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一、环境:pygame
Pygame被设计用来写游戏的python模块集合,基于SDL库开发。使用python可以导入pygame来开发具有全部特性的游戏和多媒体软件,Pygame是极度轻便的并且可以运行在几乎所有的平台和操作系统上。
二、编辑器:PyCharm
PyCharm是一种Python IDE,带有一整套可以帮助用户在使用Python语言开发时提高其效率的工具,比如调试、语法高亮、Project管理、代码跳转、智能提示、自动完成、单元测试、版本控制。此外,该IDE提供了一些高级功能,以用于支持Django框架下的专业Web开发。
源代码:
import pygame
from pygame.locals import *
import math
import random
def expand_battle_field():
for row in small_battle_field:
new_row = []
for column in row:
new_row.extend([column] * 2)
battle_field.append(new_row)
battle_field.append(new_row[:])
def area_conflict(area1, area2):
for point1 in area1:
if point1 in area2:
return True
return False
def draw_battle_field():
global symbol_position
global symbol_area
for row_index in range(y_max):
for column_index in range(x_max):
if battle_field[row_index][column_index] == 1:
# is a brick_wall
screen.blit(brick_wall_img, (column_index * 30, row_index * 30))
if battle_field[row_index][column_index] == 2:
# is a cement_wall
screen.blit(cement_wall_img, (column_index * 30, row_index * 30))
if symbol_position != None:
continue
if battle_field[row_index][column_index] == 3:
# is a symbol
symbol_position = (column_index, row_index)
symbol_area = (
(column_index, row_index),
(column_index + 1, row_index),
(column_index, row_index + 1),
(column_index + 1, row_index + 1))
if game_over:
screen.blit(symbol_destoryed_img, (symbol_position[0] * 30, symbol_position[1] * 30))
else:
screen.blit(symbol_img, (symbol_position[0] * 30, symbol_position[1] * 30))
def produce_enemy(time):
global last_product
global enemys_cur_number
if last_product != -1 and time - last_product < enemys_product_interval:
return
index_e = random.randint(0, 1)
conflict = False
for point in tank.area:
if point in enemy_init_area[index_e]:
conflict = True
break
if not conflict:
for enemy in enemys:
for point_e in enemy.area:
if point_e in enemy_init_area[index_e]:
conflict = True
break
if conflict:
break;
if not conflict:
enemys.append(Enemy(enemy_init_position[index_e]))
last_product = time
enemys_cur_number += 1
return
for point in tank.area:
if point in enemy_init_area[1 - index_e]:
return
for enemy in enemys:
for point_e in enemy.area:
if point_e in enemy_init_area[1 - index_e]:
return
enemys.append(Enemy(enemy_init_position[1 - index_e]))
last_product = time
enemys_cur_number += 1
class ArmoredCar():
def __init__(self, p_position, p_direction, p_image, p_fire_interval):
self.position = p_position
self.area = (
(self.position[0], self.position[1]),
(self.position[0] + 1, self.position[1]),
(self.position[0], self.position[1] + 1),
(self.position[0] + 1, self.position[1] + 1))
self.direction = p_direction
self.image = p_image
self.missiles = []
self.destroyed = False
self.last_fire = -1
self.fire_interval = p_fire_interval
def draw(self):
screen.blit(self.image, (self.position[0] * 30, self.position[1] * 30))
def is_legal(self, new_area):
for (x, y) in new_area:
if x < 0 or y < 0 or x >= x_max or y >= y_max:
return False
if battle_field[y][x] != 0:
return False
for enemy in enemys:
if enemy == self:
continue
if area_conflict(enemy.area, new_area):
return False
if isinstance(self, Enemy) and area_conflict(self.area, tank.area):
return False
return True
def update(self):
self.draw()
index = 0
for missile in self.missiles:
if missile.update() == False:
self.missiles.pop(index)
index += 1
def up(self):
self.direction = 'U'
if isinstance(self, Tank):
self.image = tank_img_U
else:
self.image = enemy_img_U
new_position = (self.position[0], self.position[1] - 1)
new_area = (
(new_position[0], new_position[1]),
(new_position[0] + 1, new_position[1]),
(new_position[0], new_position[1] + 1),
(new_position[0] + 1, new_position[1] + 1)