- python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲—可以自定義子彈速度:
- 運(yùn)行環(huán)境–python3.7、pycharm;
- 源碼需要請:點(diǎn)贊留言郵箱;
- 正常版子彈速度:
普通速度版
加速版子彈速度:
子彈加速版
另外還有多種道具,支持兩人一起玩。main()方法如下:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
|
def main(): pygame.init() pygame.mixer.init() resolution = 630 , 630 screen = pygame.display.set_mode(resolution) pygame.display.set_caption( "Tank Game " ) # 加載圖片,音樂,音效. background_image = pygame.image.load(r "..\image\background.png" ) home_image = pygame.image.load(r "..\image\home.png" ) home_destroyed_image = pygame.image.load(r "..\image\home_destroyed.png" ) bang_sound = pygame.mixer.Sound(r "..\music\bang.wav" ) bang_sound.set_volume( 1 ) fire_sound = pygame.mixer.Sound(r "..\music\Gunfire.wav" ) start_sound = pygame.mixer.Sound(r "..\music\start.wav" ) start_sound.play() # 定義精靈組:坦克,我方坦克,敵方坦克,敵方子彈 allTankGroup = pygame.sprite.Group() mytankGroup = pygame.sprite.Group() allEnemyGroup = pygame.sprite.Group() redEnemyGroup = pygame.sprite.Group() greenEnemyGroup = pygame.sprite.Group() otherEnemyGroup = pygame.sprite.Group() enemyBulletGroup = pygame.sprite.Group() # 創(chuàng)建地圖 bgMap = wall. Map () # 創(chuàng)建食物/道具 但不顯示 prop = food.Food() # 創(chuàng)建我方坦克 myTank_T1 = myTank.MyTank( 1 ) allTankGroup.add(myTank_T1) mytankGroup.add(myTank_T1) myTank_T2 = myTank.MyTank( 2 ) allTankGroup.add(myTank_T2) mytankGroup.add(myTank_T2) # 創(chuàng)建敵方 坦克 for i in range ( 1 , 4 ): enemy = enemyTank.EnemyTank(i) allTankGroup.add(enemy) allEnemyGroup.add(enemy) if enemy.isred = = True : redEnemyGroup.add(enemy) continue if enemy.kind = = 3 : greenEnemyGroup.add(enemy) continue otherEnemyGroup.add(enemy) # 敵軍坦克出現(xiàn)動(dòng)畫 appearance_image = pygame.image.load(r "..\image\appear.png" ).convert_alpha() appearance = [] appearance.append(appearance_image.subsurface(( 0 , 0 ), ( 48 , 48 ))) appearance.append(appearance_image.subsurface(( 48 , 0 ), ( 48 , 48 ))) appearance.append(appearance_image.subsurface(( 96 , 0 ), ( 48 , 48 ))) # 自定義事件 # 創(chuàng)建敵方坦克延遲200 DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer(DELAYEVENT, 200 ) # 創(chuàng)建 敵方 子彈延遲1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000 ) # 創(chuàng)建 我方 子彈延遲200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200 ) # 敵方坦克 靜止8000 NOTMOVEEVENT = pygame.constants.USEREVENT + 3 pygame.time.set_timer(NOTMOVEEVENT, 8000 ) delay = 100 moving = 0 movdir = 0 moving2 = 0 movdir2 = 0 enemyNumber = 3 enemyCouldMove = True switch_R1_R2_image = True homeSurvive = True running_T1 = True running_T2 = True clock = pygame.time.Clock() while True : for event in pygame.event.get(): if event. type = = pygame.QUIT: pygame.quit() sys.exit() # 我方子彈冷卻事件 if event. type = = MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # 敵方子彈冷卻事件 if event. type = = ENEMYBULLETNOTCOOLINGEVENT: for each in allEnemyGroup: each.bulletNotCooling = True # 敵方坦克靜止事件 if event. type = = NOTMOVEEVENT: enemyCouldMove = True # 創(chuàng)建敵方坦克延遲 if event. type = = DELAYEVENT: if enemyNumber < 4 : enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(enemy, allTankGroup, False , None ): break allEnemyGroup.add(enemy) allTankGroup.add(enemy) enemyNumber + = 1 if enemy.isred = = True : redEnemyGroup.add(enemy) elif enemy.kind = = 3 : greenEnemyGroup.add(enemy) else : otherEnemyGroup.add(enemy) if event. type = = pygame.KEYDOWN: if event.key = = pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key = = pygame.K_e: myTank_T1.levelUp() if event.key = = pygame.K_q: myTank_T1.levelDown() if event.key = = pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key = = pygame.K_2: if myTank_T1.speed = = 3 : myTank_T1.speed = 24 else : myTank_T1.speed = 3 if event.key = = pygame.K_1: for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.brick = wall.Brick() bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.brickGroup.add(bgMap.brick) if event.key = = pygame.K_4: for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) # 檢查用戶的鍵盤操作 key_pressed = pygame.key.get_pressed() # 玩家一的移動(dòng)操作 if moving: moving - = 1 if movdir = = 0 : allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 1 : allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 2 : allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 3 : allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if not moving: if key_pressed[pygame.K_w]: moving = 7 movdir = 0 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_s]: moving = 7 movdir = 1 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_a]: moving = 7 movdir = 2 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_d]: moving = 7 movdir = 3 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) if key_pressed[pygame.K_j]: if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling: fire_sound.play() myTank_T1.shoot() myTank_T1.bulletNotCooling = False # 玩家二的移動(dòng)操作 if moving2: moving2 - = 1 if movdir2 = = 0 : allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 1 : allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 2 : allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 3 : allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if not moving2: if key_pressed[pygame.K_UP]: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 0 running_T2 = True elif key_pressed[pygame.K_DOWN]: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 1 running_T2 = True elif key_pressed[pygame.K_LEFT]: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 2 running_T2 = True elif key_pressed[pygame.K_RIGHT]: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 3 running_T2 = True if key_pressed[pygame.K_KP0]: if not myTank_T2.bullet.life: # fire_sound.play() myTank_T2.shoot() # 畫背景 screen.blit(background_image, ( 0 , 0 )) # 畫磚塊 for each in bgMap.brickGroup: screen.blit(each.image, each.rect) # 花石頭 for each in bgMap.ironGroup: screen.blit(each.image, each.rect) # 畫home if homeSurvive: screen.blit(home_image, ( 3 + 12 * 24 , 3 + 24 * 24 )) else : screen.blit(home_destroyed_image, ( 3 + 12 * 24 , 3 + 24 * 24 )) # 畫我方坦克1 if not (delay % 5 ): switch_R1_R2_image = not switch_R1_R2_image if switch_R1_R2_image and running_T1: screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top)) running_T1 = False else : screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top)) # 畫我方坦克2 if switch_R1_R2_image and running_T2: screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top)) running_T2 = False else : screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top)) # 畫敵方坦克 for each in allEnemyGroup: # 判斷5毛錢特效是否播放 if each.flash: # 判斷畫左動(dòng)作還是右動(dòng)作 if switch_R1_R2_image: screen.blit(each.tank_R0, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else : screen.blit(each.tank_R1, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else : # 播放5毛錢特效 if each.times > 0 : each.times - = 1 if each.times < = 10 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 20 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 30 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 40 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 50 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 60 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 70 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 80 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 90 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) if each.times = = 0 : each.flash = True # 繪制我方子彈1 if myTank_T1.bullet.life: myTank_T1.bullet.move() screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect) # 子彈 碰撞 子彈 for each in enemyBulletGroup: if each.life: if pygame.sprite.collide_rect(myTank_T1.bullet, each): myTank_T1.bullet.life = False each.life = False pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True , None ) # 子彈 碰撞 敵方坦克 if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True , None ): prop.change() bang_sound.play() enemyNumber - = 1 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False , None ): for each in greenEnemyGroup: if pygame.sprite.collide_rect(myTank_T1.bullet, each): if each.life = = 1 : pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True , None ) bang_sound.play() enemyNumber - = 1 elif each.life = = 2 : each.life - = 1 each.tank = each.enemy_3_0 elif each.life = = 3 : each.life - = 1 each.tank = each.enemy_3_2 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 myTank_T1.bullet.life = False #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None): # bang_sound.play() # enemyNumber -= 1 # myTank_T1.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 子彈 碰撞 brickGroup if myTank_T1.bullet.strong: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 else : if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 繪制我方子彈2 if myTank_T2.bullet.life: myTank_T2.bullet.move() screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect) # 子彈 碰撞 敵方坦克 if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 myTank_T2.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 子彈 碰撞 brickGroup if myTank_T2.bullet.strong: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 else : if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 繪制敵人子彈 for each in allEnemyGroup: # 如果子彈沒有生命,則賦予子彈生命 if not each.bullet.life and each.bulletNotCooling and enemyCouldMove: enemyBulletGroup.remove(each.bullet) each.shoot() enemyBulletGroup.add(each.bullet) each.bulletNotCooling = False # 如果5毛錢特效播放完畢 并且 子彈存活 則繪制敵方子彈 if each.flash: if each.bullet.life: # 如果敵人可以移動(dòng) if enemyCouldMove: each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) # 子彈 碰撞 我方坦克 if pygame.sprite.collide_rect(each.bullet, myTank_T1): bang_sound.play() myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24 , 3 + 24 * 24 each.bullet.life = False moving = 0 # 重置移動(dòng)控制參數(shù) for i in range (myTank_T1.level + 1 ): myTank_T1.levelDown() if pygame.sprite.collide_rect(each.bullet, myTank_T2): bang_sound.play() myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24 , 3 + 24 * 24 each.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True , None ): each.bullet.life = False # 子彈 碰撞 ironGroup if each.bullet.strong: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True , None ): each.bullet.life = False else : if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False , None ): each.bullet.life = False # 最后畫食物/道具 if prop.life: screen.blit(prop.image, prop.rect) # 我方坦克碰撞 食物/道具 if pygame.sprite.collide_rect(myTank_T1, prop): if prop.kind = = 1 : # 敵人全毀 for each in allEnemyGroup: if pygame.sprite.spritecollide(each, allEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 prop.life = False if prop.kind = = 2 : # 敵人靜止 enemyCouldMove = False prop.life = False if prop.kind = = 3 : # 子彈增強(qiáng) myTank_T1.bullet.strong = True prop.life = False if prop.kind = = 4 : # 家得到保護(hù) for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) prop.life = False if prop.kind = = 5 : # 坦克無敵 prop.life = False pass if prop.kind = = 6 : # 坦克升級(jí) myTank_T1.levelUp() prop.life = False if prop.kind = = 7 : # 坦克生命+1 myTank_T1.life + = 1 prop.life = False # 延遲 delay - = 1 if not delay: delay = 100 pygame.display.flip() clock.tick( 60 ) |
總結(jié)
到此這篇關(guān)于python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲---可以自定義子彈速度的文章就介紹到這了,更多相關(guān)python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲內(nèi)容請搜索服務(wù)器之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持服務(wù)器之家!
原文鏈接:https://blog.csdn.net/qq_38132105/article/details/107498841