脚本专栏 
首页 > 脚本专栏 > 浏览文章

python实现简单坦克大战

(编辑:jimmy 日期: 2024/11/19 浏览:3 次 )

基于对面向对象编程的思想完成简单的坦克大战游戏。主要目的锻炼面相对象编程思想
同样的在使用python进行游戏编写时需要安装pygame模块

安装方法:

pycharm安装方式:File --> setting

python实现简单坦克大战

游戏中的主要对象有:

坦克父类:BaseTank
我方坦克:HeroTank
敌方坦克:EnemyTank
子弹类:Bullet
爆炸类:Explode
墙类:Wall
主进程:MainGame

定义一个精灵类:

# 定义一个精灵类
class BaseItem(Sprite):
 def __init__(self, color, width, height):
 # Call the parent class (Sprite) constructor
 pygame.sprite.Sprite.__init__(self)

坦克父类:

# 坦克父类
class BaseTank(BaseItem):
 # 定义类属性,所有坦克对象高和宽都是一样
 width = 60
 height = 60

 def __init__(self, left, top):
 self.direction = 'U' # 坦克的方向默认向上
 # 存放图片的字典
 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] # 坦克的图片由方向决定
 self.speed = 5 # 坦克的速度
 self.rect = self.image.get_rect()
 # 设置放置的位置
 self.rect.left = left
 self.rect.top = top
 self.stop = True # 坦克是否停止
 self.live = True # 决定坦克是否消灭了

 # 保持原来的位置
 self.oldLeft = self.rect.left
 self.oldTop = self.rect.top

 # 射击方法
 def shot(self):
 return Bullet(self)

 # 坦克的移动
 def move(self):
 # 保持原来的状态
 self.oldLeft = self.rect.left
 self.oldTop = self.rect.top
 # 判断坦克的移动方向
 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
 
 # 加载坦克
 def displayTank(self):
 self.image = self.images[self.direction]
 MainGame.window.blit(self.image, self.rect)
 
 # 撞墙处理
 def hitWall(self):
 for wall in MainGame.wallList:
 if pygame.sprite.collide_rect(wall, self):
 self.stay()
 
 # 处理位置不变
 def stay(self):
 self.rect.left = self.oldLeft
 self.rect.top = self.oldTop

我方坦克类():

# 我方坦克
class HeroTank(BaseTank):
 def __init__(self, left, top):
 super().__init__(left, top)
 
 # 我方坦克碰撞敌方坦克
 def myTank_hit_enemyTank(self):
 for enemyTank in MainGame.EnemyTankList:
 if pygame.sprite.collide_rect(enemyTank, self):
 self.stay()

敌方坦克类():

# 敌方坦克
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

 # 坦克出生随机方向
 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'
 
 # 坦克随机移动
 def randomMove(self):
 if self.step < 0:
 self.direction = self.RandomDirection()
 self.step = 60
 else:
 self.move()
 self.step -= 1
 
 # 坦克射击
 def shot(self):
 num = random.randint(1, 100)
 if num < 4:
 return Bullet(self)
 
 # 敌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()

子弹类():

# 子弹类
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()
 # 根据坦克方向,生成子弹位置
 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

 # 子弹的速度
 self.speed = 6
 # 子弹状态
 self.live = True
 
 # 加载子弹
 def displayBullet(self):
 MainGame.window.blit(self.image, self.rect)
 
 # 子弹的移动
 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
 
 # 我方子弹击中敌方坦克
 def myBullet_hit_enemy(self):
 for enemytank in MainGame.EnemyTankList:
 if pygame.sprite.collide_rect(enemytank, self):
 enemytank.live = False
 self.live = False

 # 创建爆炸对象
 explode = Explode(enemytank)
 MainGame.explodeList.append(explode)
 
 # 敌方坦克击中我方坦克
 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

 # 创建爆炸对象
 explode = Explode(MainGame.my_tank)
 MainGame.explodeList.append(explode)
 
 # 射击墙壁
 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

墙壁类():

# 墙壁类
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
 
 # 加载墙壁
 def displayWall(self):
 if self.live:
 MainGame.window.blit(self.image, self.rect)

爆炸类:

# 爆炸类
class Explode:
 def __init__(self, tank):
 # 爆炸的位置由坦克决定
 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
 
 # 加载爆炸类
 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

主进程():

# 游戏类
class MainGame:
 # 类属性
 window = None
 my_tank = None

 # 敌方坦克初始化
 EnemyTankList = []
 EnemyTankCount = 5

 # 存储我方子弹列表
 myBulleList = []
 # 存储敌方子弹的列表
 EnemyBulletList = []

 # 创建爆炸对象列表
 explodeList = []

 # 创建墙壁列表
 wallList = []

 # 游戏开始方法
 def start_game(self):
 # 初始化展示模块
 pygame.display.init()
 # 调用创建窗口的方法
 self.creat_window()
 # 设置游戏窗口标题
 pygame.display.set_caption('坦克大战')
 # 初始化我方坦克
 self.createMyTank()
 # 初始化敌方坦克
 self.creatEnemyTank()
 # 初始化墙壁
 self.creatWall()

 # 程序持续进行
 while True:
 # 更改背景颜色
 MainGame.window.fill(COLOR_GREEN)
 # 背景音乐

 # 获取事件
 self.getEvent()
 # 调用我方坦克进行显示
 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
 # 加载我方子弹
 self.biltMyBullet()
 # 显示敌方坦克
 self.biltEnemyTank()
 # 显示敌方子弹
 self.biltEnemyBullet()
 # 显示墙壁
 self.blitWall()
 # 显示爆炸效果
 self.blitExplode()

 self.put_more_enemytank()

 # 窗口持续刷新
 pygame.display.update()
 time.sleep(0.02)

 # 重复添加敌方坦克
 def put_more_enemytank(self):
 while len(MainGame.EnemyTankList) < 5:
 self.more()

 # 创建游戏窗口方法:
 def creat_window(self):
 if not MainGame.window:
 # 创建窗口
 MainGame.window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
 return MainGame.window

 # 创建我方坦克
 def createMyTank(self):
 MainGame.my_tank = HeroTank((WINDOW_WIDTH - HeroTank.width)/2, WINDOW_HEIGHT - HeroTank.height)
 music = Music('tank_img/start.wav')
 music.play()

 # 创建墙壁
 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)

 # 显示墙壁
 def blitWall(self):
 for b in MainGame.wallList:
 if b.live:
 b.displayWall()
 else:
 MainGame.wallList.remove(b)

 # 加载我方子弹
 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)

 # 后续坦克的添加
 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)

 # 创建敌方坦克
 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)

 # 循环遍历显示敌方坦克
 def biltEnemyTank(self):
 for enemytank in MainGame.EnemyTankList:
 if enemytank.live:
 enemytank.displayTank()
 EnemyBullet = enemytank.shot()
 enemytank.randomMove()
 enemytank.hitWall()
 enemytank.enemyTank_hit_MyTank()

 # 存储敌方子弹
 if EnemyBullet:
 MainGame.EnemyBulletList.append(EnemyBullet)
 else:
 MainGame.EnemyTankList.remove(enemytank)
 MainGame.EnemyTankCount -= 1

 # 加载敌方子弹
 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)

 # 加载爆炸效果
 def blitExplode(self):
 for explode in MainGame.explodeList:
 if explode.live:
 explode.displayExplode()
 else:
 MainGame.explodeList.remove(explode)

 # 获取游戏中的所有事件
 def getEvent(self):
 # 获取游戏中的事件列表
 even_list = pygame.event.get()
 for e in even_list:
 # 点击窗口的叉号实现游戏结束
 if e.type == pygame.QUIT:
 sys.exit()

 # 通过上下左右键控制坦克的移动
 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("按下向下的键,向下移动")
 elif e.key == pygame.K_UP or e.key == pygame.K_w:
 MainGame.my_tank.direction = 'U'
 MainGame.my_tank.stop = False
 print("按下向上的键,向上移动")
 elif e.key == pygame.K_LEFT or e.key == pygame.K_a:
 MainGame.my_tank.direction = 'L'
 MainGame.my_tank.stop = False
 print("按下向左的键,向左移动")
 elif e.key == pygame.K_RIGHT or e.key == pygame.K_d:
 MainGame.my_tank.direction = 'R'
 MainGame.my_tank.stop = False
 print("按下向右的键,向右移动")

 elif e.key == pygame.K_SPACE:
 print('发射子弹')
 # 创建我方子弹
 if len(MainGame.myBulleList) < 10:
 mybullet = Bullet(MainGame.my_tank)
 MainGame.myBulleList.append(mybullet)

 # 射击音效
 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

程序运行结果:

python实现简单坦克大战

源码下载:python实现简单坦克大战

更多关于python游戏的精彩文章请点击查看以下专题:

python俄罗斯方块游戏集合

python经典小游戏汇总

python微信跳一跳游戏集合

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

上一篇:python实现猜数游戏
下一篇:手把手教你安装Windows版本的Tensorflow
一句话新闻
一文看懂荣耀MagicBook Pro 16
荣耀猎人回归!七大亮点看懂不只是轻薄本,更是游戏本的MagicBook Pro 16.
人们对于笔记本电脑有一个固有印象:要么轻薄但性能一般,要么性能强劲但笨重臃肿。然而,今年荣耀新推出的MagicBook Pro 16刷新了人们的认知——发布会上,荣耀宣布猎人游戏本正式回归,称其继承了荣耀 HUNTER 基因,并自信地为其打出“轻薄本,更是游戏本”的口号。
众所周知,寻求轻薄本的用户普遍更看重便携性、外观造型、静谧性和打字办公等用机体验,而寻求游戏本的用户则普遍更看重硬件配置、性能释放等硬核指标。把两个看似难以相干的产品融合到一起,我们不禁对它产生了强烈的好奇:作为代表荣耀猎人游戏本的跨界新物种,它究竟做了哪些平衡以兼顾不同人群的各类需求呢?
友情链接:杰晶网络 DDR爱好者之家 南强小屋 黑松山资源网 白云城资源网 SiteMap