坦克大战(Python)

引言

最近在学习python,跟着视频完整的码了《坦克大战》这个小游戏,切身体会了面向对象分析编程的过程,逻辑清晰,不像我学之前面对整个问题无从下手,总之是很有逻辑和条理一步步写代码,这种码代码方式是比较快乐的。第一次成功完成游戏制作,挺有意义,记录一下。

代码部分:

"""
v2.0 小游戏初步完成
"""

import pygame, time,random

COLOR_RED = pygame.Color(255, 0, 0)
COLOR_BLACK = pygame.Color(0, 0, 0)
version = 'v2.0'


class MainGame():
    # 游戏主窗口
    window = None
    SCREEN_WIDTH = 800
    SCREEN_HEIGHT = 500
    Tank_My = None
    EnemyTank_list = []
    EnemyTank_num = 5
    Enemy_bullet_list=[]
    Explode_list=[]
    Bullet_list=[]
    Wall_list=[]
    def __init__(self):
        pass

    def startgame(self):
        pygame.display.init()
        MainGame.window = pygame.display.set_mode([MainGame.SCREEN_WIDTH, MainGame.SCREEN_HEIGHT])
        pygame.display.set_caption("坦克大战" + version)
        self.creatMyTank()
        self.creatEnemyTank()
        self.creatWalls()
        # 让窗口持续刷新
        while True:
            MainGame.window.fill(COLOR_BLACK)
            # self.getTextSurface()
            # 在循环中持续获取事件
            self.getevent()
            # 将绘制得到的小画布,黏贴到窗口中
            MainGame.window.blit(self.getTextSurface("剩余敌方坦克%d辆" % len(MainGame.EnemyTank_list)), (5, 10))
            self.blitWalls()
            self.blitEnemyTank()
            if MainGame.Tank_My and not MainGame.Tank_My.stop:
                MainGame.Tank_My.move()
                MainGame.Tank_My.hitWalls()
                MainGame.Tank_My.hitEnemyTank()
            self.blitBullet()
            self.blitEnemyBullet()
            self.displayExplodes()
            if MainGame.Tank_My and MainGame.Tank_My.live:
                MainGame.Tank_My.display()
            else:
                del MainGame.Tank_My
                MainGame.Tank_My=None
            time.sleep(0.02)
            pygame.display.update()

    def getevent(self):
        # 1.获取所有事件
        eventlist = pygame.event.get()
        for event in eventlist:
            # 判断事件类型event.type是否为退出QUIT,如果是退出的话,直接调用程序结束方法
            if event.type == pygame.QUIT:
                self.endgame()
            if MainGame.Tank_My and MainGame.Tank_My.live:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        print("坦克向左移动")
                        MainGame.Tank_My.direction = 'L'
                        MainGame.Tank_My.stop = False
                    elif event.key == pygame.K_RIGHT:
                        print("坦克向右移动")
                        MainGame.Tank_My.direction = 'R'
                        MainGame.Tank_My.stop = False
                    elif event.key == pygame.K_DOWN:
                        print("坦克向下移动")
                        MainGame.Tank_My.direction = 'D'
                        MainGame.Tank_My.stop = False
                    elif event.key == pygame.K_UP:
                        print("坦克向上移动")
                        MainGame.Tank_My.direction = 'U'
                        MainGame.Tank_My.stop = False
                    elif event.key == pygame.K_SPACE:
                        print("坦克发射子弹")
                        MainGame.Tank_My.stop = True
                        if len(self.Bullet_list)<3:
                            # 产生一颗子弹
                            m = Bullet(MainGame.Tank_My)
                            # 将子弹加入列表
                            self.Bullet_list.append(m)
                            music=Music('musics/fire.wav')
                            music.play()
                elif event.type == pygame.KEYUP:
                    # 松开如果是方向键才处理
                    if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
                        MainGame.Tank_My.stop = True
                    if event.key == pygame.K_SPACE:
                        MainGame.Tank_My.stop = True
            elif event.type==pygame.KEYDOWN and event.key==pygame.K_ESCAPE:
                self.creatMyTank()

    #创建敌方坦克
    def creatWalls(self):
        for i in range(1,4):
            wall=Wall(180*i,250)
            MainGame.Wall_list.append(wall)
    def creatEnemyTank(self):
        top=100
        speed=2
        for i in range(MainGame.EnemyTank_num):
            left = random.randint(1, 5)
            eTank=enemyTank(100*left,top,speed*left)
            MainGame.EnemyTank_list.append(eTank)
    def creatMyTank(self):
        MainGame.Tank_My = myTank(400, 400)
        music=Music('musics/start.wav')
        music.play()
    def blitWalls(self):
        for wall in MainGame.Wall_list:
            if wall.live:
                wall.displayWall()
            else:
                MainGame.Wall_list.remove(wall)
    #将坦克加入到窗口中
    def blitEnemyTank(self):
        for eTank in MainGame.EnemyTank_list:
            if eTank.live:
                eTank.display()
                eTank.randMove()
                eTank.hitWalls()
                if MainGame.Tank_My and MainGame.Tank_My.live:
                    eTank.hitMyTank()
                eBullet=eTank.shot()
                if eBullet:
                    MainGame.Enemy_bullet_list.append(eBullet)
            else:
                MainGame.EnemyTank_list.remove(eTank)
    def blitMyTank(self):
        if self.Tank_My and self.Tank_My.live:
            myTank.display(self)
    def blitBullet(self):
    #将子弹加入到窗口中
        for bullet in MainGame.Bullet_list:
            if bullet.live:
                Bullet.displayBullet(bullet)
                Bullet.move(bullet)
                bullet.hitEnemyTank()
                bullet.hitWalls()
            else:
                MainGame.Bullet_list.remove(bullet)
    def blitEnemyBullet(self):
        for eBullet in MainGame.Enemy_bullet_list:
            if eBullet.live:
                Bullet.displayBullet(eBullet)
                Bullet.move(eBullet)
                if MainGame.Tank_My and MainGame.Tank_My.live:
                    eBullet.hitMyTank()
                eBullet.hitWalls()
            else:
                MainGame.Enemy_bullet_list.remove(eBullet)
    def displayExplodes(self):
        for explode in MainGame.Explode_list:
            if explode.live:
                explode.displayExplode()
                music=Music('musics/bang.wav')
                music.play()
            else:
                MainGame.Explode_list.remove(explode)
    def getTextSurface(self, text):
        pygame.font.init()
        font = pygame.font.SysFont('kaiti', 18)
        surface = font.render(text, True, COLOR_RED)
        return surface

    def endgame(self):
        print("谢谢使用")
        exit()
class BaseItem(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
class Tank(BaseItem):
    def __init__(self, left, top):
        self.images = {
            'U': pygame.image.load("images/WU.gif"),
            'D': pygame.image.load("images/WD.gif"),
            'L': pygame.image.load("images/WL.gif"),
            'R': pygame.image.load("images/WR.gif"),
        }
        self.direction = 'U'
        self.image = self.images[self.direction]
        # 获取坦克的大小
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        # 速度属性
        self.speed = 5
        # 新增属性:坦克的移动开关
        self.stop = True
        self.live=True
        #新增属性:用来记录移动之前的坐标
        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 == 'R':
            if self.rect.left + self.rect.width < MainGame.SCREEN_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 < MainGame.SCREEN_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 MainGame.Wall_list:
            if pygame.sprite.collide_rect(self,wall):
                self.stay()
    def display(self):
        # 1.重新设置坦克的图片
        self.image = self.images[self.direction]
        # 2.将坦克加入到窗口中
        MainGame.window.blit(self.image, self.rect)
class myTank(Tank):
    def __init__(self,left,top):
        super(myTank,self).__init__(left,top)
    def hitEnemyTank(self):
        for eTank in MainGame.EnemyTank_list:
            if pygame.sprite.collide_rect(self,eTank):
                self.stay()
class enemyTank(Tank):
    def __init__(self, left, top,speed):
        # 图片集
        self.images = {
            'U': pygame.image.load("images/EU.gif"),
            'D': pygame.image.load("images/ED.gif"),
            'L': pygame.image.load("images/EL.gif"),
            'R': pygame.image.load("images/ER.gif"),
        }
        self.direction = self.randDirection()
        self.image = self.images[self.direction]
        # 获取坦克的大小
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        # 速度属性
        self.speed = speed
        #新增步数属性,控制敌方坦克移动
        self.step=20
        self.live=True
    def randDirection(self):
        num=random.randint(1,4)
        if num==1 :
            return 'U'
        elif num==2:
            return 'D'
        elif num==3:
            return 'R'
        elif num==4:
            return 'L'
    def randMove(self):
        if self.step<=0:
            self.direction=self.randDirection()
            self.step=30
        else:
            self.move()
            self.step -=1
    def shot(self):
        if random.randint(1,50)==1:
            return Bullet(self)
    def hitMyTank(self):
        if pygame.sprite.collide_rect(self,MainGame.Tank_My):
            self.stay()
class Bullet(BaseItem):
    def __init__(self,tank):
        # 方向(坦克方向)
        self.direction=tank.direction
        #图片
        self.images={
            'U':pygame.image.load("images/MU.gif"),
            'D': pygame.image.load("images/MD.gif"),
            'R': pygame.image.load("images/MR.gif"),
            'L': pygame.image.load("images/ML.gif"),
        }
        self.image=self.images[tank.direction]
        #位置
        self.rect=self.image.get_rect()
        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
        elif 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
        elif self.direction == 'R':
            self.rect.left = tank.rect.left + tank.rect.width
            self.rect.top += tank.rect.top + tank.rect.height/2-self.rect.height/2
        elif self.direction == 'L':
            self.rect.left = tank.rect.left - self.rect.width
            self.rect.top += tank.rect.top + tank.rect.height/2-self.rect.height/2

        #速度
        self.speed=7
        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=='D':
            if self.rect.top+self.rect.height<MainGame.SCREEN_HEIGHT:
                self.rect.top+=self.speed
            else:
                self.live=False
        elif self.direction=='R':
            if self.rect.left+self.rect.width<MainGame.SCREEN_WIDTH:
                self.rect.left+=self.speed
            else:
                self.live=False
        elif self.direction=='L':
            if self.rect.left-self.rect.width>0:
                self.rect.left-=self.speed
            else:
                self.live=False
    def displayBullet(self):
        MainGame.window.blit(self.image,self.rect)
    def hitEnemyTank(self):
        for eTank in MainGame.EnemyTank_list:
            if pygame.sprite.collide_rect(eTank,self):
                explode=Explode(eTank)
                MainGame.Explode_list.append(explode)
                self.live=False
                eTank.live=False
                Explode.displayExplode(eTank)
    def hitMyTank(self):
        if pygame.sprite.collide_rect(MainGame.Tank_My,self):
            explode=Explode(MainGame.Tank_My)
            MainGame.Explode_list.append(explode)
            MainGame.Tank_My.live=False
            self.live=False
    def hitWalls(self):
        for wall in MainGame.Wall_list:
            if pygame.sprite.collide_rect(wall,self):
                self.live=False
                if wall.hp>0:
                    wall.hp-=1
                else:
                    wall.live=False
class Explode():
    def __init__(self,tank):
        self.rect=tank.rect
        self.step=0
        self.images=[
            pygame.image.load('images/0.gif'),
            pygame.image.load('images/1.gif'),
            pygame.image.load('images/2.gif'),
            pygame.image.load('images/3.gif'),
            pygame.image.load('images/4.gif'),
            pygame.image.load('images/5.gif'),
            pygame.image.load('images/6.gif'),
            pygame.image.load('images/7.gif')
        ]
        self.live=True
        self.image=self.images[self.step ]
    def displayExplode(self):
        if self.step<len(self.images):
            self.image=self.images[self.step]
            MainGame.window.blit(self.image, self.rect)
            self.step+=1
        else:
            self.step=0
            self.live=False
class Wall():
    def __init__(self,left,top):
        self.image=pygame.image.load('images/wall.gif')
        self.rect=self.image.get_rect()
        self.rect.left=left
        self.rect.top=top
        self.live=True
        self.hp=3
    def displayWall(self):
        MainGame.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 play(self):
        pygame.mixer.music.play()


MainGame().startgame()

附录

思维导图(自己制作,存在漏写和不规范问题):
在这里插入图片描述

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