普通速度版
加速版子弹速度:
子弹加速版
另外还有多种道具,支持两人一起玩。main()方法如下:
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def main(): pygame.init() pygame.mixer.init() resolution = 630 , 630 screen = pygame.display.set_mode(resolution) pygame.display.set_caption( "Tank Game " ) # 加载图片,音乐,音效. background_image = pygame.image.load(r "..\image\background.png" ) home_image = pygame.image.load(r "..\image\home.png" ) home_destroyed_image = pygame.image.load(r "..\image\home_destroyed.png" ) bang_sound = pygame.mixer.Sound(r "..\music\bang.wav" ) bang_sound.set_volume( 1 ) fire_sound = pygame.mixer.Sound(r "..\music\Gunfire.wav" ) start_sound = pygame.mixer.Sound(r "..\music\start.wav" ) start_sound.play() # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹 allTankGroup = pygame.sprite.Group() mytankGroup = pygame.sprite.Group() allEnemyGroup = pygame.sprite.Group() redEnemyGroup = pygame.sprite.Group() greenEnemyGroup = pygame.sprite.Group() otherEnemyGroup = pygame.sprite.Group() enemyBulletGroup = pygame.sprite.Group() # 创建地图 bgMap = wall. Map () # 创建食物/道具 但不显示 prop = food.Food() # 创建我方坦克 myTank_T1 = myTank.MyTank( 1 ) allTankGroup.add(myTank_T1) mytankGroup.add(myTank_T1) myTank_T2 = myTank.MyTank( 2 ) allTankGroup.add(myTank_T2) mytankGroup.add(myTank_T2) # 创建敌方 坦克 for i in range ( 1 , 4 ): enemy = enemyTank.EnemyTank(i) allTankGroup.add(enemy) allEnemyGroup.add(enemy) if enemy.isred = = True : redEnemyGroup.add(enemy) continue if enemy.kind = = 3 : greenEnemyGroup.add(enemy) continue otherEnemyGroup.add(enemy) # 敌军坦克出现动画 appearance_image = pygame.image.load(r "..\image\appear.png" ).convert_alpha() appearance = [] appearance.append(appearance_image.subsurface(( 0 , 0 ), ( 48 , 48 ))) appearance.append(appearance_image.subsurface(( 48 , 0 ), ( 48 , 48 ))) appearance.append(appearance_image.subsurface(( 96 , 0 ), ( 48 , 48 ))) # 自定义事件 # 创建敌方坦克延迟200 DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer(DELAYEVENT, 200 ) # 创建 敌方 子弹延迟1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000 ) # 创建 我方 子弹延迟200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200 ) # 敌方坦克 静止8000 NOTMOVEEVENT = pygame.constants.USEREVENT + 3 pygame.time.set_timer(NOTMOVEEVENT, 8000 ) delay = 100 moving = 0 movdir = 0 moving2 = 0 movdir2 = 0 enemyNumber = 3 enemyCouldMove = True switch_R1_R2_image = True homeSurvive = True running_T1 = True running_T2 = True clock = pygame.time.Clock() while True : for event in pygame.event.get(): if event. type = = pygame.QUIT: pygame.quit() sys.exit() # 我方子弹冷却事件 if event. type = = MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # 敌方子弹冷却事件 if event. type = = ENEMYBULLETNOTCOOLINGEVENT: for each in allEnemyGroup: each.bulletNotCooling = True # 敌方坦克静止事件 if event. type = = NOTMOVEEVENT: enemyCouldMove = True # 创建敌方坦克延迟 if event. type = = DELAYEVENT: if enemyNumber < 4 : enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(enemy, allTankGroup, False , None ): break allEnemyGroup.add(enemy) allTankGroup.add(enemy) enemyNumber + = 1 if enemy.isred = = True : redEnemyGroup.add(enemy) elif enemy.kind = = 3 : greenEnemyGroup.add(enemy) else : otherEnemyGroup.add(enemy) if event. type = = pygame.KEYDOWN: if event.key = = pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key = = pygame.K_e: myTank_T1.levelUp() if event.key = = pygame.K_q: myTank_T1.levelDown() if event.key = = pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key = = pygame.K_2: if myTank_T1.speed = = 3 : myTank_T1.speed = 24 else : myTank_T1.speed = 3 if event.key = = pygame.K_1: for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.brick = wall.Brick() bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.brickGroup.add(bgMap.brick) if event.key = = pygame.K_4: for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) # 检查用户的键盘操作 key_pressed = pygame.key.get_pressed() # 玩家一的移动操作 if moving: moving - = 1 if movdir = = 0 : allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 1 : allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 2 : allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir = = 3 : allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving + = 1 allTankGroup.add(myTank_T1) running_T1 = True if not moving: if key_pressed[pygame.K_w]: moving = 7 movdir = 0 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_s]: moving = 7 movdir = 1 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_a]: moving = 7 movdir = 2 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_d]: moving = 7 movdir = 3 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) if key_pressed[pygame.K_j]: if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling: fire_sound.play() myTank_T1.shoot() myTank_T1.bulletNotCooling = False # 玩家二的移动操作 if moving2: moving2 - = 1 if movdir2 = = 0 : allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 1 : allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 2 : allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 = = 3 : allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if not moving2: if key_pressed[pygame.K_UP]: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 0 running_T2 = True elif key_pressed[pygame.K_DOWN]: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 1 running_T2 = True elif key_pressed[pygame.K_LEFT]: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 2 running_T2 = True elif key_pressed[pygame.K_RIGHT]: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 3 running_T2 = True if key_pressed[pygame.K_KP0]: if not myTank_T2.bullet.life: # fire_sound.play() myTank_T2.shoot() # 画背景 screen.blit(background_image, ( 0 , 0 )) # 画砖块 for each in bgMap.brickGroup: screen.blit(each.image, each.rect) # 花石头 for each in bgMap.ironGroup: screen.blit(each.image, each.rect) # 画home if homeSurvive: screen.blit(home_image, ( 3 + 12 * 24 , 3 + 24 * 24 )) else : screen.blit(home_destroyed_image, ( 3 + 12 * 24 , 3 + 24 * 24 )) # 画我方坦克1 if not (delay % 5 ): switch_R1_R2_image = not switch_R1_R2_image if switch_R1_R2_image and running_T1: screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top)) running_T1 = False else : screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top)) # 画我方坦克2 if switch_R1_R2_image and running_T2: screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top)) running_T2 = False else : screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top)) # 画敌方坦克 for each in allEnemyGroup: # 判断5毛钱特效是否播放 if each.flash: # 判断画左动作还是右动作 if switch_R1_R2_image: screen.blit(each.tank_R0, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else : screen.blit(each.tank_R1, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else : # 播放5毛钱特效 if each.times > 0 : each.times - = 1 if each.times < = 10 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 20 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 30 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 40 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 50 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 60 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 70 : screen.blit(appearance[ 2 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 80 : screen.blit(appearance[ 1 ], ( 3 + each.x * 12 * 24 , 3 )) elif each.times < = 90 : screen.blit(appearance[ 0 ], ( 3 + each.x * 12 * 24 , 3 )) if each.times = = 0 : each.flash = True # 绘制我方子弹1 if myTank_T1.bullet.life: myTank_T1.bullet.move() screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect) # 子弹 碰撞 子弹 for each in enemyBulletGroup: if each.life: if pygame.sprite.collide_rect(myTank_T1.bullet, each): myTank_T1.bullet.life = False each.life = False pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True , None ) # 子弹 碰撞 敌方坦克 if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True , None ): prop.change() bang_sound.play() enemyNumber - = 1 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False , None ): for each in greenEnemyGroup: if pygame.sprite.collide_rect(myTank_T1.bullet, each): if each.life = = 1 : pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True , None ) bang_sound.play() enemyNumber - = 1 elif each.life = = 2 : each.life - = 1 each.tank = each.enemy_3_0 elif each.life = = 3 : each.life - = 1 each.tank = each.enemy_3_2 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 myTank_T1.bullet.life = False #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None): # bang_sound.play() # enemyNumber -= 1 # myTank_T1.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 子弹 碰撞 brickGroup if myTank_T1.bullet.strong: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 else : if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False , None ): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 绘制我方子弹2 if myTank_T2.bullet.life: myTank_T2.bullet.move() screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect) # 子弹 碰撞 敌方坦克 if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 myTank_T2.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 子弹 碰撞 brickGroup if myTank_T2.bullet.strong: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 else : if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False , None ): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24 , 3 + 24 * 24 # 绘制敌人子弹 for each in allEnemyGroup: # 如果子弹没有生命,则赋予子弹生命 if not each.bullet.life and each.bulletNotCooling and enemyCouldMove: enemyBulletGroup.remove(each.bullet) each.shoot() enemyBulletGroup.add(each.bullet) each.bulletNotCooling = False # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹 if each.flash: if each.bullet.life: # 如果敌人可以移动 if enemyCouldMove: each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) # 子弹 碰撞 我方坦克 if pygame.sprite.collide_rect(each.bullet, myTank_T1): bang_sound.play() myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24 , 3 + 24 * 24 each.bullet.life = False moving = 0 # 重置移动控制参数 for i in range (myTank_T1.level + 1 ): myTank_T1.levelDown() if pygame.sprite.collide_rect(each.bullet, myTank_T2): bang_sound.play() myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24 , 3 + 24 * 24 each.bullet.life = False # 子弹 碰撞 brickGroup if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True , None ): each.bullet.life = False # 子弹 碰撞 ironGroup if each.bullet.strong: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True , None ): each.bullet.life = False else : if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False , None ): each.bullet.life = False # 最后画食物/道具 if prop.life: screen.blit(prop.image, prop.rect) # 我方坦克碰撞 食物/道具 if pygame.sprite.collide_rect(myTank_T1, prop): if prop.kind = = 1 : # 敌人全毁 for each in allEnemyGroup: if pygame.sprite.spritecollide(each, allEnemyGroup, True , None ): bang_sound.play() enemyNumber - = 1 prop.life = False if prop.kind = = 2 : # 敌人静止 enemyCouldMove = False prop.life = False if prop.kind = = 3 : # 子弹增强 myTank_T1.bullet.strong = True prop.life = False if prop.kind = = 4 : # 家得到保护 for x, y in [( 11 , 23 ),( 12 , 23 ),( 13 , 23 ),( 14 , 23 ),( 11 , 24 ),( 14 , 24 ),( 11 , 25 ),( 14 , 25 )]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24 , 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) prop.life = False if prop.kind = = 5 : # 坦克无敌 prop.life = False pass if prop.kind = = 6 : # 坦克升级 myTank_T1.levelUp() prop.life = False if prop.kind = = 7 : # 坦克生命+1 myTank_T1.life + = 1 prop.life = False # 延迟 delay - = 1 if not delay: delay = 100 pygame.display.flip() clock.tick( 60 ) |
总结
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原文链接:https://blog.csdn.net/qq_38132105/article/details/107498841