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py7vt42rf 4 years ago
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import pygame, time, random
from pygame.sprite import *
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 600
BG_COLOR = pygame.Color(0, 0, 0)
TXT_COLOR = pygame.Color(255, 0, 0)
class BaseItem(Sprite):
def __init__(self, color, width, height):
pygame.sprite.Sprite.__init__(self)
class MainGame():
window = None
my_tank = None
# 存储敌方坦克列表
enemyTankList = []
# 定义敌方坦克数量
enemyTankCount = 5
# 存储我方子弹的列表
myBulletList = []
# 存储敌方子弹
enemyBulletList = []
# 存储爆炸对象
explodeList = []
# 存储墙壁的列表
wallList = []
def __init__(self):
pass
def start_game(self):
# 初始化窗口
pygame.display.init()
# 设置窗口的大小及显示
MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
# 初始化我方坦克
self.createMyTank()
# 初始化敌方坦克
self.createEnemyTank()
# 初始化墙壁
self.createWall()
# 设置窗口标题
pygame.display.set_caption('坦克大战 1.01')
while True:
# 减慢坦克移动速度
time.sleep(0.02)
# 给窗口设置填充色
MainGame.window.fill(BG_COLOR)
# 获取事件
self.get_event()
# 绘制文字
MainGame.window.blit(self.get_text_surface('敌方剩余坦克数量%d'%len(MainGame.enemyTankList)), (10, 10))
if MainGame.my_tank and MainGame.my_tank.live:
# 调用坦克显示方法
MainGame.my_tank.displayTank()
else:
# 删除我方坦克
del MainGame.my_tank
MainGame.my_tank = None
# 调用敌方坦克展示
self.blitEnemyTank()
# 调用我方子弹显示
self.blitMyBullet()
# 调用敌方子弹显示
self.blitEnemyBullet()
# 调用爆炸效果
self.blitExplode()
# 展示墙壁
self.blitWall()
if MainGame.my_tank and MainGame.my_tank.live:
# 调用坦克移动方法
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
# 检测是否与墙进行碰撞
MainGame.my_tank.hitWall()
# 检测我方坦克是否与敌方坦克发生碰撞
MainGame.my_tank.myTank_hit_enemyTank()
pygame.display.update()
def blitWall(self):
for wall in MainGame.wallList:
if wall.live:
# 调用墙壁的显示方法
wall.displayWall()
else:
# 从墙壁列表中移除
MainGame.wallList.remove(wall)
def createWall(self):
for i in range(6):
# 初始化墙壁
wall = Wall(i*170, 220)
# 将墙壁添加到列表中
MainGame.wallList.append(wall)
def createMyTank(self):
MainGame.my_tank = MyTank(400, 300)
# 创建Music对象
music = Music('start.wav')
# 播放音乐
music.play()
def blitExplode(self):
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
else:
MainGame.explodeList.remove(explode)
#删除爆炸
def blitMyBullet(self):
# 循环遍历我方子弹存储列表
for myBullet in MainGame.myBulletList:
# 判断当前子弹是否碰到墙壁,如果碰到则从子弹列表中删除
if myBullet.live:
myBullet.displayBullet()
myBullet.move()
myBullet.myBullet_hit_enemyTank()
# 检测子弹是否射中墙壁
myBullet.hitWall()
else:
MainGame.myBulletList.remove(myBullet)
def blitEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletList:
if enemyBullet.live:#敌方存活
enemyBullet.displayBullet()
enemyBullet.move()
# 判断敌方坦克子弹是否与我方坦克碰撞
enemyBullet.enemyBullet_hit_myTank()
# 检测敌方子弹是否与墙壁碰撞
enemyBullet.hitWall()
else:
MainGame.enemyBulletList.remove(enemyBullet)
def blitEnemyTank(self):
# 循环遍历敌方坦克列表,展示敌方坦克
for enemyTank in MainGame.enemyTankList:
if enemyTank.live:
# 未发生我方子弹击中,坦克显示
enemyTank.displayTank()
enemyTank.randMove()
# 调用检测是否与墙壁进行碰撞
enemyTank.hitWall()
if MainGame.my_tank and MainGame.my_tank.live:
# 检测敌方坦克与我方坦克发生碰撞
enemyTank.enemyTank_hit_myTank()
# 发射子弹
enemyBullet = enemyTank.shot()
if enemyBullet:
# 存储到子弹列表中
MainGame.enemyBulletList.append(enemyBullet)
else:
MainGame.enemyTankList.remove(enemyTank)
def createEnemyTank(self):
# 初始化敌方坦克,并将敌方坦克添加到列表中
top = 100
# 循坏生成敌方坦克
for i in range(MainGame.enemyTankCount):
left = random.randint(0, 600)
#speed = random.randint(1, 4)
speed=2
enemy = EnemyTank(left, top, speed)
MainGame.enemyTankList.append(enemy)
def end_game(self):
print("游戏已经结束!")
exit()
def get_text_surface(self, text):
# 初始化字体模块
pygame.font.init()
#获取字体对象
font = pygame.font.SysFont('kaiti', 18)
# 绘制文本信息
text_surface = font.render(text, True, TXT_COLOR)
return text_surface
def get_event(self):
# 获取所有事件
event_list = pygame.event.get()
# 遍历所有事件
for event in event_list:
# 是否按下退出键
if event.type == pygame.QUIT:
self.end_game()
elif event.type == pygame.KEYDOWN:
# 当我方坦克被敌方子弹击中
if not MainGame.my_tank:
# 判断按下的是Esc键让坦克重生
if event.key == pygame.K_ESCAPE:
# 让我方坦克重生
self.createMyTank()
if MainGame.my_tank and MainGame.my_tank.live:
# 键盘按下,判断上下左右
if event.key == pygame.K_LEFT:
MainGame.my_tank.direction = 'L'
MainGame.my_tank.stop = False
print('坦克向左移动')
elif event.key == pygame.K_DOWN:
MainGame.my_tank.direction = 'D'
MainGame.my_tank.stop = False
print('坦克向下移动')
elif event.key == pygame.K_RIGHT:
MainGame.my_tank.direction = 'R'
MainGame.my_tank.stop = False
print('坦克向右移动')
elif event.key == pygame.K_UP:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
print('坦克向上移动')
elif event.key == pygame.K_SPACE:
# 创建我方坦克子弹同时限制子弹的数量为3
if len(MainGame.myBulletList) < 3:
myBullet = Bullet(MainGame.my_tank)
MainGame.myBulletList.append(myBullet)
# 我方坦克发射子弹的音效
music = Music('hit.wav')
music.play()
print('发射子弹')
elif event.type == pygame.KEYUP:
# 键盘松开,坦克停止移动
if event.key == pygame.K_UP or \
event.key == pygame.K_DOWN or \
event.key == pygame.K_LEFT or \
event.key == pygame.K_RIGHT:
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.stop = True
class Tank(BaseItem):
# 设置坦克的位置
def __init__(self, left, top):
# 保存加载的图片
self.images = {
'U':pygame.image.load('p1tankUp.gif'),
'D':pygame.image.load('p1tankD.gif'),
'L':pygame.image.load('p1tankL.gif'),
'R':pygame.image.load('p1tankR.gif'),
}
# 方向
self.direction = 'U'
# 根据当前图片的方向获取图片Surface
self.image = self.images[self.direction]
# 根据该坦克图片所占矩形区域的大小
self.rect = self.image.get_rect()
# 设置该坦克图片的位置
self.rect.left = left
self.rect.top = top
#设置坦克移动速度
self.speed = 5
# 坦克移动标志,默认为开启
self.stop = True
# 坦克是否显示
self.live = True
# 记录原来坐标
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
def move(self):
# 移动后记录原始的坐标
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 判断坦克的方向进行移动
self.image = self.images[self.direction]
if self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R':
if self.rect.left + self.rect.height < SCREEN_WIDTH:
self.rect.left += self.speed
elif self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'D':
if self.rect.top + self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
def shot(self):
return Bullet(self)
def stay(self):
self.rect.left = self.oldLeft
self.rect.top = self.oldTop
def hitWall(self):
# 循环遍历墙壁列表,判断坦克是否与墙壁进行碰撞
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self, wall):
# 坦克不能移动
self.stay()
def displayTank(self):
# 显示坦克
MainGame.window.blit(self.image, self.rect)
class Wall():
def __init__(self, left, top):
# 加载墙壁图片
self.image = pygame.image.load('steels.gif')
# 获取墙壁的区域
self.rect = self.image.get_rect()
# 设置位置
self.rect.left = left
self.rect.top = top
# 是否显示
self.live = True
# 设置生命值
self.hp = 3
def displayWall(self):
MainGame.window.blit(self.image, self.rect)
class Music():
def __init__(self, filename):
self.filename = filename
# 初始化音乐混合器
pygame.mixer.init()
# 加载音乐
pygame.mixer.music.load(self.filename)
def play(self):
# 播放音乐
pygame.mixer.music.play()
class EnemyTank(Tank):
def __init__(self, left, top, speed):
# 调用父类的初始化
super(EnemyTank, self).__init__(left, top)
# 加载图片集
self.images = {
'U':pygame.image.load('enemy1U.gif'),
'D':pygame.image.load('enemy1D.gif'),
'L':pygame.image.load('enemy1L.gif'),
'R':pygame.image.load('enemy1R.gif')
}
# 设置敌方坦克的方向
self.direction = self.randDirection()
# 根据方向获取图片
self.image = self.images[self.direction]
# 获取坦克显示区域
self.rect = self.image.get_rect()
# 对left和top进行赋值
self.rect.left = left
self.rect.top = top
# 对速度进行赋值
self.speed = speed
# 移动开关键,默认停止
self.flag = True
# 给敌方坦克增加一个固定的步数,用来改变方向
self.step = 60
def enemyTank_hit_myTank(self):
if pygame.sprite.collide_rect(self, MainGame.my_tank):
self.stay()
def randMove(self):
# 改变敌方坦克随机移动的方向
if self.step < 0:
# 修改方向
self.direction = self.randDirection()
self.step = 60
else:
self.move()
# 步数递减
self.step -= 1
def randDirection(self):
# 随机生成敌方坦克方向
num = random.randint(1, 4)
if num == 1:
return 'U'
elif num == 2:
return 'D'
elif num == 3:
return 'L'
elif num == 4:
return 'R'
def shot(self):
# 随机生成250以内的数
num = random.randint(1, 250)
if num < 10:
return Bullet(self)
class MyTank(Tank):
def __init__(self, left, top):
super(MyTank, self).__init__(left, top)
def myTank_hit_enemyTank(self):
# 循环遍历敌方坦克列表
for enemyTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(self, enemyTank):
# 发生碰撞,不能动
self.stay()
class Bullet(BaseItem):
def __init__(self, tank):
# 加载子弹图片
self.image = pygame.image.load('enemymissile.gif')
# 坦克的朝向决定子弹的发射的方向
self.direction = tank.direction
# 获取子弹显示区域
self.rect = self.image.get_rect()
# 子弹的left和top与方向有关
if self.direction == 'U':
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
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.height
self.rect.top = tank.rect.top + tank.rect.width/2 - self.rect.width/2
# 设置子弹的速度
self.speed = 6
# 子弹是否到达边界标志
self.live = True
def hitWall(self):
# 循环遍历墙壁列表
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self, wall):
# 子弹消失
self.live = False
# 墙壁的生命值减少
wall.hp -= 1
if wall.hp <= 0:
# 墙壁消失
wall.live = False
def displayBullet(self):
# 显示子弹
MainGame.window.blit(self.image, self.rect)
def move(self):
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
else:
# 修改子弹状态
self.live = False
elif self.direction == 'D':
if self.rect.top+self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
else:
# 修改子弹状态
self.live = False
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
else:
# 修改子弹状态
self.live = False
elif self.direction == 'R':
if self.rect.left+self.rect.width < SCREEN_WIDTH:
self.rect.left += self.speed
else:
# 修改子弹状态
self.live = False
def myBullet_hit_enemyTank(self):
# 判断我方子弹是否射中敌方坦克
for enemyTank in MainGame.enemyTankList:
# 循环遍历敌方坦克
if pygame.sprite.collide_rect(enemyTank, self):
# 发生碰撞
enemyTank.live = False
self.live = False
# 创建爆炸对象
explode = Explode(enemyTank)
# 将爆炸属性添加到爆炸列表中
MainGame.explodeList.append(explode)
def enemyBullet_hit_myTank(self):
if MainGame.my_tank and MainGame.my_tank.live:
# 敌方子弹与我方坦克碰撞
if pygame.sprite.collide_rect(MainGame.my_tank, self):
# 产生爆炸对象
explode = Explode(MainGame.my_tank)
# 将爆炸对象添加到爆炸列表中
MainGame.explodeList.append(explode)
# 修改敌方子弹与我方坦克的状态
self.live = False
MainGame.my_tank.live = False
class Explode():
def __init__(self, tank):
# 爆炸的位置由当前子弹打中的坦克位置决定
self.rect = tank.rect
self.images = [
pygame.image.load('blast0.gif'),
pygame.image.load('blast1.gif'),
pygame.image.load('blast2.gif'),
pygame.image.load('blast3.gif'),
pygame.image.load('blast4.gif')
]
# 爆炸效果图片索引
self.step = 0
self.image = self.images[self.step]
# 图片是否加载
self.live = True
def displayExplode(self):
# 根据索引获取爆炸图片
if self.step < len(self.images):
self.image = self.images[self.step]
self.step += 1
# 添加到主窗口
MainGame.window.blit(self.image, self.rect)
else:
# 不再显示爆炸效果
self.live = False
self.step = 0
if __name__ == '__main__':
MainGame().start_game()
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