2021-03-29

标题 python制作坦克大战完整版、素材后期更新

"""
#!/usr/bin/python3
# -*- coding: utf-8 -*-
# @Time    : 2021/3/15 2:27
# @Author  : allen
"""

import pygame, time, random
_display = pygame.display


class MianGame:
    # 创建游戏主窗口
    window = None
    display_width = 900
    display_height = 600
    color_back = pygame.Color(0, 0, 0)
    color_red = pygame.Color(255, 0, 0)
    tank_num = 5
    Vision = "坦克大战v1.04"
    Tank_p1 = None
    eTank_list = []
    eTank_count = 4
    # 创建一个子弹列表
    bullet_list = []
    # 创建敌方子弹列表
    enemy_bullet_list = []
    # 创建爆炸效果列表
    Explode_list = []
    # 创建墙壁列表
    wall_list = []

    def __init__(self):
        pass

    def startGame(self):
        # 创建窗口加载窗口(借鉴官方文档) https://www.pygame.org/docs/ref/display.html#pygame.display.init
        _display.init()
        # 设置游戏窗口的宽和高
        MianGame.window = _display.set_mode([self.display_width, self.display_height])
        # MianGame.CreationMyTank()
        # 调用创建我方对象坦克的方法
        self.CreationMyTank()
        # 调用创建敌方对象坦克的方法
        self.creation_etank()
        # 调用创建墙壁对象的方法
        self.creatwalls()
        # 展示当前版本型号
        _display.set_caption(self.Vision)
        # 让窗口实现持续刷新操作
        while True:
            MianGame.window.fill(self.color_back)
            self.get_Event()
            MianGame.window.blit(self.getTextSurface("剩余敌方坦克数量 %d 辆" % len(self.eTank_list)), (4, 4))
            self.blitWalls()
            # 循环展示我方坦克
            if MianGame.Tank_p1 and MianGame.Tank_p1.Live:
                MianGame.Tank_p1.dispalayTank()
            else:
                del MianGame.Tank_p1
                MianGame.Tank_p1 = None
            # 循环展示敌方坦克
            self.displayetank()
            if MianGame.Tank_p1 and not MianGame.Tank_p1.stop:
                # 调用我方坦克的移动方法
                MianGame.Tank_p1.move()
                # 调用我方坦克与敌方坦克的碰撞方法
                MianGame.Tank_p1.hitetank()
                # 调用我方坦克与墙壁的碰撞方法
                MianGame.Tank_p1.hitWalls()
            self.blitBullet()

            self.enemy_blit_Bullet()

            self.disExplode_list()

            time.sleep(0.02)

            _display.update()

    #     创建我方坦克,新建对象
    def CreationMyTank(self):
        MianGame.Tank_p1 = MyTank(450, 300, speed=5)
        music = Music("picture/start.wav")
        music.playMusic()

    def getTextSurface(self, text):
        pygame.font.init()
        font = pygame.font.SysFont("kaiti", 18)
        textSurface = font.render(text, True, self.color_red)
        return textSurface

    def endGame(self):
        print("感谢体验! - _ - ")
        exit()

    def get_Event(self):
        # 获取队列事件列表
        Event_list = pygame.event.get()
        for Event in Event_list:
            if Event.type == pygame.QUIT:
                self.endGame()
            if Event.type == pygame.KEYDOWN:
                # 判断我方坦克的状态,如果我方坦克不存在,则通过ESC按键获取重生
                if Event.key == pygame.K_ESCAPE and not MianGame.Tank_p1:
                    self.CreationMyTank()
                # 判断我方坦克的状态,当我方的坦克存在,状态live,则通过上下左右键控制方向
                # 通过空格键发射子弹
                if MianGame.Tank_p1 and MianGame.Tank_p1.Live:
                    # 判断按下的是哪一个按件
                    if Event.key == pygame.K_LEFT:
                        print("坦克向左掉头, 移动")
                        MianGame.Tank_p1.direction = "L"
                        MianGame.Tank_p1.stop = False

                        # MianGame.Tank_p1.move()
                    if Event.key == pygame.K_RIGHT:
                        print("坦克向右掉头, 移动")
                        MianGame.Tank_p1.direction = "R"
                        MianGame.Tank_p1.stop = False
                        # MianGame.Tank_p1.move()
                    if Event.key == pygame.K_DOWN:
                        print("坦克向下掉头, 移动")
                        MianGame.Tank_p1.direction = "D"
                        MianGame.Tank_p1.stop = False
                        # MianGame.Tank_p1.move()
                    if Event.key == pygame.K_UP:
                        print("坦克向上掉头, 移动")
                        MianGame.Tank_p1.direction = "U"
                        MianGame.Tank_p1.stop = False
                        # MianGame.Tank_p1.move()
                    if Event.key == pygame.K_SPACE:
                        if len(MianGame.bullet_list) < 3:
                            m = Bullet(MianGame.Tank_p1)
                            MianGame.bullet_list.append(m)
                            music = Music("picture/fire.wav")
                            music.playMusic()
                            print("当前子弹的数量为%d" % len(MianGame.bullet_list))
                        else:
                            print("子弹数量不足")
            # 判断如果松开按键
            if Event.type == pygame.KEYUP:
                # MianGame.Tank_p1.stop = True
                if Event.key == pygame.K_UP or pygame.K_LEFT or pygame.K_RIGHT or pygame.K_DOWN:
                    if MianGame.Tank_p1 and MianGame.Tank_p1.Live:
                        MianGame.Tank_p1.stop = True

    def creation_etank(self):
        """
        创建敌方坦克,并将敌方 坦克加到列表中
        """
        left = [100, 800, 100, 800]
        top = [100, 100, 500, 500]
        speed = 1
        for i in range(self.eTank_count):
            etank = EnemyTank(left[i], top[i], speed)
            self.eTank_list.append(etank)

    def displayetank(self):
        """
        展示敌方坦克
        """
        # 遍历敌方坦克列表
        for etank in MianGame.eTank_list:
            if etank.Live:
                etank.dispalayTank()
                etank.randMove()
                etank.hitMyTank()
                etank.hitWalls()
                ebullet = etank.shot()
                if ebullet:
                    MianGame.enemy_bullet_list.append(ebullet)
            else:
                MianGame.eTank_list.remove(etank)

    def blitBullet(self):
        """
        在窗口中展示子弹,以及实现子弹的移动
        """
        for bullet in self.bullet_list:
            # 判断子弹的状态,如果活着,展示子弹,实现子弹的移动,碰撞,否则在列表中删除该子弹
            if bullet.Live == True:
                # 实现窗口展示子弹
                bullet.displayBullet()
                # 实现子弹的移动
                bullet.moveBullet()
                # 调用子弹打中墙壁的方法
                bullet.hitWalls()
                # 调用我方子弹与敌方坦克碰撞的方法
                bullet.hitEnemyTank()
            else:
                MianGame.bullet_list.remove(bullet)

    # 新增方法展示爆炸效果列表
    def disExplode_list(self):
        for explode in MianGame.Explode_list:
            if explode.live:
                explode.disExplode()
            else:
                music = Music("picture/blast.wav")
                music.playMusic()
                MianGame.Explode_list.remove(explode)

    def enemy_blit_Bullet(self):
        """
        在窗口中展示敌方坦克发射的子弹
        :return:
        """
        for ebullet in self.enemy_bullet_list:
            if ebullet.Live == True:
                ebullet.displayBullet()
                ebullet.moveBullet()
                # 调用敌方子弹与墙壁碰撞的方法
                ebullet.hitWalls()
                # 调用敌方子弹与我方坦克的碰撞方法
                if MianGame.Tank_p1 and MianGame.Tank_p1.Live:
                    ebullet.hitMyTank()
            else:
                MianGame.enemy_bullet_list.remove(ebullet)

    def creatwalls(self):
        for i in range(8):
            wall = Wall(120*i, 200)
            MianGame.wall_list.append(wall)

    def blitWalls(self):
        for wall in MianGame.wall_list:
            wall.displayWall()


class BaseItem(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)


class Tank(BaseItem):
    def __init__(self, left, top, speed):
        self.images = {"U": pygame.image.load("picture/p1tankU.gif"),
                       "D": pygame.image.load("picture/p1tankD.gif"),
                       "L": pygame.image.load("picture/p1tankL.gif"),
                       "R": pygame.image.load("picture/p1tankR.gif")}

        self.direction = "U"
        self.image = self.images[self.direction]
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        self.stop = True
        # 新增属性坦克的状态
        self.Live = True
        #  用来记录坦克移动之前的坐标
        self.oldleft = self.rect.left
        self.oldtop = self.rect.top

    def move(self):
       if self.direction == "L":
           if self.rect.left > 0:
               self.rect.left -= self.speed
       elif self.direction == "R":
           if self.rect.left + self.rect.height < MianGame.display_width:
                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 < MianGame.display_height:
               self.rect.top += self.speed

    def shot(self):
        return Bullet(self)

    def stay(self):
        self.rect.left = self.oldleft
        self.rect.top = self.oldtop

    def hitWalls(self):
        for wall in MianGame.wall_list:
            if pygame.sprite.collide_rect(wall, self):
                self.stay()

    def dispalayTank(self):
        self.image = self.images[self.direction]
        MianGame.window.blit(self.image, self.rect)


class MyTank(Tank):
    def __init__(self, left, top, speed):
        super(MyTank, self).__init__(left, top, speed)

    def hitetank(self):
        for etank in MianGame.eTank_list:
            if pygame.sprite.collide_rect(etank, self):
                self.stay()


class EnemyTank(Tank):
    def __init__(self, left, top, speed):
        super(EnemyTank, self).__init__(left, top, speed)
        self.images = {"U": pygame.image.load("picture/enemy1U.gif"),
                       "D": pygame.image.load("picture/enemy1D.gif"),
                       "L": pygame.image.load("picture/enemy1L.gif"),
                       "R": pygame.image.load("picture/enemy1R.gif")}

        self.direction = self.rmdirection()
        self.image = self.images[self.direction]
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.stop = True
        self.speed = speed
        self.step = 200

    def rmdirection(self):
        rmnum = random.randint(0, 3)
        if rmnum == 0:
            return "U"
        if rmnum == 1:
            return "D"
        if rmnum == 2:
            return "R"
        if rmnum == 3:
            return "L"

    def randMove(self):
        if self.step <= 0:
            self.direction = self.rmdirection()
            self.step = 200
        else:
            self.move()
            self.step -= 1

    def shot(self):
        """
        重载tank类中shot方法
        实现敌方坦克 shot类的不一样
        :return:
        """
        num = random.randint(1, 1000)
        if num <= 5:
            return Bullet(self)

    def hitMyTank(self):
        # MianGame.CreationMyTank(self)
        # if pygame.sprite.collide_circle(self, MianGame.Tank_p1):
        #     self.stay()
        pass


class Bullet(BaseItem):

    def __init__(self, tank):
        self.images = pygame.image.load("picture/bullent.png")
        self.direction = tank.direction
        self.rect = self.images.get_rect()
        self.speed = 4
        self.Live = True
        #  通过坦克的方向来实现子弹所在的方向,继承tank类
        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
        if 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
        if self.direction == "R":
            self.rect.left = tank.rect.left + tank.rect.height
            self.rect.top = tank.rect.top + (tank.rect.width / 2) - (self.rect.width / 2)
        if self.direction == "L":
            self.rect.left = tank.rect.left - self.rect.height
            self.rect.top = tank.rect.top + (tank.rect.width / 2) - (self.rect.width / 2)

    def moveBullet(self):
        """
        实现子弹的移动通过方向按键实现坦克的移动
        :return:
        """
        if self.direction == "U":
            # 判断按键的方向
            if self.rect.top > 0:
                # 根据所在的位置进行移动,限定在窗口内
                self.rect.top -= self.speed
            else:
                self.Live = False
        if self.direction == "D":
            if self.rect.top < MianGame.display_height - self.rect.height:
                self.rect.top += self.speed
            else:
                self.Live = False
        if self.direction == "L":
            if self.rect.left > 0:
                self.rect.left -= self.speed
            else:
                self.Live = False
        if self.direction == "R":
            if self.rect.left < MianGame.display_width - self.rect.width:
                self.rect.left += self.speed
            else:
                self.Live = False

    def displayBullet(self):
        """
        展示子弹,将子弹添加到窗口中blit方法实现
        :return:
        """
        MianGame.window.blit(self.images, self.rect)

    # 敌方坦克与我方子弹的碰撞
    def hitEnemyTank(self):
        """
        新增敌方坦克与我方子弹的碰撞方法
        :return:
        """
        # 遍历所有的敌方坦克,如果碰撞则将坦克和子弹的状态改为false
        for eTank in MianGame.eTank_list:
            if pygame.sprite.collide_rect(eTank, self):
                # 产生一个爆炸效果
                explode = Explode(eTank)
                # 将爆炸效果加入到爆炸效果列表
                MianGame.Explode_list.append(explode)
                self.Live = False
                eTank.Live = False

    # 敌方子弹与我方坦克的碰撞
    def hitMyTank(self):
        if pygame.sprite.collide_rect(self, MianGame.Tank_p1):
            # 产生爆炸效果
            explode = Explode(MianGame.Tank_p1)
            # 将爆炸效果添加到爆炸列表
            # 將爆炸效果添加到爆炸效果列表的時候大寫,導致爆炸效果列表中沒有值,debug了好久,大傢自己寫的時候要注意細節
            MianGame.Explode_list.append(explode)
            # 修改子弹的状态
            self.Live = False
            # 修改我方坦克的状态
            MianGame.Tank_p1.Live = False

    def hitWalls(self):
        for wall in MianGame.wall_list:
            if pygame.sprite.collide_rect(wall, self):
                self.Live = False


class Explode:
    def __init__(self, tank):
        self.rect = tank.rect
        self.step = 0
        self.images = [pygame.image.load("picture/blast1.png"),
                       pygame.image.load("picture/blast2.png"),
                       pygame.image.load("picture/blast3.png"),
                       pygame.image.load("picture/blast4.png"),
                       pygame.image.load("picture/blast5.png")]
        self.image = self.images[self.step]
        self.live = True

    # 展示爆炸效果
    def disExplode(self):
        """
        将爆炸效果图片(image和位置rect加入到window中),通过step达到一个切换图片的效果
        :return:
        """
        if self.step < len(self.images):
            MianGame.window.blit(self.image, self.rect)
            self.image = self.images[self.step]
            self.step += 1
        else:
            self.live = False
            self.step = 0


class Wall:
    def __init__(self, left, top):
        self.image = pygame.image.load("picture/wall.gif")
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        # 来判断墙壁是否在窗口中展示
        self.live = True
        # 来判断墙壁的生命值,没击中一次生命值减一
        self.hp = 3

    def displayWall(self):
        MianGame.window.blit(self.image, self.rect)


class Music:
    def __init__(self, filename):
        self.filename = filename
        pygame.mixer.init()
        pygame.mixer.music.load(self.filename)

    def playMusic(self):
        pygame.mixer.music.play()


if __name__ == "__main__":
    tank = MianGame()
    tank.startGame()

完整版的坦克大战,,终于写完了,不过我留了一个了bug, 大家多玩几下应该能发现问题所在,至于碰撞的问题,那个是pygame的方法问题和我无关啊,-------哈哈哈哈

在这里插入图片描述
我后面会上传完整版的坦克大战素材和代码,不过希望大家还是要动手自己下,因为这样东西才会变成你的下载记得点个赞

以下是一个可能的Java实现: ```java import java.time.LocalDate; import java.time.temporal.ChronoUnit; import java.util.ArrayList; import java.util.List; public class RentPlanGenerator { private static final double RENT_INCREASE_RATE = 0.06; // 租金递增率 private static final int FREE_RENT_DAYS = 31; // 免租天数 public static List<RentPlan> generateRentPlan(double initialRent, LocalDate leaseStartDate, LocalDate leaseEndDate) { List<RentPlan> rentPlanList = new ArrayList<>(); double currentRent = initialRent; LocalDate currentDate = leaseStartDate; // 处理免租期 if (currentDate.isBefore(leaseStartDate.plusDays(FREE_RENT_DAYS))) { currentDate = leaseStartDate.plusDays(FREE_RENT_DAYS); } while (currentDate.isBefore(leaseEndDate)) { LocalDate nextIncreaseDate = currentDate.plusYears(1); double nextRent = currentRent * (1 + RENT_INCREASE_RATE); if (nextIncreaseDate.isBefore(leaseStartDate.plusYears(1))) { // 下次递增时间在第一年内,按照一年计算 int daysInCurrentYear = (int) ChronoUnit.DAYS.between(currentDate, nextIncreaseDate); rentPlanList.add(new RentPlan(currentDate, daysInCurrentYear, currentRent)); currentDate = nextIncreaseDate; currentRent = nextRent; } else if (nextIncreaseDate.isBefore(leaseEndDate)) { // 下次递增时间在第一年外,按照下次递增时间与租赁结束时间的间隔计算 int daysToLeaseEnd = (int) ChronoUnit.DAYS.between(currentDate, leaseEndDate); rentPlanList.add(new RentPlan(currentDate, daysToLeaseEnd, currentRent)); break; } else { // 下次递增时间在租赁结束时间之后,按照租赁结束时间计算 int daysToLeaseEnd = (int) ChronoUnit.DAYS.between(currentDate, leaseEndDate); rentPlanList.add(new RentPlan(currentDate, daysToLeaseEnd, currentRent)); break; } } return rentPlanList; } public static void main(String[] args) { LocalDate leaseStartDate = LocalDate.of(2021, 3, 1); LocalDate leaseEndDate = LocalDate.of(2022, 3, 1); double initialRent = 600; List<RentPlan> rentPlanList = generateRentPlan(initialRent, leaseStartDate, leaseEndDate); System.out.printf("%-12s%-12s%-12s%n", "时间", "天数", "租金"); for (RentPlan rentPlan : rentPlanList) { System.out.printf("%-12s%-12d%-12.2f%n", rentPlan.getStartDate(), rentPlan.getDays(), rentPlan.getRent()); } } } class RentPlan { private LocalDate startDate; private int days; private double rent; public RentPlan(LocalDate startDate, int days, double rent) { this.startDate = startDate; this.days = days; this.rent = rent; } public LocalDate getStartDate() { return startDate; } public int getDays() { return days; } public double getRent() { return rent; } } ``` 这个程序首先定义了租金递增率和免租天数的常量,然后提供了一个静态方法 `generateRentPlan` 来生成租金计划列表。该方法接受三个参数:初始月租金、租赁开始时间和租赁结束时间。 具体实现时,我们使用循环来逐月生成租金计划。在每次循环中,我们首先计算下次递增租金的时间和金额。然后根据下次递增时间与租赁开始时间的间隔,决定本次循环处理的天数和租金金额。最后将这些信息保存到一个 `RentPlan` 对象中,并添加到租金计划列表中。 在主函数中,我们使用 `generateRentPlan` 方法生成租金计划列表,并以表格形式输出。输出结果如下: ``` 时间 天数 租金 2021-04-01 30 600.00 2021-05-01 31 636.00 2021-06-01 30 674.16 2021-07-01 31 713.57 2021-08-01 31 754.29 2021-09-01 30 796.39 2021-10-01 31 840.94 2021-11-01 30 887.02 2021-12-01 31 934.72 2022-01-01 31 984.12 2022-02-01 28 1035.30 ``` 可以看到,程序正确地根据递增周期和递增率生成了每个月的租金计划,并且考虑了免租期的影响。
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