python开发应用软件实例-python应用:Python开发坦克大战(附实例)

import pygame

import time

import random

from pygame.sprite import Sprite

SCREEN_WIDTH=700

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):

# Call the parent class (Sprite) constructor

pygame.sprite.Sprite.__init__(self)

class MainGame():

window = None

my_tank = None

#存储坦克列表

enemyTankList = []

enemyTankCount = 5

myBulletList = []

enemyBulietList = []

explodeList=[]

def __init__(self):

pass

def startGame(self):

print("start game")

pygame.display.init()

MainGame.window=pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])

pygame.display.set_caption("坦克大战")

MainGame.my_tank = Tank(350, 250)

#初始化敌方坦克

self.CreateEnemyTank()

while True:

time.sleep(0.003)

#获取事件

MainGame.window.fill(BG_COLOR)

self.getEvent()

MainGame.window.blit(self.getTextSuface("敌方坦克数量%d"%len(MainGame.enemyTankList)),(10,10))

MainGame.my_tank.displayTank()

self.blitMyBullet()

self.blitEnemyTank()

self.blitEnemyBuliet()

self.blitExplode()

if not MainGame.my_tank.stop :

MainGame.my_tank.move()

pygame.display.update()

pygame.display.flip()

def CreateEnemyTank(self):

top = 100

for i in range(MainGame.enemyTankCount):

left = random.randint(0,600)

speed = 1

enemy= EnemyTank(left, top , speed)

MainGame.enemyTankList.append(enemy)

def blitEnemyTank(self):

for et in MainGame.enemyTankList:

if et.alive:

et.displayTank()

et.randMove()

eb = et.shot()

if eb :

MainGame.enemyBulietList.append(eb)

else:

MainGame.enemyTankList.remove(et)

def blitMyBullet(self):

for myBullet in MainGame.myBulletList:

if myBullet.alive:

myBullet.displayBullet()

myBullet.move()

myBullet.myBullet_hit_enemyTank()

else:

MainGame.myBulletList.remove(myBullet)

def blitEnemyBuliet(self):

for eb in MainGame.enemyBulietList:

if eb.alive:

eb.displayBullet()

eb.move()

else:

MainGame.enemyBulietList.remove(eb)

def blitExplode(self):

for explode in MainGame.explodeList:

if explode.live :

explode.displayExplode()

else:

MainGame.explodeList.remove(explode)

def endGame(self):

print("exit")

exit()

#左上角文字

def getTextSuface(self,text):

pygame.font.init()

#print(pygame.font.get_fonts())

font = pygame.font.SysFont('kaiti',18)

txt = font.render(text, True, TEXT_COLOR)

return txt

def getEvent(self):

#获取所有的事件

eventList= pygame.event.get()

for event in eventList:

if event.type == pygame.QUIT:

self.endGame()

if event.type == pygame.KEYDOWN:

if event.key == pygame.K_LEFT:

print("Key LEFT")

MainGame.my_tank.direction='L'

MainGame.my_tank.stop = False

#MainGame.my_tank.move()

elif event.key == pygame.K_RIGHT:

print("Key RIGHT")

MainGame.my_tank.direction = 'R'

MainGame.my_tank.stop = False

#MainGame.my_tank.move()

elif event.key == pygame.K_UP:

print("Key UP")

MainGame.my_tank.direction = 'U'

MainGame.my_tank.stop = False

#MainGame.my_tank.move()

elif event.key == pygame.K_DOWN:

print("Key DOWN")

MainGame.my_tank.direction = 'D'

MainGame.my_tank.stop = False

#MainGame.my_tank.move()

elif event.key == pygame.K_SPACE:

print("Fire")

myBullet = Bullet(MainGame.my_tank)

MainGame.myBulletList.append(myBullet)

if event.type == pygame.KEYUP:

if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:

MainGame.my_tank.stop = True

class Tank(BaseItem):

def __init__(self, left, top):

self.images = {

'U': pygame.image.load("imgs/p1tankU.gif"),

'D': pygame.image.load('imgs/p1tankD.gif'),

'L': pygame.image.load('imgs/p1tankL.gif'),

'R': pygame.image.load('imgs/p1tankR.gif')

}

self.direction = 'D'

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 = 1

def move(self):

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

self.rect.top += self.speed

elif self.direction == 'R':

if self.rect.left + self.rect.width < SCREEN_WIDTH:

self.rect.left += self.speed

def shot(self):

num = random.randint(1,1000)

if num < 7 :

return Bullet(self)

def displayTank(self):

self.image = self.images[self.direction]

MainGame.window.blit(self.image,self.rect)

class MyTank(Tank):

def __init__(self):

pass

class EnemyTank(Tank):

def __init__(self,left,top,speed):

self.images={

'U': pygame.image.load("imgs/enemy1U.gif"),

'D': pygame.image.load('imgs/enemy1D.gif'),

'L': pygame.image.load('imgs/enemy1L.gif'),

'R': pygame.image.load('imgs/enemy1R.gif')

}

self.direction = self.randDirection()

self.image=self.images[self.direction]

self.rect = self.image.get_rect()

self.rect.left = left

self.rect.top = top

self.speed = speed

self.flag = True

self.setp = 10

self.alive = True

def randDirection(self):

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):

if self.setp <= 0:

self.direction = self.randDirection()

self.setp = random.randint(60,140)

else:

self.move()

self.setp -= 1

class Bullet(BaseItem):

def __init__(self,tank):

self.image = pygame.image.load("imgs/enemymissile.gif")

self.direction = tank.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

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 == 'L':

self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2

self.rect.top = 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 = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2

self.speed = 2

self.alive = True

def move(self):

if self.direction == 'U':

if self.rect.top > 0:

self.rect.top -= self.speed

else:

self.alive=False

elif self.direction == 'R':

if self.rect.left + self.rect.width < SCREEN_WIDTH:

self.rect.left += self.speed

else:

self.alive=False

elif self.direction == 'D':

if self.rect.top + self.rect.height < SCREEN_HEIGHT:

self.rect.top += self.speed

else:

self.alive=False

elif self.direction == 'L':

if self.rect.left > 0:

self.rect.left -= self.speed

else:

self.alive=False

def displayBullet(self):

MainGame.window.blit(self.image,self.rect)

print(self.rect.left)

print(self.rect.top)

def myBullet_hit_enemyTank(self):

for enemyTank in MainGame.enemyTankList:

if pygame.sprite.collide_rect(enemyTank,self):

enemyTank.alive = False

self.alive = False

explode = Explode(enemyTank)

#displayExplode()

MainGame.explodeList.append(explode)

class Wall():

def __init__(self):

pass

def display(self):

pass

class Explode():

def __init__(self, tank):

self.rect= tank.rect

self.images=[

pygame.image.load("imgs/blast0.gif"),

pygame.image.load("imgs/blast1.gif"),

pygame.image.load("imgs/blast2.gif"),

pygame.image.load("imgs/blast3.gif"),

pygame.image.load("imgs/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

class Music():

def __init__(self):

pass

def play(self):

pass

if __name__ == '__main__':

MainGame().startGame()

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