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python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲的示例代碼(可以自定義子彈速度)

 更新時(shí)間:2020年08月11日 09:34:47   作者:楊八戒  
這篇文章主要介紹了python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲---可以自定義子彈速度,本文通過(guò)實(shí)例代碼給大家介紹的非常詳細(xì),對(duì)大家的學(xué)習(xí)或工作具有一定的參考借鑒價(jià)值,需要的朋友可以參考下
  • python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲—可以自定義子彈速度:
  • 運(yùn)行環(huán)境–python3.7、pycharm;
  • 源碼需要請(qǐng):點(diǎn)贊留言郵箱;
  • 正常版子彈速度:

普通速度版

加速版子彈速度:

子彈加速版

另外還有多種道具,支持兩人一起玩。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 ")
  # 加載圖片,音樂(lè),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()
  # 定義精靈組:坦克,我方坦克,敵方坦克,敵方子彈
  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()
  # 創(chuàng)建地圖 
  bgMap = wall.Map()
  # 創(chuàng)建食物/道具 但不顯示
  prop = food.Food()
  # 創(chuàng)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)
  # 創(chuàng)建敵方 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)
  # 敵軍坦克出現(xiàn)動(dòng)畫
  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)))
  # 自定義事件
  # 創(chuàng)建敵方坦克延遲200
  DELAYEVENT = pygame.constants.USEREVENT
  pygame.time.set_timer(DELAYEVENT, 200)
  # 創(chuàng)建 敵方 子彈延遲1000
  ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
  pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
  # 創(chuàng)建 我方 子彈延遲200
  MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2
  pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
  # 敵方坦克 靜止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()
      # 我方子彈冷卻事件
      if event.type == MYBULLETNOTCOOLINGEVENT:
        myTank_T1.bulletNotCooling = True
      # 敵方子彈冷卻事件
      if event.type == ENEMYBULLETNOTCOOLINGEVENT:
        for each in allEnemyGroup:
          each.bulletNotCooling = True
      # 敵方坦克靜止事件
      if event.type == NOTMOVEEVENT:
        enemyCouldMove = True
      # 創(chuàng)建敵方坦克延遲
      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)        
    # 檢查用戶的鍵盤操作
    key_pressed = pygame.key.get_pressed()
    # 玩家一的移動(dòng)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
    # 玩家二的移動(dòng)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()
    
    # 畫背景
    screen.blit(background_image, (0, 0))
    # 畫磚塊
    for each in bgMap.brickGroup:
      screen.blit(each.image, each.rect)    
    # 花石頭
    for each in bgMap.ironGroup:
      screen.blit(each.image, each.rect)    
    # 畫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))
    # 畫我方坦克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))
    # 畫我方坦克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))  
    # 畫敵方坦克
    for each in allEnemyGroup:
      # 判斷5毛錢特效是否播放      
      if each.flash:
        # 判斷畫左動(dòng)作還是右動(dòng)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毛錢特效
        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
    # 繪制我方子彈1
    if myTank_T1.bullet.life:
      myTank_T1.bullet.move()  
      screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
      # 子彈 碰撞 子彈
      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)
      # 子彈 碰撞 敵方坦克
      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
      # 子彈 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
      # 子彈 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
    # 繪制我方子彈2
    if myTank_T2.bullet.life:
      myTank_T2.bullet.move()  
      screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
      # 子彈 碰撞 敵方坦克
      if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):
        bang_sound.play()
        enemyNumber -= 1
        myTank_T2.bullet.life = False
      # 子彈 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
      # 子彈 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
    # 繪制敵人子彈
    for each in allEnemyGroup:
      # 如果子彈沒(méi)有生命,則賦予子彈生命
      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毛錢特效播放完畢 并且 子彈存活 則繪制敵方子彈
      if each.flash:
        if each.bullet.life:
          # 如果敵人可以移動(dòng)
          if enemyCouldMove:
            each.bullet.move()
          screen.blit(each.bullet.bullet, each.bullet.rect)
          # 子彈 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 # 重置移動(dòng)控制參數(shù)
            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
          # 子彈 碰撞 brickGroup
          if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
            each.bullet.life = False
          # 子彈 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
    # 最后畫食物/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: # 敵人全毀
          for each in allEnemyGroup:
            if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):
              bang_sound.play()
              enemyNumber -= 1
          prop.life = False
        if prop.kind == 2: # 敵人靜止
          enemyCouldMove = False
          prop.life = False
        if prop.kind == 3: # 子彈增強(qiáng)
          myTank_T1.bullet.strong = True
          prop.life = False
        if prop.kind == 4: # 家得到保護(hù)
          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: # 坦克無(wú)敵
          prop.life = False
          pass
        if prop.kind == 6: # 坦克升級(jí)
          myTank_T1.levelUp()
          prop.life = False
        if prop.kind == 7: # 坦克生命+1
          myTank_T1.life += 1
          prop.life = False
           
    # 延遲
    delay -= 1
    if not delay:
      delay = 100  
    pygame.display.flip()
    clock.tick(60)

總結(jié)

到此這篇關(guān)于python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲---可以自定義子彈速度的文章就介紹到這了,更多相關(guān)python+pygame實(shí)現(xiàn)坦克大戰(zhàn)小游戲內(nèi)容請(qǐng)搜索腳本之家以前的文章或繼續(xù)瀏覽下面的相關(guān)文章希望大家以后多多支持腳本之家!

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