坦克大战游戏包含很多个物体,现在要对这些物体进行总结
类名 | 包含的操作 | 包含的属性 |
---|---|---|
敌方坦克类 | 射击,移动,显示 | 生命,速度,伤害,方向,类型 |
我方坦克类 | 射击,移动,显示 | 生命,速度,伤害,方向,装甲,等级 |
子弹类 | 移动,显示 | 方向,伤害,发射源,速度 |
墙壁类、草类、石砖类、河类 | 显示 | 是否可以摧毁 |
音效类 | 播放,停止,设置音乐 | - |
爆炸效果类 | 显示 | 是否可以摧毁 |
主类 | … | … |
物体总结完毕后,规划一下窗口的大小,下面是我设置的窗口大小
素材链接:百度网盘
链接:=tkdz
提取码:tkdz
一切都准备就绪啦,现在开始编写坦克大战的代码吧
主类是整个游戏运作的类,当然你也可以不用使用类,直接创建一个函数也可以,这里使用了面向对象的思想
import pygameSCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_COLOR = pygame.Color(0, 0, 0)
FONT_COLOR = (255, 255, 255)
class MainGame:# 窗口Surface对象window = Nonedef __init__(self):passdef startGame(self):# 初始化展示模块pygame.display.init()# 设置窗口大小size = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(size)# 设置窗口标题pygame.display.set_caption('Tank Battle')while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 更新窗口pygame.display.update()if __name__ == '__main__':MainGame().startGame()
运行结果
主类中运用到的知识,都是学习 Python 之 Pygame 开发坦克大战(一)中所包含的
坦克大战关键是对玩家自己的坦克进行操控,消灭敌人的坦克,所以键盘事件响应是必不可少的
def getPlayingModeEvent(self):# 获取所有事件eventList = ()for event in eventList:pe == pygame.it()pe == pygame.KEYDOWN:print('键盘按键按下')if event.key == pygame.K_w:print('w按下')elif event.key == pygame.K_s:print('s按下')elif event.key == pygame.K_a:print('a按下')elif event.key == pygame.K_d:print('d按下')elif event.key == pygame.K_j:print('j按下')pe == pygame.KEYUP:print('键盘按键抬起')if event.key == pygame.K_w:print('w抬起')elif event.key == pygame.K_s:print('s抬起')elif event.key == pygame.K_a:print('a抬起')elif event.key == pygame.K_d:print('d抬起')
获取窗口中的事件,用于玩家操控坦克、发射坦克子弹等操作
游戏中,我规定aswd操控坦克,j攻击,当然你也可以上下左右键移动,空格攻击,如果你想设置双人游戏,这也是可以的
import pygame
import sysSCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_COLOR = pygame.Color(0, 0, 0)
FONT_COLOR = (255, 255, 255)
class MainGame:# 窗口Surface对象window = Nonedef __init__(self):passdef startGame(self):# 初始化展示模块pygame.display.init()# 设置窗口大小size = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(size)# 设置窗口标题pygame.display.set_caption('Tank Battle')while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件PlayingModeEvent()# 更新窗口pygame.display.update()def getPlayingModeEvent(self):# 获取所有事件eventList = ()for event in eventList:pe == pygame.it()pe == pygame.KEYDOWN:print('键盘按键按下')if event.key == pygame.K_w:print('w按下')elif event.key == pygame.K_s:print('s按下')elif event.key == pygame.K_a:print('a按下')elif event.key == pygame.K_d:print('d按下')elif event.key == pygame.K_j:print('j按下')pe == pygame.KEYUP:print('键盘按键抬起')if event.key == pygame.K_w:print('w抬起')elif event.key == pygame.K_s:print('s抬起')elif event.key == pygame.K_a:print('a抬起')elif event.key == pygame.K_d:print('d抬起')if __name__ == '__main__':MainGame().startGame()
坦克操控事件完成后,现在就是实现坦克啦,首先场景中的物体都需要发生物体间的碰撞,简单来说就是检测两个屏幕上的图片是否发生了重叠,如果发生了,就要触发一些事件,这里创建ParentObject类,用于继承pygame.sprite.Sprite类
pygame.sprite.Sprite类可以用来检测物体碰撞,是pygame提供的一个类,非常的方便
import pygame.spriteclass ParentObject(pygame.sprite.Sprite):def __init__(self):super().__init__()
创建我方坦克类,并且继承基类
import pygame as pg
import pygame.image
from ParentObject import ParentObjectclass PlayerTank(ParentObject):def __init__(self, x, y, order, amour):""":param x: 坦克横坐标:param y: 坦克纵坐标:param order: 玩家坦克序号,1表示一号玩家,2表示二号玩家:param amour: 坦克初始护甲"""super().__init__()self.images = []if order == 1:self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP1.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN1.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT1.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT1.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP2.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN2.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT2.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT2.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP3.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN3.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT3.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT3.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP4.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN4.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT4.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT4.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP5.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN5.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT5.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT5.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP6.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN6.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT6.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT6.png')})# 生命self.life = 3# 装甲self.armor = amour# 方向self.direction = 'UP'# 根据护甲选择坦克的样子self.image: pg.Surface = self.images[max(self.armor - 1, 0)][self. = _rect()left = p = y# 速度self.accumulation: float = 0self.speed = 2# 移动开关self.stop = True# 等级self.level = 1# 伤害self.damage = 1def move(self):passdef shot(self):passdef draw(self):pass
accumulation 可以更细的控制坦克的移动速度
当 accumulation 累加到 1 时,坦克移动一次,如果不设置这个属性,即使是速度每次 +1,坦克移动的也速度很快,所以增加这个属性,可以减慢坦克的移动速度
def move(self):if self.accumulation >= 1:self.accumulation = 0if self.direction == 'LEFT':left > left -= self.speedelif self.direction == 'UP':op > op -= self.speedelif self.direction == 'DOWN':op < op += self.speedelif self.direction == 'RIGHT':left < left += self.speedelse:self.accumulation += 0.20
这里需要设置坦克的边界范围
防止坦克跑出窗口
坦克的图片是45x45
坦克的显示就是把坦克的图片显示在窗口中
def draw(self, window):# window传入主窗口# 坦克生命中为0,表示已经死亡,不再展示坦克if self.life <= 0:return# 获取展示的对象self.image = self.images[max(self.armor - 1, 0)][self.direction]window.blit(self.image, )
我方坦克类完整代码
import pygame as pg
import pygame.image
from ParentObject import ParentObjectclass PlayerTank(ParentObject):def __init__(self, x, y, order, amour):""":param x: 坦克横坐标:param y: 坦克纵坐标:param order: 玩家坦克序号,1表示一号玩家,2表示二号玩家:param amour: 坦克初始护甲"""super().__init__()self.images = []if order == 1:self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP1.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN1.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT1.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT1.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP2.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN2.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT2.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT2.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP3.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN3.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT3.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT3.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP4.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN4.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT4.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT4.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP5.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN5.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT5.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT5.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP6.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN6.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT6.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT6.png')})# 生命self.life = 3# 装甲self.armor = amour# 方向self.direction = 'UP'# 根据护甲选择坦克的样子self.image: pg.Surface = self.images[max(self.armor - 1, 0)][self. = _rect()left = p = y# 速度self.accumulation: float = 0self.speed = 2# 移动开关self.stop = True# 碰撞前的坐标self.prvX = leftself.prvY = p# 等级self.level = 1# 伤害self.damage = 1def move(self):if self.accumulation >= 1:self.accumulation = 0if self.direction == 'LEFT':left > left -= self.speedelif self.direction == 'UP':op > op -= self.speedelif self.direction == 'DOWN':op < op += self.speedelif self.direction == 'RIGHT':left < left += self.speedelse:self.accumulation += 0.20def shot(self):passdef draw(self, window):# 坦克生命中为0,表示已经死亡,不再展示坦克if self.life <= 0:return# 获取展示的对象self.image = self.images[max(self.armor - 1, 0)][self.direction]# 画出图片window.blit(self.image, )
我方坦克类中移动和显示函数实现后,就要让它们在主类中调用
添加类变量playerTank
,用于存放我方坦克的对象
修改循环中的代码
while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件PlayingModeEvent()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:ve()# 更新窗口pygame.display.update()
完整我方坦克类代码
import pygame
import sysfrom PlayerTank import PlayerTankSCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_COLOR = pygame.Color(0, 0, 0)
FONT_COLOR = (255, 255, 255)
PLAYER_TANK_POSITION = (325, 550)class MainGame:# 窗口Surface对象window = None# 玩家坦克playerTank = Nonedef __init__(self):passdef startGame(self):# 初始化展示模块pygame.display.init()# 设置窗口大小size = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(size)# 设置窗口标题pygame.display.set_caption('Tank Battle')# 初始化我方坦克MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1)while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件PlayingModeEvent()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:ve()# 更新窗口pygame.display.update()def getPlayingModeEvent(self):# 获取所有事件eventList = ()for event in eventList:pe == pygame.it()"""stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动"""pe == pygame.KEYDOWN:print('键盘按键按下')if event.key == pygame.K_w:MainGame.playerTank.direction = 'UP'MainGame.playerTank.stop = Falseelif event.key == pygame.K_s:MainGame.playerTank.direction = 'DOWN'MainGame.playerTank.stop = Falseelif event.key == pygame.K_a:MainGame.playerTank.direction = 'LEFT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_d:MainGame.playerTank.direction = 'RIGHT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_j:print('j按下')pe == pygame.KEYUP:print('键盘按键抬起')if event.key == pygame.K_w:MainGame.playerTank.stop = Trueelif event.key == pygame.K_s:MainGame.playerTank.stop = Trueelif event.key == pygame.K_a:MainGame.playerTank.stop = Trueelif event.key == pygame.K_d:MainGame.playerTank.stop = Trueif __name__ == '__main__':MainGame().startGame()
运行结果
现在已经实现了坦克的移动啦,下面就要实现坦克的发射子弹
实际上,子弹也是一幅图片,当我们按下开火按键后,就在坦克的正前方画出子弹,随着时间的流逝,要让子弹按照当前方向一直运动下去
import pygame
from ParentObject import ParentObjectclass Bullet(ParentObject):def __init__(self, tank):super().__init__()self.images = {'UP': pygame.image.load('../Image/Bullet/Bullet(UP).png'),'DOWN': pygame.image.load('../Image/Bullet/Bullet(DOWN).png'),'LEFT': pygame.image.load('../Image/Bullet/Bullet(LEFT).png'),'RIGHT': pygame.image.load('../Image/Bullet/Bullet(RIGHT).png')}# 方向self.direction = tank.directionself.image: pygame.Surface = self.images[self. = _rect()# 坦克发射子弹的位置if self.direction == 'UP':left = left + op = p - 25elif self.direction == 'DOWN':left = left + op = p + 25elif self.direction == 'LEFT':left = left - p = p + 17.5elif self.direction == 'RIGHT':left = left + p = p + 17.5# 速度self.accumulationMax: float = 0self.accumulation = 0.25self.speed = 10# 销毁开关self.isDestroy = False# 发射源self.source = tank# 伤害self.damage = tank.damagedef move(self, explodeList):passdef draw(self, window):window.blit(self.image, )
下面是确定子弹的位置:
子弹图片是25x10,坦克发射子弹是在坦克中间位置发射
子弹的初始位置确定后,一旦创建出来,就要一直移动下去,实际上就是刷新屏幕,然后把原来位置上的子弹图片去掉,在新的位置上再画出子弹图片,坦克移动的原理也是这样
修改move函数,添加检查子弹出界函数
def move(self):if self.accumulation >= 1:self.accumulation = 0if self.direction == 'LEFT':left -= self.speedelif self.direction == 'UP':p -= self.speedelif self.direction == 'DOWN':p += self.speedelif self.direction == 'RIGHT':left += self.speed# 检查子弹是否出界self.checkBullet()else:self.accumulation += 0.20def checkBullet(self):toDestroy = False# 如果出界,就设置为销毁op < 0 op > 600:toDestroy = left < 0 ight > 900:toDestroy = Trueif toDestroy:self.isDestroy = True
子弹类完整代码
import pygame
from ParentObject import ParentObjectclass Bullet(ParentObject):def __init__(self, tank):super().__init__()self.images = {'UP': pygame.image.load('../Image/Bullet/Bullet(UP).png'),'DOWN': pygame.image.load('../Image/Bullet/Bullet(DOWN).png'),'LEFT': pygame.image.load('../Image/Bullet/Bullet(LEFT).png'),'RIGHT': pygame.image.load('../Image/Bullet/Bullet(RIGHT).png')}# 方向self.direction = tank.directionself.image: pygame.Surface = self.images[self. = _rect()# 坦克发射子弹的位置if self.direction == 'UP':left = left + op = p - 25elif self.direction == 'DOWN':left = left + op = p + 25elif self.direction == 'LEFT':left = left - p = p + 17.5elif self.direction == 'RIGHT':left = left + p = p + 17.5# 速度self.accumulationMax: float = 0self.accumulation = 0.25self.speed = 10# 销毁开关self.isDestroy = False# 发射源self.source = tank# 伤害self.damage = tank.damagedef move(self):if self.accumulation >= 1:self.accumulation = 0if self.direction == 'LEFT':left -= self.speedelif self.direction == 'UP':p -= self.speedelif self.direction == 'DOWN':p += self.speedelif self.direction == 'RIGHT':left += self.speed# 检查子弹是否出界self.checkBullet()else:self.accumulation += 0.20def checkBullet(self):toDestroy = False# 如果出界,就设置为销毁op < 0 op > 600:toDestroy = left < 0 ight > 900:toDestroy = Trueif toDestroy:self.isDestroy = Truedef draw(self, window):window.blit(self.image, )
有了子弹类,就可以让坦克发射子弹了
在主类中设置玩家子弹数量的最大值
... ...class MainGame:# 窗口Surface对象window = None# 指定的子弹个数,这里设置玩家的子弹最多只有3颗子弹可以同时在场playerBulletNumber = 3# 玩家坦克playerTank = ...
修改坦克的 shot() 函数
def shot(self):return Bullet(self)
修改 getPlayingModeEvent() 函数
当 j键按下,发射子弹
def getPlayingModeEvent(self):# 获取所有事件eventList = ()for event in eventList:pe == pygame.it()"""stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动"""pe == pygame.KEYDOWN:print('键盘按键按下')if event.key == pygame.K_w:MainGame.playerTank.direction = 'UP'MainGame.playerTank.stop = Falseelif event.key == pygame.K_s:MainGame.playerTank.direction = 'DOWN'MainGame.playerTank.stop = Falseelif event.key == pygame.K_a:MainGame.playerTank.direction = 'LEFT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_d:MainGame.playerTank.direction = 'RIGHT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_j:# 判断子弹数量是否超过指定的个数if len(MainGame.playerBulletList) < MainGame.playerBulletNumber:bullet = MainGame.playerTank.shot()MainGame.playerBulletList.append(bullet)pe == pygame.KEYUP:print('键盘按键抬起')if event.key == pygame.K_w:MainGame.playerTank.stop = Trueelif event.key == pygame.K_s:MainGame.playerTank.stop = Trueelif event.key == pygame.K_a:MainGame.playerTank.stop = Trueelif event.key == pygame.K_d:MainGame.playerTank.stop = True
子弹有了,但是没有显示在窗口,此时写一个函数让子弹在窗口显示出来
def drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.ve()ve(bullet)
有了函数还需要调用,在while循环中加入该函数
while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件PlayingModeEvent()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:ve()# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 更新窗口pygame.display.update()
运行游戏看看结果
当我们按下开火键时,子弹就发射了
注意:MainGame.playerBulletList 需要定义出来,否则程序运行会报错
添加位置如下:
... ...class MainGame:# 窗口Surface对象window = NoneplayerBulletList = []playerBulletNumber = 3# 玩家坦克playerTank = ...
现在我的坦克可以移动和开火,那么就要有点靶子给我们练习了,是时候实现敌方坦克类了
敌方坦克类的大部分代码跟我方坦克类一样,这里可以用继承,即父类是坦克类,实现两个类的一样的代码,然后我方坦克类和敌方坦克类继承这个类,不过我没有使用继承
import random
import pygame
import pygame.imagefrom ParentObject import ParentObject
from Bullet import Bulletclass EnemyTank(ParentObject):def __init__(self, x, y):super().__init__()types = [(1, 3), (2, 1), (3, 2), (4, 10)]# 随机产生一种坦克pe = types[random.randint(0, len(types) - 1)]up = []down = []left = []right = []for i in range(1, pe[1] + 1):up.append(pygame.image.load('../Image/Enemy/EnemyTank' + pe[0]) + '/EnemyTank'+ pe[0]) + 'Lv' + str(i) + '(UP).png'))down.append(pygame.image.load('../Image/Enemy/EnemyTank' + pe[0]) + '/EnemyTank'+ pe[0]) + 'Lv' + str(i) + '(DOWN).png'))left.append(pygame.image.load('../Image/Enemy/EnemyTank' + pe[0]) + '/EnemyTank' + pe[0]) + 'Lv' + str(i) + '(LEFT).png'))right.append(pygame.image.load('../Image/Enemy/EnemyTank' + pe[0]) + '/EnemyTank' + pe[0]) + 'Lv' + str(i) + '(RIGHT).png'))self.images = {'UP': up,'DOWN': down,'LEFT': left,'RIGHT': right}# 生命self.life = pe[1]# 方向self.direction = 'DOWN'self.image: pygame.Surface = self.images[self.direction][self.life - = _rect()left = p = y# 速度self.accumulationMax: float = 0self.accumulation = 0.1speed = 0maxBulletCount = 0damage = pe[0] == 1:speed = 3self.level = 1maxBulletCount = pe[0] == 2:speed = 5self.level = 2maxBulletCount = 1damage = pe[0] == 3:speed = 7self.level = 1maxBulletCount = 3damage = pe[0] == 4:speed = 6self.level = 2maxBulletCount = 3damage = 1self.speed = speed# 移动开关self.stop = True# 开火开关self.fire = True# 步数self.step = 30# 伤害self.damage = damage# 子弹个数self.bulletCount = 0self.maxBulletCount = maxBulletCountdef move(self):"""新增步数变量, 当坦克移动时, 步数进行减少, 当步数小于等于0的时候, 修改地方坦克的方向:return: None"""if self.stop:if self.step <= 0:self.direction = self.randDirection()self.step = 30else:if self.accumulationMax >= 1:self.accumulationMax = 0if self.direction == 'LEFT':left > left -= self.speedelif self.direction == 'UP':op > op -= self.speedelif self.direction == 'DOWN':op < op += self.speedelif self.direction == 'RIGHT':left < left += self.speedself.step -= 1else:self.accumulationMax += self.accumulationdef shot(self):if self.fire:if self.bulletCount < self.maxBulletCount:num = random.randint(0, 100)if num == 5 or num == 6:self.bulletCount += 1return Bullet(self)return Nonedef draw(self, window):# 获取展示的对象self.image = self.images[self.direction][self.life - 1]window.blit(self.image, )def randDirection(self):directions = ['UP', 'DOWN', 'LEFT', 'RIGHT']index = random.randint(0, 3)return directions[index]
我实际上设置了四种坦克的种类,下面types变量中记录着四种种类的序号和生命值,我规定,生命中不同坦克的样子也不同
types = [(1, 3), (2, 1), (3, 2), (4, 10)]
# 随机产生一种坦克
pe = types[random.randint(0, len(types) - 1)]
元组中的第二个元素表示生命值, 直接获取
# 生命
self.life = pe[1]
根据方向和生命值获取对应的图片
self.image: pygame.Surface = self.images[self.direction][self.life - 1]
坦克的属性
根据坦克种类的不同,伤害、等级、生命值也不同
等级是子弹的穿透性,1级只能打烂砖墙,2级可以打烂石墙,3级以上可以打烂黑曜石墙,这个黑曜石墙是我自己新加入的,我们以前玩的坦克大战是没有的,而且规则和我这个不太一样,当然你也可以修改,比如给坦克加入能量,当坦克在一定时间内连续击杀多个敌人,可以获得怒气,短时间伤害提升,这些都可以实现
speed = 0
maxBulletCount = 0
damage = 1
# 每种坦克都有不同的属性
pe[0] == 1:speed = 3self.level = 1maxBulletCount = 1
pe[0] == 2:speed = 5self.level = 2maxBulletCount = 1damage = 3
pe[0] == 3:speed = 7self.level = 1maxBulletCount = 3damage = 2
pe[0] == 4:speed = 6self.level = 2maxBulletCount = 3damage = 1
坦克的移动
step是步数,每次按照30次循环作为一次坦克的操作
if self.stop:if self.step <= 0:# 随机产生一个方向,接下来朝这个方向移动self.direction = self.randDirection()self.step = 30else:if self.accumulationMax >= 1:self.accumulationMax = 0if self.direction == 'LEFT':left > left -= self.speedelif self.direction == 'UP':op > op -= self.speedelif self.direction == 'DOWN':op < op += self.speedelif self.direction == 'RIGHT':left < left += self.speedself.step -= 1else:self.accumulationMax += self.accumulation
坦克开火
随机产生一个0到100的数字,当为5或者6时,坦克就开火
def shot(self):if self.fire:if self.bulletCount < self.maxBulletCount:num = random.randint(0, 100)if num == 5 or num == 6:self.bulletCount += 1return Bullet(self)return None
在上面的代码中,下面的变量用来设置敌方坦克是否移动,是否开火
# 移动开关
self.stop = True
# 开火开关
self.fire = True
在主类中创建类变量
class MainGame:# 窗口Surface对象window = None# 玩家坦克playerTank = None# 玩家子弹playerBulletList = []playerBulletNumber = 3# 敌人坦克enemyTankList = []enemyTankTotalCount = 5# 用来给玩家展示坦克的数量enemyTankCurrentCount = 5# 敌人坦克子弹enemyTankListBulletList = []
创建展示敌方坦克函数
这里我规定一次展示三辆敌方坦克,当全部被消灭后,再展示3辆,直到全部被消灭
def drawEnemyTank(self):# 如果当前坦克为0,那么就该重新生成坦克if TankList) == 0:# 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个n = min(3, TankTotalCount)# 如果最小是0,就说明敌人坦克没有了,那么就赢了if n == 0:print('赢了')return# 没有赢的话,就产生n个坦克self.initEnemyTank(n)# 总个数减去产生的个数TankTotalCount -= n# 遍历坦克列表,展示坦克并且移动for tank TankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.ve()bullet = tank.shot()if bullet is not TankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除TankCurrentCount -= ve(tank)
坦克开火之后子弹加入敌方坦克子弹列表,把里面的子弹画出来,然后在while中调用它
def drawEnemyBullet(self):for bullet TankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.ve()else:bullet.source.bulletCount -= ve(bullet)
while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件PlayingModeEvent()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:ve()# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 展示敌方坦克self.drawEnemyTank()# 展示敌方坦克子弹self.drawEnemyBullet()# 更新窗口pygame.display.update()
完整的主类代码
import pygame
import sysfrom PlayerTank import PlayerTank
from EnemyTank import EnemyTankSCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_COLOR = pygame.Color(0, 0, 0)
FONT_COLOR = (255, 255, 255)
PLAYER_TANK_POSITION = (325, 550)class MainGame:# 窗口Surface对象window = None# 玩家坦克playerTank = None# 玩家子弹playerBulletList = []playerBulletNumber = 3# 敌人坦克enemyTankList = []enemyTankTotalCount = 5# 用来给玩家展示坦克的数量enemyTankCurrentCount = 5# 敌人坦克子弹enemyTankBulletList = []def __init__(self):passdef startGame(self):# 初始化展示模块pygame.display.init()# 设置窗口大小size = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(size)# 设置窗口标题pygame.display.set_caption('Tank Battle')# 初始化我方坦克MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1)while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件PlayingModeEvent()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:ve()# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 展示敌方坦克self.drawEnemyTank()# 展示敌方坦克子弹self.drawEnemyBullet()# 更新窗口pygame.display.update()def getPlayingModeEvent(self):# 获取所有事件eventList = ()for event in eventList:pe == pygame.it()"""stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动"""pe == pygame.KEYDOWN:if event.key == pygame.K_w:MainGame.playerTank.direction = 'UP'MainGame.playerTank.stop = Falseelif event.key == pygame.K_s:MainGame.playerTank.direction = 'DOWN'MainGame.playerTank.stop = Falseelif event.key == pygame.K_a:MainGame.playerTank.direction = 'LEFT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_d:MainGame.playerTank.direction = 'RIGHT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_j:# 判断子弹数量是否超过指定的个数if len(MainGame.playerBulletList) < MainGame.playerBulletNumber:bullet = MainGame.playerTank.shot()MainGame.playerBulletList.append(bullet)pe == pygame.KEYUP:if event.key == pygame.K_w:MainGame.playerTank.stop = Trueelif event.key == pygame.K_s:MainGame.playerTank.stop = Trueelif event.key == pygame.K_a:MainGame.playerTank.stop = Trueelif event.key == pygame.K_d:MainGame.playerTank.stop = Truedef drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.ve()ve(bullet)def drawEnemyTank(self):# 如果当前坦克为0,那么就该重新生成坦克if TankList) == 0:# 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个n = min(3, TankTotalCount)# 如果最小是0,就说明敌人坦克没有了,那么就赢了if n == 0:print('赢了')return# 没有赢的话,就产生n个坦克self.initEnemyTank(n)# 总个数减去产生的个数TankTotalCount -= n# 遍历坦克列表,展示坦克并且移动for tank TankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.ve()bullet = tank.shot()if bullet is not TankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除TankCurrentCount -= ve(tank)def initEnemyTank(self, number):y = 0position = [0, 425, 850]index = 0for i in range(number):x = position[index]enemyTank = EnemyTank(x, TankList.append(enemyTank)index += 1def drawEnemyBullet(self):for bullet TankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.ve()else:bullet.source.bulletCount -= ve(bullet)if __name__ == '__main__':MainGame().startGame()
运行一下,看看结果
哈哈,终于实现发射子弹啦
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