标签:html trace and 运动 种类 system tom exit ESS
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()
python制作坦克对战
标签:html trace and 运动 种类 system tom exit ESS
原文地址:https://www.cnblogs.com/benming/p/11984079.html