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python+pygame实现坦克大战小游戏的示例代码(可以自定义子弹速度)

程序员文章站 2022-04-24 23:09:11
python+pygame实现坦克大战小游戏—可以自定义子弹速度: 运行环境–python3.7、pycharm; 源码需要请:点赞留言邮箱; 正常版子弹速度:普通速度版加速版子弹速度:子弹加速...
  • python+pygame实现坦克大战小游戏—可以自定义子弹速度:
  • 运行环境–python3.7、pycharm;
  • 源码需要请:点赞留言邮箱;
  • 正常版子弹速度:

python+pygame实现坦克大战小游戏的示例代码(可以自定义子弹速度)

普通速度版

加速版子弹速度:

python+pygame实现坦克大战小游戏的示例代码(可以自定义子弹速度)

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:

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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