博客信息

Python游戏开发之坦克大战 v4.x

发布时间:『 2019-07-03 22:33』  博客类别:Python  阅读(702)

V4.0 新增功能:

    1.新增墙壁类

......

V4.1 新增功能:

    1.子弹与墙壁的碰撞

......

V4.2 新增功能:

    1.坦克与墙壁的碰撞检测(坦克不能穿墙)

......

V4.3 新增功能:

1. 新增音效处理

 

 

 

1、新增墙壁效果

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v4.0 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
    # v3.2存放爆炸类
    explode_list=[]
    # v4.0新增墙壁块
    wall_list_count=10
    # v4.0新增墙壁列表
    wall_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()
        # v4.0生成墙壁
        self.create_walls()
        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()
            # v4.0展示所有墙壁
            self.show_walls()

            _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

    # v4.0展示所有墙壁
    def show_walls(self):
        for wall in MainGame.wall_list:
            wall.display()

    # 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())

    # v4.0新增墙壁类
    def create_walls(self):
        for i in range(MainGame.wall_list_count):
            left=60*i
            top=400
            MainGame.wall_list.append(Wall(left,top))


# 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

# v4.0新增墙壁类
class Wall(BaseItem):
    def __init__(self,left,top):
        self.image = pygame.image.load('img/steels.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
    def display(self):
        # 将墙壁加到窗口中
        MainGame.window.blit(self.image,self.rect)

class Music:
    pass


game = MainGame()
game.start()

 

2、子弹不能穿墙(子弹与墙壁的碰撞)

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v4.1 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
    # v3.2存放爆炸类
    explode_list=[]
    # v4.0新增墙壁块
    wall_list_count=10
    # v4.0新增墙壁列表
    wall_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()
        # v4.0生成墙壁
        self.create_walls()
        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()
            # v4.0展示所有墙壁
            self.show_walls()

            _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

    # v4.0展示所有墙壁
    def show_walls(self):
        for wall in MainGame.wall_list:
            wall.display()

    # 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)
                    # v4.1 我方子弹打墙上
                    bullet.hit_wall()
            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)
                # v4.1 敌方子弹打墙上
                bullet.hit_wall()
            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())

    # v4.0新增墙壁类
    def create_walls(self):
        for i in range(MainGame.wall_list_count):
            left=60*i
            top=400
            MainGame.wall_list.append(Wall(left,top))


# 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))

    # v4.1子弹与墙壁发生碰撞方法
    def hit_wall(self):
        for wall in MainGame.wall_list:
            result = pygame.sprite.collide_rect(wall, self)
            if result:
                self.live = False


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

# v4.0新增墙壁类
class Wall(BaseItem):
    def __init__(self,left,top):
        self.image = pygame.image.load('img/steels.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top
    def display(self):
        # 将墙壁加到窗口中
        MainGame.window.blit(self.image,self.rect)

class Music:
    pass


game = MainGame()
game.start()


3、坦克不能穿墙(坦克与墙壁的碰撞)

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v4.2 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 = []
    # v4.0新增墙壁块
    wall_list_count = 10
    # v4.0新增墙壁列表
    wall_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, 480, 3)
        # v1.6生成敌方坦克
        self.create_enemy_tanks()
        # v4.0生成墙壁
        self.create_walls()
        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()
            # v4.0展示所有墙壁
            self.show_walls()

            _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()
                # v4.2坦克与墙壁发生碰撞方法
                MainGame.my_tank.hit_wall()
        else:
            MainGame.my_tank = None

    # v4.0展示所有墙壁
    def show_walls(self):
        for wall in MainGame.wall_list:
            wall.display()

    # 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()
            # v4.2坦克与墙壁发生碰撞方法
            e_tank.hit_wall()
            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)
                    # v4.1 我方子弹打墙上
                    bullet.hit_wall()
            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)
                # v4.1 敌方子弹打墙上
                bullet.hit_wall()
            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, 480, 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())

    # v4.0新增墙壁类
    def create_walls(self):
        for i in range(MainGame.wall_list_count):
            left = 60 * i
            top = 400
            MainGame.wall_list.append(Wall(left, top))


# 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
        # v4.2 新增属性,用来记录坦克碰撞之前的坐标
        self.old_left = 0
        self.old_top = 0

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

    # v4.2坦克坐标还原方法
    def stay(self):
        self.rect.left = self.old_left
        self.rect.top = self.old_top

    # v1.5优化坦克移动
    def move(self):
        # v4.2时刻记录坦克所在的上一次位置,当发生与墙壁碰撞后,坦克可以回到原来的坐标
        self.old_top = self.rect.top
        self.old_left = self.rect.left
        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)

    # v4.2坦克与墙壁发生碰撞方法
    def hit_wall(self):
        for wall in MainGame.wall_list:
            result = pygame.sprite.collide_rect(wall, self)
            if result:
                # v4.2调用碰撞后坦克坐标还原方法
                self.stay()


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
        # v4.2 新增属性,用来记录坦克碰撞之前的坐标
        self.old_left = 0
        self.old_top = 0

    # 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))

    # v4.1子弹与墙壁发生碰撞方法
    def hit_wall(self):
        for wall in MainGame.wall_list:
            result = pygame.sprite.collide_rect(wall, self)
            if result:
                self.live = False


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


# v4.0新增墙壁类
class Wall(BaseItem):
    def __init__(self, left, top):
        self.image = pygame.image.load('img/steels.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top

    def display(self):
        # 将墙壁加到窗口中
        MainGame.window.blit(self.image, self.rect)


class Music:
    pass


game = MainGame()
game.start()


4、添加游戏音效

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
# v4.3 引入pygame的音乐类
_mixer=pygame.mixer


class MainGame:
    window = None
    screen_width = 800
    screen_height = 600
    title = '坦克大战v4.3 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 = []
    # v4.0新增墙壁块
    wall_list_count = 10
    # v4.0新增墙壁列表
    wall_list = []

    def start(self):
        _display.init()
        MainGame.window = _display.set_mode([MainGame.screen_width, MainGame.screen_height])
        _display.set_caption(MainGame.title)
        # v4.3展示游戏背景音乐(-1:代表无限循环播放 0:代表循环0次,也就是只播放1次背景音乐,1:代表循环1次,也就是播放2次)
        Music('img/start.wav').play(-1)

        # v1.3生成我方坦克
        MainGame.my_tank = MyTank(200, 480, 3)
        # v1.6生成敌方坦克
        self.create_enemy_tanks()
        # v4.0生成墙壁
        self.create_walls()
        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()
            # v4.0展示所有墙壁
            self.show_walls()

            _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()
                # v4.2坦克与墙壁发生碰撞方法
                MainGame.my_tank.hit_wall()
        else:
            MainGame.my_tank = None

    # v4.0展示所有墙壁
    def show_walls(self):
        for wall in MainGame.wall_list:
            wall.display()

    # 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()
            # v4.2坦克与墙壁发生碰撞方法
            e_tank.hit_wall()
            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)
                    # v4.1 我方子弹打墙上
                    bullet.hit_wall()
            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)
                # v4.1 敌方子弹打墙上
                bullet.hit_wall()
            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, 480, 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())

    # v4.0新增墙壁类
    def create_walls(self):
        for i in range(MainGame.wall_list_count):
            left = 60 * i
            top = 400
            MainGame.wall_list.append(Wall(left, top))


# 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
        # v4.2 新增属性,用来记录坦克碰撞之前的坐标
        self.old_left = 0
        self.old_top = 0

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

    # v4.2坦克坐标还原方法
    def stay(self):
        self.rect.left = self.old_left
        self.rect.top = self.old_top

    # v1.5优化坦克移动
    def move(self):
        # v4.2时刻记录坦克所在的上一次位置,当发生与墙壁碰撞后,坦克可以回到原来的坐标
        self.old_top = self.rect.top
        self.old_left = self.rect.left
        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)

    # v4.2坦克与墙壁发生碰撞方法
    def hit_wall(self):
        for wall in MainGame.wall_list:
            result = pygame.sprite.collide_rect(wall, self)
            if result:
                # v4.2调用碰撞后坦克坐标还原方法
                self.stay()


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
        # v4.2 新增属性,用来记录坦克碰撞之前的坐标
        self.old_left = 0
        self.old_top = 0

    # 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))

    # v4.1子弹与墙壁发生碰撞方法
    def hit_wall(self):
        for wall in MainGame.wall_list:
            result = pygame.sprite.collide_rect(wall, self)
            if result:
                self.live = False


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


# v4.0新增墙壁类
class Wall(BaseItem):
    def __init__(self, left, top):
        self.image = pygame.image.load('img/steels.gif')
        self.rect = self.image.get_rect()
        self.rect.left = left
        self.rect.top = top

    def display(self):
        # 将墙壁加到窗口中
        MainGame.window.blit(self.image, self.rect)

# v4.3新增音乐类
class Music:
    def __init__(self,music_path):
        self.music_path=music_path
        _mixer.init()
        _mixer.music.load(self.music_path)

    # v4.3新增音乐播放
    def play(self,count):
        _mixer.music.play(count)


game = MainGame()
game.start()


最终游戏效果,坦克子弹不能穿墙,附带游戏背景音乐


小李飞刀_Python



over......


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