python坦克大战

# -*- coding: utf-8 -*-

import pygame
import sys
import traceback
import wall
import myTank
import enemyTank
import food
    

def main():
    pygame.init()
    pygame.mixer.init()
    
    resolution = 630, 630
    screen = pygame.display.set_mode(resolution)
    pygame.display.set_caption("Tank War ")
    
    # 加载图片,音乐,音效.
    background_image     = pygame.image.load(r"TankWar-master\image\background.png")
    home_image           = pygame.image.load(r"TankWar-master\image\home.png")
    home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png")
    
    bang_sound          = pygame.mixer.Sound(r"..\music\bang.wav")
    bang_sound.set_volume(1)
    fire_sound           = pygame.mixer.Sound(r"..\music\Gunfire.wav")
    start_sound          = pygame.mixer.Sound(r"..\music\start.wav")
    start_sound.play()
    
    # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹
    allTankGroup     = pygame.sprite.Group()
    mytankGroup      = pygame.sprite.Group()
    allEnemyGroup    = pygame.sprite.Group()
    redEnemyGroup    = pygame.sprite.Group()
    greenEnemyGroup  = pygame.sprite.Group()
    otherEnemyGroup  = pygame.sprite.Group()  
    enemyBulletGroup = pygame.sprite.Group()
    # 创建地图 
    bgMap = wall.Map()
    # 创建食物/道具 但不显示
    prop = food.Food()
    # 创建我方坦克
    myTank_T1 = myTank.MyTank(1)
    allTankGroup.add(myTank_T1)
    mytankGroup.add(myTank_T1)
    myTank_T2 = myTank.MyTank(2)
    allTankGroup.add(myTank_T2)
    mytankGroup.add(myTank_T2)
    # 创建敌方 坦克
    for i in range(1, 4):
            enemy = enemyTank.EnemyTank(i)
            allTankGroup.add(enemy)
            allEnemyGroup.add(enemy)
            if enemy.isred == True:
                redEnemyGroup.add(enemy)
                continue
            if enemy.kind == 3:
                greenEnemyGroup.add(enemy)
                continue
            otherEnemyGroup.add(enemy)
    # 敌军坦克出现动画
    appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha()
    appearance = []
    appearance.append(appearance_image.subsurface(( 0, 0), (48, 48)))
    appearance.append(appearance_image.subsurface((48, 0), (48, 48)))
    appearance.append(appearance_image.subsurface((96, 0), (48, 48)))
    
    
    
    
    # 自定义事件
    # 创建敌方坦克延迟200
    DELAYEVENT = pygame.constants.USEREVENT
    pygame.time.set_timer(DELAYEVENT, 200)
    # 创建 敌方 子弹延迟1000
    ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
    pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
    # 创建 我方 子弹延迟200
    MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2
    pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
    # 敌方坦克 静止8000
    NOTMOVEEVENT = pygame.constants.USEREVENT + 3
    pygame.time.set_timer(NOTMOVEEVENT, 8000)
    
    
    delay = 100
    moving = 0
    movdir = 0
    moving2 = 0
    movdir2 = 0
    enemyNumber = 3
    enemyCouldMove      = True
    switch_R1_R2_image  = True
    homeSurvive         = True
    running_T1          = True
    running_T2          = True
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            
            # 我方子弹冷却事件
            if event.type == MYBULLETNOTCOOLINGEVENT:
                myTank_T1.bulletNotCooling = True
                
            # 敌方子弹冷却事件
            if event.type == ENEMYBULLETNOTCOOLINGEVENT:
                for each in allEnemyGroup:
                    each.bulletNotCooling = True
            
            # 敌方坦克静止事件
            if event.type == NOTMOVEEVENT:
                enemyCouldMove = True
            
            # 创建敌方坦克延迟
            if event.type == DELAYEVENT:
                if enemyNumber < 4:
                    enemy = enemyTank.EnemyTank()
                    if pygame.sprite.spritecollide(enemy, allTankGroup, False, None):
                        break
                    allEnemyGroup.add(enemy)
                    allTankGroup.add(enemy)
                    enemyNumber += 1
                    if enemy.isred == True:
                        redEnemyGroup.add(enemy)
                    elif enemy.kind == 3:
                        greenEnemyGroup.add(enemy)
                    else:
                        otherEnemyGroup.add(enemy)
                                
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_c and pygame.KMOD_CTRL:
                    pygame.quit()
                    sys.exit()
            
                if event.key == pygame.K_e:
                    myTank_T1.levelUp()
                if event.key == pygame.K_q:
                    myTank_T1.levelDown()
                if event.key == pygame.K_3:
                    myTank_T1.levelUp()
                    myTank_T1.levelUp()
                    myTank_T1.level = 3
                if event.key == pygame.K_2:
                    if myTank_T1.speed == 3:
                        myTank_T1.speed = 24
                    else:
                        myTank_T1.speed = 3
                if event.key == pygame.K_1:
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.brick = wall.Brick()
                        bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.brickGroup.add(bgMap.brick)                
                if event.key == pygame.K_4:
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add(bgMap.iron)                
                


        # 检查用户的键盘操作
        key_pressed = pygame.key.get_pressed()
        # 玩家一的移动操作
        if moving:
            moving -= 1
            if movdir == 0:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            if movdir == 1:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            if movdir == 2:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            if movdir == 3:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
                
        if not moving:
            if key_pressed[pygame.K_w]:
                moving = 7
                movdir = 0
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_s]:
                moving = 7
                movdir = 1
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_a]:
                moving = 7
                movdir = 2
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_d]:
                moving = 7
                movdir = 3
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
        if key_pressed[pygame.K_j]:
            if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
                fire_sound.play()
                myTank_T1.shoot()
                myTank_T1.bulletNotCooling = False
                
        # 玩家二的移动操作
        if moving2:
            moving2 -= 1
            if movdir2 == 0:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 1:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 2:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 3:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
                
        if not moving2:
            if key_pressed[pygame.K_UP]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 0
                running_T2 = True
            elif key_pressed[pygame.K_DOWN]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 1
                running_T2 = True
            elif key_pressed[pygame.K_LEFT]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 2
                running_T2 = True
            elif key_pressed[pygame.K_RIGHT]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 3
                running_T2 = True
        if key_pressed[pygame.K_KP0]:
            if not myTank_T2.bullet.life:
                # fire_sound.play()
                myTank_T2.shoot()
        
        
        
        
        # 画背景
        screen.blit(background_image, (0, 0))
        # 画砖块
        for each in bgMap.brickGroup:
            screen.blit(each.image, each.rect)        
        # 花石头
        for each in bgMap.ironGroup:
            screen.blit(each.image, each.rect)        
        # 画home
        if homeSurvive:
            screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))
        else:
            screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
        # 画我方坦克1
        if not (delay % 5):
            switch_R1_R2_image = not switch_R1_R2_image
        if switch_R1_R2_image and running_T1:
            screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))
            running_T1 = False
        else:
            screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))
        # 画我方坦克2
        if switch_R1_R2_image and running_T2:
            screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))
            running_T2 = False
        else:
            screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top))    
        # 画敌方坦克
        for each in allEnemyGroup:
            # 判断5毛钱特效是否播放            
            if each.flash:
                # 判断画左动作还是右动作
                if switch_R1_R2_image:
                    screen.blit(each.tank_R0, (each.rect.left, each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                        allTankGroup.add(each)
                else:
                    screen.blit(each.tank_R1, (each.rect.left, each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                        allTankGroup.add(each)                    
            else:
                # 播放5毛钱特效
                if each.times > 0:
                    each.times -= 1
                    if each.times <= 10:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 20:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 30:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 40:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 50:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 60:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 70:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 80:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 90:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                if each.times == 0:
                    each.flash = True
      
                 
        # 绘制我方子弹1
        if myTank_T1.bullet.life:
            myTank_T1.bullet.move()    
            screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
            # 子弹 碰撞 子弹
            for each in enemyBulletGroup:
                if each.life:
                    if pygame.sprite.collide_rect(myTank_T1.bullet, each):
                        myTank_T1.bullet.life = False
                        each.life = False
                        pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None)
            # 子弹 碰撞 敌方坦克
            if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None):
                prop.change()
                bang_sound.play()
                enemyNumber -= 1
                myTank_T1.bullet.life = False
            elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None):
                for each in greenEnemyGroup:
                    if pygame.sprite.collide_rect(myTank_T1.bullet, each):
                        if each.life == 1:
                            pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None)
                            bang_sound.play()
                            enemyNumber -= 1
                        elif each.life == 2:
                            each.life -= 1
                            each.tank = each.enemy_3_0
                        elif each.life == 3:
                            each.life -= 1
                            each.tank = each.enemy_3_2
                myTank_T1.bullet.life = False
            elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):
                bang_sound.play()
                enemyNumber -= 1
                myTank_T1.bullet.life = False    
            #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):
            #    bang_sound.play()
            #    enemyNumber -= 1
            #    myTank_T1.bullet.life = False
            # 子弹 碰撞 brickGroup
            if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):
                myTank_T1.bullet.life = False
                myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T1.bullet.strong:
                if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:    
                if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
        
        # 绘制我方子弹2
        if myTank_T2.bullet.life:
            myTank_T2.bullet.move()    
            screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
            # 子弹 碰撞 敌方坦克
            if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):
                bang_sound.play()
                enemyNumber -= 1
                myTank_T2.bullet.life = False
            # 子弹 碰撞 brickGroup
            if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):
                myTank_T2.bullet.life = False
                myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T2.bullet.strong:
                if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:    
                if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
        

        # 绘制敌人子弹
        for each in allEnemyGroup:
            # 如果子弹没有生命,则赋予子弹生命
            if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
                enemyBulletGroup.remove(each.bullet)
                each.shoot()
                enemyBulletGroup.add(each.bullet)
                each.bulletNotCooling = False
            # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
            if each.flash:
                if each.bullet.life:
                    # 如果敌人可以移动
                    if enemyCouldMove:
                        each.bullet.move()
                    screen.blit(each.bullet.bullet, each.bullet.rect)
                    # 子弹 碰撞 我方坦克
                    if pygame.sprite.collide_rect(each.bullet, myTank_T1):
                        bang_sound.play()
                        myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24 
                        each.bullet.life = False
                        moving = 0  # 重置移动控制参数
                        for i in range(myTank_T1.level+1):
                            myTank_T1.levelDown()
                    if pygame.sprite.collide_rect(each.bullet, myTank_T2):
                        bang_sound.play()
                        myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24 
                        each.bullet.life = False
                    # 子弹 碰撞 brickGroup
                    if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
                        each.bullet.life = False
                    # 子弹 碰撞 ironGroup
                    if each.bullet.strong:
                        if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):
                            each.bullet.life = False
                    else:    
                        if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None):
                            each.bullet.life = False
             
        # 最后画食物/道具
        if prop.life:
            screen.blit(prop.image, prop.rect)
            # 我方坦克碰撞 食物/道具
            if pygame.sprite.collide_rect(myTank_T1, prop):
                if prop.kind == 1:  # 敌人全毁
                    for each in allEnemyGroup:
                        if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):
                            bang_sound.play()
                            enemyNumber -= 1
                    prop.life = False
                if prop.kind == 2:  # 敌人静止
                    enemyCouldMove = False
                    prop.life = False
                if prop.kind == 3:  # 子弹增强
                    myTank_T1.bullet.strong = True
                    prop.life = False
                if prop.kind == 4:  # 家得到保护
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add(bgMap.iron)                
                    prop.life = False
                if prop.kind == 5:  # 坦克无敌
                    prop.life = False
                    pass
                if prop.kind == 6:  # 坦克升级
                    myTank_T1.levelUp()
                    prop.life = False
                if prop.kind == 7:  # 坦克生命+1
                    myTank_T1.life += 1
                    prop.life = False
                    
            
             
                     
        # 延迟
        delay -= 1
        if not delay:
            delay = 100    
        
        pygame.display.flip()
        clock.tick(60)
    
    
if __name__ == "__main__":
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()
import pygame
import random

class Food(pygame.sprite.Sprite):
    def __init__(self):
        
        self.food_boom    = pygame.image.load(r"..\image\food_boom.png").convert_alpha()
        self.food_clock   = pygame.image.load(r"..\image\food_clock.png").convert_alpha()
        self.food_gun     = pygame.image.load(r"..\image\food_gun.png").convert_alpha()
        self.food_iron    = pygame.image.load(r"..\image\food_iron.png").convert_alpha()
        self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha()
        self.food_star    = pygame.image.load(r"..\image\food_star.png").convert_alpha()
        self.food_tank    = pygame.image.load(r"..\image\food_tank.png").convert_alpha()     
        self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
        if self.kind == 1:
            self.image = self.food_boom
        elif self.kind == 2:
            self.image = self.food_clock
        elif self.kind == 3:
            self.image = self.food_gun
        elif self.kind == 4:
            self.image = self.food_iron
        elif self.kind == 5:
            self.image = self.food_protect
        elif self.kind == 6:
            self.image = self.food_star
        elif self.kind == 7:
            self.image = self.food_tank
            
        self.rect = self.image.get_rect()
        self.rect.left = self.rect.top = random.randint(100, 500)
        
        self.life = False
        
    def change(self):
        self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
        if self.kind == 1:
            self.image = self.food_boom
        elif self.kind == 2:
            self.image = self.food_clock
        elif self.kind == 3:
            self.image = self.food_gun
        elif self.kind == 4:
            self.image = self.food_iron
        elif self.kind == 5:
            self.image = self.food_protect
        elif self.kind == 6:
            self.image = self.food_star
        elif self.kind == 7:
            self.image = self.food_tank
            
        self.rect.left = self.rect.top = random.randint(100, 500)
        self.life = True
        
            
import pygame

brickImage          = r"..\image\brick.png"
ironImage           = r"..\image\iron.png"

class Brick(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        
        self.image = pygame.image.load(brickImage)
        self.rect = self.image.get_rect()
        
class Iron(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        
        self.image = pygame.image.load(ironImage)
        self.rect = self.image.get_rect()
        
class Map():
    def __init__(self):
        self.brickGroup = pygame.sprite.Group()
        self.ironGroup  = pygame.sprite.Group()
        
        # 数字代表地图中的位置
        # 画砖块
        X1379 = [2, 3, 6, 7, 18, 19, 22, 23]
        Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]
        X28 = [10, 11, 14, 15]
        Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]
        X46 = [4, 5, 6, 7, 18, 19, 20, 21]
        Y46 = [13, 14]
        X5  = [12, 13]
        Y5  = [16, 17]
        X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]
        for x in X1379:
            for y in Y1379:
                self.brick = Brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickGroup.add(self.brick)
        for x in X28:
            for y in Y28:
                self.brick = Brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickGroup.add(self.brick)
        for x in X46:
            for y in Y46:
                self.brick = Brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickGroup.add(self.brick)
        for x in X5:
            for y in Y5:
                self.brick = Brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickGroup.add(self.brick)
        for x, y in X0Y0:
            self.brick = Brick()
            self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
            self.brickGroup.add(self.brick)
        
        # 画石头
        for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]:
            self.iron = Iron()
            self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
            self.ironGroup.add(self.iron)
            
        

import pygame
import bulletClass


tank_T1_0 = r"..\image\tank_T1_0.png"
tank_T1_1 = r"..\image\tank_T1_1.png"
tank_T1_2 = r"..\image\tank_T1_2.png"
tank_T2_0 = r"..\image\tank_T2_0.png"
tank_T2_1 = r"..\image\tank_T2_1.png"
tank_T2_2 = r"..\image\tank_T2_2.png"

       

class MyTank(pygame.sprite.Sprite):
    def __init__(self, playerNumber):
        pygame.sprite.Sprite.__init__(self)
        
        # �������
        self.life = True
        
        #���ڼ������   ̹�˵������ȼ�
        if playerNumber == 1:
            self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha()
            self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha()
            self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha()
        if playerNumber == 2:
            self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha()
            self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha()
            self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha()
        self.level = 0
        
        # ��ʼ̹��Ϊ0��
        self.tank = self.tank_L0_image
        
        # �˶��е�����ͼƬ
        self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
        self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
        self.rect = self.tank_R0.get_rect()
        if playerNumber == 1:
            self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24 
        if playerNumber == 2:
            self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24 
        
        # ̹���ٶ�   ̹�˷���   ̹������   �ӵ���ȴ
        self.speed = 3
        self.dir_x, self.dir_y = 0, -1
        self.life = 3
        self.bulletNotCooling = True
        self.bullet = bulletClass.Bullet()
        #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
    
    def shoot(self):
        # �ӵ�
        self.bullet.life = True
        self.bullet.changeImage(self.dir_x, self.dir_y)
        
        if self.dir_x == 0 and self.dir_y == -1:
            self.bullet.rect.left = self.rect.left + 20
            self.bullet.rect.bottom = self.rect.top + 1
        elif self.dir_x == 0 and self.dir_y == 1:
            self.bullet.rect.left = self.rect.left + 20
            self.bullet.rect.top = self.rect.bottom - 1
        elif self.dir_x == -1 and self.dir_y == 0:
            self.bullet.rect.right = self.rect.left - 1
            self.bullet.rect.top = self.rect.top + 20
        elif self.dir_x == 1 and self.dir_y == 0:
            self.bullet.rect.left = self.rect.right + 1
            self.bullet.rect.top = self.rect.top + 20
        
        if self.level == 1:
            self.bullet.speed  = 16
            self.bullet.strong = False
        if self.level == 2:
            self.bullet.speed  = 16
            self.bullet.strong = True
        if self.level == 3:
            self.bullet.speed  = 48
            self.bullet.strong = True
        
    
    def levelUp(self):
        if self.level < 2:
            self.level += 1
        if self.level == 0:
            self.tank = self.tank_L0_image
        if self.level == 1:
            self.tank = self.tank_L1_image
        if self.level == 2:
            self.tank = self.tank_L2_image
        if self.level == 3:
            self.tank = self.tank_L2_image
            
    def levelDown(self):
        if self.level > 0:
            self.level -= 1
        if self.level == 0:
            self.tank = self.tank_L0_image
            self.bullet.speed  = 6
            self.bullet.strong = False
        if self.level == 1:
            self.tank = self.tank_L1_image
        if self.level == 2:
            self.tank = self.tank_L2_image
        
        
    # ����True ����������ײ
    def moveUp(self, tankGroup, brickGroup, ironGroup):
        self.rect = self.rect.move(self.speed * 0, self.speed * -1)
        self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
        self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
        self.dir_x, self.dir_y = 0, -1
        if self.rect.top < 3:
            self.rect = self.rect.move(self.speed * 0, self.speed * 1)
            return True
        if pygame.sprite.spritecollide(self, brickGroup, False, None) \
            or pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * 0, self.speed * 1)
            return True
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * 0, self.speed * 1)
            return True
        return False
    def moveDown(self, tankGroup, brickGroup, ironGroup):
        self.rect = self.rect.move(self.speed * 0, self.speed * 1)
        self.tank_R0 = self.tank.subsurface((0, 48),(48, 48))
        self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
        self.dir_x, self.dir_y = 0, 1
        if self.rect.bottom > 630 - 3:
            self.rect = self.rect.move(self.speed * 0, self.speed * -1)
            return True
        if pygame.sprite.spritecollide(self, brickGroup, False, None) \
            or pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * 0, self.speed * -1)
            return True
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * 0, self.speed * -1)
            return True
        return False
    def moveLeft(self, tankGroup, brickGroup, ironGroup):
        self.rect = self.rect.move(self.speed * -1, self.speed * 0)
        self.tank_R0 = self.tank.subsurface((0, 96),(48, 48))
        self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
        self.dir_x, self.dir_y = -1, 0
        if self.rect.left < 3:
            self.rect = self.rect.move(self.speed * 1, self.speed * 0)
            return True
        if pygame.sprite.spritecollide(self, brickGroup, False, None) \
            or pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * 1, self.speed * 0)
            return True
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * 1, self.speed * 0)
            return True
        return False
    def moveRight(self, tankGroup, brickGroup, ironGroup):
        self.rect = self.rect.move(self.speed * 1, self.speed * 0)
        self.tank_R0 = self.tank.subsurface((0, 144),(48, 48))
        self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
        self.dir_x, self.dir_y = 1, 0
        if self.rect.right > 630 - 3:
            self.rect = self.rect.move(self.speed * -1, self.speed * 0)
            return True
        if pygame.sprite.spritecollide(self, brickGroup, False, None) \
            or pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * -1, self.speed * 0)
            return True
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -1, self.speed * 0)
            return True
        return False
import pygame
import random
import bulletClass



class EnemyTank(pygame.sprite.Sprite):
    def __init__(self, x = None, kind = None, isred = None):
        pygame.sprite.Sprite.__init__(self)
        
        # ̹�˳���ǰ�����Ƿ񲥷�
        self.flash = False
        self.times = 90
        
        # ����:̹������      
        self.kind = kind
        if not kind:
            self.kind = random.choice([1, 2, 3, 4])     
            
        # ѡ��о�̹������        
        if self.kind == 1:
            self.enemy_x_0 = pygame.image.load(r"..\image\enemy_1_0.png").convert_alpha()
            self.enemy_x_3 = pygame.image.load(r"..\image\enemy_1_3.png").convert_alpha()
        if self.kind == 2:
            self.enemy_x_0 = pygame.image.load(r"..\image\enemy_2_0.png").convert_alpha()
            self.enemy_x_3 = pygame.image.load(r"..\image\enemy_2_3.png").convert_alpha()
        if self.kind == 3:
            self.enemy_x_0 = pygame.image.load(r"..\image\enemy_3_1.png").convert_alpha()
            self.enemy_x_3 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
        if self.kind == 4:
            self.enemy_x_0 = pygame.image.load(r"..\image\enemy_4_0.png").convert_alpha()
            self.enemy_x_3 = pygame.image.load(r"..\image\enemy_4_3.png").convert_alpha()
        self.enemy_3_0 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
        self.enemy_3_2 = pygame.image.load(r"..\image\enemy_3_2.png").convert_alpha()
        
        
        # ����:�Ƿ�Я��ʳ��
        self.isred = isred
        if not None:
            self.isred = random.choice((True, False, False, False, False))
        if self.isred:
            self.tank = self.enemy_x_3
        else:
            self.tank = self.enemy_x_0
        # ����:̹��λ��
        self.x = x
        if not self.x:
            self.x = random.choice([1, 2, 3])
        self.x -= 1
        
        # �˶��е�����ͼƬ
        self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48))
        self.tank_R1 = self.tank.subsurface((48, 48), (48, 48))
        self.rect = self.tank_R0.get_rect()
        self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24
        
        # ̹���ٶ�   ����   ����   �ӵ�����   �ӵ��ӳ�
        self.speed = 1
        self.dir_x, self.dir_y = 0, 1
        self.life = 1
        self.bulletNotCooling = True
        self.bullet = bulletClass.Bullet()
        # �Ƿ�ײǽ��ײǽ��ı䷽��
        self.dirChange = False
        
        # ÿ��̹�˲�ͬ������
        if self.kind == 2:
            self.speed = 3
        if self.kind == 3:
            self.life = 3
        
    def shoot(self):
        # �����ӵ�����
        self.bullet.life = True
        self.bullet.changeImage(self.dir_x, self.dir_y)
        
        if self.dir_x == 0 and self.dir_y == -1:
            self.bullet.rect.left = self.rect.left + 20
            self.bullet.rect.bottom = self.rect.top + 1
        elif self.dir_x == 0 and self.dir_y == 1:
            self.bullet.rect.left = self.rect.left + 20
            self.bullet.rect.top = self.rect.bottom - 1
        elif self.dir_x == -1 and self.dir_y == 0:
            self.bullet.rect.right = self.rect.left - 1
            self.bullet.rect.top = self.rect.top + 20
        elif self.dir_x == 1 and self.dir_y == 0:
            self.bullet.rect.left = self.rect.right + 1
            self.bullet.rect.top = self.rect.top + 20
    
    def move(self, tankGroup, brickGroup, ironGroup):
        self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y)
        
        if self.dir_x == 0 and self.dir_y == -1:
            self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48))
            self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
        elif self.dir_x == 0 and self.dir_y == 1:
            self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48))
            self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
        elif self.dir_x == -1 and self.dir_y == 0:
            self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48))
            self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
        elif self.dir_x == 1 and self.dir_y == 0:
            self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48))
            self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
        
        
        # ��ײ��ͼ��Ե
        if self.rect.top < 3:
            self.rect = self.rect.move(self.speed * 0, self.speed * 1)
            self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
        elif self.rect.bottom > 630 - 3:
            self.rect = self.rect.move(self.speed * 0, self.speed * -1)
            self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
        elif self.rect.left < 3:
            self.rect = self.rect.move(self.speed * 1, self.speed * 0)
            self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
        elif self.rect.right > 630 - 3:
            self.rect = self.rect.move(self.speed * -1, self.speed * 0)
            self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
        # ��ײǽ�� ��̹��
        if pygame.sprite.spritecollide(self, brickGroup, False, None) \
            or pygame.sprite.spritecollide(self, ironGroup, False, None) \
            or pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.dir_x, self.speed * -self.dir_y)
            self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
import pygame


class Bullet(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        
        self.bullet_up = pygame.image.load(r"..\image\bullet_up.png")
        self.bullet_down = pygame.image.load(r"..\image\bullet_down.png")
        self.bullet_left = pygame.image.load(r"..\image\bullet_left.png")
        self.bullet_right = pygame.image.load(r"..\image\bullet_right.png")

        # �ӵ�����   �ٶ�   ����   ��ʯ
        self.dir_x, self.dir_y = 0, 0
        self.speed  = 6
        self.life   = False
        self.strong = False

        self.bullet = self.bullet_up
        self.rect = self.bullet.get_rect()
        self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
    
    def changeImage(self, dir_x, dir_y):
        self.dir_x, self.dir_y = dir_x, dir_y
        if self.dir_x == 0 and self.dir_y == -1:
            self.bullet = self.bullet_up
        elif self.dir_x == 0 and self.dir_y == 1:
            self.bullet = self.bullet_down
        elif self.dir_x == -1 and self.dir_y == 0:
            self.bullet = self.bullet_left
        elif self.dir_x == 1 and self.dir_y == 0:
            self.bullet = self.bullet_right
        

    
    def move(self):
        self.rect = self.rect.move(self.speed * self.dir_x,
                                   self.speed * self.dir_y)
                
        # ��ײ��ͼ��Ե
        if self.rect.top < 3:
            self.life = False
        #    self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
        if self.rect.bottom > 630 - 3:
            self.life = False
        #    self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
        if self.rect.left < 3:
            self.life = False
        #    self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
        if self.rect.right > 630 - 3:
            self.life = False
        #    self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
        
        # ��ײ brickGroup
        #if pygame.sprite.spritecollide(self, brickGroup, True, None):
        #    self.life = False
        #    moving = 0
        # ��ײ ironGroup
        #if self.strong:
        #    if pygame.sprite.spritecollide(self, ironGroup, True, None):
        #        self.life = False
        #else:    
        #    if pygame.sprite.spritecollide(self, ironGroup, False, None):
        #        self.life = False
        #    moving = 0
        #return moving
        

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