V4.0 新增功能:
1.新增墙壁类
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V4.1 新增功能:
1.子弹与墙壁的碰撞
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V4.2 新增功能:
1.坦克与墙壁的碰撞检测(坦克不能穿墙)
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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
over......
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