python 历遍子弹_python+pygame实现坦克大战

本文实例为大家分享了python+pygame实现坦克大战的具体代码,供大家参考,具体内容如下

一、首先导入pygame库

二、源码分享

#coding=utf-8

import pygame

import time

import random

from pygame.sprite import Sprite

SCREEN_WIDTH=800

SCREEN_HEIGHT=500

BG_COLOR=pygame.Color(0,0,0)

TEXT_COLOR=pygame.Color(255,0,0)

#定义一个基类

class BaseItem(Sprite):

def __init__(self,color,width,height):

pygame.sprite.Sprite.__init__(self)

class MainGame():

window=None

my_tank = None

#存储敌方坦克的列表

enemyTankList=[]

enemyTankCount=5

# 存储我方坦克子弹的列表

myBulletList = []

#存储敌方子弹的列表

enemyBulletList=[]

explodeList = []

#创建墙壁列表

wallList = []

def __init__(self):

pass

def startGame(self):

pygame.display.init() #初始化窗口

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

#初始化我方坦克

self.createMyTank()

pygame.display.set_caption('坦克大战1.03')

#初始化敌方坦克

self.createEnemyTank()

self.createWall()

while True:

time.sleep(0.02)

#给窗口设置填充色

MainGame.window.fill(BG_COLOR)

self.getEvent()

#绘制文字

MainGame.window.blit(self.getTextSuface('敌方坦克剩余数量%d'%len(MainGame.enemyTankList)),(10,10))

#调用坦克显示方法

if MainGame.my_tank and MainGame.my_tank.live:

MainGame.my_tank.displayTank()

else:

del MainGame.my_tank

MainGame.my_tank = None

#循环遍历列表显示敌方坦克

self.blitEnemyTank()

#循环遍历爆炸列表

self.blitExplode()

#循环遍历墙壁

self.blitWall()

#循环遍历我方坦克的子弹

self.blitMyBullet()

#循环遍历子弹列表,展示敌方子弹

self.blitEnemyBullet()

if MainGame.my_tank and MainGame.my_tank.live:

if not MainGame.my_tank.stop:

MainGame.my_tank.move()

#检测我方坦克是否与墙壁发生碰撞

MainGame.my_tank.hitWall()

MainGame.my_tank.myTank_hit_enemyTank()

pygame.display.update()

def blitWall(self):

for wall in MainGame.wallList:

if wall.live:

wall.displayWall()

else:

MainGame.wallList.remove(wall)

def createWall(self):

#初始化墙壁

for i in range(6):

wall = Wall(i*130,220)

MainGame.wallList.append(wall)

def createMyTank(self):

MainGame.my_tank = MyTank(350, 300)

#创建music对象

music = Music('img/start.wav')

music.play()

def createEnemyTank(self):

top=100

for i in range(MainGame.enemyTankCount):

left = random.randint(0,600)

speed = random.randint(1,4)

enemy=EnemyTank(left,top,speed)

MainGame.enemyTankList.append(enemy)

def blitExplode(self):

for explode in MainGame.explodeList:

if explode.live:

explode.displayExplode()

else:

MainGame.explodeList.remove(explode)

def blitEnemyTank(self):

for enemyTank in MainGame.enemyTankList:

if enemyTank.live:

EnemyTank.displayTank(enemyTank)

enemyTank.randMove()

enemyTank.hitWall()

if MainGame.my_tank and MainGame.my_tank.live:

enemyTank.enemyTank_hit_myTank()

#发射子弹

enemyBullet=enemyTank.shot()

if enemyBullet:

MainGame.enemyBulletList.append(enemyBullet)

else:#不活着 删除

MainGame.enemyTankList.remove(enemyTank)

music = Music('img/fire.wav')

music.play()

def blitMyBullet(self):

for myBullet in MainGame.myBulletList:

if myBullet.live:

myBullet.displayBullet()

myBullet.move()

#调用检测我方子弹是否与敌方坦克碰撞

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()

#调用敌方子弹与我方坦克的碰撞方法

enemyBullet.enemyBullet_hit_myTank()

enemyBullet.hitWall()

else:

MainGame.enemyBulletList.remove(enemyBullet)

def endGame(self):

print('谢谢使用,欢迎再次使用')

exit()

def getTextSuface(self,text):

#初始化字体模块

pygame.font.init()

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

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

return textSurface

#获取事件

def getEvent(self):

eventList=pygame.event.get()

for event in eventList:

if event.type == pygame.QUIT:

self.endGame()

if event.type == pygame.KEYDOWN:#如果按下下键

if not MainGame.my_tank:

if event.key== pygame.K_ESCAPE:

self.createMyTank()

if MainGame.my_tank and MainGame.my_tank.live:

#判断上下左右

if event.key == pygame.K_LEFT:

MainGame.my_tank.direction='L'

#修改坦克开关状态

MainGame.my_tank.stop=False

#MainGame.my_tank.move()

print('按下左键,坦克向左移动')

elif event.key == pygame.K_RIGHT:

MainGame.my_tank.direction='R'

MainGame.my_tank.stop = False

#MainGame.my_tank.move()

print('按下右键,坦克向右移动')

elif event.key == pygame.K_UP:

MainGame.my_tank.direction='U'

MainGame.my_tank.stop = False

# MainGame.my_tank.move()

print('按下上键,坦克向上移动')

elif event.key == pygame.K_DOWN:

MainGame.my_tank.direction='D'

MainGame.my_tank.stop = False

#MainGame.my_tank.move()

print('按下下键,坦克向下移动')

elif event.key == pygame.K_SPACE:

print('发送子弹')

if len(MainGame.myBulletList)<3:#最多发射3个子弹

myBullet=Bullet(MainGame.my_tank)

MainGame.myBulletList.append(myBullet)

music = Music('img/hit.wav')

music.play()

if event.type == pygame.KEYUP:

if MainGame.my_tank and MainGame.my_tank.live:

#判断释放键是上下左右才停止

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):#距离左边上边距离

#保存加载的图片

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')

}

#方向

self.direction='L'

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

#根据图片获取区域

self.rect = self.image.get_rect()

#设置区域的left和TOP

self.rect.left=left

self.rect.top=top

self.speed = 5

#坦克移动的开关

self.stop=True

#是否活着

self.live=True

#距离原来坐标

self.oldLeft = self.rect.left

self.oldTop = self.rect.top

#tank move

def move(self):

self.oldLeft = self.rect.left

self.oldTop = self.rect.top

#判断坦克方向

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.height

self.rect.left += self.speed

#tank shottint

def shot(self):

return Bullet(self)

def stay(self):

self.rect.left = self.oldLeft

self.rect.top = self.oldTop

#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 displayTank(self):

#获取展示的对象

#调用blit方法展示

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

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

class MyTank(Tank):

def __init__(self,left,top):

super(MyTank,self).__init__(left,top)

#检查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()

class EnemyTank(Tank):

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

#调用父类的舒适化方法

super(EnemyTank,self).__init__(left,top)

#图片

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')

}

#方向 随机生成敌方坦克

self.direction = self.randDirection()

#根据方向获取image

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.step=60

def enemyTank_hit_myTank(self):

if pygame.sprite.collide_rect(self,MainGame.my_tank):

self.stay()

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.step<=0:

self.step=60

self.direction = self.randDirection()

else:

self.move()

self.step-=1

def shot(self):

#随机生成100以内的数

num = random.randint(1,100)

if num<10:

return Bullet(self)

class Bullet(BaseItem):

def __init__(self,tank):

self.image = pygame.image.load('img/enemymissile.gif')

#坦克的方向决定子弹的方向

self.direction = tank.direction

#获取区域

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 == '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

#子弹的速度

self.speed=6

#子弹的姿态,是否碰到墙壁,如果是墙壁,修改此状态

self.live=True

#move

def move(self):

if self.direction == 'U':

if self.rect.top>0:

self.rect.top-=self.speed

else:

#修改子弹的状态

self.live=False

elif self.direction == 'R':

if self.rect.left+self.rect.width

self.rect.left+=self.speed

else:

self.live=False

elif self.direction == 'D':

if self.rect.top+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

#我方坦克和敌方子弹的碰撞

def myBullet_hit_enemyTank(self):

#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):

#修改敌方坦克和我方子弹的状态

enemyTank.live = False

self.live = False

#创建爆炸对象

explode = Explode(enemyTank)

MainGame.explodeList.append(explode)

#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

#show

def displayBullet(self):

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

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

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

#设置墙壁生命值

self.hp = 3

def displayWall(self):

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

class Explode():

def __init__(self,tank):

#爆炸的位置有当前子弹打中的位置确定

self.rect=tank.rect

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):

#根据索引获取爆炸对象

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,fileName):

self.fileName = fileName

#play music

pygame.mixer.init()

pygame.mixer.music.load(self.fileName)

def play(self):

pygame.mixer.music.play()

if __name__ == '__main__':

MainGame().startGame()

#MainGame().getTextSuface()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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