本篇内容主要讲解“python用pygame实现坦克大战游戏代码分享”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“python用pygame实现坦克大战游戏代码分享”吧!
import pygame import sys import time from pygame.locals import * from random import randint MOVE_SLEEP = 0.01 class MyTank: width = 600 heights = 500 speed = 10 screen = 0 myshells = [] enemylist = [] enemyshells = [] grade = 0 life = 3 cnt = 0 def startgame(self): pygame.init() self.screen = pygame.display.set_mode((self.width,self.heights),0,32) pygame.display.set_caption("bit tank") self.tank = Tank(self.screen,275,450) for i in range(6): self.enemylist.append(EnmeyTank(self.screen)) while True: key = pygame.key.get_pressed() self.screen.fill((0,0,0)) if key[K_LEFT]: self.tank.move('L') elif key[K_RIGHT]: self.tank.move('R') elif key[K_UP]: self.tank.move('U') elif key[K_DOWN]: self.tank.move('D') self.get_event() for shell in self.myshells: if shell.move() == True: self.myshells.remove(shell) shell.display() a = shell.hitTank() #子弹碰撞 if a == True: if self.life >0: self.myshells.remove(shell) self.grade += 1 #mytank碰撞 if self.tank.live == True: if self.tank.hitTank(): self.life -= 1 if self.life <=0: self.tank.live =False else:self.tank = Tank(self.screen,275,450) #mytanke 碰撞子弹 if self.tank.live == True: if self.tank.hitShell(): self.life -= 1 if self.life <=0: self.tank.live = False else:self.tank=Tank(self.screen,275,450) #敌方子弹击中我方坦克 # 游戏结束 if self.life <=0: self.gotGamePrint() for enemy in self.enemylist: enemy.move() print('move') enemy.display() # 添加敌方子弹 self.cnt += 1 if self.cnt % 100 ==0: for enemy in self.enemylist: self.enemyshells.append(enemy.fire()) #判断敌方子弹碰撞 for enemyshell in self.enemyshells: f = enemyshell.move() enemyshell.display() if f: self.enemyshells.remove(enemyshell) if len(self.enemylist)<6: self.enemylist.append(EnmeyTank(self.screen)) self.screen.blit(self.getGrade(),(5,5)) self.tank.display() pygame.display.update() time.sleep(0.02) def get_event(self): for event in pygame.event.get(): if event.type == KEYDOWN: if event.key == K_SPACE: self.myshells.append(self.tank.fire()) if event.key == K_ESCAPE: pass def getGrade(self): text = pygame.font.Font('./font/msyhbd.ttc',20).render("分数:{} 生命:{}".format(self.grade,self.life),True,(0,255,0)) return text def gotGamePrint(self): text = pygame.font.Font('./font/msyh.ttc',70).render('game over!',True,(0,255,0)) self.screen.blit(text,(100,200)) class Shell: width = 48 height = 48 live = True speed = 3 def __init__(self,screen,tank): self.screen = screen self.image = pygame.image.load('./images/3.png') self.direction = tank.direction self.rect = self.image.get_rect() self.rect.left = tank.rect.left + (tank.width-self.width)/2.0+18 # print(tank.rect.left,tank.width,self.width) self.rect.top = tank.rect.top + (tank.height - self.height)/2.0 self.live = True def move(self): tag = self.isObstacle() if self.live == True: if self.direction == 'L' and self.direction not in tag: self.rect.left -= self.speed elif self.direction == 'R' and self.direction not in tag: self.rect.left += self.speed elif self.direction == 'U' and self.direction not in tag: self.rect.top -= self.speed elif self.direction == 'D' and self.direction not in tag: self.rect.top += self.speed else: pass if self.direction in tag: return True else: return False else: pass def display(self): # print(self.rect.left,self.rect.top) if self.live == True: self.screen.blit(self.image,self.rect) def isObstacle(self): tag = [] if self.rect.left <=0:tag.append('L') if self.rect.left + self.width >= MyTank.width:tag.append('R') if self.rect.top <=0:tag.append('U') if self.rect.top + self.height >=MyTank.heights:tag.append('D') return tag def hitTank(self): hitList = pygame.sprite.spritecollide(self,MyTank.enemylist,False) for e in hitList: e.live = False MyTank.enemylist.remove(e) self.live = False return True return False def hitMytank(self): hitList = pygame.sprite.spritecollide(self,MyTank.tank,False) for e in hitList: e.live = False MyTank.life -= 1 return True class BaseTank: width = 50 height = 50 direction = 'U' live = True time = 0 images = {} def __init__(self,screen,left,top): self.screen = screen self.images['L'] = pygame.image.load("images/04.jpg") self.images['R'] = pygame.image.load("images/02.jpg") self.images['U'] = pygame.image.load("images/01.jpg") self.images['D'] = pygame.image.load("images/03.jpg") self.image = self.images[self.direction] self.rect = self.image.get_rect() self.rect.left = left self.rect.top = top self.live = True # 坦克是否被消灭 def isObstacle(self): tag = [] if self.rect.left <= 0: tag.append('L') if self.rect.left + self.width >= MyTank.width: tag.append('R') if self.rect.top <= 0: tag.append('U') if self.rect.top + self.height >= MyTank.heights: tag.append('D') return tag def display(self): if self.live == True: self.image = self.images[self.direction] self.screen.blit(self.image, self.rect) def fire(self): m = Shell(self.screen,self) return m class Tank(BaseTank): images = {} def __init__(self,screen,left,top): super().__init__(screen,275,450) self.screen = screen self.speed = 2 self.images['L'] = pygame.image.load('./images/4.jpg') self.images['R'] = pygame.image.load('./images/2.jpg') self.images['U'] = pygame.image.load('./images/1.jpg') self.images['D'] = pygame.image.load('./images/3.jpg') self.image = self.images[self.direction] self.rect = self.image.get_rect() self.rect.top = top self.rect.left = left def move(self, direction): if self.live == True: tag = self.isObstacle() if direction == self.direction: if self.direction == 'L' and self.direction not in tag: self.rect.left -= self.speed elif self.direction == 'R' and self.direction not in tag: self.rect.left += self.speed elif self.direction == 'U' and self.direction not in tag: self.rect.top -= self.speed elif self.direction == 'D' and self.direction not in tag: self.rect.top += self.speed else: pass else: self.direction = direction def hitTank(self): hitList = pygame.sprite.spritecollide(self,MyTank.enemylist,False) for e in hitList: self.live = False return True return False def hitShell(self): hitlist = pygame.sprite.spritecollide(self, MyTank.enemyshells, False) for e in hitlist: self.live = False return True return False class EnmeyTank(BaseTank): speed = 1 def __init__(self,screen): super().__init__(screen,randint(1,5)*100,0) self.getdirection() self.step = 0 def getdirection(self): self.direction = ['L','R','U','D'][randint(0,3)] def move(self): if self.live == True: if self.step == 0 or (self.direction in self.isObstacle()): self.getdirection() self.step = randint(0, 200) else: tag = self.isObstacle() if self.direction == 'L' and self.direction not in tag: self.rect.left -= self.speed elif self.direction == 'R' and self.direction not in tag: self.rect.left += self.speed elif self.direction == 'U' and self.direction not in tag: self.rect.top -= self.speed elif self.direction == 'D' and self.direction not in tag: self.rect.top += self.speed else: pass self.step -= 1 if __name__ == '__main__': main = MyTank() main.startgame()
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