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import pygame
import random
from modules.TankGame import TankGame
from modules.sprites import groups
from modules.sprites.foods import Foods
from modules.sprites.bullet import Bullet
from enum import Enum
from pygame.sprite import spritecollide
class DIRECTION(Enum):
UP = (0, -1)
DOWN = (0, 1)
LEFT = (-1, 0)
RIGHT = (1, 0)
@classmethod
def list(cls):
return [DIRECTION.UP, DIRECTION.DOWN, DIRECTION.LEFT, DIRECTION.RIGHT]
@classmethod
def random(cls):
return random.choice([DIRECTION.UP, DIRECTION.DOWN, DIRECTION.LEFT, DIRECTION.RIGHT])
class COLLISION:
WITH_TANK = 0b00001
WITH_HOME = 0b00010
WITH_BORDER = 0b00100
WITH_SCENE_ELEMENTS = 0b01000
class Tank(pygame.sprite.Sprite):
def __init__(self, game_config):
super().__init__()
self.__game_config = game_config
# 坦克轮子转动效果
self._switch_count = 0
self._switch_time = 1
self._switch_pointer = False
# 移动缓冲
self._move_cache_time = 4
self._move_cache_count = 0
# 爆炸
self._boom_last_time = 5
self._boom_count = 0
self._booming_flag = False
self._level = 0
self._speed = 8
# 地图边缘宽度/屏幕大小
self._border_len = game_config.BORDER_LEN
self._screen_size = [game_config.WIDTH, game_config.HEIGHT]
self._init_resources()
self.bullet_count = 0
self._is_bullet_cooling = False
self._bullet_config = {
0: {
'speed': 8,
'enhanced': False
},
1: {
'speed': 10,
'enhanced': False
},
2: {
'speed': 10,
'enhanced': True
},
'count': 1,
'infinity': False
}
@property
def infinity_bullet(self):
return self._bullet_config['infinity']
@property
def bullet_limit(self):
return self._bullet_config['count']
@property
def _game_config(self):
return self.__game_config
def shoot(self):
if self._booming_flag:
return False
if not self._is_bullet_cooling:
if not self.infinity_bullet:
if self.bullet_count >= self.bullet_limit:
return False
else:
self.bullet_count += 1
self._is_bullet_cooling = True
position = (self.rect.centerx + self._direction.value[0], self.rect.centery + self._direction.value[1])
bullet = Bullet(direction=self._direction, position=position, tank=self, config=self._game_config)
configkey = self._level
if configkey >= 2:
configkey = 2
bullet.speed = self._bullet_config[configkey]['speed']
bullet.enhanced = self._bullet_config[configkey]['enhanced']
return bullet
return False
@property
def image(self):
if self._booming_flag:
return self._boom_image
return self._tank_direction_image.subsurface((48 * int(self._switch_pointer), 0), (48, 48))
def decrease_level(self):
if self._booming_flag:
return False
self._level -= 1
self._tank_image = pygame.image.load(self._level_images[self._level]).convert_alpha()
self._update_direction(self._direction)
# self.image = self._tank_direction_image.subsurface((48 * int(self._switch_pointer), 0), (48, 48))
if self._level < 0:
self._booming_flag = True
return True if self._level < 0 else False
'''设置坦克方向'''
def _update_direction(self, direction):
self._direction = direction
if self._direction == DIRECTION.UP:
self._tank_direction_image = self._tank_image.subsurface((0, 0), (96, 48))
elif self._direction == DIRECTION.DOWN:
self._tank_direction_image = self._tank_image.subsurface((0, 48), (96, 48))
elif self._direction == DIRECTION.LEFT:
self._tank_direction_image = self._tank_image.subsurface((0, 96), (96, 48))
elif self._direction == DIRECTION.RIGHT:
self._tank_direction_image = self._tank_image.subsurface((0, 144), (96, 48))
def _init_resources(self):
config = self._game_config
self._bullet_images = config.BULLET_IMAGE_PATHS
self._boom_image = pygame.image.load(config.OTHER_IMAGE_PATHS.get('boom_static'))
pass
def roll(self):
# 为了坦克轮动特效切换图片
self._switch_count += 1
if self._switch_count > self._switch_time:
self._switch_count = 0
self._switch_pointer = not self._switch_pointer
def move(self, direction, scene_elems, player_tanks_group, enemy_tanks_group, home):
# 爆炸时无法移动
if self._booming_flag:
return
# 方向不一致先改变方向
if self._direction != direction:
self._update_direction(direction)
self._switch_count = self._switch_time
self._move_cache_count = self._move_cache_time
# 移动(使用缓冲)
self._move_cache_count += 1
if self._move_cache_count < self._move_cache_time:
return
self._move_cache_count = 0
new_position = (self._direction.value[0] * self._speed, self._direction.value[1] * self._speed)
old_rect = self.rect
self.rect = self.rect.move(new_position)
# --碰到场景元素
collisons = 0
cannot_passthrough = [scene_elems.brick_group, scene_elems.iron_group, scene_elems.river_group]
for i in cannot_passthrough:
if spritecollide(self, i, False, None):
self.rect = old_rect
collisons |= COLLISION.WITH_SCENE_ELEMENTS
# --碰到其他玩家坦克/碰到敌方坦克
if spritecollide(self, player_tanks_group, False, None) or spritecollide(self, enemy_tanks_group, False, None):
collisons |= COLLISION.WITH_TANK
self.rect = old_rect
# --碰到玩家大本营
if pygame.sprite.collide_rect(self, home):
collisons |= COLLISION.WITH_HOME
self.rect = old_rect
# --碰到边界
if self.rect.left < self._border_len:
self.rect.left = self._border_len
collisons |= COLLISION.WITH_BORDER
elif self.rect.right > self._screen_size[0] - self._border_len:
collisons |= COLLISION.WITH_BORDER
self.rect.right = self._screen_size[0] - self._border_len
elif self.rect.top < self._border_len:
collisons |= COLLISION.WITH_BORDER
self.rect.top = self._border_len
elif self.rect.bottom > self._screen_size[1] - self._border_len:
collisons |= COLLISION.WITH_BORDER
self.rect.bottom = self._screen_size[1] - self._border_len
if collisons == 0 and spritecollide(self, scene_elems.ice_group, False, None):
self.rect = self.rect.move(new_position)
return collisons
class PlayerTank(Tank):
def __init__(self, name, position, game_config, **kwargs):
super().__init__(game_config=game_config)
self._level_images = self._game_config.PLAYER_TANK_IMAGE_PATHS.get(name)
# 玩家1/玩家2
self.name = name
# 初始坦克方向
self.__init_direction = DIRECTION.UP
# 初始位置
self.__init_position = position
# 保护罩
self.__protected = False
self.__protected_mask_flash_time = 25
self.__protected_mask_flash_count = 0
self.__protected_mask_pointer = False
# 坦克生命数量
self.health = 3
# 重置
self.__reborn()
def _init_resources(self):
super()._init_resources()
# 保护罩
self.__protected_mask = pygame.image.load(self._game_config.OTHER_IMAGE_PATHS.get('protect'))
def update(self):
# 坦克子弹冷却更新
if self._is_bullet_cooling:
self._bullet_cooling_count += 1
if self._bullet_cooling_count >= self._bullet_cooling_time:
self._bullet_cooling_count = 0
self._is_bullet_cooling = False
# 无敌状态更新
if self.protected:
self.__protected_count += 1
if self.__protected_count > self.__protected_time:
self.protected = False
self.__protected_count = 0
# 爆炸状态更新
if self._booming_flag:
self._boom_count += 1
if self._boom_count > self._boom_last_time:
self._boom_count = 0
self._booming_flag = False
self.__reborn()
def improve_level(self):
# 提高坦克等级
if self._booming_flag:
return False
self._level = min(self._level + 1, len(self._level_images) - 1)
self._tank_image = pygame.image.load(self._level_images[self._level]).convert_alpha()
self._update_direction(self._direction)
return True
def decrease_level(self):
# 降低坦克等级
res = super().decrease_level()
if self._level < 0:
self.health -= 1
return res
def add_health(self):
# 增加生命值
self.health += 1
@property
def protected(self):
return self.__protected
@protected.setter
def protected(self, protected):
self.__protected = protected
def draw(self, screen):
# 画我方坦克
screen.blit(self.image, self.rect)
if self.protected:
self.__protected_mask_flash_count += 1
if self.__protected_mask_flash_count > self.__protected_mask_flash_time:
self.__protected_mask_pointer = not self.__protected_mask_pointer
self.__protected_mask_flash_count = 0
screen.blit(self.__protected_mask.subsurface((48 * self.__protected_mask_pointer, 0), (48, 48)), self.rect)
def __reborn(self):
# 重置坦克, 重生的时候用
# 移动缓冲, 用于避免坦克连续运行不方便调整位置
self._move_cache_time = 4
self._move_cache_count = 0
# 是否无敌状态
self.protected = False
self.__protected_time = 1500
self.__protected_count = 0
# 坦克移动速度
self._speed = 8
# 子弹冷却时间
self._bullet_cooling_time = 30
self._bullet_cooling_count = 0
self._is_bullet_cooling = False
# 坦克等级
self._level = 0
# 坦克图片
self._tank_image = pygame.image.load(self._level_images[self._level]).convert_alpha()
self._update_direction(self.__init_direction)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = self.__init_position
'''敌方坦克类'''
class EnemyTank(Tank):
def __init__(self, position, game_config, **kwargs):
super().__init__(game_config=game_config)
enemy_level_images = self._game_config.ENEMY_TANK_IMAGE_PATHS
self.__tank_type = random.choices(['0', '1', '2'], weights=[10, 10, TankGame().level+10])[0]#random.choice(list(enemy_level_images.keys()))
self._level_images = enemy_level_images.get(self.__tank_type)
self._bullet_config[2]['enhanced'] = False
self._level = int(self.__tank_type) #random.randint(0, len(self._level_images) - 2)
# 子弹冷却时间
self._bullet_cooling_time = 120 - self._level * 10
self._bullet_cooling_count = 0
self._is_bullet_cooling = False
# 用于给刚生成的坦克播放出生特效
self._is_borning = True
self._borning_left_time = 90
# 坦克是否可以行动(玩家坦克捡到食物clock可以触发为True)
self.is_keep_still = False
self.keep_still_time = 500
self.keep_still_count = 0
# 坦克移动速度,等级越高速度越低
self._speed = 10 - self._level * 3
self.__food = None
# 坦克出场特效
appear_image = pygame.image.load(self._game_config.OTHER_IMAGE_PATHS.get('appear')).convert_alpha()
self.__appear_images = [
appear_image.subsurface((0, 0), (48, 48)),
appear_image.subsurface((48, 0), (48, 48)),
appear_image.subsurface((96, 0), (48, 48))
]
if random.random() <= 0.3 * self._level:
# if (random.random() >= 0.6) and (self._level == len(self._level_images) - 2):
# self._level += 1
self.__food = Foods(food_image_paths=self._game_config.FOOD_IMAGE_PATHS, screensize=self._screen_size)
# 坦克图片路径
self._tank_image = pygame.image.load(self._level_images[self._level]).convert_alpha()
self._direction = DIRECTION.random()
self._update_direction(self._direction)
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
# 坦克爆炸图
@property
def food(self):
return self.__food
def clear_food(self):
self.__food = None
@property
def image(self):
if self._is_borning:
return self.__appear_images[(90 - self._borning_left_time // 10) % 3]
return super().image
def update(self, scene_elems, player_tanks_group, enemy_tanks_group, home):
# 死后爆炸
remove_flag = False
bullet = None
if self._booming_flag:
self._boom_count += 1
if self._boom_count > self._boom_last_time:
self._boom_count = 0
self._booming_flag = False
remove_flag = True
return remove_flag, bullet
# 禁止行动时不更新
if self.is_keep_still:
self.keep_still_count += 1
if self.keep_still_count > self.keep_still_time:
self.is_keep_still = False
self.keep_still_count = 0
return remove_flag, bullet
# 播放出生特效
if self._is_borning:
self._borning_left_time -= 1
if self._borning_left_time < 0:
self._is_borning = False
# 出生后实时更新
else:
# --坦克移动
self.move(self._direction, scene_elems, player_tanks_group, enemy_tanks_group, home)
self.roll()
# --坦克子弹冷却更新
if self._is_bullet_cooling:
self._bullet_cooling_count += 1
if self._bullet_cooling_count >= self._bullet_cooling_time:
self._bullet_cooling_count = 0
self._is_bullet_cooling = False
# --能射击就射击
bullet = self.shoot()
return remove_flag, bullet
def random_change_direction(self, exclude_current_direction=False):
list = DIRECTION.list()
if exclude_current_direction:
list.remove(self._direction)
self._update_direction(random.choice(list))
self._switch_count = self._switch_time
self._move_cache_count = self._move_cache_time
def move(self, direction, scene_elems, player_tanks_group, enemy_tanks_group, home):
# 遇到障碍物考虑改变方向
collisions = super().move(direction, scene_elems, player_tanks_group, enemy_tanks_group, home)
if collisions is None or collisions == 0:
return
change_direction = False
if collisions & COLLISION.WITH_SCENE_ELEMENTS & COLLISION.WITH_BORDER:
change_direction = True
self.random_change_direction(change_direction)
def set_still(self):
self.is_keep_still = True
class TankFactory(object):
ENEMY_TANK = 0
PLAYER1_TANK = 1
PLAYER2_TANK = 2
def __init__(self, config):
self.__game_config = config
def create_tank(self, position, tank_type):
if tank_type == TankFactory.ENEMY_TANK:
return EnemyTank(position=position, game_config=self.__game_config)
elif tank_type == TankFactory.PLAYER1_TANK:
return PlayerTank(name='player1', position=position, game_config=self.__game_config)
elif tank_type == TankFactory.PLAYER2_TANK:
return PlayerTank(name='player2', position=position, game_config=self.__game_config)