python制作坦克对战
创建子弹类
import pygame
class Bullet(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.bullet_up = pygame.image.load(r"..\image\bullet_up.png")
self.bullet_down = pygame.image.load(r"..\image\bullet_down.png")
self.bullet_left = pygame.image.load(r"..\image\bullet_left.png")
self.bullet_right = pygame.image.load(r"..\image\bullet_right.png")
# 子弹方向 速度 生命 碎石
self.dir_x, self.dir_y = 0, 0
self.speed = 6
self.life = False
self.strong = False
self.bullet = self.bullet_up
self.rect = self.bullet.get_rect()
self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
def changeImage(self, dir_x, dir_y):
self.dir_x, self.dir_y = dir_x, dir_y
if self.dir_x == 0 and self.dir_y == -1:
self.bullet = self.bullet_up
elif self.dir_x == 0 and self.dir_y == 1:
self.bullet = self.bullet_down
elif self.dir_x == -1 and self.dir_y == 0:
self.bullet = self.bullet_left
elif self.dir_x == 1 and self.dir_y == 0:
self.bullet = self.bullet_right
def move(self):
self.rect = self.rect.move(self.speed * self.dir_x,
self.speed * self.dir_y)
# 碰撞地图边缘
if self.rect.top < 3:
self.life = False
# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
if self.rect.bottom > 630 - 3:
self.life = False
# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
if self.rect.left < 3:
self.life = False
# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
if self.rect.right > 630 - 3:
self.life = False
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创建敌军坦克
import pygame
import random
import bulletClass
- class EnemyTank(pygame.sprite.Sprite):
 - def __init__(self, x = None, kind = None, isred = None):
 - pygame.sprite.Sprite.__init__(self)
 - # 坦克出现前动画是否播放
 - self.flash = False
 - self.times = 90
 - # 参数:坦克种类
 - self.kind = kind
 - if not kind:
 - self.kind = random.choice([1, 2, 3, 4])
 - # 选择敌军坦克种类
 - if self.kind == 1:
 - self.enemy_x_0 = pygame.image.load(r"..\image\enemy_1_0.png").convert_alpha()
 - self.enemy_x_3 = pygame.image.load(r"..\image\enemy_1_3.png").convert_alpha()
 - if self.kind == 2:
 - self.enemy_x_0 = pygame.image.load(r"..\image\enemy_2_0.png").convert_alpha()
 - self.enemy_x_3 = pygame.image.load(r"..\image\enemy_2_3.png").convert_alpha()
 - if self.kind == 3:
 - self.enemy_x_0 = pygame.image.load(r"..\image\enemy_3_1.png").convert_alpha()
 - self.enemy_x_3 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
 - if self.kind == 4:
 - self.enemy_x_0 = pygame.image.load(r"..\image\enemy_4_0.png").convert_alpha()
 - self.enemy_x_3 = pygame.image.load(r"..\image\enemy_4_3.png").convert_alpha()
 - self.enemy_3_0 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
 - self.enemy_3_2 = pygame.image.load(r"..\image\enemy_3_2.png").convert_alpha()
 - # 参数:是否携带食物
 - self.isred = isred
 - if not None:
 - self.isred = random.choice((True, False, False, False, False))
 - if self.isred:
 - self.tank = self.enemy_x_3
 - else:
 - self.tank = self.enemy_x_0
 - # 参数:坦克位置
 - self.x = x
 - if not self.x:
 - self.x = random.choice([1, 2, 3])
 - self.x -= 1
 - # 运动中的两种图片
 - self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 48), (48, 48))
 - self.rect = self.tank_R0.get_rect()
 - self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24
 - # 坦克速度 方向 生命 子弹生命 子弹延迟
 - self.speed = 1
 - self.dir_x, self.dir_y = 0, 1
 - self.life = 1
 - self.bulletNotCooling = True
 - self.bullet = bulletClass.Bullet()
 - # 是否撞墙,撞墙则改变方向
 - self.dirChange = False
 - # 每种坦克不同的属性
 - if self.kind == 2:
 - self.speed = 3
 - if self.kind == 3:
 - self.life = 3
 - def shoot(self):
 - # 赋予子弹生命
 - self.bullet.life = True
 - self.bullet.changeImage(self.dir_x, self.dir_y)
 - if self.dir_x == 0 and self.dir_y == -1:
 - self.bullet.rect.left = self.rect.left + 20
 - self.bullet.rect.bottom = self.rect.top + 1
 - elif self.dir_x == 0 and self.dir_y == 1:
 - self.bullet.rect.left = self.rect.left + 20
 - self.bullet.rect.top = self.rect.bottom - 1
 - elif self.dir_x == -1 and self.dir_y == 0:
 - self.bullet.rect.right = self.rect.left - 1
 - self.bullet.rect.top = self.rect.top + 20
 - elif self.dir_x == 1 and self.dir_y == 0:
 - self.bullet.rect.left = self.rect.right + 1
 - self.bullet.rect.top = self.rect.top + 20
 - def move(self, tankGroup, brickGroup, ironGroup):
 - self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y)
 - if self.dir_x == 0 and self.dir_y == -1:
 - self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
 - elif self.dir_x == 0 and self.dir_y == 1:
 - self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
 - elif self.dir_x == -1 and self.dir_y == 0:
 - self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
 - elif self.dir_x == 1 and self.dir_y == 0:
 - self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
 - # 碰撞地图边缘
 - if self.rect.top < 3:
 - self.rect = self.rect.move(self.speed * 0, self.speed * 1)
 - self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 - elif self.rect.bottom > 630 - 3:
 - self.rect = self.rect.move(self.speed * 0, self.speed * -1)
 - self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 - elif self.rect.left < 3:
 - self.rect = self.rect.move(self.speed * 1, self.speed * 0)
 - self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 - elif self.rect.right > 630 - 3:
 - self.rect = self.rect.move(self.speed * -1, self.speed * 0)
 - self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 - # 碰撞墙体 和坦克
 - if pygame.sprite.spritecollide(self, brickGroup, False, None) \
 - or pygame.sprite.spritecollide(self, ironGroup, False, None) \
 - or pygame.sprite.spritecollide(self, tankGroup, False, None):
 - self.rect = self.rect.move(self.speed * -self.dir_x, self.speed * -self.dir_y)
 - self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
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 - 创建食物类
 - 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
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 - 创建我的坦克
 - import pygame
 - import bulletClass
 - tank_T1_0 = r"..\image\tank_T1_0.png"
 - tank_T1_1 = r"..\image\tank_T1_1.png"
 - tank_T1_2 = r"..\image\tank_T1_2.png"
 - tank_T2_0 = r"..\image\tank_T2_0.png"
 - tank_T2_1 = r"..\image\tank_T2_1.png"
 - tank_T2_2 = r"..\image\tank_T2_2.png"
 
- class MyTank(pygame.sprite.Sprite):
 - def __init__(self, playerNumber):
 - pygame.sprite.Sprite.__init__(self)
 - self.life = True
 - if playerNumber == 1:
 - self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha()
 - self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha()
 - self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha()
 - if playerNumber == 2:
 - self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha()
 - self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha()
 - self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha()
 - self.level = 0
 - self.tank = self.tank_L0_image
 - self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
 - self.rect = self.tank_R0.get_rect()
 - if playerNumber == 1:
 - self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
 - if playerNumber == 2:
 - self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
 - self.speed = 3
 - self.dir_x, self.dir_y = 0, -1
 - self.life = 3
 - self.bulletNotCooling = True
 - self.bullet = bulletClass.Bullet()
 - #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
 - def shoot(self):
 - self.bullet.life = True
 - self.bullet.changeImage(self.dir_x, self.dir_y)
 - if self.dir_x == 0 and self.dir_y == -1:
 - self.bullet.rect.left = self.rect.left + 20
 - self.bullet.rect.bottom = self.rect.top + 1
 - elif self.dir_x == 0 and self.dir_y == 1:
 - self.bullet.rect.left = self.rect.left + 20
 - self.bullet.rect.top = self.rect.bottom - 1
 - elif self.dir_x == -1 and self.dir_y == 0:
 - self.bullet.rect.right = self.rect.left - 1
 - self.bullet.rect.top = self.rect.top + 20
 - elif self.dir_x == 1 and self.dir_y == 0:
 - self.bullet.rect.left = self.rect.right + 1
 - self.bullet.rect.top = self.rect.top + 20
 - if self.level == 1:
 - self.bullet.speed = 16
 - self.bullet.strong = False
 - if self.level == 2:
 - self.bullet.speed = 16
 - self.bullet.strong = True
 - if self.level == 3:
 - self.bullet.speed = 48
 - self.bullet.strong = True
 - def levelUp(self):
 - if self.level < 2:
 - self.level += 1
 - if self.level == 0:
 - self.tank = self.tank_L0_image
 - if self.level == 1:
 - self.tank = self.tank_L1_image
 - if self.level == 2:
 - self.tank = self.tank_L2_image
 - if self.level == 3:
 - self.tank = self.tank_L2_image
 - def levelDown(self):
 - if self.level > 0:
 - self.level -= 1
 - if self.level == 0:
 - self.tank = self.tank_L0_image
 - self.bullet.speed = 6
 - self.bullet.strong = False
 - if self.level == 1:
 - self.tank = self.tank_L1_image
 - if self.level == 2:
 - self.tank = self.tank_L2_image
 - def moveUp(self, tankGroup, brickGroup, ironGroup):
 - self.rect = self.rect.move(self.speed * 0, self.speed * -1)
 - self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
 - self.dir_x, self.dir_y = 0, -1
 - if self.rect.top < 3:
 - self.rect = self.rect.move(self.speed * 0, self.speed * 1)
 - return True
 - if pygame.sprite.spritecollide(self, brickGroup, False, None) \
 - or pygame.sprite.spritecollide(self, ironGroup, False, None):
 - self.rect = self.rect.move(self.speed * 0, self.speed * 1)
 - return True
 - if pygame.sprite.spritecollide(self, tankGroup, False, None):
 - self.rect = self.rect.move(self.speed * 0, self.speed * 1)
 - return True
 - return False
 - def moveDown(self, tankGroup, brickGroup, ironGroup):
 - self.rect = self.rect.move(self.speed * 0, self.speed * 1)
 - self.tank_R0 = self.tank.subsurface((0, 48),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
 - self.dir_x, self.dir_y = 0, 1
 - if self.rect.bottom > 630 - 3:
 - self.rect = self.rect.move(self.speed * 0, self.speed * -1)
 - return True
 - if pygame.sprite.spritecollide(self, brickGroup, False, None) \
 - or pygame.sprite.spritecollide(self, ironGroup, False, None):
 - self.rect = self.rect.move(self.speed * 0, self.speed * -1)
 - return True
 - if pygame.sprite.spritecollide(self, tankGroup, False, None):
 - self.rect = self.rect.move(self.speed * 0, self.speed * -1)
 - return True
 - return False
 - def moveLeft(self, tankGroup, brickGroup, ironGroup):
 - self.rect = self.rect.move(self.speed * -1, self.speed * 0)
 - self.tank_R0 = self.tank.subsurface((0, 96),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
 - self.dir_x, self.dir_y = -1, 0
 - if self.rect.left < 3:
 - self.rect = self.rect.move(self.speed * 1, self.speed * 0)
 - return True
 - if pygame.sprite.spritecollide(self, brickGroup, False, None) \
 - or pygame.sprite.spritecollide(self, ironGroup, False, None):
 - self.rect = self.rect.move(self.speed * 1, self.speed * 0)
 - return True
 - if pygame.sprite.spritecollide(self, tankGroup, False, None):
 - function(){ //点值计算器 http://www.fx61.com/dotpoint.html
 - self.rect = self.rect.move(self.speed * 1, self.speed * 0)
 - return True
 - return False
 - def moveRight(self, tankGroup, brickGroup, ironGroup):
 - self.rect = self.rect.move(self.speed * 1, self.speed * 0)
 - self.tank_R0 = self.tank.subsurface((0, 144),(48, 48))
 - self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
 - self.dir_x, self.dir_y = 1, 0
 - if self.rect.right > 630 - 3:
 - self.rect = self.rect.move(self.speed * -1, self.speed * 0)
 - return True
 - if pygame.sprite.spritecollide(self, brickGroup, False, None) \
 - or pygame.sprite.spritecollide(self, ironGroup, False, None):
 - self.rect = self.rect.move(self.speed * -1, self.speed * 0)
 - return True
 - if pygame.sprite.spritecollide(self, tankGroup, False, None):
 - self.rect = self.rect.move(self.speed * -1, self.speed * 0)
 - return True
 - return False
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 - 创建墙体类
 - 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)
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 - 主函数
 - # -*- coding: utf-8 -*-
 - 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()