这款游戏一直都是我很喜欢的游戏,很童年,太经典啦!也很好玩,所以我来做一做这款游戏。
python版本:3.7.3
相关模块:pygame模块;还有相关的自带的模块
python添加到变量,pip安装相关模块
https://mp.weixin.qq.com/s/KuktB_f1vxZCNIAHaaXdsQ
游戏有单人和双人两种模式,己方大本营被破或者己方坦克被歼灭则游戏失败,成功通过所有关卡则游戏胜利。另外,玩家可以通过射击特定的坦克使地图上随机出现一个道具,若己方坦克捡到该道具,则触发一个事件,例如坦克能力的增强。
玩家操作:
玩家一:
wsad键:上下左右;
空格键:射击。
玩家二:
↑↓←→键:上下左右;
小键盘0键:射击。
主函数部分内容有点长,下面还有一大段没有拿出来,想看的完整版的,可以到我的仓库下载。不过结构还是比较清晰的。
def main():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption('坦克大战')
bg_img = pygame.image.load('./images/others/background.png')
# 加载音效
add_sound = pygame.mixer.Sound("./audios/add.wav")
add_sound.set_volume(1)
bang_sound = pygame.mixer.Sound("./audios/bang.wav")
bang_sound.set_volume(1)
blast_sound = pygame.mixer.Sound("./audios/blast.wav")
blast_sound.set_volume(1)
fire_sound = pygame.mixer.Sound("./audios/fire.wav")
fire_sound.set_volume(1)
Gunfire_sound = pygame.mixer.Sound("./audios/Gunfire.wav")
Gunfire_sound.set_volume(1)
hit_sound = pygame.mixer.Sound("./audios/hit.wav")
hit_sound.set_volume(1)
start_sound = pygame.mixer.Sound("./audios/start.wav")
start_sound.set_volume(1)
# 开始界面
num_player = show_start_interface(screen, 630, 630)
# 播放游戏开始的音乐
start_sound.play()
# 关卡
stage = 0
num_stage = 2
# 游戏是否结束
is_gameover = False
# 时钟
clock = pygame.time.Clock()
# 主循环
while not is_gameover:
# 关卡
stage += 1
if stage > num_stage:
break
show_switch_stage(screen, 630, 630, stage)
# 该关卡坦克总数量
enemytanks_total = min(stage * 18, 80)
# 场上存在的敌方坦克总数量
enemytanks_now = 0
# 场上可以存在的敌方坦克总数量
enemytanks_now_max = min(max(stage * 2, 4), 8)
# 精灵组,独立运行的动画组
tanksGroup = pygame.sprite.Group()
mytanksGroup = pygame.sprite.Group()
enemytanksGroup = pygame.sprite.Group()
bulletsGroup = pygame.sprite.Group()
mybulletsGroup = pygame.sprite.Group()
enemybulletsGroup = pygame.sprite.Group()
myfoodsGroup = pygame.sprite.Group()
# 自定义事件
# -生成敌方坦克事件
genEnemyEvent = pygame.constants.USEREVENT
pygame.time.set_timer(genEnemyEvent, 100)
# -敌方坦克静止恢复事件
recoverEnemyEvent = pygame.constants.USEREVENT
pygame.time.set_timer(recoverEnemyEvent, 8000)
# -我方坦克无敌恢复事件
noprotectMytankEvent = pygame.constants.USEREVENT
pygame.time.set_timer(noprotectMytankEvent, 8000)
# 关卡地图
map_stage = scene.Map(stage)
# 我方坦克
tank_player1 = tanks.myTank(1)
tanksGroup.add(tank_player1)
mytanksGroup.add(tank_player1)
if num_player > 1:
tank_player2 = tanks.myTank(2)
tanksGroup.add(tank_player2)
mytanksGroup.add(tank_player2)
is_switch_tank = True
player1_moving = False
player2_moving = False
# 为了轮胎的动画效果
time = 0
# 敌方坦克
for i in range(0, 3):
if enemytanks_total > 0:
enemytank = tanks.enemyTank(i)
tanksGroup.add(enemytank)
enemytanksGroup.add(enemytank)
enemytanks_now += 1
enemytanks_total -= 1
# 大本营
myhome = home.Home()
# 出场特效
appearance_img = pygame.image.load("./images/others/appear.png").convert_alpha()
appearances = []
appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
下面是我方坦克的代码,对方坦克代码类似,详细的内容在GitHub里。
# 我方坦克类
class myTank(pygame.sprite.Sprite):
def __init__(self, player):
pygame.sprite.Sprite.__init__(self)
# 玩家编号(1/2)
self.player = player
# 不同玩家用不同的坦克(不同等级对应不同的图)
if player == 1:
self.tanks = ['./images/myTank/tank_T1_0.png', './images/myTank/tank_T1_1.png',
'./images/myTank/tank_T1_2.png']
elif player == 2:
self.tanks = ['./images/myTank/tank_T2_0.png', './images/myTank/tank_T2_1.png',
'./images/myTank/tank_T2_2.png']
else:
raise ValueError('myTank class -> player value error.')
# 坦克等级(初始0)
self.level = 0
# 载入(两个tank是为了轮子特效)
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
self.rect = self.tank_0.get_rect()
# 保护罩
self.protected_mask = pygame.image.load('./images/others/protect.png').convert_alpha()
self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))
self.protected_mask2 = self.protected_mask.subsurface((48, 0), (48, 48))
# 坦克方向
self.direction_x, self.direction_y = 0, -1
# 不同玩家的出生位置不同
if player == 1:
self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
elif player == 2:
self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
else:
raise ValueError('myTank class -> player value error.')
# 坦克速度
self.speed = 3
# 是否存活
self.being = True
# 有几条命
self.life = 3
# 是否处于保护状态
self.protected = False
# 子弹
self.bullet = Bullet()
# 射击
def shoot(self):
self.bullet.being = True
self.bullet.turn(self.direction_x, self.direction_y)
if self.direction_x == 0 and self.direction_y == -1:
self.bullet.rect.left = self.rect.left + 20
self.bullet.rect.bottom = self.rect.top - 1
elif self.direction_x == 0 and self.direction_y == 1:
self.bullet.rect.left = self.rect.left + 20
self.bullet.rect.top = self.rect.bottom + 1
elif self.direction_x == -1 and self.direction_y == 0:
self.bullet.rect.right = self.rect.left - 1
self.bullet.rect.top = self.rect.top + 20
elif self.direction_x == 1 and self.direction_y == 0:
self.bullet.rect.left = self.rect.right + 1
self.bullet.rect.top = self.rect.top + 20
else:
raise ValueError('myTank class -> direction value error.')
if self.level == 0:
self.bullet.speed = 8
self.bullet.stronger = False
elif self.level == 1:
self.bullet.speed = 12
self.bullet.stronger = False
elif self.level == 2:
self.bullet.speed = 12
self.bullet.stronger = True
elif self.level == 3:
self.bullet.speed = 16
self.bullet.stronger = True
else:
raise ValueError('myTank class -> level value error.')
# 等级提升
def up_level(self):
if self.level < 3:
self.level += 1
try:
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
except:
self.tank = pygame.image.load(self.tanks[-1]).convert_alpha()
# 等级降低
def down_level(self):
if self.level > 0:
self.level -= 1
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
# 向上
def move_up(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = 0, -1
# 先移动后判断
self.rect = self.rect.move(self.speed * self.direction_x, self.speed * self.direction_y)
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
# 是否可以移动
is_move = True
# 地图顶端
if self.rect.top < 3:
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞石头/钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞其他坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
return is_move
# 向下
def move_down(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = 0, 1
# 先移动后判断
self.rect = self.rect.move(self.speed * self.direction_x, self.speed * self.direction_y)
self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
# 是否可以移动
is_move = True
# 地图底端
if self.rect.bottom > 630 - 3:
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞石头/钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞其他坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
return is_move
# 向左
def move_left(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = -1, 0
# 先移动后判断
self.rect = self.rect.move(self.speed * self.direction_x, self.speed * self.direction_y)
self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
# 是否可以移动
is_move = True
# 地图左端
if self.rect.left < 3:
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞石头/钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞其他坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
return is_move
# 向右
def move_right(self, tankGroup, brickGroup, ironGroup, myhome):
self.direction_x, self.direction_y = 1, 0
# 先移动后判断
self.rect = self.rect.move(self.speed * self.direction_x, self.speed * self.direction_y)
self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
# 是否可以移动
is_move = True
# 地图右端
if self.rect.right > 630 - 3:
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞石头/钢墙
if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
pygame.sprite.spritecollide(self, ironGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 撞其他坦克
if pygame.sprite.spritecollide(self, tankGroup, False, None):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
# 大本营
if pygame.sprite.collide_rect(self, myhome):
self.rect = self.rect.move(self.speed * -self.direction_x, self.speed * -self.direction_y)
is_move = False
return is_move
# 死后重置
def reset(self):
self.level = 0
self.protected = False
self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
self.rect = self.tank_0.get_rect()
self.direction_x, self.direction_y = 0, -1
if self.player == 1:
self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
elif self.player == 2:
self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
else:
raise ValueError('myTank class -> player value error.')
self.speed = 3
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 子弹四个方向(上下左右)
self.bullets = ['./images/bullet/bullet_up.png', './images/bullet/bullet_down.png',
'./images/bullet/bullet_left.png', './images/bullet/bullet_right.png']
# 子弹方向(默认向上)
self.direction_x, self.direction_y = 0, -1
self.bullet = pygame.image.load(self.bullets[0])
self.rect = self.bullet.get_rect()
# 在坦克类中再赋实际值
self.rect.left, self.rect.right = 0, 0
# 速度
self.speed = 6
# 是否存活
self.being = False
# 是否为加强版子弹(可碎钢板)
self.stronger = False
# 改变子弹方向
def turn(self, direction_x, direction_y):
self.direction_x, self.direction_y = direction_x, direction_y
if self.direction_x == 0 and self.direction_y == -1:
self.bullet = pygame.image.load(self.bullets[0])
elif self.direction_x == 0 and self.direction_y == 1:
self.bullet = pygame.image.load(self.bullets[1])
elif self.direction_x == -1 and self.direction_y == 0:
self.bullet = pygame.image.load(self.bullets[2])
elif self.direction_x == 1 and self.direction_y == 0:
self.bullet = pygame.image.load(self.bullets[3])
else:
raise ValueError('Bullet class -> direction value error.')
# 移动
def move(self):
self.rect = self.rect.move(self.speed * self.direction_x, self.speed * self.direction_y)
# 到地图边缘后消失
if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3):
self.being = False
# 技能类, 用于提升坦克能力
class Food(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 消灭当前所有敌人
self.food_boom = './images/food/food_boom.png'
# 当前所有敌人静止一段时间
self.food_clock = './images/food/food_clock.png'
# 使得坦克子弹可碎钢板
self.food_gun = './images/food/food_gun.png'
# 使得大本营的墙变为钢板
self.food_iron = './images/food/food_gun.png'
# 坦克获得一段时间的保护罩
self.food_protect = './images/food/food_protect.png'
# 坦克升级
self.food_star = './images/food/food_star.png'
# 坦克生命+1
self.food_tank = './images/food/food_tank.png'
# 所有食物
self.foods = [self.food_boom, self.food_clock, self.food_gun, self.food_iron, self.food_protect, self.food_star,
self.food_tank]
self.kind = None
self.food = None
self.rect = None
# 是否存在
self.being = False
# 存在时间
self.time = 1000
# 生成食物
def generate(self):
self.kind = random.randint(0, 6)
self.food = pygame.image.load(self.foods[self.kind]).convert_alpha()
self.rect = self.food.get_rect()
self.rect.left, self.rect.top = random.randint(100, 500), random.randint(100, 500)
self.being = True
背景类主要设置了墙、河流、树、冰类。还有每个关卡的地图布局,楼楼偷懒啦,只设置了两个关卡。有兴趣的小伙伴,可以继续补充,设置更多有趣的关卡。
# 场景类(墙、河流、树、冰)
# 地图设置
import pygame
import random
# 石头墙
class Brick(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.brick = pygame.image.load('./images/scene/brick.png')
self.rect = self.brick.get_rect()
self.being = False
# 钢墙
class Iron(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.iron = pygame.image.load('./images/scene/iron.png')
self.rect = self.iron.get_rect()
self.being = False
# 冰
class Ice(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.ice = pygame.image.load('./images/scene/ice.png')
self.rect = self.ice.get_rect()
self.being = False
# 河流
class River(pygame.sprite.Sprite):
def __init__(self, kind=None):
pygame.sprite.Sprite.__init__(self)
if kind is None:
self.kind = random.randint(0, 1)
self.rivers = ['./images/scene/river1.png', './images/scene/river2.png']
self.river = pygame.image.load(self.rivers[self.kind])
self.rect = self.river.get_rect()
self.being = False
# 树
class Tree(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.tree = pygame.image.load('./images/scene/tree.png')
self.rect = self.tree.get_rect()
self.being = False
# 地图
class Map():
def __init__(self, stage):
self.brickGroup = pygame.sprite.Group()
self.ironGroup = pygame.sprite.Group()
self.iceGroup = pygame.sprite.Group()
self.riverGroup = pygame.sprite.Group()
self.treeGroup = pygame.sprite.Group()
if stage == 1:
self.stage1()
elif stage == 2:
self.stage2()
# 关卡一
def stage1(self):
for x in [2, 3, 6, 7, 18, 19, 22, 23]:
for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [10, 11, 14, 15]:
for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [4, 5, 6, 7, 18, 19, 20, 21]:
for y in [13, 14]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [12, 13]:
for y in [16, 17]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
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.iron.being = True
self.ironGroup.add(self.iron)
# 关卡二
def stage2(self):
for x in [2, 3, 6, 7, 18, 19, 22, 23]:
for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [10, 11, 14, 15]:
for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [4, 5, 6, 7, 18, 19, 20, 21]:
for y in [13, 14]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x in [12, 13]:
for y in [16, 17]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
self.brick = Brick()
self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
self.brick.being = True
self.brickGroup.add(self.brick)
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.iron.being = True
self.ironGroup.add(self.iron)
def protect_home(self):
for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
self.iron = Iron()
self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
self.iron.being = True
self.ironGroup.add(self.iron)
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# 子弹四个方向(上下左右)
self.bullets = ['./images/bullet/bullet_up.png', './images/bullet/bullet_down.png',
'./images/bullet/bullet_left.png', './images/bullet/bullet_right.png']
# 子弹方向(默认向上)
self.direction_x, self.direction_y = 0, -1
self.bullet = pygame.image.load(self.bullets[0])
self.rect = self.bullet.get_rect()
# 在坦克类中再赋实际值
self.rect.left, self.rect.right = 0, 0
# 速度
self.speed = 6
# 是否存活
self.being = False
# 是否为加强版子弹(可碎钢板)
self.stronger = False
# 改变子弹方向
def turn(self, direction_x, direction_y):
self.direction_x, self.direction_y = direction_x, direction_y
if self.direction_x == 0 and self.direction_y == -1:
self.bullet = pygame.image.load(self.bullets[0])
elif self.direction_x == 0 and self.direction_y == 1:
self.bullet = pygame.image.load(self.bullets[1])
elif self.direction_x == -1 and self.direction_y == 0:
self.bullet = pygame.image.load(self.bullets[2])
elif self.direction_x == 1 and self.direction_y == 0:
self.bullet = pygame.image.load(self.bullets[3])
else:
raise ValueError('Bullet class -> direction value error.')
# 移动
def move(self):
self.rect = self.rect.move(self.speed * self.direction_x, self.speed * self.direction_y)
# 到地图边缘后消失
if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3):
self.being = False
# 大本营类
class Home(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.homes = ['./images/home/home1.png', './images/home/home2.png', './images/home/home_destroyed.png']
self.home = pygame.image.load(self.homes[0])
self.rect = self.home.get_rect()
self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24)
self.alive = True
# 大本营置为摧毁状态
def set_dead(self):
self.home = pygame.image.load(self.homes[-1])
self.alive = False
以上是游戏总结的一些模块。首先展示游戏开始界面,玩家在此界面选择游戏模式后进入游戏;在游戏中,需要进行一系列的碰撞检测以及触发碰撞产生的一系列事件,并绘制当前存在的所有物体;最后,若游戏失败,则显示游戏失败界面,若通关,则显示游戏成功界面。
源码地址:https://github.com/NicolasAcci/Python-Game