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这篇文章将为大家详细讲解有关用Python制作坦克大战游戏,小编觉得挺实用的,因此分享给大家做个参考,希望大家阅读完这篇文章后可以有所收获。
小时候玩的“坦克大战”,你还记得吗?
环境依赖
python3.7
pygame1.9.6
urllib
内置库,如random、sys、time、os等
pygame介绍
Pygame被设计用来写游戏的python模块集合,基于SDL库开发。使用python可以导入pygame来开发具有全部特性的游戏和多媒体软件,Pygame是极度轻便的并且可以运行在几乎所有的平台和操作系统上。
1. 导入依赖 & 通用配置
import random import sys import time from urllib.request import urlretrieve import os import pygame SCREEN_WIDTH, SCREEN_HEIGHT = 1200, 700 # 画面大小 MY_BIRTH_LEFT, MY_BIRTH_TOP = SCREEN_WIDTH / 2, SCREEN_HEIGHT - 60 DIRECTION = [U, D, L, R] = [ U , D , L , R ] # 控制键 Tank_IMAGE_POSITION = r D:/tank_img URL = https://gitee.com/tyoui/logo/raw/master/img/
2. 通用加载函数
# 加载图片 def load_img(name_img): save = Tank_IMAGE_POSITION + os.sep + name_img + .gif if not os.path.exists(save): urlretrieve(URL + name_img + .gif , save) return pygame.image.load(save) # 加载背景音乐 def load_music(name_music): save = Tank_IMAGE_POSITION + os.sep + name_music + .wav if not os.path.exists(save): urlretrieve(URL + name_music + .wav , save) pygame.mixer.music.load(save) pygame.mixer.music.play()
3. 通用基础类
* pygame.sprite模块,官方文档上说这个模块是轻量级的,在游戏开发中也未必要使用。 * sprite翻译为精灵,在游戏动画一般是指一个独立运动的画面元素,在pygame中, 就可以是一个带有图像(Surface)和大小位置(Rect)的对象。 * pygame.sprite.Sprite是pygame精灵的基类,一般来说,需要写一个自己的精灵类继承一下它然后加入自己的代码。 class BaseItem(pygame.sprite.Sprite): def __init__(self): super().__init__()
4. 定义bullet类
class Bullet(BaseItem): # 参数初始化 def __init__(self, tank, window): super().__init__() self.direction = tank.direction self.speed = tank.speed * 3 self.img = load_img( bullet ) self.rect = self.img.get_rect() self.window = window self.live = True 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 / 2 - self.rect.width / 2 self.rect.top = tank.rect.top + tank.rect.height / 2 - self.rect.height / 2 else: self.rect.left = tank.rect.left + tank.rect.width self.rect.top = tank.rect.top + tank.rect.height / 2 - self.rect.height / 2 # 子弹显示 def display_bullet(self): self.window.blit(self.img, self.rect) # 通过按键控制子弹移动 def bullet_move(self): if self.direction == U: if self.rect.top > 0: self.rect.top -= self.speed return elif self.direction == D: if self.rect.top < SCREEN_HEIGHT: self.rect.top += self.speed return elif self.direction == L: if self.rect.left > 0: self.rect.left -= self.speed return else: if self.rect.left < SCREEN_WIDTH: self.rect.left += self.speed return self.live = False # 我方坦克子弹击中对方坦克 def hit_enemy_tank(self): for enemy in TankGame.enemy_tank_list: hit = pygame.sprite.collide_rect(self, enemy) if hit: self.live = False if enemy.click_count == 1: enemy.live = False return None enemy.click_count -= 1 if enemy.click_count == 2: enemy.load_image = enemy.img32 if enemy.click_count == 1: enemy.load_image = enemy.img31 load_music( hit ) # 对方坦克子弹击中我方坦克 def hit_my_tank(self, tank): hit = pygame.sprite.collide_rect(self, tank) if hit: self.live = False tank.live = False # 子弹击中围墙 def bullet_collide_wall(self): for wall in TankGame.wall_list: result = pygame.sprite.collide_rect(self, wall) if result: self.live = False if wall.count == 1: wall.live = False else: load_music( hit ) # 子弹击中子弹 def bullet_collide_bullet(self): for bullet in TankGame.enemy_bullet_list: if pygame.sprite.collide_rect(bullet, self): bullet.live = False self.live = False
5. 定义tank类
class Tank(BaseItem): # 参数初始化 def __init__(self, left, top, window, image, direction, speed): super().__init__() self.window = window self.load_image = image self.direction = direction self.img = self.load_image[self.direction] self.rect = self.img.get_rect() self.rect.left = left self.rect.top = top self.speed = speed self.tank_width = self.rect.width self.tank_height = self.rect.height self.wall_switch = False self.move_stop = True self.live = True self.old_left = 0 self.old_top = 0 # 开火 def fire(self): return Bullet(self, self.window) # 显示 def display(self): self.img = self.load_image[self.direction] self.window.blit(self.img, self.rect) def wall_not(self, direction): if direction == U: return self.rect.top > 0 elif direction == D: return self.rect.top <= SCREEN_HEIGHT - self.tank_height elif direction == L: return self.rect.left > 0 else: return self.rect.left <= SCREEN_WIDTH - self.tank_width def wall_yes(self, direction): if direction == U: if self.rect.top < 0: self.rect.top = SCREEN_HEIGHT elif direction == D: self.rect.top %= SCREEN_HEIGHT elif direction == L: if self.rect.left < 0: self.rect.left = SCREEN_WIDTH else: self.rect.left %= SCREEN_WIDTH def move(self, direction): self.old_left = self.rect.left self.old_top = self.rect.top if self.wall_switch: self.wall_yes(direction) elif not self.wall_not(direction): return None if direction == U: self.rect.top -= self.speed elif direction == D: self.rect.top += self.speed elif direction == L: self.rect.left -= self.speed else: self.rect.left += self.speed def stay(self): self.rect.left = self.old_left self.rect.top = self.old_top def tank_collide_wall(self): for wall in TankGame.wall_list: if pygame.sprite.collide_rect(self, wall): self.stay() def tank_collide_tank(self): for tank in TankGame.enemy_tank_list: if pygame.sprite.collide_rect(self, tank): self.stay()
6. 定义我方 & 对方tank类
class MyTank(Tank): def __init__(self, left, top, window): self.img = dict(U=load_img( p2tankU ), D=load_img( p2tankD ), L=load_img( p2tankL ), R=load_img( p2tankR )) self.my_tank_speed = 4 super().__init__(left, top, window, self.img, U, self.my_tank_speed) class EnemyTank(Tank): def __init__(self, left, top, window): self.img1 = dict(U=load_img( enemy1U ), D=load_img( enemy1D ), L=load_img( enemy1L ), R=load_img( enemy1R )) self.img2 = dict(U=load_img( enemy2U ), D=load_img( enemy2D ), L=load_img( enemy2L ), R=load_img( enemy2R )) self.img3 = dict(U=load_img( enemy3U ), D=load_img( enemy3D ), L=load_img( enemy3L ), R=load_img( enemy3R )) self.img31 = dict(U=load_img( enemy3U_1 ), D=load_img( enemy3D_1 ), L=load_img( enemy3L_1 ), R=load_img( enemy3R_1 )) self.img32 = dict(U=load_img( enemy3U_2 ), D=load_img( enemy3D_2 ), L=load_img( enemy3L_2 ), R=load_img( enemy3R_2 )) # 不同的坦克击中的次数不一样 image, self.click_count, speed = random.choice([(self.img1, 1, 4), (self.img3, 3, 3), (self.img2, 1, 5)]) super().__init__(left, top, window, image, self.random_direction(), speed) self.step = 100 @staticmethod def random_direction(): n = random.randint(0, 3) return DIRECTION[n] def random_move(self): if self.step == 0: self.direction = self.random_direction() self.step = random.randint(10, 100) else: self.move(self.direction) self.step -= 1 def random_fire(self): if random.randint(0, 50) == 1 and len(TankGame.enemy_bullet_list) < 30: enemy_bullet = self.fire() TankGame.enemy_bullet_list.append(enemy_bullet)
7. 爆炸动作类
class Explode(BaseItem): def __init__(self, tank, window): super().__init__() self.img = [load_img( blast0 ), load_img( blast1 ), load_img( blast2 ), load_img( blast3 ), load_img( blast4 ), load_img( blast5 ), load_img( blast6 )] self.rect = tank.rect self.stop = 0 self.window = window self.rect.left = tank.rect.left - tank.rect.width / 2 def display_explode(self): load_music( blast ) while self.stop < len(self.img): self.window.blit(self.img[self.stop], self.rect) self.stop += 1
8. 定义wall类
class Wall(BaseItem): def __init__(self, left, top, window): super().__init__() self.count = random.randint(0, 1) self.img = [load_img( steels ), load_img( walls )][self.count] self.rect = self.img.get_rect() self.rect.left = left self.rect.top = top self.window = window self.live = True def display_wall(self): self.window.blit(self.img, self.rect)
9. 定义坦克大战类
class TankGame: my_bullet_list = list() enemy_bullet_list = list() enemy_tank_list = list() wall_list = list() def __init__(self): if not os.path.exists(Tank_IMAGE_POSITION): os.makedirs(Tank_IMAGE_POSITION) pygame.init() pygame.font.init() self.display = pygame.display self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32) self.display.set_caption( 坦克世界 ) self.my_tank = MyTank(MY_BIRTH_LEFT, MY_BIRTH_TOP, self.window) self.creat_enemy_number = 10 self.my_tank_lift = 3 self.creat_enemy(self.creat_enemy_number) self.creat_walls() self.font = pygame.font.SysFont( kai_ti , 18) self.number = 1 def creat_enemy(self, number): for _ in range(number): left = random.randint(0, SCREEN_WIDTH - self.my_tank.tank_width) enemy_tank = EnemyTank(left, 20, self.window) TankGame.enemy_tank_list.append(enemy_tank) def creat_walls(self): for i in range(SCREEN_WIDTH // 60 + 1): wall_h = random.randint(100, 500) w = Wall(60 * i, wall_h, self.window) TankGame.wall_list.append(w) @staticmethod def show_walls(): for w in TankGame.wall_list: if w.live: w.display_wall() else: TankGame.wall_list.remove(w) def start_game(self): load_music( start ) while True: self.window.fill([0, 0, 0]) self.get_event() len_enemy = len(TankGame.enemy_tank_list) self.window.blit( self.draw_text( 敌方坦克*{0},我方生命值*{1},当前{2}关 .format(len_enemy, self.my_tank_lift, self.number)), (10, 10)) if len_enemy == 0: self.creat_enemy_number += 10 self.number += 1 self.my_tank_lift += 1 self.creat_enemy(self.creat_enemy_number) self.wall_list.clear() self.creat_walls() self.show_my_tank() self.show_enemy_tank() self.show_bullet(TankGame.enemy_bullet_list) self.show_bullet(TankGame.my_bullet_list) self.show_walls() self.display.update() time.sleep(0.02) def show_my_tank(self): if self.my_tank.live: self.my_tank.display() self.my_tank.tank_collide_tank() self.my_tank.tank_collide_wall() else: Explode(self.my_tank, self.window).display_explode() del self.my_tank if self.my_tank_lift == 0: self.end_game() self.my_tank_lift -= 1 load_music( add ) self.my_tank = MyTank(MY_BIRTH_LEFT, MY_BIRTH_TOP, self.window) if not self.my_tank.move_stop: self.my_tank.move(self.my_tank.direction) def show_enemy_tank(self): for e in TankGame.enemy_tank_list: e.random_move() e.tank_collide_wall() if e.live: e.display() else: TankGame.enemy_tank_list.remove(e) Explode(e, self.window).display_explode() e.random_fire() def show_bullet(self, ls): for b in ls: b.bullet_move() b.bullet_collide_wall() if ls is TankGame.my_bullet_list: b.hit_enemy_tank() b.bullet_collide_bullet() else: b.hit_my_tank(self.my_tank) if b.live: b.display_bullet() else: ls.remove(b) def get_event(self): global SCREEN_WIDTH, SCREEN_HEIGHT event_list = pygame.event.get() for event in event_list: if event.type == pygame.VIDEORESIZE: SCREEN_WIDTH, SCREEN_HEIGHT = event.size self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32) if event.type == pygame.QUIT: self.end_game() if event.type == pygame.KEYDOWN: if event.key == pygame.K_w: self.my_tank.direction = U elif event.key == pygame.K_s: self.my_tank.direction = D elif event.key == pygame.K_a: self.my_tank.direction = L elif event.key == pygame.K_d: self.my_tank.direction = R else: return None self.my_tank.move_stop = False elif event.type == pygame.MOUSEBUTTONDOWN: if len(TankGame.my_bullet_list) < 3: bullet = self.my_tank.fire() load_music( fire ) TankGame.my_bullet_list.append(bullet) elif event.type == pygame.KEYUP: self.my_tank.move_stop = True def end_game(self): self.display.quit() sys.exit() def draw_text(self, content): text_sf = self.font.render(content, True, [255, 0, 0]) return text_sf
10. 入口
if __name__ == __main__ : g = TankGame() g.start_game()
执行界面
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