博客信息

Python游戏开发之坦克大战 v2.x

发布时间:『 2019-07-03 19:19』  博客类别:Python  阅读(695)

V2.0 新增功能:

    1.完善子弹类

2.我方坦克中新增射击方法(射击之后,产生一个子弹)


小李飞刀_Python

 

V2.1 新增功能:

    1.子弹的移动

    修改bug

        坦克不能移动射击

 

小李飞刀_Python

 

V2.2 新增功能:

   敌方坦克完成射击


小李飞刀_Python



1、我方坦克子弹射击功能


import pygame
import time
import random

# v1.0引入pygame中的显示类
_display = pygame.display
# v1.0引入pygame中的颜色类
_color = pygame.Color
# v1.1引入pygame中的事件类
_event = pygame.event
# v1.2引入pygame中的事件类
_font = pygame.font


class MainGame:
    window = None
    screen_width = 800
    screen_height = 600
    title = '坦克大战v2.0 powered by 【www.javaxl.com】'
    # 我方坦克
    my_tank = None
    # v2.0我方坦克的子弹列表
    my_tank_bullets=[]
    # 敌方坦克列表
    enemy_tanks = []
    # 敌方坦克默认生成数量
    enemy_tank_count = 6

    def start(self):
        _display.init()
        MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height])
        _display.set_caption(MainGame.title)
        # v1.3生成我方坦克
        MainGame.my_tank = MyTank(200, 450, 3)
        # v1.6生成敌方坦克
        self.create_enemy_tanks()
        while True:
            MainGame.window.fill(_color(0, 0, 0))
            # v1.2初始化左上角字体表面(剩余坦克数量,距离左上角(10,10)的位置显示)
            MainGame.window.blit(self.draw_text('敌方坦克剩余%d个' % 6), (10, 10))
            # v1.1引入的操作自己坦克的方法
            self.get_event()
            # v1.2初始化左上角字体表面(剩余坦克数量)
            # v1.3展示我方坦克
            MainGame.my_tank.display()
            # v1.6展示敌方坦克
            for e_tank in MainGame.enemy_tanks:
                e_tank.display()
                # v1.7敌方坦克移动
                e_tank.move()
            # v1.5我方坦克移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # v2.0我方坦克的子弹列表
            for bullet in MainGame.my_tank_bullets:
                bullet.display()

            _display.update()
            # 为了方便看坦克的移动效果,系统休眠0.015s
            time.sleep(0.015)

    # v1.1引入的结束游戏窗口的方法
    def game_over(self):
        exit()

    # v1.1引入的操作自己坦克的方法
    def get_event(self):
        event_list = _event.get()
        # 获取所有的事件
        for e in event_list:
            # 外层判断的事件的类别
            if e.type == pygame.QUIT:
                print('退出游戏')
                self.game_over()
            elif e.type == pygame.KEYUP:
                MainGame.my_tank.stop = True
            elif e.type == pygame.KEYDOWN:
                # 内层判断的具体事件(按下的是哪个键)
                if e.key == pygame.K_UP:
                    print('向上移动')
                    MainGame.my_tank.direction = 'U'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_DOWN:
                    print('向下移动')
                    MainGame.my_tank.direction = 'D'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_LEFT:
                    print('向左移动')
                    MainGame.my_tank.direction = 'L'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_RIGHT:
                    print('向右移动')
                    MainGame.my_tank.direction = 'R'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_SPACE:
                    print('子弹发射 biu biu biu  - - -')
                    # v2.0我方坦克射击
                    MainGame.my_tank_bullets.append(MainGame.my_tank.fire())

    # v1.2初始化左上角字体表面(剩余坦克数量)
    def draw_text(self, content):
        _font.init()
        font = _font.SysFont('kaiti', 20)
        text_surface = font.render(content, True, _color(0, 0, 255))
        return text_surface

    # v1.6创建敌方坦克
    def create_enemy_tanks(self):
        for i in range(MainGame.enemy_tank_count):
            MainGame.enemy_tanks.append(EnemyTank())


# v1.3作为一个精灵类的基类
class BaseItem(pygame.sprite.Sprite):
    def __init__(self, color, width, height):
        pygame.sprite.Sprite.__init__(self)


# v1.3描述坦克基类(基于我方坦克,先进行描述)
class Tank(BaseItem):
    def __init__(self, left, top, speed):
        self.images = {
            'U': pygame.image.load('img/p1tankU.gif'),
            'D': pygame.image.load('img/p1tankD.gif'),
            'L': pygame.image.load('img/p1tankL.gif'),
            'R': pygame.image.load('img/p1tankR.gif')
        }
        # 坦克默认初始化方向
        self.direction = 'U'
        self.image = self.images[self.direction]

        # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动
        self.stop = True

    # v1.3展现坦克对象
    def display(self):
        self.image = self.images[self.direction]
        MainGame.window.blit(self.image, self.rect)

    # v1.5优化坦克移动
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
        elif self.direction == 'D':
            if self.rect.top < (MainGame.screen_height - self.rect.height):
                self.rect.top += self.speed
        elif self.direction == 'L':
            if self.rect.left > 0:
                self.rect.left -= self.speed
        elif self.direction == 'R':
            if self.rect.left < (MainGame.screen_width - self.rect.width):
                self.rect.left += self.speed

    # v2.0坦克新增射击方法
    def fire(self):
        return Bullet(self)

class MyTank(Tank):
    pass


# 1.6敌方坦克出场
class EnemyTank(Tank):
    def __init__(self):
        self.images = {
            'U': pygame.image.load('img/enemy1U.gif'),
            'D': pygame.image.load('img/enemy1D.gif'),
            'L': pygame.image.load('img/enemy1L.gif'),
            'R': pygame.image.load('img/enemy1R.gif')
        }
        # 坦克默认初始化方向
        self.direction = 'U'
        self.random_direction()
        self.image = self.images[self.direction]

        # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小
        self.rect = self.image.get_rect()
        self.rect.left = 100 * random.randint(1, 8)
        self.rect.top = 80 * random.randint(1, 6)
        self.speed = random.randint(1, 3)
        # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动
        self.stop = True
        # 1.7敌方坦克沿着一个方向行走60步,改变一次方向
        self.step=60

    # 1.6敌方坦克出场方向随机
    def random_direction(self):
        num = random.randint(1, 4)
        if num == 1:
            self.direction = 'U'
        elif num == 2:
            self.direction = 'D'
        elif num == 3:
            self.direction = 'L'
        elif num == 4:
            self.direction = 'R'

    # 1.7敌方坦克随机移动
    def move(self):
        if self.step==0:
            self.random_direction()
            self.step=60
        else:
            super().move()
            self.step-=1

# v2.0完善子弹类
class Bullet:
    def __init__(self,tank):
        self.image = pygame.image.load('img/bullet.gif')
        self.direction = tank.direction
        # 子弹速度
        self.speed = tank.speed * 1.5
        self.rect = self.image.get_rect()
        #子弹初始化位置要根据坦克的方向进行调整
        if self.direction == 'U':
            # self.rect.left += (坦克宽度的一半-子弹的宽度的一半)
            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

    # v2.0将子弹展示到窗口表面
    def display(self):
        MainGame.window.blit(self.image,self.rect)


class Explode:
    pass


class Music:
    pass


game = MainGame()
game.start()


2、我方坦克移动射击及子弹移动功能


import pygame
import time
import random

# v1.0引入pygame中的显示类
_display = pygame.display
# v1.0引入pygame中的颜色类
_color = pygame.Color
# v1.1引入pygame中的事件类
_event = pygame.event
# v1.2引入pygame中的事件类
_font = pygame.font


class MainGame:
    window = None
    screen_width = 800
    screen_height = 600
    title = '坦克大战v2.1 powered by 【www.javaxl.com】'
    # 我方坦克
    my_tank = None
    # v2.0我方坦克的子弹列表
    my_tank_bullets = []
    # 敌方坦克列表
    enemy_tanks = []
    # 敌方坦克默认生成数量
    enemy_tank_count = 6

    def start(self):
        _display.init()
        MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height])
        _display.set_caption(MainGame.title)
        # v1.3生成我方坦克
        MainGame.my_tank = MyTank(200, 450, 3)
        # v1.6生成敌方坦克
        self.create_enemy_tanks()
        while True:
            MainGame.window.fill(_color(0, 0, 0))
            # v1.2初始化左上角字体表面(剩余坦克数量,距离左上角(10,10)的位置显示)
            MainGame.window.blit(self.draw_text('敌方坦克剩余%d个' % 6), (10, 10))
            # v1.1引入的操作自己坦克的方法
            self.get_event()
            # v1.2初始化左上角字体表面(剩余坦克数量)
            # v1.3展示我方坦克
            MainGame.my_tank.display()
            # v1.6展示敌方坦克
            for e_tank in MainGame.enemy_tanks:
                e_tank.display()
                # v1.7敌方坦克移动
                e_tank.move()
            # v1.5我方坦克移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # v2.0我方坦克的子弹列表
            for bullet in MainGame.my_tank_bullets:
                # v2.1 子弹移动
                bullet.move()
                if bullet.live:
                    bullet.display()
                else:
                    MainGame.my_tank_bullets.remove(bullet)

            _display.update()
            # 为了方便看坦克的移动效果,系统休眠0.015s
            time.sleep(0.015)

    # v1.1引入的结束游戏窗口的方法
    def game_over(self):
        exit()

    # v1.1引入的操作自己坦克的方法
    def get_event(self):
        event_list = _event.get()
        # 获取所有的事件
        for e in event_list:
            # 外层判断的事件的类别
            if e.type == pygame.QUIT:
                print('退出游戏')
                self.game_over()
            elif e.type == pygame.KEYUP:
                # v2.1优化   弹出的不是空格键再停止
                if e.key != pygame.K_SPACE:
                    MainGame.my_tank.stop = True
            elif e.type == pygame.KEYDOWN:
                # 内层判断的具体事件(按下的是哪个键)
                if e.key == pygame.K_UP:
                    print('向上移动')
                    MainGame.my_tank.direction = 'U'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_DOWN:
                    print('向下移动')
                    MainGame.my_tank.direction = 'D'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_LEFT:
                    print('向左移动')
                    MainGame.my_tank.direction = 'L'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_RIGHT:
                    print('向右移动')
                    MainGame.my_tank.direction = 'R'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_SPACE:
                    print('子弹发射 biu biu biu  - - -%d' % len(MainGame.my_tank_bullets))
                    # v2.1限制我方坦克射击子弹的数量
                    if len(MainGame.my_tank_bullets) < 3:
                        # v2.0我方坦克射击
                        MainGame.my_tank_bullets.append(MainGame.my_tank.fire())

    # v1.2初始化左上角字体表面(剩余坦克数量)
    def draw_text(self, content):
        _font.init()
        font = _font.SysFont('kaiti', 20)
        text_surface = font.render(content, True, _color(0, 0, 255))
        return text_surface

    # v1.6创建敌方坦克
    def create_enemy_tanks(self):
        for i in range(MainGame.enemy_tank_count):
            MainGame.enemy_tanks.append(EnemyTank())


# v1.3作为一个精灵类的基类
class BaseItem(pygame.sprite.Sprite):
    def __init__(self, color, width, height):
        pygame.sprite.Sprite.__init__(self)


# v1.3描述坦克基类(基于我方坦克,先进行描述)
class Tank(BaseItem):
    def __init__(self, left, top, speed):
        self.images = {
            'U': pygame.image.load('img/p1tankU.gif'),
            'D': pygame.image.load('img/p1tankD.gif'),
            'L': pygame.image.load('img/p1tankL.gif'),
            'R': pygame.image.load('img/p1tankR.gif')
        }
        # 坦克默认初始化方向
        self.direction = 'U'
        self.image = self.images[self.direction]

        # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动
        self.stop = True

    # v1.3展现坦克对象
    def display(self):
        self.image = self.images[self.direction]
        MainGame.window.blit(self.image, self.rect)

    # v1.5优化坦克移动
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
        elif self.direction == 'D':
            if self.rect.top < (MainGame.screen_height - self.rect.height):
                self.rect.top += self.speed
        elif self.direction == 'L':
            if self.rect.left > 0:
                self.rect.left -= self.speed
        elif self.direction == 'R':
            if self.rect.left < (MainGame.screen_width - self.rect.width):
                self.rect.left += self.speed

    # v2.0坦克新增射击方法
    def fire(self):
        return Bullet(self)


class MyTank(Tank):
    pass


# 1.6敌方坦克出场
class EnemyTank(Tank):
    def __init__(self):
        self.images = {
            'U': pygame.image.load('img/enemy1U.gif'),
            'D': pygame.image.load('img/enemy1D.gif'),
            'L': pygame.image.load('img/enemy1L.gif'),
            'R': pygame.image.load('img/enemy1R.gif')
        }
        # 坦克默认初始化方向
        self.direction = 'U'
        self.random_direction()
        self.image = self.images[self.direction]

        # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小
        self.rect = self.image.get_rect()
        self.rect.left = 100 * random.randint(1, 8)
        self.rect.top = 80 * random.randint(1, 6)
        self.speed = random.randint(1, 3)
        # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动
        self.stop = True
        # 1.7敌方坦克沿着一个方向行走60步,改变一次方向
        self.step = 60

    # 1.6敌方坦克出场方向随机
    def random_direction(self):
        num = random.randint(1, 4)
        if num == 1:
            self.direction = 'U'
        elif num == 2:
            self.direction = 'D'
        elif num == 3:
            self.direction = 'L'
        elif num == 4:
            self.direction = 'R'

    # 1.7敌方坦克随机移动
    def move(self):
        if self.step == 0:
            self.random_direction()
            self.step = 60
        else:
            super().move()
            self.step -= 1


# v2.0完善子弹类
class Bullet:
    def __init__(self, tank):
        self.image = pygame.image.load('img/bullet.gif')
        self.direction = tank.direction
        # 子弹速度
        self.speed = tank.speed * 1.5
        self.rect = self.image.get_rect()
        # 子弹初始化位置要根据坦克的方向进行调整
        if self.direction == 'U':
            # self.rect.left += (坦克宽度的一半-子弹的宽度的一半)
            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
        # v2.0子弹移动控制标识(移动代表在窗口标描绘制新的子弹,那么老的子弹死亡,不再展示)
        self.live = True

    # v2.0将子弹展示到窗口表面
    def display(self):
        MainGame.window.blit(self.image, self.rect)

    # v2.1 新增子弹的移动方法
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                self.live = False
        elif self.direction == 'D':
            if self.rect.top < MainGame.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 < MainGame.screen_width:
                self.rect.left += self.speed
            else:
                self.live = False


class Explode:
    pass


class Music:
    pass


game = MainGame()
game.start()


3、敌方坦克子弹射击功能


import pygame
import time
import random

# v1.0引入pygame中的显示类
_display = pygame.display
# v1.0引入pygame中的颜色类
_color = pygame.Color
# v1.1引入pygame中的事件类
_event = pygame.event
# v1.2引入pygame中的事件类
_font = pygame.font


class MainGame:
    window = None
    screen_width = 800
    screen_height = 600
    title = '坦克大战v2.2 powered by 【www.javaxl.com】'
    # 我方坦克
    my_tank = None
    # v2.0我方坦克的子弹列表
    my_tank_bullets = []
    # v2.2我方坦克的子弹列表
    enemy_tank_bullets = []
    # 敌方坦克列表
    enemy_tanks = []
    # 敌方坦克默认生成数量
    enemy_tank_count = 6

    def start(self):
        _display.init()
        MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height])
        _display.set_caption(MainGame.title)
        # v1.3生成我方坦克
        MainGame.my_tank = MyTank(200, 450, 3)
        # v1.6生成敌方坦克
        self.create_enemy_tanks()
        while True:
            MainGame.window.fill(_color(0, 0, 0))
            # v1.2初始化左上角字体表面(剩余坦克数量,距离左上角(10,10)的位置显示)
            MainGame.window.blit(self.draw_text('敌方坦克剩余%d个' % 6), (10, 10))
            # v1.1引入的操作自己坦克的方法
            self.get_event()
            # v1.3展示我方坦克
            MainGame.my_tank.display()
            # v1.6展示敌方坦克
            for e_tank in MainGame.enemy_tanks:
                e_tank.display()
                # v1.7敌方坦克移动
                e_tank.move()
                e_bullet=e_tank.fire()
                if e_bullet:
                    MainGame.enemy_tank_bullets.append(e_bullet)
            # v1.5我方坦克移动
            if not MainGame.my_tank.stop:
                MainGame.my_tank.move()
            # v2.0我方坦克的子弹列表
            for bullet in MainGame.my_tank_bullets:
                # v2.1 子弹移动
                bullet.move()
                if bullet.live:
                    bullet.display()
                else:
                    MainGame.my_tank_bullets.remove(bullet)
            # v2.2敌方坦克的子弹列表
            for bullet in MainGame.enemy_tank_bullets:
                # v2.1 子弹移动
                bullet.move()
                if bullet.live:
                    bullet.display()
                else:
                    MainGame.enemy_tank_bullets.remove(bullet)

            _display.update()
            # 为了方便看坦克的移动效果,系统休眠0.015s
            time.sleep(0.015)

    # v1.1引入的结束游戏窗口的方法
    def game_over(self):
        exit()

    # v1.1引入的操作自己坦克的方法
    def get_event(self):
        event_list = _event.get()
        # 获取所有的事件
        for e in event_list:
            # 外层判断的事件的类别
            if e.type == pygame.QUIT:
                print('退出游戏')
                self.game_over()
            elif e.type == pygame.KEYUP:
                # v2.1优化   弹出的不是空格键再停止
                if e.key != pygame.K_SPACE:
                    MainGame.my_tank.stop = True
            elif e.type == pygame.KEYDOWN:
                # 内层判断的具体事件(按下的是哪个键)
                if e.key == pygame.K_UP:
                    print('向上移动')
                    MainGame.my_tank.direction = 'U'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_DOWN:
                    print('向下移动')
                    MainGame.my_tank.direction = 'D'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_LEFT:
                    print('向左移动')
                    MainGame.my_tank.direction = 'L'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_RIGHT:
                    print('向右移动')
                    MainGame.my_tank.direction = 'R'
                    # MainGame.my_tank.move()
                    MainGame.my_tank.stop = False
                elif e.key == pygame.K_SPACE:
                    print('子弹发射 biu biu biu  - - -%d' % len(MainGame.my_tank_bullets))
                    # v2.1限制我方坦克射击子弹的数量
                    if len(MainGame.my_tank_bullets) < 3:
                        # v2.0我方坦克射击
                        MainGame.my_tank_bullets.append(MainGame.my_tank.fire())

    # v1.2初始化左上角字体表面(剩余坦克数量)
    def draw_text(self, content):
        _font.init()
        font = _font.SysFont('kaiti', 20)
        text_surface = font.render(content, True, _color(0, 0, 255))
        return text_surface

    # v1.6创建敌方坦克
    def create_enemy_tanks(self):
        for i in range(MainGame.enemy_tank_count):
            MainGame.enemy_tanks.append(EnemyTank())


# v1.3作为一个精灵类的基类
class BaseItem(pygame.sprite.Sprite):
    def __init__(self, color, width, height):
        pygame.sprite.Sprite.__init__(self)


# v1.3描述坦克基类(基于我方坦克,先进行描述)
class Tank(BaseItem):
    def __init__(self, left, top, speed):
        self.images = {
            'U': pygame.image.load('img/p1tankU.gif'),
            'D': pygame.image.load('img/p1tankD.gif'),
            'L': pygame.image.load('img/p1tankL.gif'),
            'R': pygame.image.load('img/p1tankR.gif')
        }
        # 坦克默认初始化方向
        self.direction = 'U'
        self.image = self.images[self.direction]

        # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
        self.speed = speed
        # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动
        self.stop = True

    # v1.3展现坦克对象
    def display(self):
        self.image = self.images[self.direction]
        MainGame.window.blit(self.image, self.rect)

    # v1.5优化坦克移动
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
        elif self.direction == 'D':
            if self.rect.top < (MainGame.screen_height - self.rect.height):
                self.rect.top += self.speed
        elif self.direction == 'L':
            if self.rect.left > 0:
                self.rect.left -= self.speed
        elif self.direction == 'R':
            if self.rect.left < (MainGame.screen_width - self.rect.width):
                self.rect.left += self.speed

    # v2.0坦克新增射击方法
    def fire(self):
        return Bullet(self)


class MyTank(Tank):
    pass


# 1.6敌方坦克出场
class EnemyTank(Tank):
    def __init__(self):
        self.images = {
            'U': pygame.image.load('img/enemy1U.gif'),
            'D': pygame.image.load('img/enemy1D.gif'),
            'L': pygame.image.load('img/enemy1L.gif'),
            'R': pygame.image.load('img/enemy1R.gif')
        }
        # 坦克默认初始化方向
        self.direction = 'U'
        self.random_direction()
        self.image = self.images[self.direction]

        # 坦克的区域(left,top,width,heigt) 坦克位置及坦克大小
        self.rect = self.image.get_rect()
        self.rect.left = 100 * random.randint(1, 8)
        self.rect.top = 80 * random.randint(1, 6)
        self.speed = random.randint(1, 3)
        # v1.5按下方向键坦克持续移动,松开方向键坦克停止移动
        self.stop = True
        # 1.7敌方坦克沿着一个方向行走60步,改变一次方向
        self.step = 60

    # 1.6敌方坦克出场方向随机
    def random_direction(self):
        num = random.randint(1, 4)
        if num == 1:
            self.direction = 'U'
        elif num == 2:
            self.direction = 'D'
        elif num == 3:
            self.direction = 'L'
        elif num == 4:
            self.direction = 'R'

    # 1.7敌方坦克随机移动
    def move(self):
        if self.step == 0:
            self.random_direction()
            self.step = 60
        else:
            super().move()
            self.step -= 1

    # v2.2新增 随机射击方法
    def fire(self):
        num = random.randint(1, 120)
        if num == 1:
            return super().fire()


# v2.0完善子弹类
class Bullet:
    def __init__(self, tank):
        self.image = pygame.image.load('img/bullet.gif')
        self.direction = tank.direction
        # 子弹速度
        self.speed = tank.speed * 1.5
        self.rect = self.image.get_rect()
        # 子弹初始化位置要根据坦克的方向进行调整
        if self.direction == 'U':
            # self.rect.left += (坦克宽度的一半-子弹的宽度的一半)
            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
        # v2.0子弹移动控制标识(移动代表在窗口标描绘制新的子弹,那么老的子弹死亡,不再展示)
        self.live = True

    # v2.0将子弹展示到窗口表面
    def display(self):
        MainGame.window.blit(self.image, self.rect)

    # v2.1 新增子弹的移动方法
    def move(self):
        if self.direction == 'U':
            if self.rect.top > 0:
                self.rect.top -= self.speed
            else:
                self.live = False
        elif self.direction == 'D':
            if self.rect.top < MainGame.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 < MainGame.screen_width:
                self.rect.left += self.speed
            else:
                self.live = False


class Explode:
    pass


class Music:
    pass


game = MainGame()
game.start()


over......


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