Python pygame 坦克大战
import pygame, time, random
from pygame.sprite import Sprite
SCREEN_WIDTH = 750
SCREEN_HEIGHT = 500
BG_COLOR = pygame.Color(0, 0, 0) # 背景颜色
TEXT_COLOR = pygame.Color(206, 217, 231) # 字体颜色
# 新建精灵类
class BaseItem(Sprite):
pass
class MainGame:
window = None
myTank = None
enemyCount = 5
enemyList = []
# 定义我方子弹发射列表
myBulletList = []
# 敌方坦克发射的子弹列表
enemyBulletList = []
# 定义存储爆炸效果类列表
explodeList = []
# 定义墙壁列表
wallList = []
# 初始化方法
def __init__(self) -> None:
pass
# 创建敌方坦克
def createEnemy(self):
top = 100
for i in range(MainGame.enemyCount):
left = random.randint(0, 600)
speed = random.randint(1, 4)
enemyTank = EnemtTank(left, top, speed)
# 添加到列表
MainGame.enemyList.append(enemyTank)
# 加载敌方坦克
def displayEnemyTank(self):
for enemyTank in MainGame.enemyList:
# 判断敌方坦克是否存活
if enemyTank.live:
enemyTank.displayTank()
# 调用move进行移动
enemyTank.rankMove()
# 调用检测敌方坦克是否与墙壁发生碰撞
enemyTank.tank_hit_wall()
# 初始化敌方坦克发射的子弹
enemyBullet = enemyTank.shot()
# 调用检测敌方坦克是否与墙壁发生碰撞
if MainGame.myTank and MainGame.myTank.live:
enemyTank.enemyTank_hit_myTank()
if enemyBullet:
MainGame.enemyBulletList.append(enemyBullet)
# 判断子弹是否有值
if enemyBullet:
MainGame.enemyBulletList.append(enemyBullet)
else: # 当敌方坦克已经死亡,将坦克从敌方坦克列表移除
MainGame.enemyList.remove(enemyTank)
# 显示我方坦克发射的子弹
def displayMyBullet(self):
for myBullet in MainGame.myBulletList:
if myBullet.live:
myBullet.displayBullet()
# 调用子弹的移动方法
myBullet.move()
# 调用子弹是否与敌方坦克碰撞
myBullet.myBullet_hit_enemyTank()
# 调用我方子弹是否与墙壁碰撞
myBullet.bullet_hit_wall()
else:
# 从子弹列表中删除子弹
MainGame.myBulletList.remove(myBullet)
# 显示敌方子弹发射
def displayEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletList:
if enemyBullet.live:
enemyBullet.displayBullet()
# 调用子弹移动
enemyBullet.move()
# 调用敌方子弹和我我方坦克碰撞检测
enemyBullet.enemyBullet_hit_myTank()
# 调用敌方子弹是否与墙壁碰撞
enemyBullet.bullet_hit_wall()
else:
MainGame.enemyBulletList.remove(enemyBullet)
# 循环遍历爆炸效果列表来展示爆炸效果
def displayExplodeList(self):
for explode in MainGame.explodeList:
if explode.live:
# 展示
explode.displayExplode()
else:
# 从爆炸效果中移除
MainGame.explodeList.remove(explode)
# 创建我方坦克
def createMyTank(self):
MainGame.myTank = MyTank(350, 300)
# 添加音效
music = Music("../坦克大战/img/start.wav")
# 播放
music.playMusic()
# 创建墙壁
def createWall(self):
top = 220
for i in range(6):
# 初始化墙壁
wall = Wall(i * 130, top)
# 添加到墙壁列表
MainGame.wallList.append(wall)
# 加载墙壁
def displayWallList(self):
# 循环遍历墙壁列表
for wall in MainGame.wallList:
if wall.live:
wall.displayWall()
else:
MainGame.wallList.remove(wall)
# 开始游戏
def startGame(self):
pygame.display.init()
# 设置窗口大小
MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
# 设置窗口标题
pygame.display.set_caption("坦克大战1.00")
# 初始化我方坦克
self.createMyTank()
# 调用创建敌方坦克
self.createEnemy()
# 创建墙壁
self.createWall()
while True: # 让窗口一直存在不消失
time.sleep(0.01)
# 给窗口设置填充色
MainGame.window.fill(BG_COLOR)
# 添加文字信息提示
textSurface = self.getTextSurface(" Remaining number of enemy tanks is %d " % len(MainGame.enemyList))
# 主窗口显示文字信息
MainGame.window.blit(textSurface, (10, 10))
# 添加事件监听
self.getEvent()
# 调用坦克的显示方法
if MainGame.myTank and MainGame.myTank.live:
MainGame.myTank.displayTank()
else:
# 删除我方坦克
del MainGame.myTank
MainGame.myTank = None
# 调用坦克移动的方法
if MainGame.myTank and MainGame.myTank.live:
if not MainGame.myTank.stop:
MainGame.myTank.move()
# 调用检测敌方坦克是否与墙壁发生碰撞
MainGame.myTank.tank_hit_wall()
# 调用检测我方坦克是否与敌方坦克发生碰撞
MainGame.myTank.myTank_hit_enemyTank()
# 加载敌方坦克
self.displayEnemyTank()
# 加载我方坦克发射的子弹
self.displayMyBullet()
# 加载敌方坦克发射的子弹
self.displayEnemyBullet()
# 加载爆炸效果
self.displayExplodeList()
# 加载墙壁
self.displayWallList()
pygame.display.update()
# 添加文字信息提示
def getTextSurface(self, text):
# 初始化字体模块
pygame.font.init()
# 获取字体对象
font = pygame.font.SysFont('consolas', 18)
# 绘制文字信息
textSurface = font.render(text, True, TEXT_COLOR)
# 添加事件监听
self.getEvent()
return textSurface
# print(pygame.font.get_fonts()) # 看看字体有哪些
# 添加事件监听
def getEvent(self):
# 获取所有的事件
eventList = pygame.event.get()
# 遍历事件
for event in eventList:
# 判断按下是否是关闭按钮
if event.type == pygame.QUIT:
self.endGame()
# 判断是否是键盘事件
if event.type == pygame.KEYDOWN:
if not MainGame.myTank:
# 判断键盘按下的是esc
if event.key == pygame.K_ESCAPE:
# 调用创建我方坦克的方法
self.createMyTank()
# 调用创建墙壁的方法
# self.createWall()
if MainGame.myTank and MainGame.myTank.live:
if event.key == pygame.K_LEFT:
print("按下左键,坦克向左移动")
MainGame.myTank.direction = 'L'
# 修改坦克移动的方法
MainGame.myTank.stop = False
elif event.key == pygame.K_RIGHT:
print("按下右键,坦克向右移动")
# 调用坦克移动方法
MainGame.myTank.direction = 'R'
# 修改坦克移动的方法
MainGame.myTank.stop = False
elif event.key == pygame.K_UP:
print("按下上键,坦克向上移动")
# 调用坦克移动方法
MainGame.myTank.direction = 'U'
# 修改坦克移动的方法
MainGame.myTank.stop = False
elif event.key == pygame.K_DOWN:
print("按下下键,坦克向下移动")
# 调用坦克移动方法
MainGame.myTank.direction = 'D'
# 修改坦克移动的方法
MainGame.myTank.stop = False
elif event.key == pygame.K_SPACE:
print('发射子弹')
# 限制子弹数量 #子弹列表的数量如果小于3,可以初始化子弹
if len(MainGame.myBulletList) <= 3:
myBullet = Bullet(MainGame.myTank)
MainGame.myBulletList.append(myBullet)
# 添加音效
music = Music('../坦克大战/img/fire.wav')
music.playMusic()
# 判断是否是键盘是否松开
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT or event.key == pygame.K_DOWN or event.key == pygame.K_UP:
if MainGame.myTank and MainGame.myTank.live:
MainGame.myTank.stop = True
# 结束游戏
def endGame(self):
print("谢谢使用,欢迎下次使用")
exit()
class Tank(BaseItem):
def __init__(self, left, top):
# 保存加载图片
self.images = {
'U': pygame.image.load("../坦克大战/img/p1tankU.gif"),
'D': pygame.image.load("../坦克大战/img/p1tankD.gif"),
'L': pygame.image.load("../坦克大战/img/p1tankL.gif"),
'R': pygame.image.load("../坦克大战/img/p1tankR.gif"),
}
# 设置坦克的方向
self.direction = 'R'
# 根据坦克方向,加载图片
self.image = self.images.get(self.direction)
# 根据图片获取图片所在的矩形区域
self.rect = self.image.get_rect()
# 设置区域的left和top
self.rect.left = left
self.rect.top = top
# 速度
self.speed = 5
# 坦克移动的开关
self.stop = True
# 坦克生成状态
self.live = True
# 移动之前的位置
self.oldleft = self.rect.left
self.oldtop = self.rect.top
# 展示坦克
def displayTank(self):
self.image = self.images.get(self.direction)
MainGame.window.blit(self.image, self.rect)
# 移动坦克
def move(self):
# 记录移动之前的位置
self.oldleft = self.rect.left
self.oldtop = self.rect.top
# 判断坦克方向移动
if self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R':
if self.rect.left + self.rect.height < 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 < SCREEN_HEIGHT:
self.rect.top += self.speed
# 射击
def shot(self):
pass
# 设置坦克位置为移动之前的位置
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 tank_hit_wall(self):
# 循环遍历墙壁列表
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self, wall):
# 设置坦克的坐标为移动之前的位置
self.stay()
# 我方坦克
class MyTank(Tank):
# 初始化方法
def __init__(self, left, top) -> None:
# 调用父类的初始方法
super(MyTank, self).__init__(left, top)
# 检测我方坦克是否与敌方坦克发生碰撞
def myTank_hit_enemyTank(self):
# 循环遍历敌方坦克列表
for enemyTank in MainGame.enemyList:
if pygame.sprite.collide_rect(self, enemyTank):
self.stay()
# 地方坦克
class EnemtTank(Tank):
def __init__(self, left, top, speed):
super(EnemtTank, self).__init__(left, top)
self.images = {
'U': pygame.image.load("../坦克大战/img/enemy1U.gif"),
'D': pygame.image.load("../坦克大战/img/enemy1D.gif"),
'L': pygame.image.load("../坦克大战/img/enemy1L.gif"),
'R': pygame.image.load("../坦克大战/img/enemy1R.gif"),
}
# 设置敌方坦克的方向
self.direction = self.randDirection()
# 根据方向获取图片
self.image = self.images.get(self.direction)
# 获取矩形区域
self.rect = self.image.get_rect()
# 设置left 和top
self.rect.left = left
self.rect.top = top
self.speed = speed
self.step = 30
# self.live = True
# 随机生成的方向
def randDirection(self):
num = int(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 rankMove(self):
if self.step <= 0:
# 修改坦克移动方向
self.direction = self.randDirection()
# 让步数复位
self.step = 30
else:
self.move()
# 步数递减
self.step -= 1
def shot(self):
# 随机生成一个100以内的数字
num = random.randint(0, 100)
if num < 19:
return Bullet(self)
# 检测敌方坦克是否与我方坦克发生碰撞
def enemyTank_hit_myTank(self):
if pygame.sprite.collide_rect(self, MainGame.myTank):
self.stay()
# 子弹类
class Bullet(BaseItem):
def __init__(self, tank):
# 加载图片
self.image = pygame.image.load("../坦克大战/img/enemymissile.gif")
# 子弹的方向
self.direction = tank.direction
# 根据图片获取区域
self.rect = self.image.get_rect()
# 设置left和top
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
# 判断子弹是否存活
self.live = True
# 显示子弹
def displayBullet(self):
MainGame.window.blit(self.image, self.rect)
# 子弹移动
def move(self):
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
else: # 碰到墙壁
self.live = False
elif self.direction == 'D':
if self.rect.top + self.rect.height < SCREEN_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
elif self.direction == 'R':
if self.rect.left + self.rect.width < SCREEN_WIDTH:
self.rect.left += self.speed
else:
self.live = False
# 我方子弹和敌方坦克碰撞检测
def myBullet_hit_enemyTank(self):
# 遍历敌方坦克列表
for enemyTank in MainGame.enemyList:
if pygame.sprite.collide_rect(self, enemyTank):
# 修改敌方坦克和我方子弹生成状态
enemyTank.live = False
self.live = False
# 初始化爆炸效果类
explode = Explode(enemyTank)
# 添加爆炸效果类到爆炸效果列表中
MainGame.explodeList.append(explode)
def enemyBullet_hit_myTank(self):
if MainGame.myTank and MainGame.myTank.live:
if pygame.sprite.collide_rect(self, MainGame.myTank):
# 产生爆炸效果
explode = Explode(MainGame.myTank)
# 将爆炸效果添加到爆炸效果列表
MainGame.explodeList.append(explode)
# 修改敌方子弹与我方坦克的生存状态
self.live = False
MainGame.myTank.live = False
# 检测子弹是否与墙壁发生碰撞
def bullet_hit_wall(self):
# 循环遍历墙壁列表
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self, wall):
# 设置子弹生存状态修改
self.live = False
# 让墙壁的生命值减减
wall.hp -= 1
# 判断墙壁生命值是否小于等于0
if wall.hp <= 0:
# 设置墙壁的生存状态
wall.live = False
# 墙壁类
class Wall():
def __init__(self, left, top):
# 加载墙壁图片
self.image = pygame.image.load('../坦克大战/代码/img/steels.gif')
# 根据图片获取区域
self.rect = self.image.get_rect()
# 设置left top
self.rect.left = left
self.rect.top = top
# 生存状态
self.live = True
# 生命值
self.hp = 3
# 展示墙壁方法
def displayWall(self):
MainGame.window.blit(self.image, self.rect)
# 爆炸效果
class Explode():
def __init__(self, tank):
# 爆炸位置为当前击中坦克的位置
self.rect = tank.rect
self.images = [
pygame.image.load("../坦克大战/img/blast0.gif"),
pygame.image.load("../坦克大战/img/blast1.gif"),
pygame.image.load("../坦克大战/img/blast2.gif"),
pygame.image.load("../坦克大战/img/blast3.gif"),
pygame.image.load("../坦克大战/img/blast4.gif"),
]
self.step = 0
self.image = self.images[self.step]
# 生存状态
self.live = True
def displayExplode(self):
if self.step < len(self.images):
self.image = self.images[self.step]
self.step += 1
# 添加到主窗口
MainGame.window.blit(self.image, self.rect)
else:
# 修改存活状态
self.live = False
self.step = 0
# 音效类
class Music():
def __init__(self, filename) -> None:
self.filename = filename
# 初始化混合器
pygame.mixer.init()
# 加载音乐
pygame.mixer.music.load(self.filename)
# 播放音乐
def playMusic(self):
pygame.mixer.music.play()
if __name__ == '__main__':
# 调用主类的startGame
MainGame().startGame()