parent
d6bd02c18f
commit
e6eed22b17
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import pygame, time, random
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from pygame.sprite import Sprite
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SCREEN_WIDTH = 750
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SCREEN_HEIGHT = 500
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BG_COLOR = pygame.Color(0, 0, 0)
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TEXT_COLOR = pygame.Color(255, 0, 0)
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class BaseItem(Sprite):
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pass
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class MainGame():
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window = None
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myTank = None
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enemyCount = 5
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enemyList = []
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myBulletList = [] # 我方子弹列表
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enemyBulletList = [] # 敌方子弹列表
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explodeList = [] # 爆炸效果列表
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wallList = [] # 墙壁列表
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def __init__(self) -> None:
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pass
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def createEnemyTank(self): # 创建敌方坦克
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top = 100
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for i in range(MainGame.enemyCount):
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left = random.randint(0, 600)
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speed = random.randint(1, 4)
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enemyTank = EnemyTank(left, top, speed)
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MainGame.enemyList.append(enemyTank)
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def displayEnemyTank(self): # 显示敌方坦克
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for enemyTank in MainGame.enemyList:
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if enemyTank.live:
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enemyTank.displayTank()
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enemyTank.randMove()
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enemyTank.tank_hit_wall() # 检测与墙壁碰撞
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if MainGame.myTank and MainGame.myTank.live:
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enemyTank.enemyTank_hit_myTank() # 检测与我方坦克碰撞
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enemyBullet = enemyTank.shot()
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if enemyBullet:
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MainGame.enemyBulletList.append(enemyBullet)
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else:
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MainGame.enemyList.remove(enemyTank)
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def displayMyBullet(self): # 显示我方子弹
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for myBullet in MainGame.myBulletList:
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if myBullet.live:
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myBullet.displayBullet()
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myBullet.move()
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myBullet.myBullet_hit_enemyTank() # 碰撞敌方坦克
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myBullet.bullet_hit_wall() # 碰撞墙壁
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else:
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MainGame.myBulletList.remove(myBullet)
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def displayEnemyBullet(self): # 显示敌方子弹
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for enemyBullet in MainGame.enemyBulletList:
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if enemyBullet.live:
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enemyBullet.displayBullet()
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enemyBullet.move()
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enemyBullet.enemyBullet_hit_myTank() # 碰撞我方坦克
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enemyBullet.bullet_hit_wall() # 碰撞墙壁
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else:
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MainGame.enemyBulletList.remove(enemyBullet)
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def displayExplodeList(self): # 显示爆炸效果
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for explode in MainGame.explodeList:
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if explode.live:
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explode.displayExplode()
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else:
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MainGame.explodeList.remove(explode)
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def createMyTank(self): # 创建我方坦克
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MainGame.myTank = MyTank(350, 300)
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def createWall(self): # 创建墙壁
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top = 220
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for i in range(6):
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wall = Wall(i * 130, top)
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MainGame.wallList.append(wall)
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def displayWallList(self): # 显示墙壁
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for wall in MainGame.wallList:
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if wall.live:
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wall.displayWall()
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else:
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MainGame.wallList.remove(wall)
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def startGame(self): # 启动游戏
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pygame.display.init()
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MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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pygame.display.set_caption('坦克大战1.05') # 设置窗口标题
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self.createMyTank()
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self.createEnemyTank()
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self.createWall()
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while True:
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time.sleep(0.02)
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MainGame.window.fill(BG_COLOR)
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textSurface = self.getTextSurface('敌方坦克剩余数量%d' % len(MainGame.enemyList))
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MainGame.window.blit(textSurface, (10, 10))
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self.getEvent()
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if MainGame.myTank and MainGame.myTank.live:
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MainGame.myTank.displayTank()
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if not MainGame.myTank.stop:
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MainGame.myTank.move()
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MainGame.myTank.tank_hit_wall() # 检测与墙壁碰撞
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MainGame.myTank.myTank_hit_enemyTank() # 检测与敌方坦克碰撞
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else:
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del MainGame.myTank
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MainGame.myTank = None
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self.displayEnemyTank()
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self.displayMyBullet()
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self.displayEnemyBullet()
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self.displayExplodeList()
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self.displayWallList()
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pygame.display.update()
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def endGame(self): # 结束游戏
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print('谢谢使用,欢迎再次使用')
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exit()
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def getTextSurface(self, text): # 获取文字表面
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pygame.font.init()
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font = pygame.font.SysFont('kaiti', 18)
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return font.render(text, True, TEXT_COLOR)
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def getEvent(self): # 获取事件
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eventList = pygame.event.get()
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for event in eventList:
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if event.type == pygame.QUIT:
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self.endGame()
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if event.type == pygame.KEYDOWN:
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if not MainGame.myTank:
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if event.key == pygame.K_ESCAPE:
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self.createMyTank()
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if MainGame.myTank and MainGame.myTank.live:
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if event.key == pygame.K_LEFT:
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MainGame.myTank.direction = 'L'
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MainGame.myTank.stop = False
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elif event.key == pygame.K_RIGHT:
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MainGame.myTank.direction = 'R'
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MainGame.myTank.stop = False
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elif event.key == pygame.K_UP:
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MainGame.myTank.direction = 'U'
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MainGame.myTank.stop = False
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elif event.key == pygame.K_DOWN:
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MainGame.myTank.direction = 'D'
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MainGame.myTank.stop = False
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elif event.key == pygame.K_SPACE and len(MainGame.myBulletList) < 3:
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MainGame.myBulletList.append(Bullet(MainGame.myTank))
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if event.type == pygame.KEYUP:
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if event.key in (pygame.K_LEFT, pygame.K_UP, pygame.K_RIGHT, pygame.K_DOWN):
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if MainGame.myTank and MainGame.myTank.live:
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MainGame.myTank.stop = True
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class Tank(BaseItem):
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def __init__(self, left, top) -> None:
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self.images = { # 坦克四个方向图片
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'U': pygame.image.load('./img/p1tankU.gif'),
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'D': pygame.image.load('./img/p1tankD.gif'),
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'L': pygame.image.load('./img/p1tankL.gif'),
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'R': pygame.image.load('./img/p1tankR.gif'),
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}
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self.direction = 'D'
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self.image = self.images[self.direction]
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self.rect = self.image.get_rect()
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self.rect.left, self.rect.top = left, top
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self.speed = 5
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self.stop = True
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self.live = True
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self.oldleft, self.oldtop = left, top
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def displayTank(self): # 显示坦克
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MainGame.window.blit(self.images[self.direction], self.rect)
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def move(self): # 移动坦克
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self.oldleft, self.oldtop = self.rect.left, self.rect.top
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if self.direction == 'L' and self.rect.left > 0:
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self.rect.left -= self.speed
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elif self.direction == 'R' and self.rect.left + self.rect.height < SCREEN_WIDTH:
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self.rect.left += self.speed
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elif self.direction == 'U' and self.rect.top > 0:
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self.rect.top -= self.speed
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elif self.direction == 'D' and self.rect.top + self.rect.height < SCREEN_HEIGHT:
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self.rect.top += self.speed
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def shot(self): # 发射子弹
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return Bullet(self)
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def stay(self): # 保持原位
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self.rect.left, self.rect.top = self.oldleft, self.oldtop
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def tank_hit_wall(self): # 坦克碰撞墙壁检测
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for wall in MainGame.wallList:
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if pygame.sprite.collide_rect(self, wall):
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self.stay()
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class MyTank(Tank):
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def __init__(self, left, top) -> None:
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super().__init__(left, top)
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def myTank_hit_enemyTank(self): # 我方坦克碰撞检测
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for enemyTank in MainGame.enemyList:
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if pygame.sprite.collide_rect(self, enemyTank):
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self.stay()
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class EnemyTank(Tank):
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def __init__(self, left, top, speed) -> None:
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super().__init__(left, top)
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self.images = { # 敌方坦克图片
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'U': pygame.image.load('./img/enemy1U.gif'),
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'D': pygame.image.load('./img/enemy1D.gif'),
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'L': pygame.image.load('./img/enemy1L.gif'),
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'R': pygame.image.load('./img/enemy1R.gif'),
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}
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self.direction = self.randDirection()
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self.image = self.images[self.direction]
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self.rect = self.image.get_rect()
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self.rect.left, self.rect.top = left, top
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self.speed, self.step = speed, 60
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def randDirection(self): # 随机生成方向
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return ['U', 'D', 'L', 'R'][random.randint(0, 3)]
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def randMove(self): # 随机移动
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if self.step <= 0:
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self.direction, self.step = self.randDirection(), 60
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else:
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self.move()
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self.step -= 1
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def shot(self): # 敌方射击
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return Bullet(self) if random.randint(0, 100) < 10 else None
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def enemyTank_hit_myTank(self): # 碰撞我方坦克检测
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if pygame.sprite.collide_rect(self, MainGame.myTank):
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self.stay()
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class Bullet(BaseItem):
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def __init__(self, tank) -> None:
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self.image = pygame.image.load('./img/enemymissile.gif')
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self.direction = tank.direction
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self.rect = self.image.get_rect()
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if self.direction == 'U': # 根据方向计算初始位置
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self.rect.left = tank.rect.left + tank.rect.width/2 - self.rect.width/2
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self.rect.top = tank.rect.top - self.rect.height
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elif self.direction == 'D':
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self.rect.left = tank.rect.left + tank.rect.width/2 - self.rect.width/2
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self.rect.top = tank.rect.top + tank.rect.height
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elif self.direction == 'L':
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self.rect.left = tank.rect.left - self.rect.width/2
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self.rect.top = tank.rect.top + tank.rect.width/2 - self.rect.width/2
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elif self.direction == 'R':
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self.rect.left = tank.rect.left + tank.rect.width
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self.rect.top = tank.rect.top + tank.rect.width/2 - self.rect.width/2
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self.speed, self.live = 6, True
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def displayBullet(self): # 显示子弹
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MainGame.window.blit(self.image, self.rect)
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def move(self): # 子弹移动
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if self.direction == 'U' and self.rect.top > 0:
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self.rect.top -= self.speed
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elif self.direction == 'D' and self.rect.top + self.rect.height < SCREEN_HEIGHT:
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self.rect.top += self.speed
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elif self.direction == 'L' and self.rect.left > 0:
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self.rect.left -= self.speed
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elif self.direction == 'R' and self.rect.left + self.rect.width < SCREEN_WIDTH:
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self.rect.left += self.speed
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else:
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self.live = False # 超出边界时销毁
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def myBullet_hit_enemyTank(self): # 我方子弹命中检测
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for enemyTank in MainGame.enemyList:
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if pygame.sprite.collide_rect(self, enemyTank):
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enemyTank.live, self.live = False, False
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MainGame.explodeList.append(Explode(enemyTank))
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def enemyBullet_hit_myTank(self): # 敌方子弹命中检测
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if MainGame.myTank and MainGame.myTank.live and pygame.sprite.collide_rect(self, MainGame.myTank):
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self.live, MainGame.myTank.live = False, False
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MainGame.explodeList.append(Explode(MainGame.myTank))
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def bullet_hit_wall(self): # 子弹碰撞墙壁检测
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for wall in MainGame.wallList:
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if pygame.sprite.collide_rect(self, wall):
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self.live, wall.hp = False, wall.hp-1
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if wall.hp <= 0:
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wall.live = False
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class Wall(): # 墙壁类
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def __init__(self, left, top) -> None:
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self.image = pygame.image.load('./img/steels.gif')
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self.rect = self.image.get_rect()
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self.rect.left, self.rect.top = left, top
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self.live, self.hp = True, 3
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def displayWall(self): # 显示墙壁
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MainGame.window.blit(self.image, self.rect)
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class Explode(): # 爆炸效果类
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def __init__(self, tank) -> None:
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self.rect = tank.rect
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self.images = [pygame.image.load(f'./img/blast{i}.gif') for i in range(5)]
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self.step, self.live = 0, True
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def displayExplode(self): # 显示爆炸动画
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if self.step < len(self.images):
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MainGame.window.blit(self.images[self.step], self.rect)
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self.step += 1
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else:
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self.live = False
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if __name__ == '__main__':
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MainGame().startGame()
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