pygame坦克大战

在这里插入图片描述

Github—TankerWar

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

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 500
BG_COLOR = pygame.Color(0, 0, 0)
TEXT_COLOR = pygame.Color(255, 255, 255)


# 基类
class BaseItem(Sprite):
    def __init__(self, color, width, height):
        # Call the parent class (Sprite) constructor
        pygame.sprite.Sprite.__init__(self)


class MainGame():
    window = None  # 游戏窗口
    my_tank = None  # 我方坦克
    enemyTankList = []  # 敌方坦克列表
    enemyTankCount = 5  # 定义敌方塔克数量
    myBulletList = []  # 我方子弹列表
    enemyBulletList = []  # 敌方子弹列表
    explodeList = []  # 爆炸物列表
    wallList = []  # 墙壁列表

    def __init__(self):
        pass

    # 开始游戏
    def startGame(self):
        pygame.display.init()
        MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])  # 窗口初始化
        pygame.display.set_caption('坦克大战')
        self.creatMyTank()
        self.createEnemyTank()
        self.createWall()
        while True:
            time.sleep(0.02)
            MainGame.window.fill(BG_COLOR)
            MainGame.window.blit(self.getTextSurface(f'敌方坦克剩余数量 {len(MainGame.enemyTankList)}'), (10, 10))
            self.getEvent()  # 获得事件
            self.blitEnemyTank()  # 添加各个元素
            self.blitMyBullet()
            self.blitEnemyBullet()
            self.blitExplode()
            self.blitWall()
            if MainGame.my_tank and MainGame.my_tank.live:
                MainGame.my_tank.displayTank()
            else:
                if MainGame.my_tank:
                    music = Music('snd/blast.wav')
                    music.start()
                del MainGame.my_tank
                MainGame.my_tank = None

            if MainGame.my_tank and MainGame.my_tank.live:
                if not MainGame.my_tank.stop:
                    MainGame.my_tank.move()
                    MainGame.my_tank.hitWall()
                    MainGame.my_tank.myTank_hit_enemyTank()
            # 更新屏幕以显示
            pygame.display.update()

    # 获取事件
    def getEvent(self):
        eventList = pygame.event.get()
        for event in eventList:
            if event.type == pygame.QUIT:
                self.endGame()
            # 判断键盘按下的键
            if event.type == pygame.KEYDOWN:
                if not MainGame.my_tank:
                    if event.key == pygame.K_ESCAPE:
                        self.creatMyTank()
                if MainGame.my_tank and MainGame.my_tank.live:
                    if event.key == pygame.K_LEFT:
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.direction = 'L'
                        print('左')
                    elif event.key == pygame.K_RIGHT:
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.direction = 'R'
                        print('右')
                    elif event.key == pygame.K_UP:
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.direction = 'U'
                        print('上')
                    elif event.key == pygame.K_DOWN:
                        MainGame.my_tank.stop = False
                        MainGame.my_tank.direction = 'D'
                        print('下')
                    elif event.key == pygame.K_SPACE:
                        print('发射子弹')
                        # 创建我方坦克子弹,控制子弹的数量
                        if len(MainGame.myBulletList) < 3:
                            myBullet = Bullet(MainGame.my_tank)
                            MainGame.myBulletList.append(myBullet)
                            music = Music('snd/fire.wav')
                            music.start()

            # 当键盘的键松开时
            if MainGame.my_tank and MainGame.my_tank.live:
                if event.type == pygame.KEYUP:
                    # 实现一边移动一边开炮
                    if event.key == pygame.K_DOWN or event.key == pygame.K_UP or event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
                        MainGame.my_tank.stop = True

    # 创建我方坦克
    def creatMyTank(self):
        MainGame.my_tank = MyTank(500, 400)
        music = Music('snd/start.wav')
        music.start()

    # 初始化敌方坦克,并添加到列表中
    def createEnemyTank(self):
        top = 100
        for i in range(MainGame.enemyTankCount):
            left = random.randint(0, 600)
            speed = random.randint(1, 3)
            enemy = EnemyTank(left, top, speed)
            MainGame.enemyTankList.append(enemy)

    # 创建墙
    def createWall(self):
        for i in range(6):
            wall = Wall(i * 150, 200)
            MainGame.wallList.append(wall)

    # 展示敌方坦克
    def blitEnemyTank(self):
        for enemyTank in MainGame.enemyTankList:
            if enemyTank.live:
                enemyTank.displayTank()
                enemyTank.randMove()
                enemyTank.hitWall()
                if MainGame.my_tank and MainGame.my_tank.live:
                    enemyTank.enemyTank_hit_myTank()
                enemyBullet = enemyTank.shot()
                if enemyBullet:
                    MainGame.enemyBulletList.append(enemyBullet)
            else:
                MainGame.enemyTankList.remove(enemyTank)
                music = Music('snd/blast.wav')
                music.start()

    # 遍历我方子弹列表
    def blitMyBullet(self):
        for myBullet in MainGame.myBulletList:
            # 判断子弹的状态
            if myBullet.live:
                myBullet.displayBullet()
                myBullet.move()
                myBullet.myBullet_hit_nenmyTank()
                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()
                enemyBullet.hitWall()
            else:
                MainGame.enemyBulletList.remove(enemyBullet)

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

    def blitWall(self):
        for wall in MainGame.wallList:
            if wall.live:
                wall.displayWall()
            else:
                MainGame.wallList.remove(wall)
                music = Music('snd/hit.wav')
                music.start()

    # 结束游戏
    def endGame(self):
        print('游戏结束')
        exit()

    # 左上角文字绘制
    def getTextSurface(self, text):
        pygame.font.init()
        # 查看所有字体
        # print(pygame.font.get_fonts())
        font = pygame.font.SysFont('kaiti', 18)
        textSurfave = font.render(text, True, TEXT_COLOR)
        return textSurfave


class Tank(BaseItem):
    def __init__(self, left, top):
        self.images = {
            'U': pygame.image.load('img/tank_u.gif'),
            'D': pygame.image.load('img/tank_d.gif'),
            'L': pygame.image.load('img/tank_l.gif'),
            'R': pygame.image.load('img/tank_r.gif'),
        }
        self.direction = 'U'
        self.image = self.images[self.direction]  # 初始化炮口朝向
        self.rect = self.image.get_rect()  # 获得坦克的矩形大小
        self.rect.left = left  # 初始化坐标
        self.rect.top = top
        self.speed = 5
        self.stop = True  # 坦克的运动状态
        self.live = True  # 是否活着
        self.oldLeft = self.rect.left  # 记录原来的坐标
        self.oldTop = self.rect.top

    # 移动
    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
                if self.rect.left < 0:
                    self.rect.left = 0
        elif self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
                if self.rect.top < 0:
                    self.rect.top = 0
        elif self.direction == 'D':
            if self.rect.top + self.rect.height < SCREEN_HEIGHT:
                self.rect.top += self.speed
                if self.rect.top + self.rect.height > SCREEN_HEIGHT:
                    self.rect.top = SCREEN_HEIGHT - self.rect.height
        elif self.direction == 'R':
            if self.rect.left + self.rect.height < SCREEN_WIDTH:
                self.rect.left += self.speed
                if self.rect.left + self.rect.height > SCREEN_WIDTH:
                    self.rect.left = SCREEN_WIDTH - self.rect.height

    # 射击
    def shot(self):
        return Bullet(self)

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

    # 展示
    def displayTank(self):
        self.image = self.images[self.direction]
        # 将坦克添加进游戏窗口
        MainGame.window.blit(self.image, self.rect)


# 我方坦克
class MyTank(Tank):
    def __init__(self, left, top):
        super(MyTank, self).__init__(left, top)

    # 检测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()


# 敌方坦克
class EnemyTank(Tank):
    def __init__(self, left, top, speed):
        super(EnemyTank, self).__init__(left, top)
        # 加载图片集
        self.images = {
            'U': pygame.image.load('img\enemy_1_u.gif'),
            'D': pygame.image.load('img\enemy_1_d.gif'),
            'L': pygame.image.load('img\enemy_1_l.gif'),
            'R': pygame.image.load('img\enemy_1_R.gif'),
        }
        self.direction = self.randDirection()
        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.flage = True
        self.step = 35  # 移动步数

    # 随机生成敌方坦克的方向
    def randDirection(self):
        num = random.randint(1, 4)
        if num == 1:
            return 'U'
        elif num == 2:
            return 'D'
        elif num == 3:
            return 'L'
        else:
            return 'R'

    # 敌方坦克随机移动
    def randMove(self):
        if self.step <= 0:
            self.direction = self.randDirection()
            self.step = 35
        else:
            self.move()
            self.step -= 1

    def shot(self):
        num = random.randint(1, 100)
        if num == 1:
            return Bullet(self)

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


# 子弹类
class Bullet(BaseItem):
    def __init__(self, tank):
        self.images = {
            'U': pygame.image.load('img/bullet_u.gif'),
            'D': pygame.image.load('img/bullet_d.gif'),
            'L': pygame.image.load('img/bullet_l.gif'),
            'R': pygame.image.load('img/bullet_R.gif'),
        }
        self.direction = tank.direction
        self.image = self.images[self.direction]
        self.rect = self.image.get_rect()
        if self.direction == 'U':
            self.rect.left = tank.rect.left + (tank.rect.width - self.rect.width) / 2
            self.rect.top = tank.rect.top - self.rect.height / 2
        elif self.direction == 'D':
            self.rect.left = tank.rect.left + (tank.rect.width - self.rect.width) / 2
            self.rect.top = tank.rect.top + tank.rect.height - self.rect.height / 2
        elif self.direction == 'L':
            self.rect.left = tank.rect.left - self.rect.width / 2
            self.rect.top = tank.rect.top + (tank.rect.height - self.rect.height) / 2
        elif self.direction == 'R':
            self.rect.left = tank.rect.left + tank.rect.width - self.rect.width / 2
            self.rect.top = tank.rect.top + (tank.rect.height - self.rect.height) / 2
        self.speed = 4  # 子弹的速度
        self.live = True  # 子弹的状态

    # 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

    # 移动
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                self.live = False
        elif self.direction == 'D':
            if self.rect.top < SCREEN_HEIGHT - self.rect.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
        elif self.direction == 'R':
            if self.rect.left < SCREEN_WIDTH - self.rect.width:
                self.rect.left += self.speed
            else:
                self.live = False

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

    # 我方子弹与敌方坦克的碰撞
    def myBullet_hit_nenmyTank(self):
        for enemyTank in MainGame.enemyTankList:
            if pygame.sprite.collide_rect(enemyTank, self):
                enemyTank.live = False
                self.live = False
                explode = Explode(enemyTank)
                MainGame.explodeList.append(explode)

    # 敌方子弹与我方坦克的碰撞
    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


# 墙壁类
class Wall():
    def __init__(self, left, top):
        self.image = pygame.image.load('img/steel.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.live = True  # 是否活着
        self.hp = 3  # 生命值

    # 展示墙壁
    def displayWall(self):
        MainGame.window.blit(self.image, self.rect)


# 爆炸类
class Explode():
    def __init__(self, tank):
        self.rect = tank.rect  # 爆炸位置由坦克位置决定
        self.images = [
            pygame.image.load('img/blast_1.gif'),
            pygame.image.load('img/blast_2.gif'),
            pygame.image.load('img/blast_3.gif'),
            pygame.image.load('img/blast_4.gif'),
            pygame.image.load('img/blast_5.gif'),
            pygame.image.load('img/blast_6.gif'),
            pygame.image.load('img/blast_7.gif'),
            pygame.image.load('img/blast_8.gif'),
        ]
        self.step = 1
        self.image = self.images[self.step]
        self.live = True  # 是否活着

    # 展示爆炸效果
    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 = 1


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

    # 播放音乐
    def start(self):
        pygame.mixer.music.play()


if __name__ == '__main__':
    MainGame().startGame()

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