python500行代码项目,python100行代码案例

大家好,小编来为大家解答以下问题,python500行代码项目,python100行代码案例,今天让我们一起来看看吧!

第一次使用CSDN,记录我的第一个500多行的代码, 本次创作使用python3中pygame模块,采用面向对象编程, 语法内容参照pygame官网中的使用文档, 创作对象是坦克大战小游戏2.0 。

简单的功能描述:
运行后进入游戏开始菜单界面
运行后初始界面,没有合适的图片插入,较为简单

如上图,该游戏有三个菜单,分别为开始游戏、游戏结束和帮助按钮用python画出简单笑脸
点击开始游戏,直接进入游戏画面,准备play,含有进入音效和发射子弹的音效
点击游戏结束,关闭游戏窗口,进程结束
点击帮助,进入帮助界面,内含作者信息和游戏的玩法介绍,在帮助界面下方还有一个返回按钮,用于返回上图开始菜单界面

附图如下:

在这里插入图片描述
在这里插入图片描述
由于没有合适的图片进行插入,画面不能做的更加美观,游戏没有添加结束画面,不够完善,将在下次3.0版本中进行更新与修改。

附上代码如下:

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


screen_width = 750
screen_height = 500
bg_color = pygame.Color(0, 0, 0)
text_color = pygame.Color(255, 0, 0)


class BaseItem(Sprite):
    def __init__(self, color, width, height):
        pygame.sprite.Sprite.__init__(self)


class MainGame():
    window = None
    my_tank = None
    enemyTankList = []  # 存储敌方坦克的列表
    enemyTankCount = 5  # 定义敌方坦克数量
    myBulletList = []  # 存储我方子弹的列表
    enemyBulletList = []  # 存储敌方子弹的列表
    explodeList = []  # 存储爆炸效果的列表
    wallList = []  # 存储墙壁的列表
    s1 = "img/startgame01.gif"
    e1 = "img/endgame01.gif"
    h1 = "img/help01.gif"
    ba = "img/back.gif"

    def __init__(self):
        pass

    def startSurface(self):
        button1 = Button(260, 80, MainGame.s1)
        button2 = Button(260, 180, MainGame.e1)
        button3 = Button(320, 280, MainGame.h1)
        var = pygame.display.init  # 初始化主窗口
        MainGame.window = pygame.display.set_mode([screen_width, screen_height])  # 设置主窗口的大小并显示
        pygame.display.set_caption("坦克大战2.0")  # 设置窗口的标题
        while True:
            MainGame.window.fill(bg_color)  # 设置主窗口的填充色
            button1.displayButton()
            button2.displayButton()
            button3.displayButton()
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN:
                    if button1.isOver() == True:  # 如果按下的是button1,即开始游戏
                        self.startGame()
                    elif button2.isOver() == True:  # 如果按下的是button2,即游戏结束
                        self.endGame()
                    elif button3.isOver() == True:  # 如果按下的是button3,即游戏帮助
                        self.helpGame()
                if event.type == pygame.QUIT:  # 关闭键
                    self.endGame()
            pygame.display.update()

    def startGame(self):
        var = pygame.display.init  # 初始化主窗口
        MainGame.window = pygame.display.set_mode([screen_width, screen_height])  # 设置主窗口的大小并显示
        pygame.display.set_caption("坦克大战2.0")  # 设置窗口的标题
        self.createMyTank()  # 初始化我方坦克
        self.createEnemyTank()  # 初始化敌方坦克
        self.createWall()  # 初始化墙壁

        while True:
            time.sleep(0.02)  # 循环变慢

            MainGame.window.fill(bg_color)  # 设置主窗口的填充色

            self.getEvent()  # 获取事件

            MainGame.window.blit(self.getTextSurface("敌方坦克剩余数量:%d" % len(MainGame.enemyTankList)), (10, 10))  # 绘制文字

            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()  # 调用我方坦克显示方法,只需要初始化一次,一直显示即可
            else:
                del MainGame.my_tank  # 删除我方坦克
                MainGame.my_tank = None

            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()  # 我方坦克的移动,按下方向键一直移动
                    MainGame.my_tank.hitWall()  # 检测我方坦克是否与墙壁发生碰撞
                    MainGame.my_tank.myTank_hit_enemyTank()  # 检测我方坦克是否与敌方坦克发生碰撞
            self.blitEnemyTank()  # 调用敌方坦克显示方法
            self.blitMyBullet()  # 调用我方坦克子弹显示方法
            self.blitEnemyBullet()  # 调用敌方坦克子弹显示方法
            self.blitExplode()  # 调用爆炸效果的显示方法
            self.blitWall()  # 调用墙壁的显示方法

            pygame.display.update()  # 主窗口的更新,用于一直存在

    def endGame(self):
        print("游戏结束")
        exit()

    def helpGame(self):
        var = pygame.display.init  # 初始化主窗口
        MainGame.window = pygame.display.set_mode([screen_width, screen_height])  # 设置主窗口的大小并显示
        pygame.display.set_caption("坦克大战2.0")  # 设置窗口的标题
        button_back = Button(320, 350, MainGame.ba)
        while True:
            MainGame.window.fill(bg_color)  # 设置主窗口的填充色
            for event in pygame.event.get():
                if event.type == pygame.QUIT:  # 关闭键
                    self.endGame()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if button_back.isOver() == True:
                        self.startSurface()
            button_back.displayButton()
            MainGame.window.blit(self.getTextSurface("玩法介绍"), (350, 100))
            MainGame.window.blit(self.getTextSurface("本游戏为模拟儿时经典的坦克大战游戏2.0版本,作者:A good boy"), (200, 150))
            MainGame.window.blit(self.getTextSurface("按下键盘的上、下、左、右键来移动我方坦克,按下键盘的空格键进行射击。"), (170, 200))
            pygame.display.update()

    def getTextSurface(self, text):
        pygame.font.init()  # 初始化字体模块
        font = pygame.font.SysFont("SimHei", 12)  # 获取系统字体对象并设置字体和大小
        textSurface = font.render(text, True, text_color)  # 绘制文字信息
        return textSurface

    def getEvent(self):
        eventList = pygame.event.get()  # 获取所有事件

        for event in eventList:  # 遍历事件
            if event.type == pygame.QUIT:  # 关闭键
                self.endGame()
            if event.type == pygame.KEYDOWN:  # 键盘按下
                if not MainGame.my_tank:
                    if event.key == pygame.K_r:
                        self.createMyTank()

                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key == pygame.K_LEFT:
                        MainGame.my_tank.direction = 'L'  # 切换方向
                        MainGame.my_tank.stop = False
                        print("按下左键,坦克向左移动")
                    elif event.key == pygame.K_RIGHT:
                        MainGame.my_tank.direction = 'R'  # 切换方向
                        MainGame.my_tank.stop = False
                        print("按下右键,坦克向右移动")
                    elif event.key == pygame.K_UP:
                        MainGame.my_tank.direction = 'U'  # 切换方向
                        MainGame.my_tank.stop = False
                        print("按下上键,坦克向上移动")
                    elif event.key == pygame.K_DOWN:
                        MainGame.my_tank.direction = 'D'  # 切换方向
                        MainGame.my_tank.stop = False
                        print("按下下键,坦克向下移动")
                    elif event.key == pygame.K_SPACE:
                        if len(MainGame.myBulletList) < 3:
                            myBullet = Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(myBullet)
                            print('发射子弹')
                            music = Music('img/hit.wav')
                            music.play()

            if event.type == pygame.KEYUP:
                # 判断松开的键是上、下、左、右键时候才停止坦克移动
                if event.key == pygame.K_UP \
                        or event.key == pygame.K_DOWN \
                        or event.key == pygame.K_LEFT \
                        or event.key == pygame.K_RIGHT:
                    if MainGame.my_tank and MainGame.my_tank.live:
                        MainGame.my_tank.stop = True

    def createMyTank(self):  # 初始化我方坦克
        MainGame.my_tank = MyTank(350, 300)
        music = Music('img/start.wav')
        music.play()

    def createEnemyTank(self):  # 初始化敌方坦克,并将敌方坦克添加到列表中
        top = 100
        for i in range(MainGame.enemyTankCount):  # 循环生成敌方坦克
            left = random.randint(0, 600)
            speed = random.randint(1, 4)
            enemy = EnemyTank(left, top, speed)
            MainGame.enemyTankList.append(enemy)

    def blitEnemyTank(self):  # 遍历敌方坦克,显示列表中敌方坦克
        for enemyTank in MainGame.enemyTankList:
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                enemyTank.hitWall()
                enemyBullet = enemyTank.shoot()
                if MainGame.my_tank and MainGame.my_tank.live:
                    enemyTank.enemyTank_hit_myTank()  # 检测敌方坦克是否与我方坦克发生碰撞
                if enemyBullet:  # 敌方子弹是否是None,如果不为None则添加到敌方子弹列表中
                    MainGame.enemyBulletList.append(enemyBullet)
            else:
                MainGame.enemyTankList.remove(enemyTank)

    def blitMyBullet(self):  # 遍历我方子弹,显示列表中我方子弹
        for myBullet in MainGame.myBulletList:
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
                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()
                enemyBullet.enemyBullet_hit_myTank()  # 调用敌方子弹与我方坦克碰撞的方法
                enemyBullet.hitWall()  # 调用敌方子弹与墙壁碰撞方法
            else:
                MainGame.enemyBulletList.remove(enemyBullet)

    def blitExplode(self):
        for explode in MainGame.explodeList:
            if explode.live:
                explode.displayExplode()
            else:
                MainGame.explodeList.remove(explode)

    def createWall(self):
        for i in range(6):
            wall = Wall(i * 130, 220)
            MainGame.wallList.append(wall)

    def blitWall(self):
        for wall in MainGame.wallList:
            if wall.live:
                wall.displayWall()
            else:
                MainGame.wallList.remove(wall)


class Button():  # 此类用于游戏中出现的各种按钮
    def __init__(self, left, top, filename):  # 初始化该按钮,包括加载图片,初始位置,按钮大小
        self.image = pygame.image.load(filename)
        self.rect = self.image.get_rect()  # 获取图片的区域
        self.rect.left = left
        self.rect.top = top

    def isOver(self):  # 判断鼠标是否放在该按钮上
        point_x, point_y = pygame.mouse.get_pos()
        x = self.rect.left
        y = self.rect.top
        w, h = self.image.get_size()
        in_x = x < point_x < x + w
        in_y = y < point_y < y + h
        return in_x and in_y

    def displayButton(self):
        MainGame.window.blit(self.image, self.rect)


class Tank(BaseItem):
    def __init__(self, left, top):
        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"),
        }
        self.direction = "U"
        self.image = self.images[self.direction]  # 初始化方向

        self.rect = self.image.get_rect()  # 获取图片的区域
        self.rect.left = left
        self.rect.top = top

        self.speed = 5  # 初始化速度

        self.stop = True

        self.live = True

        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top

    def move(self):
        self.oldLeft = self.rect.left
        self.oldTop = self.rect.top
        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

    def shoot(self):
        return Bullet(self)

    def stay(self):
        self.rect.left = self.oldLeft
        self.rect.top = self.oldTop

    def hitWall(self):  # 检测坦克是否与墙壁发生碰撞
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(self, wall):
                self.stay()  # 将坐标设置为移动之前的坐标

    def displayTank(self):
        self.image = self.images[self.direction]  # 获取要显示的坦克对象
        MainGame.window.blit(self.image, self.rect)  # 调用bilt方法进行显示


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

    def myTank_hit_enemyTank(self):  # 检测我方坦克与敌方坦克发生碰撞
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(self, enemyTank):
                self.stay()


class EnemyTank(Tank):
    def __init__(self, left, top, speed):
        super(EnemyTank, self).__init__(left, top)
        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'),
        }
        self.direction = self.randDirection()  # 方向,随机生成敌方坦克的方向
        self.image = self.images[self.direction]  # 根据方向获取图片
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        self.flag = True  # 移动开关
        self.step = 60  # 移动步数

    def enemyTank_hit_myTank(self):  # 检测敌方坦克与我方坦克发生碰撞
        if pygame.sprite.collide_rect(self, MainGame.my_tank):
            self.stay()

    def randDirection(self):  # 随机方向
        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):  # 随机移动
        if self.step <= 0:
            self.direction = self.randDirection()
            self.step = 60  # 步数复位
        else:
            self.move()
            self.step -= 1

    def shoot(self):
        num = random.randint(1, 50)  # 随机生成50以内的数
        if num < 3:
            return Bullet(self)


class Bullet(BaseItem):
    def __init__(self, tank):
        self.image = pygame.image.load("img/enemymissile.gif")
        self.direction = tank.direction  # 坦克的方向决定子弹的方向
        self.rect = self.image.get_rect()
        # 子弹的left和top
        if self.direction == 'U':
            self.rect.left = int(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 = int(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 = int(tank.rect.left - self.rect.width / 2 - self.rect.width / 2)
            self.rect.top = int(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 = int(tank.rect.top + tank.rect.width / 2 - self.rect.width / 2)
        self.speed = 6
        self.live = True

    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                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

    def hitWall(self):  # 检测子弹与墙壁碰撞
        for wall in MainGame.wallList:
            if pygame.sprite.collide_rect(self, wall):
                self.live = False
                wall.hp -= 1  # 墙壁的生命值减小
                if wall.hp <= 0:
                    wall.live = False

    def displayBullet(self):
        MainGame.window.blit(self.image, self.rect)

    def myBullet_hit_enemyTank(self):  # 我方子弹与敌方坦克发生碰撞
        # 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):
                self.live = False  # 修改敌方坦克和我方子弹的状态
                enemyTank.live = False
                explode = Explode(enemyTank)  # 创建爆炸对象
                MainGame.explodeList.append(explode)

    def enemyBullet_hit_myTank(self):  # 敌方子弹与我方坦克的碰撞
        if MainGame.my_tank and MainGame.my_tank.live:
            if pygame.sprite.collide_rect(MainGame.my_tank, self):
                self.live = False
                MainGame.my_tank.live = False
                explode = Explode(MainGame.my_tank)
                MainGame.explodeList.append(explode)


class Explode():
    def __init__(self, tank):
        self.rect = tank.rect  # 爆炸的位置由当前子弹打中的坦克位置决定
        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):
        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  # 复位


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
        self.hp = 3  # 设置墙壁生命值

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


class Music():
    def __init__(self, filename):
        self.filename = filename
        pygame.mixer.init()  # 初始化音乐混合器
        pygame.mixer.music.load(self.filename)

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


if __name__ == "__main__":
    MainGame().startSurface()

本程序的所有图片皆为自己用画图软件制作或网上寻找。

  • 9
    点赞
  • 10
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值