day22-坦克大战无地图完全版(实现了一些花里胡哨的功能)

实现的功能有:
1.难度变更,根据玩家击杀的敌方坦克数量和获得的分数,增加场上的敌方坦克数量

2.血条显示,玩家坦克每击杀一个敌方坦克获得一个生命标记,没受到一次攻击掉落一个生命标记,初始标记20个

3.敌方坦克的随机生成,敌方坦克3种类型,一种血厚防高移速慢黄色坦克,一种血防平衡移速适中白色坦克,一种血薄防低移速快原谅坦克,随机生成不同类型

4.空格键发射子弹,方向键控制方向,未设置连发,按一次空格射击一次

5.碰撞判定,圆的相交判定

6.允许穿模,即坦克相撞不产生伤害,不然难度太高

# tank.py
class Tank:

    def __init__(self, life, speed_x, speed_y, screen):
        self.life = life
        self.speed_x = speed_x
        self.speed_y = speed_y
        self.screen = screen

    def show_tank(self, image, x, y):
        self.screen.blit(image, (x, y))

    def hit(self):
        pass

    def move(self):
        pass

# mytank.py
import tank
import pygame
import bullet


class MyTank(tank.Tank):

    hero_up = './mytank/1.gif' # 我方坦克各个状态
    hero_down = './mytank/3.gif'
    hero_left = './mytank/4.gif'
    hero_right = './mytank/2.gif'
    bullets = [] # 类字段-我方子弹列表

    def __init__(self, screen, pos_x=0, pos_y=0): # 初始化
        super().__init__(1, 0, 0, screen)
        self.pos_x = pos_x
        self.pos_y = pos_y

    def move(self, move_dic): # 移动方法,速度改变,返回移动方向
        if move_dic == 'left':
            surface = pygame.image.load(self.hero_left)
            self.speed_x = -5
            self.speed_y = 0
        elif move_dic == 'right':
            surface = pygame.image.load(self.hero_right)
            self.speed_x = 5
            self.speed_y = 0
        elif move_dic == 'up':
            surface = pygame.image.load(self.hero_up)
            self.speed_y = -5
            self.speed_x = 0
        elif move_dic == 'down':
            surface = pygame.image.load(self.hero_down)
            self.speed_y = 5
            self.speed_x = 0
        return surface, move_dic

    def stop(self, stop_dic): # 停止方法,接收移动结束的方向,速度归0,返回停止方向
        if stop_dic == 'left':
            surface = pygame.image.load(self.hero_left)
            self.speed_x = 0
            self.speed_y = 0
        elif stop_dic == 'right':
            surface = pygame.image.load(self.hero_right)
            self.speed_x = 0
            self.speed_y = 0
        elif stop_dic == 'up':
            surface = pygame.image.load(self.hero_up)
            self.speed_y = 0
            self.speed_x = 0
        elif stop_dic == 'down':
            surface = pygame.image.load(self.hero_down)
            self.speed_y = 0
            self.speed_x = 0
        return surface, stop_dic

    def change_position(self): # 坐标更改
        self.pos_x += self.speed_x
        self.pos_y += self.speed_y

    def hit(self, dic): # 子弹射击,各个方向
        global bullet1
        tank_w, tank_h = pygame.image.load(self.hero_up).get_size()
        bullet_w, bullet_h = bullet.Bullet.surface.get_size()
        if dic == 'left':
            bullet1 = bullet.Bullet(self.pos_x - bullet_w, self.pos_y + (tank_h - bullet_h) / 2)
            bullet1.move(dic)
        elif dic == 'right':
            bullet1 = bullet.Bullet(self.pos_x + tank_w, self.pos_y + (tank_h - bullet_h) / 2)
            bullet1.move(dic)
        elif dic == 'up':
            bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y - bullet_h)
            bullet1.move(dic)
        elif dic == 'down':
            bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y + tank_h)
            bullet1.move(dic)
        self.bullets.append(bullet1)

    def bullet_change(self):
        for b in self.bullets:
            b.pos_x += b.speed_x
            b.pos_y += b.speed_y

    def bullet_show(self):
        for b in self.bullets:
            self.screen.blit(bullet.Bullet.surface, (b.pos_x, b.pos_y))

    def bullet_dead(self):
        for b in self.bullets[:]:
            if b.pos_x <= 0 or b.pos_x >= 60*20:
                self.bullets.remove(b)
            if b.pos_y <= 0 or b.pos_y >= 60*14:
                self.bullets.remove(b)

# enemy.py
import pygame
import tank
from random import randint
import bullet


class Enemy(tank.Tank):

    enemy_bullets = [] # 类字段-敌方子弹列表

    def __init__(self, surface, speed_x=0, speed_y=0, screen=0, pos_x=0, pos_y=0): # 初始化敌方坦克
        self.speed_x = speed_x
        self.speed_y = speed_y
        self.screen = screen
        self.pos_x = pos_x
        self.pos_y = pos_y
        self.type_e = randint(1, 3) # 随机类型
        self.life = 8 - self.type_e * 2 # 类型对应血量
        self.surface = surface

    def move(self): # 移动方法,根据类型决定敌方坦克模样和移动速度
        r_dic = randint(-50, 50)
        if r_dic == 1:
            surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/u.gif')
            self.speed_y = self.type_e * (-1)
            self.speed_x = 0
            self.hit(r_dic)
            self.surface = surface
        elif r_dic == 2:
            surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/d.gif')
            self.speed_y = self.type_e * 1
            self.speed_x = 0
            self.hit(r_dic)
            self.surface = surface
        elif r_dic == 3:
            surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/l.gif')
            self.speed_x = self.type_e * (-1)
            self.speed_y = 0
            self.hit(r_dic)
            self.surface = surface
        elif r_dic == 4:
            surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/r.gif')
            self.speed_x = self.type_e * 1
            self.speed_y = 0
            self.hit(r_dic)
            self.surface = surface

    def hit(self, r_dic): # 敌方子弹射击方法
        tank_w, tank_h = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/u.gif').get_size()
        bullet_w, bullet_h = bullet.Bullet.surface.get_size()
        if r_dic == 3:
            bullet1 = bullet.Bullet(self.pos_x - bullet_w, self.pos_y + (tank_h - bullet_h) / 2)
            bullet1.move('left')
            self.enemy_bullets.append(bullet1)
        elif r_dic == 4:
            bullet1 = bullet.Bullet(self.pos_x + tank_w, self.pos_y + (tank_h - bullet_h) / 2)
            bullet1.move('right')
            self.enemy_bullets.append(bullet1)
        elif r_dic == 1:
            bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y - bullet_h)
            bullet1.move('up')
            self.enemy_bullets.append(bullet1)
        elif r_dic == 2:
            bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y + tank_h)
            bullet1.move('down')
            self.enemy_bullets.append(bullet1)

    def bullet_change(self):
        for b in self.enemy_bullets:
            b.pos_x += b.speed_x
            b.pos_y += b.speed_y

    def bullet_show(self):
        for b in self.enemy_bullets:
            self.screen.blit(bullet.Bullet.surface, (b.pos_x, b.pos_y))

    def bullet_dead(self):
        for b in self.enemy_bullets:
            if b.pos_x <= 0 or b.pos_x >= 60*20:
                self.enemy_bullets.remove(b)
            if b.pos_y <= 0 or b.pos_y >= 60*14:
                self.enemy_bullets.remove(b)

    def change_position(self):
        self.pos_x += self.speed_x
        self.pos_y += self.speed_y

# bullet.py
import pygame


class Bullet:

    surface = pygame.image.load('./bullet/10.gif')
    speed_x = 0
    speed_y = 0

    def __init__(self, pos_x, pos_y):
        self.pos_x = pos_x
        self.pos_y = pos_y

    def move(self, move_dic): # 子弹的速度
        if move_dic == 'left':
            self.speed_x = -8
        elif move_dic == 'right':
            self.speed_x = 8
        elif move_dic == 'up':
            self.speed_y = -8
        elif move_dic == 'down':
            self.speed_y = 8

# main.py
import pygame
import mytank
from enemy import Enemy
from random import randint
import bullet
import math


if __name__ == '__main__':
    pygame.init()
    width = 60 * 20
    height = 60 * 14
    screen = pygame.display.set_mode((width, height))
    bullet_wid, bullet_hig = bullet.Bullet.surface.get_size()
    pos_x = 660
    pos_y = 780
    hero = mytank.MyTank(screen, pos_x, pos_y)
    surface = pygame.image.load(mytank.MyTank.hero_up)
    dic = ''
    surface_e = pygame.image.load('./enemy/enemy_creat.gif') # 敌方坦克初始化图片
    enemy_wid, enemy_hig = surface_e.get_size()
    enemys = [] # 初始化敌军坦克列表
    e_number = 0 # 敌军坦克数量
    scouce = 20 # 初始分数计算值
    my_life = 20 # 我方生命初始值
    font = pygame.font.SysFont('Times:', 20)
    while True:
        if my_life == 0: # 我方生命归0,游戏结束
            exit()
        source_txt = font.render('source: '+str(scouce-20), True, (255, 255, 255)) # 显示分数
        life_txt = font.render('life: '+'*  '*my_life, True, (255, 255, 255)) # 显示生命值
        e_number = scouce // 20 # 根据分数增加敌方坦克数量
        while len(enemys) < e_number: # 保证场上敌方坦克数量
            enemy = Enemy(surface_e, 0, 0, screen, randint(100, 1000), randint(100, 500))
            enemys.append(enemy)
        screen.fill((0, 0, 0))
        hero.bullet_dead() # 我方子弹溢出边界消除
        hero.show_tank(surface, hero.pos_x, hero.pos_y) # 我方坦克显示
        hero.bullet_show() # 我方子弹显示
        for enemy in enemys: # 敌方坦克不允许出地图(你也不想就这样丢失敌方视野对吧?)
            if (enemy.pos_x >= 60 * 19 and enemy.speed_x > 0) or (enemy.pos_x <= 0 and enemy.speed_x < 0):
                enemy.speed_x = 0 - enemy.speed_x
            if (enemy.pos_y >= 60 * 13 and enemy.speed_y > 0) or (enemy.pos_y <= 0 and enemy.speed_y < 0):
                enemy.speed_y = 0 - enemy.speed_y
            enemy.change_position() # 敌方位置修改
            enemy.show_tank(enemy.surface, enemy.pos_x, enemy.pos_y) # 敌方坦克绘制
            enemy.move() # 敌方坦克自动移动
        enemy.bullet_change() # 敌方子弹位置修改
        enemy.bullet_dead() # 敌方子弹溢出边界消除
        enemy.bullet_show() # 敌方子弹显示
        screen.blit(source_txt, (5, 5))
        screen.blit(life_txt, (400, 5))
        pygame.display.flip()
        for event in pygame.event.get(): # 我方坦克方向键控制
            if event.type == pygame.QUIT:
                exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RIGHT:
                    surface, dic = hero.move('right')
                elif event.key == pygame.K_LEFT:
                    surface, dic = hero.move('left')
                elif event.key == pygame.K_UP:
                    surface, dic = hero.move('up')
                elif event.key == pygame.K_DOWN:
                    surface, dic = hero.move('down')
                if event.key == pygame.K_SPACE:
                    hero.hit(dic) # 子弹射击控制
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_RIGHT:
                    surface, dic = hero.stop('right')
                elif event.key == pygame.K_LEFT:
                    surface, dic = hero.stop('left')
                elif event.key == pygame.K_UP:
                    surface, dic = hero.stop('up')
                elif event.key == pygame.K_DOWN:
                    surface, dic = hero.stop('down')
        if (hero.pos_x >= 60*19 and hero.speed_x > 0) or (hero.pos_x <= 0 and hero.speed_x < 0): # 我方坦克也不能出边界
            hero.speed_x = 0
        if (hero.pos_y >= 60*13 and hero.speed_y > 0) or (hero.pos_y <= 0 and hero.speed_y < 0):
            hero.speed_y = 0
        hero.change_position() # 我方坦克位置变更
        hero.bullet_change() # 我方坦克子弹变更
        for e in enemys[:]: # 遍历敌方坦克
            for my_bullet in mytank.MyTank.bullets[:]: # 遍历我方子弹
                if math.sqrt((e.pos_x+enemy_wid/2-my_bullet.pos_x-bullet_wid/2)**2+(e.pos_y+enemy_hig/2-my_bullet.pos_y-bullet_hig/2)**2) < (enemy_wid/2+bullet_wid/2): # 相交检测
                    mytank.MyTank.bullets.remove(my_bullet) # 我方子弹消失
                    e.life -= 1 # 敌方生命-1
                    scouce += 1 # 我方分数+1
                    if e.life == 0: # 完成击杀
                        enemys.remove(e) # 敌方坦克消除
                        my_life += 1 # 我方生命+1
        for e_bullet in Enemy.enemy_bullets[:]: # 遍历敌方子弹
            if math.sqrt((hero.pos_x+enemy_wid/2-e_bullet.pos_x-bullet_wid/2)**2+(hero.pos_y+enemy_hig/2-e_bullet.pos_y-bullet_hig/2)**2) < (enemy_wid/2+bullet_wid/2): # 相交检测
                my_life -= 1 # 相交我方生命-1
                Enemy.enemy_bullets.remove(e_bullet) # 敌方子弹消除
        pygame.time.delay(10)

有兴趣的可以拿去尝试看看能打到多少分,每个py文件独立一个模块,资源图:


image.png

bullet:


image.png

enemy:(enemy_creat.gif 是我自己复制了一个敌方坦克图然后用ps直接扣空成一张白图,并不是白色,而是什么都没有,拿来作为初始化每一个敌军坦克的初始显示图,因为一移动就会自动变换成对应类型的模样,刚开始创建打印应该什么都没有)
image.png

enemy1:


image.png

enemy2:
image.png

enemy3:
image.png

mytank:
image.png

效果图:
image.png

你可能感兴趣的:(day22-坦克大战无地图完全版(实现了一些花里胡哨的功能))