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如何实现Pygame坦克大战游戏

发布时间:2022-02-18 08:48:38 来源:亿速云 阅读:166 作者:小新 栏目:开发技术

这篇文章将为大家详细讲解有关如何实现Pygame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。

正文

1)游戏规则:

游戏过程是这样的,玩家操作坦克消灭电脑控制的坦克,并保护自己基地。基地图标是一只傲娇的张着翅膀的老鹰。小时候自

己失手把飞鹰轰成烧鸡的惨案经常发生。

如何实现Pygame坦克大战游戏

双打的时候,为了看谁刷得分高,都争着打坦克,大本营的老鹰被烤熟了都不管。。

坦克大战中的宝贝有战车、星星、时钟等,小编当时最喜欢的是时钟,敌不能动我能动的感觉妙极了。图中的坦克图标吃了是

可以加一条命的,当时为了抢宝贝都抢先把队友的坦克打晕。。。

2)环境安装

Python3、Pycharm、Pygame、以及自带或自定义的模块。

pip install +模块名 或pip install -i https://pypi.douban.com/simple/ +模块名

3)代码演示

如何实现Pygame坦克大战游戏

(之前不是写过的嘛,今天的话就是修改下的,这种小游戏代码肯定都很多的,所以这里直接贴主程序了。

需要完整的打包好的代码跟素材哪些的话 直接滴滴我即可或者看我主页左侧哪里有源码基地的哈!)

如何实现Pygame坦克大战游戏

如何实现Pygame坦克大战游戏

主程序:

import pygame
from pygame.locals import *
import sys
import scene
import bullet
import food
import tanks
import home
 
# 开始界面显示
def show_start_interface(screen, width, height):
    tfont = pygame.font.Font('./font/simkai.ttf', width // 4)
    cfont = pygame.font.Font('./font/simkai.ttf', width // 20)
    title = tfont.render(u'坦克大战', True, (255, 0, 0))
    content1 = cfont.render(u'按1键进入单人游戏', True, (0, 244, 222))
    content2 = cfont.render(u'按2键进入双人人游戏', True, (0, 0, 255))
    #显示字体pygame.font.Font.render(text文本, antialias是否抗锯齿, color颜色, background=None)
    trect = title.get_rect()
    # 默认title左上角的坐标是 (0, 0)
    trect.midtop = (width / 2, height / 5)
    crect1 = content1.get_rect()
    crect1.midtop = (width / 2, height / 1.8)
    crect2 = content2.get_rect()
    crect2.midtop = (width / 2, height / 1.6)
    screen.blit(title, trect)
    screen.blit(content1, crect1)
    screen.blit(content2, crect2)
    # 在指定位置绘制指定文字对象
    pygame.display.update()
    # 更新界面
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_1:
                    return 1
                if event.key == pygame.K_2:
                    return 2
 
 
# 结束界面显示
def show_end_interface(screen, width, height, is_win):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    if is_win:
        font = pygame.font.Font('./font/simkai.ttf', width // 10)
        content = font.render(u'恭喜通关!', True, (255, 0, 0))
        rect = content.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(content, rect)
    else:
        fail_img = pygame.image.load("./images/others/gameover.png")
        rect = fail_img.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(fail_img, rect)
    pygame.display.update()
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
 
 
# 关卡切换
def show_switch_stage(screen, width, height, stage):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    font = pygame.font.Font('./font/simkai.ttf', width // 10)
    content = font.render(u'第%d关' % stage, True, (0, 255, 0))
    rect = content.get_rect()
    rect.midtop = (width / 2, height / 2)
    screen.blit(content, rect)
    pygame.display.update()
    delay_event = pygame.constants.USEREVENT
    pygame.time.set_timer(delay_event, 1000)
    #定时器延时
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == delay_event:
                return
 
 
def main():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((630, 630))
    pygame.display.set_caption('坦克大战')
    bg_img = pygame.image.load('./images/others/background.png')
    # 加载音效
    add_sound = pygame.mixer.Sound("./audios/add.wav")
    add_sound.set_volume(1)
    bang_sound = pygame.mixer.Sound("./audios/bang.wav")
    bang_sound.set_volume(1)
    blast_sound = pygame.mixer.Sound("./audios/blast.wav")
    blast_sound.set_volume(1)
    fire_sound = pygame.mixer.Sound("./audios/fire.wav")
    fire_sound.set_volume(1)
    Gunfire_sound = pygame.mixer.Sound("./audios/Gunfire.wav")
    Gunfire_sound.set_volume(1)
    hit_sound = pygame.mixer.Sound("./audios/hit.wav")
    hit_sound.set_volume(1)
    start_sound = pygame.mixer.Sound("./audios/start.wav")
    start_sound.set_volume(1)
    # 开始界面
    num_player = show_start_interface(screen, 630, 630)
    # 播放游戏开始的音乐
    start_sound.play()
    # 关卡
    stage = 0
    num_stage = 2
    # 游戏是否结束
    is_gameover = False
    # 时钟
    clock = pygame.time.Clock()
    # 主循环
    while not is_gameover:
        # 关卡
        stage += 1
        if stage > num_stage:
            break
        show_switch_stage(screen, 630, 630, stage)
        # 该关卡坦克总数量
        enemytanks_total = min(stage * 18, 80)
        # 场上存在的敌方坦克总数量
        enemytanks_now = 0
        # 场上可以存在的敌方坦克总数量
        enemytanks_now_max = min(max(stage * 2, 4), 8)
        # 精灵组,独立运行的动画组
        tanksGroup = pygame.sprite.Group()
        mytanksGroup = pygame.sprite.Group()
        enemytanksGroup = pygame.sprite.Group()
        bulletsGroup = pygame.sprite.Group()
        mybulletsGroup = pygame.sprite.Group()
        enemybulletsGroup = pygame.sprite.Group()
        myfoodsGroup = pygame.sprite.Group()
        # 自定义事件
        # 	-生成敌方坦克事件
        genEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(genEnemyEvent, 100)
        # 	-敌方坦克静止恢复事件
        recoverEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(recoverEnemyEvent, 8000)
        # 	-我方坦克无敌恢复事件
        noprotectMytankEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(noprotectMytankEvent, 8000)
        # 关卡地图
        map_stage = scene.Map(stage)
        # 我方坦克
        tank_player1 = tanks.myTank(1)
        tanksGroup.add(tank_player1)
        mytanksGroup.add(tank_player1)
        if num_player > 1:
            tank_player2 = tanks.myTank(2)
            tanksGroup.add(tank_player2)
            mytanksGroup.add(tank_player2)
        is_switch_tank = True
        player1_moving = False
        player2_moving = False
        # 为了轮胎的动画效果
        time = 0
        # 敌方坦克
        for i in range(0, 3):
            if enemytanks_total > 0:
                enemytank = tanks.enemyTank(i)
                tanksGroup.add(enemytank)
                enemytanksGroup.add(enemytank)
                enemytanks_now += 1
                enemytanks_total -= 1
        # 大本营
        myhome = home.Home()
        # 出场特效
        appearance_img = pygame.image.load("./images/others/appear.png").convert_alpha()
        appearances = []
        appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
        # 关卡主循环
        while True:
            if is_gameover is True:
                break
            if enemytanks_total < 1 and enemytanks_now < 1:
                is_gameover = False
                break
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == genEnemyEvent:
                    if enemytanks_total > 0:
                        if enemytanks_now < enemytanks_now_max:
                            enemytank = tanks.enemyTank()
                            if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):
                                tanksGroup.add(enemytank)
                                enemytanksGroup.add(enemytank)
                                enemytanks_now += 1
                                enemytanks_total -= 1
                if event.type == recoverEnemyEvent:
                    for each in enemytanksGroup:
                        each.can_move = True
                if event.type == noprotectMytankEvent:
                    for each in mytanksGroup:
                        mytanksGroup.protected = False
            # 检查用户键盘操作
            key_pressed = pygame.key.get_pressed()
            # 玩家一
            # WSAD -> 上下左右
            # 空格键射击
            if key_pressed[pygame.K_w]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_s]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_a]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_d]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_SPACE]:
                if not tank_player1.bullet.being:
                    fire_sound.play()
                    tank_player1.shoot()
            # 玩家二
            # ↑↓←→ -> 上下左右
            # 小键盘0键射击
            if num_player > 1:
                if key_pressed[pygame.K_UP]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_DOWN]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_LEFT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_RIGHT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_KP0]:
                    if not tank_player2.bullet.being:
                        fire_sound.play()
                        tank_player2.shoot()
            # 背景
            screen.blit(bg_img, (0, 0))
            # 石头墙
            for each in map_stage.brickGroup:
                screen.blit(each.brick, each.rect)
            # 钢墙
            for each in map_stage.ironGroup:
                screen.blit(each.iron, each.rect)
            # 冰
            for each in map_stage.iceGroup:
                screen.blit(each.ice, each.rect)
            # 河流
            for each in map_stage.riverGroup:
                screen.blit(each.river, each.rect)
            # 树
            for each in map_stage.treeGroup:
                screen.blit(each.tree, each.rect)
            time += 1
            if time == 5:
                time = 0
                is_switch_tank = not is_switch_tank
            # 我方坦克
            if tank_player1 in mytanksGroup:
                if is_switch_tank and player1_moving:
                    screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
                    player1_moving = False
                else:
                    screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
                if tank_player1.protected:
                    screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
            if num_player > 1:
                if tank_player2 in mytanksGroup:
                    if is_switch_tank and player2_moving:
                        screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
                        player1_moving = False
                    else:
                        screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
                    if tank_player2.protected:
                        screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
            # 敌方坦克
            for each in enemytanksGroup:
                # 出生特效
                if each.born:
                    if each.times > 0:
                        each.times -= 1
                        if each.times <= 10:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 20:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 30:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 40:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 50:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 60:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 70:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 80:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 90:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                    else:
                        each.born = False
                else:
                    if is_switch_tank:
                        screen.blit(each.tank_0, (each.rect.left, each.rect.top))
                    else:
                        screen.blit(each.tank_1, (each.rect.left, each.rect.top))
                    if each.can_move:
                        tanksGroup.remove(each)
                        each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                        tanksGroup.add(each)
            # 我方子弹
            for tank_player in mytanksGroup:
                if tank_player.bullet.being:
                    tank_player.bullet.move()
                    screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
                    # 子弹碰撞敌方子弹
                    for each in enemybulletsGroup:
                        if each.being:
                            if pygame.sprite.collide_rect(tank_player.bullet, each):
                                tank_player.bullet.being = False
                                each.being = False
                                enemybulletsGroup.remove(each)
                                break
                        else:
                            enemybulletsGroup.remove(each)
                    # 子弹碰撞敌方坦克
                    for each in enemytanksGroup:
                        if each.being:
                            if pygame.sprite.collide_rect(tank_player.bullet, each):
                                if each.is_red == True:
                                    myfood = food.Food()
                                    myfood.generate()
                                    myfoodsGroup.add(myfood)
                                    each.is_red = False
                                each.blood -= 1
                                each.color -= 1
                                if each.blood < 0:
                                    bang_sound.play()
                                    each.being = False
                                    enemytanksGroup.remove(each)
                                    enemytanks_now -= 1
                                    tanksGroup.remove(each)
                                else:
                                    each.reload()
                                tank_player.bullet.being = False
                                break
                        else:
                            enemytanksGroup.remove(each)
                            tanksGroup.remove(each)
                    # 子弹碰撞石头墙
                    if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
                        tank_player.bullet.being = False
                    # 子弹碰钢墙
                    if tank_player.bullet.stronger:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):
                            tank_player.bullet.being = False
                    else:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):
                            tank_player.bullet.being = False
                    # 子弹碰大本营
                    if pygame.sprite.collide_rect(tank_player.bullet, myhome):
                        tank_player.bullet.being = False
                        myhome.set_dead()
                        is_gameover = True
            # 敌方子弹
            for each in enemytanksGroup:
                if each.being:
                    if each.can_move and not each.bullet.being:
                        enemybulletsGroup.remove(each.bullet)
                        each.shoot()
                        enemybulletsGroup.add(each.bullet)
                    if not each.born:
                        if each.bullet.being:
                            each.bullet.move()
                            screen.blit(each.bullet.bullet, each.bullet.rect)
                            # 子弹碰撞我方坦克
                            for tank_player in mytanksGroup:
                                if pygame.sprite.collide_rect(each.bullet, tank_player):
                                    if not tank_player.protected:
                                        bang_sound.play()
                                        tank_player.life -= 1
                                        if tank_player.life < 0:
                                            mytanksGroup.remove(tank_player)
                                            tanksGroup.remove(tank_player)
                                            if len(mytanksGroup) < 1:
                                                is_gameover = True
                                        else:
                                            tank_player.reset()
                                    each.bullet.being = False
                                    enemybulletsGroup.remove(each.bullet)
                                    break
                            # 子弹碰撞石头墙
                            if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
                                each.bullet.being = False
                                enemybulletsGroup.remove(each.bullet)
                            # 子弹碰钢墙
                            if each.bullet.stronger:
                                if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):
                                    each.bullet.being = False
                            else:
                                if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):
                                    each.bullet.being = False
                            # 子弹碰大本营
                            if pygame.sprite.collide_rect(each.bullet, myhome):
                                each.bullet.being = False
                                myhome.set_dead()
                                is_gameover = True
                else:
                    enemytanksGroup.remove(each)
                    tanksGroup.remove(each)
            # 家
            screen.blit(myhome.home, myhome.rect)
            # 食物
            for myfood in myfoodsGroup:
                if myfood.being and myfood.time > 0:
                    screen.blit(myfood.food, myfood.rect)
                    myfood.time -= 1
                    for tank_player in mytanksGroup:
                        if pygame.sprite.collide_rect(tank_player, myfood):
                            # 消灭当前所有敌人
                            if myfood.kind == 0:
                                for _ in enemytanksGroup:
                                    bang_sound.play()
                                enemytanksGroup = pygame.sprite.Group()
                                enemytanks_total -= enemytanks_now
                                enemytanks_now = 0
                            # 敌人静止
                            if myfood.kind == 1:
                                for each in enemytanksGroup:
                                    each.can_move = False
                            # 子弹增强
                            if myfood.kind == 2:
                                add_sound.play()
                                tank_player.bullet.stronger = True
                            # 使得大本营的墙变为钢板
                            if myfood.kind == 3:
                                map_stage.protect_home()
                            # 坦克获得一段时间的保护罩
                            if myfood.kind == 4:
                                add_sound.play()
                                for tank_player in mytanksGroup:
                                    tank_player.protected = True
                            # 坦克升级
                            if myfood.kind == 5:
                                add_sound.play()
                                tank_player.up_level()
                            # 坦克生命+1
                            if myfood.kind == 6:
                                add_sound.play()
                                tank_player.life += 1
                            myfood.being = False
                            myfoodsGroup.remove(myfood)
                            break
                else:
                    myfood.being = False
                    myfoodsGroup.remove(myfood)
            pygame.display.flip()
            clock.tick(60)
    if not is_gameover:
        show_end_interface(screen, 630, 630, True)
    else:
        show_end_interface(screen, 630, 630, False)
 
 
if __name__ == '__main__':
    main()

如何实现Pygame坦克大战游戏

4)效果展示

视频展示效果&mdash;&mdash;

视频播放链接:https://live.csdn.net/v/embed/181068

【Pygame实战】经典的坦克大战游戏,勾起童年无限回忆!

静态截图效果&mdash;&mdash;

游戏界面:

如何实现Pygame坦克大战游戏

第一关单人游戏:

如何实现Pygame坦克大战游戏

双人第一关游戏:

如何实现Pygame坦克大战游戏

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