))
						elif each.times <= 50:
							screen.blit(appearances[1], (3+each.x*12*24, 3))
						elif each.times <= 60:
							screen.blit(appearances[0], (3+each.x*12*24, 3))
						elif each.times <= 70:
							screen.blit(appearances[2], (3+each.x*12*24, 3))
						elif each.times <= 80:
							screen.blit(appearances[1], (3+each.x*12*24, 3))
						elif each.times <= 90:
							screen.blit(appearances[0], (3+each.x*12*24, 3))
					else:
						each.born = False
				else:
					if is_switch_tank:
						screen.blit(each.tank_0, (each.rect.left, each.rect.top))
					else:
						screen.blit(each.tank_1, (each.rect.left, each.rect.top))
					if each.can_move:
						tanksGroup.remove(each)
						each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
						tanksGroup.add(each)
			# 我方子弹
			for tank_player in mytanksGroup:
				if tank_player.bullet.being:
					tank_player.bullet.move()
					screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
					# 子弹碰撞敌方子弹
					for each in enemybulletsGroup:
						if each.being:
							if pygame.sprite.collide_rect(tank_player.bullet, each):
								tank_player.bullet.being = False
								each.being = False
								enemybulletsGroup.remove(each)
								break
						else:
							enemybulletsGroup.remove(each)	
					# 子弹碰撞敌方坦克
					for each in enemytanksGroup:
						if each.being:
							if pygame.sprite.collide_rect(tank_player.bullet, each):
								if each.is_red == True:
									myfood = food.Food()
									myfood.generate()
									myfoodsGroup.add(myfood)
									each.is_red = False
								each.blood -= 1
								each.color -= 1
								if each.blood < 0:
									each.being = False
									enemytanksGroup.remove(each)
									enemytanks_now -= 1
									tanksGroup.remove(each)
								else:
									each.reload()
								tank_player.bullet.being = False
								break
						else:
							enemytanksGroup.remove(each)
							tanksGroup.remove(each)
					# 子弹碰撞石头墙
					if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
						tank_player.bullet.being = False
					'''
					# 等价方案(更科学点)
					for each in map_stage.brickGroup:
						if pygame.sprite.collide_rect(tank_player.bullet, each):
							tank_player.bullet.being = False
							each.being = False
							map_stage.brickGroup.remove(each)
							break
					'''
					# 子弹碰钢墙
					if tank_player.bullet.stronger:
						if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):
							tank_player.bullet.being = False
					else:
						if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):
							tank_player.bullet.being = False
					'''
					# 等价方案(更科学点)
					for each in map_stage.ironGroup:
						if pygame.sprite.collide_rect(tank_player.bullet, each):
							tank_player.bullet.being = False
							if tank_player.bullet.stronger:
								each.being = False
								map_stage.ironGroup.remove(each)
							break
					'''
					# 子弹碰大本营
					if pygame.sprite.collide_rect(tank_player.bullet, myhome):
						tank_player.bullet.being = False
						myhome.set_dead()
						is_gameover = True
			# 敌方子弹
			for each in enemytanksGroup:
				if each.being:
					if each.can_move and not each.bullet.being:
						enemybulletsGroup.remove(each.bullet)
						each.shoot()
						enemybulletsGroup.add(each.bullet)
					if not each.born:
						if each.bullet.being:
							each.bullet.move()
							screen.blit(each.bullet.bullet, each.bullet.rect)
							# 子弹碰撞我方坦克
							for tank_player in mytanksGroup:
								if pygame.sprite.collide_rect(each.bullet, tank_player):
									if not tank_player.protected:
										tank_player.life -= 1
										if tank_player.life < 0:
											mytanksGroup.remove(tank_player)
											tanksGroup.remove(tank_player)
											if len(mytanksGroup) < 1:
												is_gameover = True
										else:
											tank_player.reset()
									each.bullet.being = False
									enemybulletsGroup.remove(each.bullet)
									break
							# 子弹碰撞石头墙
							if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
								each.bullet.being = False
								enemybulletsGroup.remove(each.bullet)
							'''
							# 等价方案(更科学点)
							for one in map_stage.brickGroup:
								if pygame.sprite.collide_rect(each.bullet, one):
									each.bullet.being = False
									one.being = False
									enemybulletsGroup.remove(one)
									break
							'''
							# 子弹碰钢墙
							if each.bullet.stronger:
								if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):
									each.bullet.being = False
							else:
								if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):
									each.bullet.being = False
							'''
							# 等价方案(更科学点)
							for one in map_stage.ironGroup:
								if pygame.sprite.collide_rect(each.bullet, one):
									each.bullet.being = False
									if each.bullet.stronger:
										one.being = False
										map_stage.ironGroup.remove(one)
									break
							'''
							# 子弹碰大本营
							if pygame.sprite.collide_rect(each.bullet, myhome):
								each.bullet.being = False
								myhome.set_dead()
								is_gameover = True
				else:
					enemytanksGroup.remove(each)
					tanksGroup.remove(each)
			# 家
			screen.blit(myhome.home, myhome.rect)
			# 食物
			for myfood in myfoodsGroup:
				if myfood.being and myfood.time > 0:
					screen.blit(myfood.food, myfood.rect)
					myfood.time -= 1
					for tank_player in mytanksGroup:
						if pygame.sprite.collide_rect(tank_player, myfood):
							# 消灭当前所有敌人
							if myfood.kind == 0:
								enemytanksGroup = pygame.sprite.Group()
								enemytanks_total -= enemytanks_now
								enemytanks_now = 0
							# 敌人静止
							if myfood.kind == 1:
								for each in enemytanksGroup:
									each.can_move = False
							# 子弹增强
							if myfood.kind == 2:
								tank_player.bullet.stronger = True
							# 使得大本营的墙变为钢板
							if myfood.kind == 3:
								map_stage.protect_home()
							# 坦克获得一段时间的保护罩
							if myfood.kind == 4:
								for tank_player in mytanksGroup:
									tank_player.protected = True
							# 坦克升级
							if myfood.kind == 5:
								tank_player.up_level()
							# 坦克生命+1
							if myfood.kind == 6:
								tank_player.life += 1
							myfood.being = False
							myfoodsGroup.remove(myfood)
							break
				else:
					myfood.being = False
					myfoodsGroup.remove(myfood)
			pygame.display.flip()
			clock.tick(60)
	if not is_gameover:
		show_end_interface(screen, 630, 630, True)
	else:
		show_end_interface(screen, 630, 630, False)

4.2 制作游戏开始和结束界面

# 开始界面显示
def show_start_interface(screen, width, height):
	tfont = pygame.font.Font('./font/simkai.ttf', width//4)
	cfont = pygame.font.Font('./font/simkai.ttf', width//20)
	title = tfont.render(u'坦克大战', True, (255, 0, 0))
	content1 = cfont.render(u'按1键进入单人游戏', True, (0, 0, 255))
	content2 = cfont.render(u'按2键进入双人人游戏', True, (0, 0, 255))
	trect = title.get_rect()
	trect.midtop = (width/2, height/4)
	crect1 = content1.get_rect()
	crect1.midtop = (width/2, height/1.8)
	crect2 = content2.get_rect()
	crect2.midtop = (width/2, height/1.6)
	screen.blit(title, trect)
	screen.blit(content1, crect1)
	screen.blit(content2, crect2)
	pygame.display.update()
	while True:
		for event in pygame.event.get():
			if event.type == QUIT:
				sys.exit()
			elif event.type == pygame.KEYDOWN:
				if event.key == pygame.K_1:
					return 1
				if event.key == pygame.K_2:
					return 2
# 结束界面显示
def show_end_interface(screen, width, height, is_win):
	bg_img = pygame.image.load("./图片/others/background.png")
	screen.blit(bg_img, (0, 0))
	if is_win:
		font = pygame.font.Font('./font/simkai.ttf', width//10)
		content = font.render(u'恭喜通关!', True, (255, 0, 0))
		rect = content.get_rect()
		rect.midtop = (width/2, height/2)
		screen.blit(content, rect)
	else:
		fail_img = pygame.image.load("./图片/others/gameover.png")
		rect = fail_img.get_rect()
		rect.midtop = (width/2, height/2)
		screen.blit(fail_img, rect)
	pygame.display.update()
	while True:
		for event in pygame.event.get():
			if event.type == QUIT:
				sys.exit()


# 关卡切换
def show_switch_stage(screen, width, height, stage):
	bg_img = pygame.image.load("./图片/others/background.png")
	screen.blit(bg_img, (0, 0))
	font = pygame.font.Font('./font/simkai.ttf', width//10)
	content = font.render(u'第%d关' % stage, True, (0, 255, 0))
	rect = content.get_rect()
	rect.midtop = (width/2, height/2)
	screen.blit(content, rect)
	pygame.display.update()
	delay_event = pygame.constants.USEREVENT
	pygame.time.set_timer(delay_event, 1000)
	while True:
		for event in pygame.event.get():
			if event.type == QUIT:
				sys.exit()
			if event.type == delay_event:
				return


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