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main
ppsn2fcoq 4 months ago
parent d6bd02c18f
commit e6eed22b17

@ -0,0 +1,318 @@
import pygame, time, random
from pygame.sprite import Sprite
SCREEN_WIDTH = 750
SCREEN_HEIGHT = 500
BG_COLOR = pygame.Color(0, 0, 0)
TEXT_COLOR = pygame.Color(255, 0, 0)
class BaseItem(Sprite):
pass
class MainGame():
window = None
myTank = None
enemyCount = 5
enemyList = []
myBulletList = [] # 我方子弹列表
enemyBulletList = [] # 敌方子弹列表
explodeList = [] # 爆炸效果列表
wallList = [] # 墙壁列表
def __init__(self) -> None:
pass
def createEnemyTank(self): # 创建敌方坦克
top = 100
for i in range(MainGame.enemyCount):
left = random.randint(0, 600)
speed = random.randint(1, 4)
enemyTank = EnemyTank(left, top, speed)
MainGame.enemyList.append(enemyTank)
def displayEnemyTank(self): # 显示敌方坦克
for enemyTank in MainGame.enemyList:
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
enemyTank.tank_hit_wall() # 检测与墙壁碰撞
if MainGame.myTank and MainGame.myTank.live:
enemyTank.enemyTank_hit_myTank() # 检测与我方坦克碰撞
enemyBullet = enemyTank.shot()
if enemyBullet:
MainGame.enemyBulletList.append(enemyBullet)
else:
MainGame.enemyList.remove(enemyTank)
def displayMyBullet(self): # 显示我方子弹
for myBullet in MainGame.myBulletList:
if myBullet.live:
myBullet.displayBullet()
myBullet.move()
myBullet.myBullet_hit_enemyTank() # 碰撞敌方坦克
myBullet.bullet_hit_wall() # 碰撞墙壁
else:
MainGame.myBulletList.remove(myBullet)
def displayEnemyBullet(self): # 显示敌方子弹
for enemyBullet in MainGame.enemyBulletList:
if enemyBullet.live:
enemyBullet.displayBullet()
enemyBullet.move()
enemyBullet.enemyBullet_hit_myTank() # 碰撞我方坦克
enemyBullet.bullet_hit_wall() # 碰撞墙壁
else:
MainGame.enemyBulletList.remove(enemyBullet)
def displayExplodeList(self): # 显示爆炸效果
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
else:
MainGame.explodeList.remove(explode)
def createMyTank(self): # 创建我方坦克
MainGame.myTank = MyTank(350, 300)
def createWall(self): # 创建墙壁
top = 220
for i in range(6):
wall = Wall(i * 130, top)
MainGame.wallList.append(wall)
def displayWallList(self): # 显示墙壁
for wall in MainGame.wallList:
if wall.live:
wall.displayWall()
else:
MainGame.wallList.remove(wall)
def startGame(self): # 启动游戏
pygame.display.init()
MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption('坦克大战1.05') # 设置窗口标题
self.createMyTank()
self.createEnemyTank()
self.createWall()
while True:
time.sleep(0.02)
MainGame.window.fill(BG_COLOR)
textSurface = self.getTextSurface('敌方坦克剩余数量%d' % len(MainGame.enemyList))
MainGame.window.blit(textSurface, (10, 10))
self.getEvent()
if MainGame.myTank and MainGame.myTank.live:
MainGame.myTank.displayTank()
if not MainGame.myTank.stop:
MainGame.myTank.move()
MainGame.myTank.tank_hit_wall() # 检测与墙壁碰撞
MainGame.myTank.myTank_hit_enemyTank() # 检测与敌方坦克碰撞
else:
del MainGame.myTank
MainGame.myTank = None
self.displayEnemyTank()
self.displayMyBullet()
self.displayEnemyBullet()
self.displayExplodeList()
self.displayWallList()
pygame.display.update()
def endGame(self): # 结束游戏
print('谢谢使用,欢迎再次使用')
exit()
def getTextSurface(self, text): # 获取文字表面
pygame.font.init()
font = pygame.font.SysFont('kaiti', 18)
return font.render(text, True, TEXT_COLOR)
def getEvent(self): # 获取事件
eventList = pygame.event.get()
for event in eventList:
if event.type == pygame.QUIT:
self.endGame()
if event.type == pygame.KEYDOWN:
if not MainGame.myTank:
if event.key == pygame.K_ESCAPE:
self.createMyTank()
if MainGame.myTank and MainGame.myTank.live:
if event.key == pygame.K_LEFT:
MainGame.myTank.direction = 'L'
MainGame.myTank.stop = False
elif event.key == pygame.K_RIGHT:
MainGame.myTank.direction = 'R'
MainGame.myTank.stop = False
elif event.key == pygame.K_UP:
MainGame.myTank.direction = 'U'
MainGame.myTank.stop = False
elif event.key == pygame.K_DOWN:
MainGame.myTank.direction = 'D'
MainGame.myTank.stop = False
elif event.key == pygame.K_SPACE and len(MainGame.myBulletList) < 3:
MainGame.myBulletList.append(Bullet(MainGame.myTank))
if event.type == pygame.KEYUP:
if event.key in (pygame.K_LEFT, pygame.K_UP, pygame.K_RIGHT, pygame.K_DOWN):
if MainGame.myTank and MainGame.myTank.live:
MainGame.myTank.stop = True
class Tank(BaseItem):
def __init__(self, left, top) -> None:
self.images = { # 坦克四个方向图片
'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'),
}
self.direction = 'D'
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = left, top
self.speed = 5
self.stop = True
self.live = True
self.oldleft, self.oldtop = left, top
def displayTank(self): # 显示坦克
MainGame.window.blit(self.images[self.direction], self.rect)
def move(self): # 移动坦克
self.oldleft, self.oldtop = self.rect.left, self.rect.top
if self.direction == 'L' and self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R' and self.rect.left + self.rect.height < SCREEN_WIDTH:
self.rect.left += self.speed
elif self.direction == 'U' and self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'D' and self.rect.top + self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
def shot(self): # 发射子弹
return Bullet(self)
def stay(self): # 保持原位
self.rect.left, self.rect.top = self.oldleft, self.oldtop
def tank_hit_wall(self): # 坦克碰撞墙壁检测
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self, wall):
self.stay()
class MyTank(Tank):
def __init__(self, left, top) -> None:
super().__init__(left, top)
def myTank_hit_enemyTank(self): # 我方坦克碰撞检测
for enemyTank in MainGame.enemyList:
if pygame.sprite.collide_rect(self, enemyTank):
self.stay()
class EnemyTank(Tank):
def __init__(self, left, top, speed) -> None:
super().__init__(left, top)
self.images = { # 敌方坦克图片
'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'),
}
self.direction = self.randDirection()
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = left, top
self.speed, self.step = speed, 60
def randDirection(self): # 随机生成方向
return ['U', 'D', 'L', 'R'][random.randint(0, 3)]
def randMove(self): # 随机移动
if self.step <= 0:
self.direction, self.step = self.randDirection(), 60
else:
self.move()
self.step -= 1
def shot(self): # 敌方射击
return Bullet(self) if random.randint(0, 100) < 10 else None
def enemyTank_hit_myTank(self): # 碰撞我方坦克检测
if pygame.sprite.collide_rect(self, MainGame.myTank):
self.stay()
class Bullet(BaseItem):
def __init__(self, tank) -> None:
self.image = pygame.image.load('./img/enemymissile.gif')
self.direction = tank.direction
self.rect = self.image.get_rect()
if self.direction == 'U': # 根据方向计算初始位置
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.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
self.speed, self.live = 6, True
def displayBullet(self): # 显示子弹
MainGame.window.blit(self.image, self.rect)
def move(self): # 子弹移动
if self.direction == 'U' and self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'D' and self.rect.top + self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
elif self.direction == 'L' and self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R' and self.rect.left + self.rect.width < SCREEN_WIDTH:
self.rect.left += self.speed
else:
self.live = False # 超出边界时销毁
def myBullet_hit_enemyTank(self): # 我方子弹命中检测
for enemyTank in MainGame.enemyList:
if pygame.sprite.collide_rect(self, enemyTank):
enemyTank.live, self.live = False, False
MainGame.explodeList.append(Explode(enemyTank))
def enemyBullet_hit_myTank(self): # 敌方子弹命中检测
if MainGame.myTank and MainGame.myTank.live and pygame.sprite.collide_rect(self, MainGame.myTank):
self.live, MainGame.myTank.live = False, False
MainGame.explodeList.append(Explode(MainGame.myTank))
def bullet_hit_wall(self): # 子弹碰撞墙壁检测
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self, wall):
self.live, wall.hp = False, wall.hp-1
if wall.hp <= 0:
wall.live = False
class Wall(): # 墙壁类
def __init__(self, left, top) -> None:
self.image = pygame.image.load('./img/steels.gif')
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = left, top
self.live, self.hp = True, 3
def displayWall(self): # 显示墙壁
MainGame.window.blit(self.image, self.rect)
class Explode(): # 爆炸效果类
def __init__(self, tank) -> None:
self.rect = tank.rect
self.images = [pygame.image.load(f'./img/blast{i}.gif') for i in range(5)]
self.step, self.live = 0, True
def displayExplode(self): # 显示爆炸动画
if self.step < len(self.images):
MainGame.window.blit(self.images[self.step], self.rect)
self.step += 1
else:
self.live = False
if __name__ == '__main__':
MainGame().startGame()
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