本文实例为大家分享了pygame模块实现坦克大战游戏的具体代码,供大家参考,具体内容如下
首先,第一步,游戏简单素材的准备。
炮弹,炮弹,坦克移动。音乐-开火素材。
其次,思路整理。
我们需要几个类,分别是玩家类,敌人类,炮弹类及地图类,开始游戏界面以及结束界面,血条等等。
开始coding。
主函数,new一个对象(java乱入emmm),声明一个对象。
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# encoding : utf-8 # anthor : comi from gameloop import * from pygame import * import pygame,sys,time if __name__ = = '__main__' : player = game() # 声明一个类对象 player.game_start( 'keep-going' ) # 调用开始函数 while player.playing: # 进入游戏运行 player.new() # 开始游戏 player.screen.fill(black) player.game_start( 'game-over' ) # 游戏结束 time.sleep( 1.5 ) # 可以不要 |
这里可以根据自己的需要进行更改相关代码
接下来 游戏的主循环
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# encoding : utf-8 # author : comi from setting import * from pygame import * from sprite import * import pygame,sys vec = pygame.math.vector2 class game: # 游戏类 包含循环等 def __init__( self ): # 初始化 pygame.init() # pygame 初始化 pygame.display.set_caption( "keep-going" ) # 游戏窗口 左上角名称 self .screen = pygame.display.set_mode((width, height)) # 游戏窗口的大小 self .fpsclock = pygame.time.clock() # 设置游戏的刷新率 self .playing = true # 进入游戏的状态 self .running = true # 游戏运行的状态 self .waiting = true # 游戏等待的状态 self .pblood = 100 # 玩家血量 self .eblood = 100 # 敌人血量 self .player = player() # 声明一个游戏玩家对象 self .enemy = enemy() # 声明一个敌人对象 self .all_groups = pygame.sprite.group() # 通过pygame自带的 group 来判断碰撞检测 self .player_groups = pygame.sprite.group() self .map_groups = pygame.sprite.group() self .enemy_groups = pygame.sprite.group() def new( self ): # 开始一个游戏 self .player_groups.add( self .player) # 将玩家添加到玩家组 self .all_groups.add( self .player) # 将玩家添加到 所有组 self .enemy_groups.add( self .enemy) self .all_groups.add( self .enemy) for platfroms in map1: # 地图 p = platform( * platfroms) # 取出所有值 self .map_groups.add(p) self .all_groups.add(p) self .run() # 调用函数运行游戏 def game_start( self ,text): # 游戏的开始界面 self .text_draw(width / 2 , height / 4 , 64 , text) # 文本 self .text_draw(width / 2 , height * 3 / 4 , 25 , 'press any key to continue' ,) # 文本 pygame.display.update() # 更行展示 while self .waiting: # 实现 按键等待开始效果 for event in pygame.event.get(): if event. type = = pygame.quit: pygame.quit() sys.exit() if event. type = = pygame.keydown: self .waiting = false def update( self ): # 画面更新 self .map_groups.update() self .player_groups.update() self .enemy.bullet_groups.update( self .enemy.flag) # 通过按键判断子弹方向 self .player.bullet_groups.update( self .player.flag) self .enemy_groups.update() hit = pygame.sprite.groupcollide( self .player.bullet_groups, self .map_groups, true,false) # 子弹碰墙消失 hit = pygame.sprite.groupcollide( self .enemy.bullet_groups, self .map_groups, true, false) pmc = pygame.sprite.spritecollide( self .player, self .map_groups,false,false) # 撞墙 if pmc: key_pressed = pygame.key.get_pressed() if key_pressed[pygame.k_a]: self .player.pos.x = self .player.pos.x + gap if key_pressed[pygame.k_d]: self .player.pos.x = self .player.pos.x - gap if key_pressed[pygame.k_w]: self .player.pos.y = self .player.pos.y + gap if key_pressed[pygame.k_s]: self .player.pos.y = self .player.pos.y - gap emc = pygame.sprite.spritecollide( self .enemy, self .map_groups,false,false) # 撞墙 if emc: key_pressed = pygame.key.get_pressed() if key_pressed[pygame.k_left]: self .enemy.pos.x = self .enemy.pos.x + gap if key_pressed[pygame.k_right]: self .enemy.pos.x = self .enemy.pos.x - gap if key_pressed[pygame.k_up]: self .enemy.pos.y = self .enemy.pos.y + gap if key_pressed[pygame.k_down]: self .enemy.pos.y = self .enemy.pos.y - gap def run( self ): while self .running: self .fpsclock.tick(fps) # 设置帧率 self .events() # 获取事件 self .draw_pic() # 画出图片 self .update() f self .eblood < = 0 : # enemy self .screen.fill(black) self .game_start( 'p1 win!' ) time.sleep( 1.5 ) self .running = false self .playing = false if self .pblood < = 0 : # player self .screen.fill(black) self .game_start( 'p2 win!' ) time.sleep( 1.5 ) self .running = false self .playing = false def text_draw( self , x, y, size, text): # 文本展示函数 self .font = pygame.font.font( 'freesansbold.ttf' , size) # 字体,大小 self .text_surf = self .font.render(text, true, red) # 颜色 self .text_rect = self .text_surf.get_rect() # 矩形 self .text_rect.center = (x, y) # 位置 self .screen.blit( self .text_surf, self .text_rect) # 覆盖展示 def draw_pic( self ): self .screen.fill(white) # 背景 self .text_draw( 900 , 50 , 30 , "keep" ) # 文本 self .text_draw( 900 , 100 , 30 , "going" ) self .text_draw( 820 , 150 , 20 , "p1:" ) self .text_draw( 820 , 200 , 20 , "p2:" ) self .text_draw( 900 , 250 , 20 , "attention!" ) self .text_draw( 900 , 300 , 20 , "the bullet can" ) self .text_draw( 900 , 350 , 20 , "be control!" ) self .bar_draw( 850 , 145 , self .pblood) # 血条 hit = pygame.sprite.groupcollide( self .enemy.bullet_groups, self .player_groups, true, false) # 血条减少 if hit: self .pblood = self .pblood - randint( 10 , 15 ) self .bar_draw( 850 , 145 , self .pblood) self .bar_draw( 850 , 195 , self .eblood) hit = pygame.sprite.groupcollide( self .player.bullet_groups, self .enemy_groups, true, false) if hit: self .eblood = self .eblood - randint( 10 , 15 ) self .bar_draw( 850 , 195 , self .eblood) self .map_groups.draw( self .screen) # 画出图片 self .player_groups.draw( self .screen) self .enemy_groups.draw( self .screen) self .player.bullet_groups.draw( self .screen) self .enemy.bullet_groups.draw( self .screen) pygame.display.update() def bar_draw( self , x, y, pct): # 血条函数 # draw a bar if pct < = 0 : pct = 0 bar_lenth = 100 bar_height = 10 fill_lenth = (pct / 100 ) * bar_lenth out_rect = pygame.rect(x, y, bar_lenth, bar_height) fill_rect = pygame.rect(x, y, fill_lenth, bar_height) pygame.draw.rect( self .screen, green, fill_rect) pygame.draw.rect( self .screen, red, out_rect, 2 ) def events( self ): # 事件 for events in pygame.event.get(): if events. type = = pygame.quit: self .running = false self .playing = false |
在主循环内实现了很多功能,文本窗口展示,血条展示,以及整个游戏循环的定义都是可以拿来借鉴的,我也是从油管主上学来的。
接下来,精灵类,包含玩家,敌人。子弹,地图四部分。
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# encoding : utf-8 # antuor : comi from setting import * from pygame import * import pygame,sys,time from random import * from math import * vec = pygame.math.vector2 # 运用向量 class player(pygame.sprite.sprite): # 玩家类 bullet_groups = pygame.sprite.group() flag = 1 # 判断方向的flag def __init__( self ): pygame.sprite.sprite.__init__( self ) self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\down.png' ).convert() # 图片的加载 self .image.set_colorkey(white) # 设置忽略白色 self .rect = self .image.get_rect() self .rect.midbottom = ( 115 , 130 ) self .pos = vec( 115 , 130 ) self .last_time = time.time() #记录上一次时间 用来设置子弹频率等 def update( self ): key_pressed = pygame.key.get_pressed() # 按键获取 if key_pressed[pygame.k_a]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\left.png' ).convert() self .image.set_colorkey(white) self .pos.x - = move_space # 位置移动 self .flag = 2 if key_pressed[pygame.k_d]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\right.png' ).convert() self .image.set_colorkey(white) self .pos.x + = move_space self .flag = 1 if key_pressed[pygame.k_w]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\up.png' ).convert() self .image.set_colorkey(white) self .pos.y - = move_space self .flag = 3 if key_pressed[pygame.k_s]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\down.png' ).convert() self .image.set_colorkey(white) self .pos.y + = move_space self .flag = 4 if key_pressed[pygame.k_space]: self .shoot() self .rect.midbottom = self .pos def shoot( self ): # 开火 self .now = time.time() # 获取现在时间 if self .now - self .last_time > 0.8 : # 子弹时间间隔 # 这里显示错误了,应该在if 语句内 包含以下部分 pygame.mixer.music.load(r 'c:\users\administrator\desktop\keepgoing\sounds\expl.wav' ) pygame.mixer.music.play() # 音乐加载 bullet = bullet( self .pos.x, self .pos.y) self .bullet_groups.add(bullet) self .last_time = self .now class platform(pygame.sprite.sprite): # 地图创建 def __init__( self , x, y, w, h): # x,y,宽,高 pygame.sprite.sprite.__init__( self ) self .image = pygame.surface((w, h)) # 砖块大小 self .image.fill(yellow) # 砖颜色 self .rect = self .image.get_rect() self .rect.x = x self .rect.y = y class enemy(pygame.sprite.sprite): # 与player 相同 bullet_groups = pygame.sprite.group() flag = 1 def __init__( self ): pygame.sprite.sprite.__init__( self ) self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\down.png' ).convert() self .image.set_colorkey(white) self .rect = self .image.get_rect() self .rect.midbottom = ( 315 , 130 ) self .pos = vec( 315 , 130 ) self .bar = 100 self .last_time = time.time() self .flag = 1 def update( self ): key_pressed = pygame.key.get_pressed() if key_pressed[pygame.k_left]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\left.png' ).convert() self .image.set_colorkey(white) self .pos.x - = move_space self .flag = 2 if key_pressed[pygame.k_right]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\right.png' ).convert() self .image.set_colorkey(white) self .pos.x + = move_space self .flag = 1 if key_pressed[pygame.k_up]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\up.png' ).convert() self .image.set_colorkey(white) self .pos.y - = move_space self .flag = 3 if key_pressed[pygame.k_down]: self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\down.png' ).convert() self .image.set_colorkey(white) self .pos.y + = move_space self .flag = 4 if key_pressed[pygame.k_p]: self .shoot() self .rect.midbottom = self .pos def shoot( self ): self .now = time.time() if self .now - self .last_time > 0.8 : pygame.mixer.music.load(r 'c:\users\administrator\desktop\keepgoing\sounds\expl.wav' ) pygame.mixer.music.play() bullet = bullet( self .pos.x, self .pos.y) self .bullet_groups.add(bullet) self .bullet_groups.update( self .flag) self .last_time = self .now class bullet(pygame.sprite.sprite): # 炮弹组 def __init__( self , x, y): # 炮弹该有的位置 玩家周围 pygame.sprite.sprite.__init__( self ) self .image = pygame.image.load(r 'c:\users\administrator\desktop\keepgoing\img\dot.png ' ).convert() self .image.set_colorkey(white) self .rect = self .image.get_rect() self .rect.centerx = x + 10 # 这里是准确的位置,未进行准确更改 self .rect.bottom = y - 12 self .speed = 5 def update( self ,flag): if flag = = 1 : # right self .rect.x + = self .speed if flag = = 2 : # left self .rect.x - = self .speed if flag = = 3 : #up self .rect.y - = self .speed if flag = = 4 : # down self .rect.y + = self .speed |
最后,便是相关的设置文件了
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# encoding : utf-8 # author :comi width = 1000 height = 600 fps = 60 food = 20 gap = 3 move_space = 1.5 back_space = 5 map1 = [( 0 , 0 , width * 2 , 10 ), ( 0 , 10 , 10 , height * 2 ), ( 0 , height - 10 , width * 2 , 10 ), (width - 210 , 0 , 10 , height * 2 ), ( 50 , 50 , 100 , 20 ),( 250 , 50 , 100 , 20 ),( 150 , 230 , 100 , 20 ),( 100 , 340 , 200 , 20 ), ( 50 , 70 , 20 , 90 ), ( 130 , 70 , 20 , 90 ),( 250 , 70 , 20 , 90 ),( 330 , 70 , 20 , 90 ), ( 130 , 280 , 20 , 70 ),( 250 , 300 , 20 , 50 ), ( 80 , 320 , 20 , 20 ),( 300 , 320 , 20 , 20 ),( 185 , 200 , 30 , 30 ),( 185 , 250 , 30 , 30 ), ( 60 , 300 , 20 , 20 ),( 320 , 300 , 20 , 20 ), ( 40 , 280 , 20 , 20 ),( 340 , 280 , 20 , 20 ), ( 490 , 100 , 160 , 40 ),( 650 , 100 , 40 , 200 ),( 425 , 250 , 150 , 40 ),( 425 , 290 , 40 , 80 ), ( 510 , 365 , 160 , 40 ),( 695 , 460 , 95 , 40 ),( 595 , 454 , 40 , 100 ),( 190 , 460 , 30 , 30 ), ( 300 , 450 , 200 , 40 ),( 100 , 425 , 30 , 130 ),( 200 , 520 , 230 , 25 ),( 725 , 70 , 30 , 30 ), ( 725 , 140 , 30 , 30 ),( 725 , 210 , 30 , 30 ),( 725 , 280 , 30 , 30 ),( 725 , 365 , 30 , 30 ) ] # map # color black = ( 0 , 0 , 0 ) white = ( 255 , 255 , 255 ) red = ( 255 , 0 , 0 ) green = ( 0 , 255 , 0 ) blue = ( 0 , 0 , 255 ) yellow = ( 255 , 200 , 0 ) purple = ( 128 , 138 , 135 ) |
这个坦克大战还有一些小的bug,比如说,当你按下space 开火是,第一发炮弹已经出去了,当你按下相反方向,子弹会按你第二次按下的方向移动。(不打算解决,开始学习游戏ai,和横板游戏的制作)
有想法的同学可以和我交流,欢迎大家留言。
最后,运行效果如下 ,双人操作 p1:w a s d space 开火 p2: 上 下左 右 p 开火
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服务器之家。
原文链接:https://blog.csdn.net/qq_25233621/article/details/82382088