python實(shí)現(xiàn)簡(jiǎn)單坦克大戰(zhàn)
基于對(duì)面向?qū)ο缶幊痰乃枷胪瓿珊?jiǎn)單的坦克大戰(zhàn)游戲。主要目的鍛煉面相對(duì)象編程思想
同樣的在使用python進(jìn)行游戲編寫(xiě)時(shí)需要安裝pygame模塊
安裝方法:
pycharm安裝方式:File --> setting

游戲中的主要對(duì)象有:
坦克父類:BaseTank
我方坦克:HeroTank
敵方坦克:EnemyTank
子彈類:Bullet
爆炸類:Explode
墻類:Wall
主進(jìn)程:MainGame
定義一個(gè)精靈類:
# 定義一個(gè)精靈類 class BaseItem(Sprite): def __init__(self, color, width, height): # Call the parent class (Sprite) constructor pygame.sprite.Sprite.__init__(self)
坦克父類:
# 坦克父類
class BaseTank(BaseItem):
# 定義類屬性,所有坦克對(duì)象高和寬都是一樣
width = 60
height = 60
def __init__(self, left, top):
self.direction = 'U' # 坦克的方向默認(rèn)向上
# 存放圖片的字典
self.images = {
'U': pygame.image.load('tank_img/p1tankU.gif'),
'D': pygame.image.load('tank_img/p1tankD.gif'),
'L': pygame.image.load('tank_img/p1tankL.gif'),
'R': pygame.image.load('tank_img/p1tankR.gif')
}
self.image = self.images[self.direction] # 坦克的圖片由方向決定
self.speed = 5 # 坦克的速度
self.rect = self.image.get_rect()
# 設(shè)置放置的位置
self.rect.left = left
self.rect.top = top
self.stop = True # 坦克是否停止
self.live = True # 決定坦克是否消滅了
# 保持原來(lái)的位置
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 射擊方法
def shot(self):
return Bullet(self)
# 坦克的移動(dòng)
def move(self):
# 保持原來(lái)的狀態(tài)
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 判斷坦克的移動(dòng)方向
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'D':
if self.rect.top + self.rect.height < WINDOW_HEIGHT:
self.rect.top += self.speed
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R':
if self.rect.left+self.rect.height < WINDOW_WIDTH:
self.rect.left += self.speed
# 加載坦克
def displayTank(self):
self.image = self.images[self.direction]
MainGame.window.blit(self.image, self.rect)
# 撞墻處理
def hitWall(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(wall, self):
self.stay()
# 處理位置不變
def stay(self):
self.rect.left = self.oldLeft
self.rect.top = self.oldTop
我方坦克類():
# 我方坦克 class HeroTank(BaseTank): def __init__(self, left, top): super().__init__(left, top) # 我方坦克碰撞敵方坦克 def myTank_hit_enemyTank(self): for enemyTank in MainGame.EnemyTankList: if pygame.sprite.collide_rect(enemyTank, self): self.stay()
敵方坦克類():
# 敵方坦克
class EnemyTank(BaseTank):
def __init__(self, left, top, speed):
super(EnemyTank, self).__init__(left, top)
self.images = {
'U': pygame.image.load('tank_img/enemy1U.gif'),
'D': pygame.image.load('tank_img/enemy1D.gif'),
'L': pygame.image.load('tank_img/enemy1L.gif'),
'R': pygame.image.load('tank_img/enemy1R.gif')
}
self.direction = self.RandomDirection()
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = speed
self.step = 60
self.enemy_flag = False
# 坦克出生隨機(jī)方向
def RandomDirection(self):
num = random.randint(1, 4)
if num == 1:
return 'U'
elif num == 2:
return 'D'
elif num == 3:
return 'L'
else:
return 'R'
# 坦克隨機(jī)移動(dòng)
def randomMove(self):
if self.step < 0:
self.direction = self.RandomDirection()
self.step = 60
else:
self.move()
self.step -= 1
# 坦克射擊
def shot(self):
num = random.randint(1, 100)
if num < 4:
return Bullet(self)
# 敵方坦克碰撞我方坦克
def enemyTank_hit_MyTank(self):
for enemy in MainGame.EnemyTankList:
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank, enemy):
self.stay()
子彈類():
# 子彈類
class Bullet(BaseItem):
def __init__(self, tank):
self.image = pygame.image.load('tank_img/tankmissile.gif')
self.direction = tank.direction
self.rect = self.image.get_rect()
# 根據(jù)坦克方向,生成子彈位置
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.width / 2
elif self.direction == 'R':
self.rect.left = tank.rect.left + tank.rect.width
self.rect.top = tank.rect.top + tank.rect.height / 2 - self.rect.width / 2
# 子彈的速度
self.speed = 6
# 子彈狀態(tài)
self.live = True
# 加載子彈
def displayBullet(self):
MainGame.window.blit(self.image, self.rect)
# 子彈的移動(dòng)
def move(self):
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.live = False
elif self.direction == 'R':
if self.rect.left + self.rect.width < WINDOW_WIDTH:
self.rect.left += self.speed
else:
self.live = False
elif self.direction == 'D':
if self.rect.top + self.rect.height < WINDOW_HEIGHT:
self.rect.top += self.speed
else:
self.live = False
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.live = False
# 我方子彈擊中敵方坦克
def myBullet_hit_enemy(self):
for enemytank in MainGame.EnemyTankList:
if pygame.sprite.collide_rect(enemytank, self):
enemytank.live = False
self.live = False
# 創(chuàng)建爆炸對(duì)象
explode = Explode(enemytank)
MainGame.explodeList.append(explode)
# 敵方坦克擊中我方坦克
def enemyBullet_hit_myTank(self):
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank, self):
MainGame.my_tank.live = False
self.live = False
# 創(chuàng)建爆炸對(duì)象
explode = Explode(MainGame.my_tank)
MainGame.explodeList.append(explode)
# 射擊墻壁
def wall_bullet(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(wall, self):
wall.hg -= 1
self.live = False
if wall.hg <= 0:
wall.live = False
墻壁類():
# 墻壁類
class Wall:
def __init__(self, left, top):
self.image = pygame.image.load('tank_img/steels.gif')
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.live = True
self.hg = 100000000000000
# 加載墻壁
def displayWall(self):
if self.live:
MainGame.window.blit(self.image, self.rect)
爆炸類:
# 爆炸類
class Explode:
def __init__(self, tank):
# 爆炸的位置由坦克決定
self.rect = tank.rect
self.images = [
pygame.image.load('tank_img/blast0.gif'),
pygame.image.load('tank_img/blast1.gif'),
pygame.image.load('tank_img/blast2.gif'),
pygame.image.load('tank_img/blast3.gif'),
pygame.image.load('tank_img/blast4.gif'),
pygame.image.load('tank_img/blast5.gif'),
pygame.image.load('tank_img/blast6.gif'),
pygame.image.load('tank_img/blast7.gif')
]
self.step = 0
self.image = self.images[self.step]
self.live = True
# 加載爆炸類
def displayExplode(self):
if self.step < len(self.images):
self.image = self.images[self.step]
self.step += 1
MainGame.window.blit(self.image, self.rect)
else:
self.live = False
self.step = 0
主進(jìn)程():
# 游戲類
class MainGame:
# 類屬性
window = None
my_tank = None
# 敵方坦克初始化
EnemyTankList = []
EnemyTankCount = 5
# 存儲(chǔ)我方子彈列表
myBulleList = []
# 存儲(chǔ)敵方子彈的列表
EnemyBulletList = []
# 創(chuàng)建爆炸對(duì)象列表
explodeList = []
# 創(chuàng)建墻壁列表
wallList = []
# 游戲開(kāi)始方法
def start_game(self):
# 初始化展示模塊
pygame.display.init()
# 調(diào)用創(chuàng)建窗口的方法
self.creat_window()
# 設(shè)置游戲窗口標(biāo)題
pygame.display.set_caption('坦克大戰(zhàn)')
# 初始化我方坦克
self.createMyTank()
# 初始化敵方坦克
self.creatEnemyTank()
# 初始化墻壁
self.creatWall()
# 程序持續(xù)進(jìn)行
while True:
# 更改背景顏色
MainGame.window.fill(COLOR_GREEN)
# 背景音樂(lè)
# 獲取事件
self.getEvent()
# 調(diào)用我方坦克進(jìn)行顯示
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.displayTank()
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
MainGame.my_tank.hitWall()
MainGame.my_tank.myTank_hit_enemyTank()
else:
del MainGame.my_tank
MainGame.my_tank = None
# 加載我方子彈
self.biltMyBullet()
# 顯示敵方坦克
self.biltEnemyTank()
# 顯示敵方子彈
self.biltEnemyBullet()
# 顯示墻壁
self.blitWall()
# 顯示爆炸效果
self.blitExplode()
self.put_more_enemytank()
# 窗口持續(xù)刷新
pygame.display.update()
time.sleep(0.02)
# 重復(fù)添加敵方坦克
def put_more_enemytank(self):
while len(MainGame.EnemyTankList) < 5:
self.more()
# 創(chuàng)建游戲窗口方法:
def creat_window(self):
if not MainGame.window:
# 創(chuàng)建窗口
MainGame.window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
return MainGame.window
# 創(chuàng)建我方坦克
def createMyTank(self):
MainGame.my_tank = HeroTank((WINDOW_WIDTH - HeroTank.width)/2, WINDOW_HEIGHT - HeroTank.height)
music = Music('tank_img/start.wav')
music.play()
# 創(chuàng)建墻壁
def creatWall(self):
for i in range(60, WINDOW_WIDTH, 60):
top = WINDOW_WIDTH // 3
left = i
wall = Wall(left, top)
MainGame.wallList.append(wall)
# 顯示墻壁
def blitWall(self):
for b in MainGame.wallList:
if b.live:
b.displayWall()
else:
MainGame.wallList.remove(b)
# 加載我方子彈
def biltMyBullet(self):
for bullet in MainGame.myBulleList:
if bullet.live:
bullet.displayBullet()
bullet.move()
bullet.myBullet_hit_enemy()
bullet.wall_bullet()
else:
MainGame.myBulleList.remove(bullet)
# 后續(xù)坦克的添加
def more(self):
top = 0
for i in range(5 - len(MainGame.EnemyTankList)):
left = random.randint(0, 750)
speed = random.randint(1, 4)
enemy = EnemyTank(left, top, speed)
MainGame.EnemyTankList.append(enemy)
# 創(chuàng)建敵方坦克
def creatEnemyTank(self):
top = 0
for i in range(MainGame.EnemyTankCount):
left = random.randint(0, 750)
speed = random.randint(1, 4)
enemy = EnemyTank(left, top, speed)
MainGame.EnemyTankList.append(enemy)
# 循環(huán)遍歷顯示敵方坦克
def biltEnemyTank(self):
for enemytank in MainGame.EnemyTankList:
if enemytank.live:
enemytank.displayTank()
EnemyBullet = enemytank.shot()
enemytank.randomMove()
enemytank.hitWall()
enemytank.enemyTank_hit_MyTank()
# 存儲(chǔ)敵方子彈
if EnemyBullet:
MainGame.EnemyBulletList.append(EnemyBullet)
else:
MainGame.EnemyTankList.remove(enemytank)
MainGame.EnemyTankCount -= 1
# 加載敵方子彈
def biltEnemyBullet(self):
for bullet in MainGame.EnemyBulletList:
if bullet.live:
bullet.displayBullet()
bullet.move()
bullet.enemyBullet_hit_myTank()
bullet.wall_bullet()
else:
MainGame.EnemyBulletList.remove(bullet)
# 加載爆炸效果
def blitExplode(self):
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
else:
MainGame.explodeList.remove(explode)
# 獲取游戲中的所有事件
def getEvent(self):
# 獲取游戲中的事件列表
even_list = pygame.event.get()
for e in even_list:
# 點(diǎn)擊窗口的叉號(hào)實(shí)現(xiàn)游戲結(jié)束
if e.type == pygame.QUIT:
sys.exit()
# 通過(guò)上下左右鍵控制坦克的移動(dòng)
if e.type == pygame.KEYDOWN:
if MainGame.my_tank and MainGame.my_tank.live:
if e.key == pygame.K_DOWN or e.key == pygame.K_s:
MainGame.my_tank.direction = 'D'
MainGame.my_tank.stop = False
print("按下向下的鍵,向下移動(dòng)")
elif e.key == pygame.K_UP or e.key == pygame.K_w:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
print("按下向上的鍵,向上移動(dòng)")
elif e.key == pygame.K_LEFT or e.key == pygame.K_a:
MainGame.my_tank.direction = 'L'
MainGame.my_tank.stop = False
print("按下向左的鍵,向左移動(dòng)")
elif e.key == pygame.K_RIGHT or e.key == pygame.K_d:
MainGame.my_tank.direction = 'R'
MainGame.my_tank.stop = False
print("按下向右的鍵,向右移動(dòng)")
elif e.key == pygame.K_SPACE:
print('發(fā)射子彈')
# 創(chuàng)建我方子彈
if len(MainGame.myBulleList) < 10:
mybullet = Bullet(MainGame.my_tank)
MainGame.myBulleList.append(mybullet)
# 射擊音效
Shot_music = Music('tank_img/fire.wav')
Shot_music.play()
elif e.type == pygame.KEYUP:
if e.key == pygame.K_UP or e.key == pygame.K_DOWN or e.key == pygame.K_LEFT or e.key == pygame.K_RIGHT \
or e.key == pygame.K_w or e.key == pygame.K_s or e.key == pygame.K_a or e.key == pygame.K_d:
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.stop = True
程序運(yùn)行結(jié)果:

源碼下載:python實(shí)現(xiàn)簡(jiǎn)單坦克大戰(zhàn)
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