欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页  >  IT编程

python实现双人版坦克大战游戏

程序员文章站 2022-06-15 16:11:05
游戏介绍:双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭玩即可进入下一关。方向键:上下左右移动即可。另一个方向键则是:wsa...

游戏介绍:

双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。

中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭玩即可进入下一关。

方向键:上下左右移动即可。另一个方向键则是:wsad。

环境配置:

python3、 pycharm 、pygame。

第三方库的安装:pip  install pygame

效果展示:

开始界面一一

开始即可上手玩游戏,还有背景音乐辅助!游戏玩儿起来更带感!

python实现双人版坦克大战游戏

 游戏界面——

python实现双人版坦克大战游戏

代码演示:

1)游戏主程序

 
 
import pygame
import sys
import traceback
import wall
import mytank
import enemytank
import food
    
 
def main():
    pygame.init()
    pygame.mixer.init()
    
    resolution = 630, 630
    screen = pygame.display.set_mode(resolution)
    pygame.display.set_caption("tank war ")
    
    # 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)
    
    
if __name__ == "__main__":
    try:
        main()
    except systemexit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()

2)随机出现的特殊道具

import pygame
import random
 
class food(pygame.sprite.sprite):
    def __init__(self):
        
        self.food_boom    = pygame.image.load(r"..\image\food_boom.png").convert_alpha()
        self.food_clock   = pygame.image.load(r"..\image\food_clock.png").convert_alpha()
        self.food_gun     = pygame.image.load(r"..\image\food_gun.png").convert_alpha()
        self.food_iron    = pygame.image.load(r"..\image\food_iron.png").convert_alpha()
        self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha()
        self.food_star    = pygame.image.load(r"..\image\food_star.png").convert_alpha()
        self.food_tank    = pygame.image.load(r"..\image\food_tank.png").convert_alpha()     
        self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
        if self.kind == 1:
            self.image = self.food_boom
        elif self.kind == 2:
            self.image = self.food_clock
        elif self.kind == 3:
            self.image = self.food_gun
        elif self.kind == 4:
            self.image = self.food_iron
        elif self.kind == 5:
            self.image = self.food_protect
        elif self.kind == 6:
            self.image = self.food_star
        elif self.kind == 7:
            self.image = self.food_tank
            
        self.rect = self.image.get_rect()
        self.rect.left = self.rect.top = random.randint(100, 500)
        
        self.life = false
        
    def change(self):
        self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
        if self.kind == 1:
            self.image = self.food_boom
        elif self.kind == 2:
            self.image = self.food_clock
        elif self.kind == 3:
            self.image = self.food_gun
        elif self.kind == 4:
            self.image = self.food_iron
        elif self.kind == 5:
            self.image = self.food_protect
        elif self.kind == 6:
            self.image = self.food_star
        elif self.kind == 7:
            self.image = self.food_tank
            
        self.rect.left = self.rect.top = random.randint(100, 500)
        self.life = true
        

3)地图界面

import pygame
 
brickimage          = r"..\image\brick.png"
ironimage           = r"..\image\iron.png"
 
class brick(pygame.sprite.sprite):
    def __init__(self):
        pygame.sprite.sprite.__init__(self)
        
        self.image = pygame.image.load(brickimage)
        self.rect = self.image.get_rect()
        
class iron(pygame.sprite.sprite):
    def __init__(self):
        pygame.sprite.sprite.__init__(self)
        
        self.image = pygame.image.load(ironimage)
        self.rect = self.image.get_rect()
        
class map():
    def __init__(self):
        self.brickgroup = pygame.sprite.group()
        self.irongroup  = pygame.sprite.group()
        
        # 数字代表地图中的位置
        # 画砖块
        x1379 = [2, 3, 6, 7, 18, 19, 22, 23]
        y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]
        x28 = [10, 11, 14, 15]
        y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]
        x46 = [4, 5, 6, 7, 18, 19, 20, 21]
        y46 = [13, 14]
        x5  = [12, 13]
        y5  = [16, 17]
        x0y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]
        for x in x1379:
            for y in y1379:
                self.brick = brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickgroup.add(self.brick)
        for x in x28:
            for y in y28:
                self.brick = brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickgroup.add(self.brick)
        for x in x46:
            for y in y46:
                self.brick = brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickgroup.add(self.brick)
        for x in x5:
            for y in y5:
                self.brick = brick()
                self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
                self.brickgroup.add(self.brick)
        for x, y in x0y0:
            self.brick = brick()
            self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
            self.brickgroup.add(self.brick)
        
        # 画石头
        for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]:
            self.iron = iron()
            self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
            self.irongroup.add(self.iron)
            

到此这篇关于python实现双人版坦克大战游戏的文章就介绍到这了。希望对大家的学习有所帮助,也希望大家多多支持。

相关标签: python 坦克大战