v3.0 新增功能:
1.优化主逻辑中业务代码
2.新增我方子弹与敌方坦克的碰撞
子弹新增方法 hit_tank()
V3.1 新增功能:
1.敌方子弹与我方坦克的碰撞
......
V3.2 新增功能:
1. 新增爆炸效果类
1、我方坦克干掉敌方坦克
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v3.0 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 = []
# 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' % len(MainGame.enemy_tanks)), (10, 10))
# v1.1引入的操作自己坦克的方法
self.get_event()
# v3.0展示我方坦克
self.show_my_tank()
# v3.0展示敌方坦克
self.show_enemy_tanks()
# v3.0展示我方子弹
self.show_my_bullets()
# v3.0展示敌方子弹
self.show_enemy_bullets()
_display.update()
# 为了方便看坦克的移动效果,系统休眠0.015s
time.sleep(0.015)
# v3.0展示我方坦克
def show_my_tank(self):
# v1.3展示我方坦克
MainGame.my_tank.display()
# v1.5我方坦克移动
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
# v3.0展示敌方坦克
def show_enemy_tanks(self):
# v1.6展示敌方坦克
for e_tank in MainGame.enemy_tanks:
# v3.0敌方坦克或者才展示
if e_tank.live:
e_tank.display()
else:
MainGame.enemy_tanks.remove(e_tank)
# 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)
# v3.0展示我方子弹
def show_my_bullets(self):
# 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()
# v3.0子弹与坦克发生碰撞逻辑
for tank in MainGame.enemy_tanks:
bullet.hit_tank(tank)
else:
MainGame.my_tank_bullets.remove(bullet)
# v3.0展示敌方子弹
def show_enemy_bullets(self):
# 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)
# 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
# v3.0新增坦克属性,用于判断该坦克是否还或者
self.live=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
# v3.0新增坦克属性,用于判断该坦克是否还或者
self.live=True
# 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
# v3.0子弹与坦克发生碰撞方法
def hit_tank(self,tank):
result = pygame.sprite.collide_rect(tank,self)
if result:
self.live = False
tank.live = False
class Explode:
pass
class Music:
pass
game = MainGame()
game.start()
2、敌方坦克干掉我方坦克及我方坦克重生功能
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v3.1 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 = []
# 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' % len(MainGame.enemy_tanks)), (10, 10))
# v1.1引入的操作自己坦克的方法
self.get_event()
# v3.0展示我方坦克
self.show_my_tank()
# v3.0展示敌方坦克
self.show_enemy_tanks()
# v3.0展示我方子弹
self.show_my_bullets()
# v3.0展示敌方子弹
self.show_enemy_bullets()
_display.update()
# 为了方便看坦克的移动效果,系统休眠0.015s
time.sleep(0.015)
# v3.0展示我方坦克
def show_my_tank(self):
# v3.1我方坦克活着再做展示
if MainGame.my_tank and MainGame.my_tank.live:
# v1.3展示我方坦克
MainGame.my_tank.display()
# v1.5我方坦克移动
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
else:
MainGame.my_tank = None
# v3.0展示敌方坦克
def show_enemy_tanks(self):
# v1.6展示敌方坦克
for e_tank in MainGame.enemy_tanks:
# v3.0敌方坦克或者才展示
if e_tank.live:
e_tank.display()
else:
MainGame.enemy_tanks.remove(e_tank)
# 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)
# v3.0展示我方子弹
def show_my_bullets(self):
# 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()
# v3.0子弹与坦克发生碰撞逻辑
for tank in MainGame.enemy_tanks:
bullet.hit_tank(tank)
else:
MainGame.my_tank_bullets.remove(bullet)
# v3.0展示敌方子弹
def show_enemy_bullets(self):
# 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()
# v3.1子弹与坦克发生碰撞逻辑
bullet.hit_tank(MainGame.my_tank)
else:
MainGame.enemy_tank_bullets.remove(bullet)
# 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 MainGame.my_tank and 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:
if MainGame.my_tank:
# 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())
else:
# v3.1 我方坦克重生逻辑
if e.key == pygame.K_ESCAPE:
print('我方坦克重生')
MainGame.my_tank=MyTank(200, 450, 5)
# 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
# v3.0新增坦克属性,用于判断该坦克是否还或者
self.live = 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
# v3.0新增坦克属性,用于判断该坦克是否还或者
self.live = True
# 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
# v3.0子弹与坦克发生碰撞方法
def hit_tank(self, tank):
if MainGame.my_tank:
result = pygame.sprite.collide_rect(tank, self)
if result:
self.live = False
tank.live = False
class Explode:
pass
class Music:
pass
game = MainGame()
game.start()
3、完成爆炸效果
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v3.2 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
# v3.2存放爆炸类
explode_list=[]
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' % len(MainGame.enemy_tanks)), (10, 10))
# v1.1引入的操作自己坦克的方法
self.get_event()
# v3.0展示我方坦克
self.show_my_tank()
# v3.0展示敌方坦克
self.show_enemy_tanks()
# v3.0展示我方子弹
self.show_my_bullets()
# v3.0展示敌方子弹
self.show_enemy_bullets()
# v3.2展示爆炸效果
self.show_explode()
_display.update()
# 为了方便看坦克的移动效果,系统休眠0.015s
time.sleep(0.015)
# v3.0展示我方坦克
def show_my_tank(self):
# v3.1我方坦克活着再做展示
if MainGame.my_tank and MainGame.my_tank.live:
# v1.3展示我方坦克
MainGame.my_tank.display()
# v1.5我方坦克移动
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
else:
MainGame.my_tank = None
# v3.2 展示爆炸效果的方法
def show_explode(self):
for explode in MainGame.explode_list:
if explode.live:
print('展示爆炸效果')
explode.display()
else:
MainGame.explode_list.remove(explode)
# v3.0展示敌方坦克
def show_enemy_tanks(self):
# v1.6展示敌方坦克
for e_tank in MainGame.enemy_tanks:
# v3.0敌方坦克或者才展示
if e_tank.live:
e_tank.display()
else:
MainGame.enemy_tanks.remove(e_tank)
# 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)
# v3.0展示我方子弹
def show_my_bullets(self):
# 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()
# v3.0子弹与坦克发生碰撞逻辑
for tank in MainGame.enemy_tanks:
bullet.hit_tank(tank)
else:
MainGame.my_tank_bullets.remove(bullet)
# v3.0展示敌方子弹
def show_enemy_bullets(self):
# 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()
# v3.1子弹与坦克发生碰撞逻辑
bullet.hit_tank(MainGame.my_tank)
else:
MainGame.enemy_tank_bullets.remove(bullet)
# 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 MainGame.my_tank and 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:
if MainGame.my_tank:
# 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())
else:
# v3.1 我方坦克重生逻辑
if e.key == pygame.K_ESCAPE:
print('我方坦克重生')
MainGame.my_tank = MyTank(200, 450, 5)
# 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
# v3.0新增坦克属性,用于判断该坦克是否还或者
self.live = 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
# v3.0新增坦克属性,用于判断该坦克是否还或者
self.live = True
# 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
# v3.0子弹与坦克发生碰撞方法
def hit_tank(self, tank):
if MainGame.my_tank:
result = pygame.sprite.collide_rect(tank, self)
if result:
self.live = False
tank.live = False
# v3.2往爆炸列表中添加爆炸效果
MainGame.explode_list.append(Explode(tank))
class Explode:
def __init__(self, rect):
self.images = [
pygame.image.load('img/blast0.gif'),
pygame.image.load('img/blast1.gif'),
pygame.image.load('img/blast2.gif'),
pygame.image.load('img/blast3.gif'),
pygame.image.load('img/blast4.gif'),
pygame.image.load('img/blast5.gif'),
pygame.image.load('img/blast6.gif')
]
self.rect = rect
self.image = self.images[0]
self.live = True
# 记录当前图片的索引
self.step = 0
# v3.2 展示爆炸效果
def display(self):
if self.step < len(self.images):
MainGame.window.blit(self.image, self.rect)
self.image = self.images[self.step]
self.step += 1
else:
self.live = False
self.step = 0
class Music:
pass
game = MainGame()
game.start()
V3.x完成之后的效果图

over......
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