python实现双人版坦克大战游戏
这篇文章主要为大家详细介绍了python实现双人版坦克大战游戏,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
游戏介绍:
双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。
中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭玩即可进入下一关。
方向键:上下左右移动即可。另一个方向键则是:WSAD。
环境配置:
Python3、 Pycharm 、Pygame。
第三方库的安装:pip install pygame
效果展示:
开始界面一一
开始即可上手玩游戏,还有背景音乐辅助!游戏玩儿起来更带感!
游戏界面——
代码演示:
1)游戏主程序
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 | import pygame import sys import traceback import wall import myTank import enemyTank import food def main(): pygame.init() pygame.mixer.init() resolution = 630 , 630 screen = pygame.display.set_mode(resolution) pygame.display.set_caption( "Tank War " ) # 加载图片,音乐,音效. background_image = pygame.image.load(r "..\image\background.png" ) home_image = pygame.image.load(r "..\image\home.png" ) home_destroyed_image = pygame.image.load(r "..\image\home_destroyed.png" ) bang_sound = pygame.mixer.Sound(r "..\music\bang.wav" ) bang_sound.set_volume( 1 ) fire_sound = pygame.mixer.Sound(r "..\music\Gunfire.wav" ) start_sound = pygame.mixer.Sound(r "..\music\start.wav" ) start_sound.play() # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹 allTankGroup = pygame.sprite.Group() mytankGroup = pygame.sprite.Group() allEnemyGroup = pygame.sprite.Group() redEnemyGroup = pygame.sprite.Group() greenEnemyGroup = pygame.sprite.Group() otherEnemyGroup = pygame.sprite.Group() enemyBulletGroup = pygame.sprite.Group() # 创建地图 bgMap = wall. Map () # 创建食物/道具 但不显示 prop = food.Food() # 创建我方坦克 myTank_T1 = myTank.MyTank( 1 ) allTankGroup.add(myTank_T1) mytankGroup.add(myTank_T1) myTank_T2 = myTank.MyTank( 2 ) allTankGroup.add(myTank_T2) mytankGroup.add(myTank_T2) # 创建敌方 坦克 for i in range ( 1 , 4 ): enemy = enemyTank.EnemyTank(i) allTankGroup.add(enemy) allEnemyGroup.add(enemy) if enemy.isred = = True : redEnemyGroup.add(enemy) continue if enemy.kind = = 3 : greenEnemyGroup.add(enemy) continue otherEnemyGroup.add(enemy) # 敌军坦克出现动画 appearance_image = pygame.image.load(r "..\image\appear.png" ).convert_alpha() appearance = [] appearance.append(appearance_image.subsurface(( 0 , 0 ), ( 48 , 48 ))) appearance.append(appearance_image.subsurface(( 48 , 0 ), ( 48 , 48 ))) appearance.append(appearance_image.subsurface(( 96 , 0 ), ( 48 , 48 ))) # 自定义事件 # 创建敌方坦克延迟200 DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer(DELAYEVENT, 200 ) # 创建 敌方 子弹延迟1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000 ) # 创建 我方 子弹延迟200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200 ) # 敌方坦克 静止8000 NOTMOVEEVENT = pygame.constants.USEREVENT + 3 pygame.time.set_timer(NOTMOVEEVENT, 8000 ) delay = 100 moving = 0 movdir = 0 moving2 = 0 movdir2 = 0 enemyNumber = 3 enemyCouldMove = True switch_R1_R2_image = True homeSurvive = True running_T1 = True running_T2 = True clock = pygame.time.Clock() while True : for event in pygame.event.get(): if event. type = = pygame.QUIT: pygame.quit() sys.exit() # 我方子弹冷却事件 if event. type = = MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # 敌方子弹冷却事件 if event. type = = ENEMYBULLETNOTCOOLINGEVENT: for each in allEnemyGroup: each.bulletNotCooling = True # 敌方坦克静止事件 if event. type = = NOTMOVEEVENT: enemyCouldMove = True # 创建敌方坦克延迟 if event. type = = DELAYEVENT: if enemyNumber < 4 : enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(enemy, allTankGroup, False , None ): break allEnemyGroup.add(enemy) allTankGroup.add(enemy) enemyNumber + = 1 if enemy.isred = = True : redEnemyGroup.add(enemy) elif enemy.kind = = 3 : greenEnemyGroup.add(enemy) else : otherEnemyGroup.add(enemy) if event. type = = pygame.KEYDOWN: if event.key = = pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key = = pygame.K_e: myTank_T1.levelUp() if event.key = = pygame.K_q: myTank_T1.levelDown() if event.key = = pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key = = pygame.K_2: if myTank_T1.speed = = 3 : myTank_T1.speed = 24 else : myTank_T1.speed = 3 if event.key = = pygame.K_1: for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.brick = wall.Brick() bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.brickGroup.add(bgMap.brick) if event.key = = pygame.K_4: for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) # 检查用户的键盘操作 key_pressed = pygame.key.get_pressed() # 玩家一的移动操作 if moving: moving - = 1 if movdir = = 0 : allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 1 : allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 2 : allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 3 : allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if not moving: if key_pressed[pygame.K_w]: moving = 7 movdir = 0 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_s]: moving = 7 movdir = 1 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_a]: moving = 7 movdir = 2 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_d]: moving = 7 movdir = 3 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) if key_pressed[pygame.K_j]: if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling: fire_sound.play() myTank_T1.shoot() myTank_T1.bulletNotCooling = False # 玩家二的移动操作 if moving2: moving2 - = 1 if movdir2 = = 0 : allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 1 : allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 2 : allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 3 : allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if not moving2: if key_pressed[pygame.K_UP]: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 0 running_T2 = True elif key_pressed[pygame.K_DOWN]: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 1 running_T2 = True elif key_pressed[pygame.K_LEFT]: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 2 running_T2 = True elif key_pressed[pygame.K_RIGHT]: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 3 running_T2 = True if key_pressed[pygame.K_KP0]: if not myTank_T2.bullet.life: # fire_sound.play() myTank_T2.shoot() # 画背景 screen.blit(background_image, ( 0 , 0 )) # 画砖块 for each in bgMap.brickGroup: screen.blit(each.image, each.rect) # 花石头 for each in bgMap.ironGroup: screen.blit(each.image, each.rect) # 画home if homeSurvive: screen.blit(home_image, ( 3 + 12 * 24 , 3 + 24 * 24 )) else : screen.blit(home_destroyed_image, ( 3 + 12 * 24 , 3 + 24 * 24 )) # 画我方坦克1 if not (delay % 5 ): switch_R1_R2_image = not switch_R1_R2_image if switch_R1_R2_image and running_T1: screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top)) running_T1 = False else : screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top)) # 画我方坦克2 if switch_R1_R2_image and running_T2: screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top)) running_T2 = False else : screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top)) # 画敌方坦克 for each in allEnemyGroup: # 判断5毛钱特效是否播放 if each.flash: # 判断画左动作还是右动作 if switch_R1_R2_image: screen.blit(each.tank_R0, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else : screen.blit(each.tank_R1, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else : # 播放5毛钱特效 if each.times > 0 : each.times - = 1 if each.times < = 10 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 20 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 30 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 40 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 50 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 60 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 70 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 80 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 90 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) if each.times = = 0 : each.flash = True # 绘制我方子弹1 if myTank_T1.bullet.life: myTank_T1.bullet.move() screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect) # 子弹 碰撞 子弹 for each in enemyBulletGroup: if each.life: if pygame.sprite.collide_rect(myTank_T1.bullet, each): myTank_T1.bullet.life = False each.life = False pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True , None ) # 子弹 碰撞 敌方坦克 if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True , None ): prop.change() bang_sound.play() enemyNumber - = 1 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False , None ): for each in greenEnemyGroup: if pygame.sprite.collide_rect(myTank_T1.bullet, each): if each.life = = 1 : pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True , None ) bang_sound.play() enemyNumber - = 1 elif each.life = = 2 : each.life - = 1 each.tank = each.enemy_3_0 elif each.life = = 3 : each.life - = 1 each.tank = each.enemy_3_2 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 myTank_T1.bullet.life = False #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None): # bang_sound.play() # enemyNumber -= 1 # myTank_T1.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 子弹 碰撞 brickGroup if myTank_T1.bullet.strong: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 else : if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 绘制我方子弹2 if myTank_T2.bullet.life: myTank_T2.bullet.move() screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect) # 子弹 碰撞 敌方坦克 if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 myTank_T2.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 子弹 碰撞 brickGroup if myTank_T2.bullet.strong: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 else : if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 绘制敌人子弹 for each in allEnemyGroup: # 如果子弹没有生命,则赋予子弹生命 if not each.bullet.life and each.bulletNotCooling and enemyCouldMove: enemyBulletGroup.remove(each.bullet) each.shoot() enemyBulletGroup.add(each.bullet) each.bulletNotCooling = False # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹 if each.flash: if each.bullet.life: # 如果敌人可以移动 if enemyCouldMove: each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) # 子弹 碰撞 我方坦克 if pygame.sprite.collide_rect(each.bullet, myTank_T1): bang_sound.play() myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24 , 3 + 24 * 24 each.bullet.life = False moving = 0 # 重置移动控制参数 for i in range (myTank_T1.level + 1 ): myTank_T1.levelDown() if pygame.sprite.collide_rect(each.bullet, myTank_T2): bang_sound.play() myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24 , 3 + 24 * 24 each.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True , None ): each.bullet.life = False # 子弹 碰撞 ironGroup if each.bullet.strong: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True , None ): each.bullet.life = False else : if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False , None ): each.bullet.life = False # 最后画食物/道具 if prop.life: screen.blit(prop.image, prop.rect) # 我方坦克碰撞 食物/道具 if pygame.sprite.collide_rect(myTank_T1, prop): if prop.kind = = 1 : # 敌人全毁 for each in allEnemyGroup: if pygame.sprite.spritecollide(each, allEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 prop.life = False if prop.kind = = 2 : # 敌人静止 enemyCouldMove = False prop.life = False if prop.kind = = 3 : # 子弹增强 myTank_T1.bullet.strong = True prop.life = False if prop.kind = = 4 : # 家得到保护 for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) prop.life = False if prop.kind = = 5 : # 坦克无敌 prop.life = False pass if prop.kind = = 6 : # 坦克升级 myTank_T1.levelUp() prop.life = False if prop.kind = = 7 : # 坦克生命+1 myTank_T1.life + = 1 prop.life = False # 延迟 delay - = 1 if not delay: delay = 100 pygame.display.flip() clock.tick( 60 ) if __name__ = = "__main__" : try : main() except SystemExit: pass except : traceback.print_exc() pygame.quit() input () |
2)随机出现的特殊道具
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 | import pygame import random class Food(pygame.sprite.Sprite): def __init__( self ): self .food_boom = pygame.image.load(r "..\image\food_boom.png" ).convert_alpha() self .food_clock = pygame.image.load(r "..\image\food_clock.png" ).convert_alpha() self .food_gun = pygame.image.load(r "..\image\food_gun.png" ).convert_alpha() self .food_iron = pygame.image.load(r "..\image\food_iron.png" ).convert_alpha() self .food_protect = pygame.image.load(r "..\image\food_protect.png" ).convert_alpha() self .food_star = pygame.image.load(r "..\image\food_star.png" ).convert_alpha() self .food_tank = pygame.image.load(r "..\image\food_tank.png" ).convert_alpha() self .kind = random.choice([ 1 , 2 , 3 , 4 , 5 , 6 , 7 ]) if self .kind = = 1 : self .image = self .food_boom elif self .kind = = 2 : self .image = self .food_clock elif self .kind = = 3 : self .image = self .food_gun elif self .kind = = 4 : self .image = self .food_iron elif self .kind = = 5 : self .image = self .food_protect elif self .kind = = 6 : self .image = self .food_star elif self .kind = = 7 : self .image = self .food_tank self .rect = self .image.get_rect() self .rect.left = self .rect.top = random.randint( 100 , 500 ) self .life = False def change( self ): self .kind = random.choice([ 1 , 2 , 3 , 4 , 5 , 6 , 7 ]) if self .kind = = 1 : self .image = self .food_boom elif self .kind = = 2 : self .image = self .food_clock elif self .kind = = 3 : self .image = self .food_gun elif self .kind = = 4 : self .image = self .food_iron elif self .kind = = 5 : self .image = self .food_protect elif self .kind = = 6 : self .image = self .food_star elif self .kind = = 7 : self .image = self .food_tank self .rect.left = self .rect.top = random.randint( 100 , 500 ) self .life = True |
3)地图界面
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 | import pygame brickImage = r "..\image\brick.png" ironImage = r "..\image\iron.png" class Brick(pygame.sprite.Sprite): def __init__( self ): pygame.sprite.Sprite.__init__( self ) self .image = pygame.image.load(brickImage) self .rect = self .image.get_rect() class Iron(pygame.sprite.Sprite): def __init__( self ): pygame.sprite.Sprite.__init__( self ) self .image = pygame.image.load(ironImage) self .rect = self .image.get_rect() class Map (): def __init__( self ): self .brickGroup = pygame.sprite.Group() self .ironGroup = pygame.sprite.Group() # 数字代表地图中的位置 # 画砖块 X1379 = [ 2 , 3 , 6 , 7 , 18 , 19 , 22 , 23 ] Y1379 = [ 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 17 , 18 , 19 , 20 , 21 , 22 , 23 ] X28 = [ 10 , 11 , 14 , 15 ] Y28 = [ 2 , 3 , 4 , 5 , 6 , 7 , 8 , 11 , 12 , 15 , 16 , 17 , 18 , 19 , 20 ] X46 = [ 4 , 5 , 6 , 7 , 18 , 19 , 20 , 21 ] Y46 = [ 13 , 14 ] X5 = [ 12 , 13 ] Y5 = [ 16 , 17 ] X0Y0 = [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )] for x in X1379: for y in Y1379: self .brick = Brick() self .brick.rect.left, self .brick.rect.top = 3 + x * 24 , 3 + y * 24 self .brickGroup.add( self .brick) for x in X28: for y in Y28: self .brick = Brick() self .brick.rect.left, self .brick.rect.top = 3 + x * 24 , 3 + y * 24 self .brickGroup.add( self .brick) for x in X46: for y in Y46: self .brick = Brick() self .brick.rect.left, self .brick.rect.top = 3 + x * 24 , 3 + y * 24 self .brickGroup.add( self .brick) for x in X5: for y in Y5: self .brick = Brick() self .brick.rect.left, self .brick.rect.top = 3 + x * 24 , 3 + y * 24 self .brickGroup.add( self .brick) for x, y in X0Y0: self .brick = Brick() self .brick.rect.left, self .brick.rect.top = 3 + x * 24 , 3 + y * 24 self .brickGroup.add( self .brick) # 画石头 for x, y in [( 0 , 14 ),( 1 , 14 ),( 12 , 6 ),( 13 , 6 ),( 12 , 7 ),( 13 , 7 ),( 24 , 14 ),( 25 , 14 )]: self .iron = Iron() self .iron.rect.left, self .iron.rect.top = 3 + x * 24 , 3 + y * 24 self .ironGroup.add( self .iron) |
到此这篇关于python实现双人版坦克大战游戏的文章就介绍到这了。
原文链接:https://blog.csdn.net/xy258009/article/details/121783612