如何利用Python写个坦克大战

(编辑:jimmy 日期: 2024/12/31 浏览:2)

前言

坦克大战是一款策略类的平面射击游戏,于 1985 年由 Namco 游戏公司发布,尽管时至今日已经有了很多衍生类的游戏,但这款游戏仍然受到了相当一部分人的欢迎,本文我们看一下如何使用 Python 来实现这款游戏,游戏实现主要用到的 Python 库为 pygame。

简介

坦克大战的组成主要包括:场景、坦克、子弹、食物、大本营,其本质就是一个塔防类的游戏,游戏目标为:守住大本营并且消灭敌方坦克,通常支持单双人模式,下面我们来看一下具体实现。

实现

首先,我们来实现游戏场景,场景的组成主要包括:石头墙、钢墙、冰、河流、树、地图,我们暂时做两个关卡,代码实现如下:

# 石头墙
class Brick(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.brick = pygame.image.load('images/scene/brick.png')
 self.rect = self.brick.get_rect()
 self.being = False

# 钢墙
class Iron(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.iron = pygame.image.load('images/scene/iron.png')
 self.rect = self.iron.get_rect()
 self.being = False

# 冰
class Ice(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.ice = pygame.image.load('images/scene/ice.png')
 self.rect = self.ice.get_rect()
 self.being = False

# 河流
class River(pygame.sprite.Sprite):
 def __init__(self, kind=None):
 pygame.sprite.Sprite.__init__(self)
 if kind is None:
 self.kind = random.randint(0, 1)
 self.rivers = ['images/scene/river1.png', 'images/scene/river2.png']
 self.river = pygame.image.load(self.rivers[self.kind])
 self.rect = self.river.get_rect()
 self.being = False

# 树
class Tree(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.tree = pygame.image.load('images/scene/tree.png')
 self.rect = self.tree.get_rect()
 self.being = False

# 地图
class Map():
 def __init__(self, stage):
 self.brickGroup = pygame.sprite.Group()
 self.ironGroup = pygame.sprite.Group()
 self.iceGroup = pygame.sprite.Group()
 self.riverGroup = pygame.sprite.Group()
 self.treeGroup = pygame.sprite.Group()
 if stage == 1:
 self.stage1()
 elif stage == 2:
 self.stage2()
 # 关卡一
 def stage1(self):
 for x in [2, 3, 6, 7, 18, 19, 22, 23]:
 for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [10, 11, 14, 15]:
 for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [4, 5, 6, 7, 18, 19, 20, 21]:
 for y in [13, 14]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [12, 13]:
 for y in [16, 17]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 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.iron.being = True
 self.ironGroup.add(self.iron)
 # 关卡二
 def stage2(self):
 for x in [2, 3, 6, 7, 18, 19, 22, 23]:
 for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [10, 11, 14, 15]:
 for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [4, 5, 6, 7, 18, 19, 20, 21]:
 for y in [13, 14]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x in [12, 13]:
 for y in [16, 17]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
 self.brick = Brick()
 self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
 self.brick.being = True
 self.brickGroup.add(self.brick)
 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.iron.being = True
 self.ironGroup.add(self.iron)
 def protect_home(self):
 for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]:
 self.iron = Iron()
 self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
 self.iron.being = True
 self.ironGroup.add(self.iron)

我们接着看大本营的实现,大本营的实现相对比较简单,其本质就是一个标识物,代码实现如下:

class Home(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.homes = ['images/home/home1.png', 'images/home/home2.png', 'images/home/home_destroyed.png']
 self.home = pygame.image.load(self.homes[0])
 self.rect = self.home.get_rect()
 self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24)
 self.alive = True
 # 大本营置为摧毁状态
 def set_dead(self):
 self.home = pygame.image.load(self.homes[-1])
 self.alive = False

再接着看食物的实现,食物主要用来提升坦克能力,如:坦克升级、增加生命等,代码实现如下:

# 食物类
class Food(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 # 消灭当前所有敌人
 self.food_boom = 'images/food/food_boom.png'
 # 当前所有敌人静止一段时间
 self.food_clock = 'images/food/food_clock.png'
 # 使得坦克子弹可碎钢板
 self.food_gun = 'images/food/food_gun.png'
 # 使得大本营的墙变为钢板
 self.food_iron = 'images/food/food_gun.png'
 # 坦克获得一段时间的保护罩
 self.food_protect = 'images/food/food_protect.png'
 # 坦克升级
 self.food_star = 'images/food/food_star.png'
 # 坦克生命 + 1
 self.food_tank = 'images/food/food_tank.png'
 # 所有食物
 self.foods = [self.food_boom, self.food_clock, self.food_gun, self.food_iron, self.food_protect, self.food_star, self.food_tank]
 self.kind = None
 self.food = None
 self.rect = None
 # 是否存在
 self.being = False
 # 存在时间
 self.time = 1000
 # 生成食物
 def generate(self):
 self.kind = random.randint(0, 6)
 self.food = pygame.image.load(self.foods[self.kind]).convert_alpha()
 self.rect = self.food.get_rect()
 self.rect.left, self.rect.top = random.randint(100, 500), random.randint(100, 500)
 self.being = True

再接着看坦克的实现,坦克包括我方坦克和敌方坦克,我方坦克由玩家自己控制移动、射击等操作,敌方坦克实现自动移动、射击等操作,代码实现如下:

# 我方坦克类
class myTank(pygame.sprite.Sprite):
 def __init__(self, player):
 pygame.sprite.Sprite.__init__(self)
 # 玩家编号(1/2)
 self.player = player
 # 不同玩家用不同的坦克(不同等级对应不同的图)
 if player == 1:
 self.tanks = ['images/myTank/tank_T1_0.png', 'images/myTank/tank_T1_1.png', 'images/myTank/tank_T1_2.png']
 elif player == 2:
 self.tanks = ['images/myTank/tank_T2_0.png', 'images/myTank/tank_T2_1.png', 'images/myTank/tank_T2_2.png']
 else:
 raise ValueError('myTank class -> player value error.')
 # 坦克等级(初始0)
 self.level = 0
 # 载入(两个tank是为了轮子特效)
 self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
 self.rect = self.tank_0.get_rect()
 # 保护罩
 self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha()
 self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))
 self.protected_mask2 = self.protected_mask.subsurface((48, 0), (48, 48))
 # 坦克方向
 self.direction_x, self.direction_y = 0, -1
 # 不同玩家的出生位置不同
 if player == 1:
 self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
 elif player == 2:
 self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
 else:
 raise ValueError('myTank class -> player value error.')
 # 坦克速度
 self.speed = 3
 # 是否存活
 self.being = True
 # 有几条命
 self.life = 3
 # 是否处于保护状态
 self.protected = False
 # 子弹
 self.bullet = Bullet()
 # 射击
 def shoot(self):
 self.bullet.being = True
 self.bullet.turn(self.direction_x, self.direction_y)
 if self.direction_x == 0 and self.direction_y == -1:
 self.bullet.rect.left = self.rect.left + 20
 self.bullet.rect.bottom = self.rect.top - 1
 elif self.direction_x == 0 and self.direction_y == 1:
 self.bullet.rect.left = self.rect.left + 20
 self.bullet.rect.top = self.rect.bottom + 1
 elif self.direction_x == -1 and self.direction_y == 0:
 self.bullet.rect.right = self.rect.left - 1
 self.bullet.rect.top = self.rect.top + 20
 elif self.direction_x == 1 and self.direction_y == 0:
 self.bullet.rect.left = self.rect.right + 1
 self.bullet.rect.top = self.rect.top + 20
 else:
 raise ValueError('myTank class -> direction value error.')
 if self.level == 0:
 self.bullet.speed = 8
 self.bullet.stronger = False
 elif self.level == 1:
 self.bullet.speed = 12
 self.bullet.stronger = False
 elif self.level == 2:
 self.bullet.speed = 12
 self.bullet.stronger = True
 elif self.level == 3:
 self.bullet.speed = 16
 self.bullet.stronger = True
 else:
 raise ValueError('myTank class -> level value error.')
 # 等级提升
 def up_level(self):
 if self.level < 3:
 self.level += 1
 try:
 self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
 except:
 self.tank = pygame.image.load(self.tanks[-1]).convert_alpha()
 # 等级降低
 def down_level(self):
 if self.level > 0:
 self.level -= 1
 self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
 # 向上
 def move_up(self, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = 0, -1
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图顶端
 if self.rect.top < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or  pygame.sprite.spritecollide(self, ironGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞其他坦克
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 大本营
 if pygame.sprite.collide_rect(self, myhome):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 向下
 def move_down(self, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = 0, 1
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图底端
 if self.rect.bottom > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or  pygame.sprite.spritecollide(self, ironGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞其他坦克
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 大本营
 if pygame.sprite.collide_rect(self, myhome):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 向左
 def move_left(self, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = -1, 0
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图左端
 if self.rect.left < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or  pygame.sprite.spritecollide(self, ironGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞其他坦克
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False 
 # 大本营
 if pygame.sprite.collide_rect(self, myhome):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 向右
 def move_right(self, tankGroup, brickGroup, ironGroup, myhome):
 self.direction_x, self.direction_y = 1, 0
 # 先移动后判断
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
 # 是否可以移动
 is_move = True
 # 地图右端
 if self.rect.right > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞石头/钢墙
 if pygame.sprite.spritecollide(self, brickGroup, False, None) or  pygame.sprite.spritecollide(self, ironGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 撞其他坦克
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 # 大本营
 if pygame.sprite.collide_rect(self, myhome):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 is_move = False
 return is_move
 # 死后重置
 def reset(self):
 self.level = 0
 self.protected = False
 self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
 self.rect = self.tank_0.get_rect()
 self.direction_x, self.direction_y = 0, -1
 if self.player == 1:
 self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
 elif self.player == 2:
 self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
 else:
 raise ValueError('myTank class -> player value error.')
 self.speed = 3

# 敌方坦克类
class enemyTank(pygame.sprite.Sprite):
 def __init__(self, x=None, kind=None, is_red=None):
 pygame.sprite.Sprite.__init__(self)
 # 用于给刚生成的坦克播放出生特效
 self.born = True
 self.times = 90
 # 坦克的种类编号
 if kind is None:
 self.kind = random.randint(0, 3)
 else:
 self.kind = kind
 # 所有坦克
 self.tanks1 = ['images/enemyTank/enemy_1_0.png', 'images/enemyTank/enemy_1_1.png', 'images/enemyTank/enemy_1_2.png', 'images/enemyTank/enemy_1_3.png']
 self.tanks2 = ['images/enemyTank/enemy_2_0.png', 'images/enemyTank/enemy_2_1.png', 'images/enemyTank/enemy_2_2.png', 'images/enemyTank/enemy_2_3.png']
 self.tanks3 = ['images/enemyTank/enemy_3_0.png', 'images/enemyTank/enemy_3_1.png', 'images/enemyTank/enemy_3_2.png', 'images/enemyTank/enemy_3_3.png']
 self.tanks4 = ['images/enemyTank/enemy_4_0.png', 'images/enemyTank/enemy_4_1.png', 'images/enemyTank/enemy_4_2.png', 'images/enemyTank/enemy_4_3.png']
 self.tanks = [self.tanks1, self.tanks2, self.tanks3, self.tanks4]
 # 是否携带食物(红色的坦克携带食物)
 if is_red is None:
 self.is_red = random.choice((True, False, False, False, False))
 else:
 self.is_red = is_red
 # 同一种类的坦克具有不同的颜色, 红色的坦克比同类坦克多一点血量
 if self.is_red:
 self.color = 3
 else:
 self.color = random.randint(0, 2)
 # 血量
 self.blood = self.color
 # 载入(两个tank是为了轮子特效)
 self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
 self.rect = self.tank_0.get_rect()
 # 坦克位置
 if x is None:
 self.x = random.randint(0, 2)
 else:
 self.x = x
 self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3
 # 坦克是否可以行动
 self.can_move = True
 # 坦克速度
 self.speed = max(3 - self.kind, 1)
 # 方向
 self.direction_x, self.direction_y = 0, 1
 # 是否存活
 self.being = True
 # 子弹
 self.bullet = Bullet()
 # 射击
 def shoot(self):
 self.bullet.being = True
 self.bullet.turn(self.direction_x, self.direction_y)
 if self.direction_x == 0 and self.direction_y == -1:
 self.bullet.rect.left = self.rect.left + 20
 self.bullet.rect.bottom = self.rect.top - 1
 elif self.direction_x == 0 and self.direction_y == 1:
 self.bullet.rect.left = self.rect.left + 20
 self.bullet.rect.top = self.rect.bottom + 1
 elif self.direction_x == -1 and self.direction_y == 0:
 self.bullet.rect.right = self.rect.left - 1
 self.bullet.rect.top = self.rect.top + 20
 elif self.direction_x == 1 and self.direction_y == 0:
 self.bullet.rect.left = self.rect.right + 1
 self.bullet.rect.top = self.rect.top + 20
 else:
 raise ValueError('enemyTank class -> direction value error.')
 # 随机移动
 def move(self, tankGroup, brickGroup, ironGroup, myhome):
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 is_move = True
 if self.direction_x == 0 and self.direction_y == -1:
 self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
 if self.rect.top < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
 is_move = False
 elif self.direction_x == 0 and self.direction_y == 1:
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
 if self.rect.bottom > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
 is_move = False
 elif self.direction_x == -1 and self.direction_y == 0:
 self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
 if self.rect.left < 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
 is_move = False
 elif self.direction_x == 1 and self.direction_y == 0:
 self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
 if self.rect.right > 630 - 3:
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
 is_move = False
 else:
 raise ValueError('enemyTank class -> direction value error.')
 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.direction_x, self.speed*-self.direction_y)
 self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
 is_move = False
 if pygame.sprite.collide_rect(self, myhome):
 self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y)
 self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0]))
 is_move = False
 return is_move
 # 重新载入坦克
 def reload(self):
 self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha()
 self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
 self.tank_1 = self.tank.subsurface((48, 48), (48, 48))

再接着看子弹的实现,子弹的主要属性包括:方向、速度、是否存活、是否为加强版等,代码实现如下:

# 子弹类
class Bullet(pygame.sprite.Sprite):
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 # 子弹四个方向(上下左右)
 self.bullets = ['images/bullet/bullet_up.png', 'images/bullet/bullet_down.png', 'images/bullet/bullet_left.png', 'images/bullet/bullet_right.png']
 # 子弹方向(默认向上)
 self.direction_x, self.direction_y = 0, -1
 self.bullet = pygame.image.load(self.bullets[0])
 self.rect = self.bullet.get_rect()
 # 在坦克类中再赋实际值
 self.rect.left, self.rect.right = 0, 0
 # 速度
 self.speed = 6
 # 是否存活
 self.being = False
 # 是否为加强版子弹(可碎钢板)
 self.stronger = False
 # 改变子弹方向
 def turn(self, direction_x, direction_y):
 self.direction_x, self.direction_y = direction_x, direction_y
 if self.direction_x == 0 and self.direction_y == -1:
 self.bullet = pygame.image.load(self.bullets[0])
 elif self.direction_x == 0 and self.direction_y == 1:
 self.bullet = pygame.image.load(self.bullets[1])
 elif self.direction_x == -1 and self.direction_y == 0:
 self.bullet = pygame.image.load(self.bullets[2])
 elif self.direction_x == 1 and self.direction_y == 0:
 self.bullet = pygame.image.load(self.bullets[3])
 else:
 raise ValueError('Bullet class -> direction value error.')
 # 移动
 def move(self):
 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y)
 # 到地图边缘后消失
 if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3):
 self.being = False

最后,我们看一下程序的主要初始化代码,如下所示:

# 初始化
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption("TANK")
# 加载图片
bg_img = pygame.image.load("images/others/background.png")
# 加载音效
add_sound = pygame.mixer.Sound("audios/add.wav")
add_sound.set_volume(1)
bang_sound = pygame.mixer.Sound("audios/bang.wav")
bang_sound.set_volume(1)
blast_sound = pygame.mixer.Sound("audios/blast.wav")
blast_sound.set_volume(1)
fire_sound = pygame.mixer.Sound("audios/fire.wav")
fire_sound.set_volume(1)
Gunfire_sound = pygame.mixer.Sound("audios/Gunfire.wav")
Gunfire_sound.set_volume(1)
hit_sound = pygame.mixer.Sound("audios/hit.wav")
hit_sound.set_volume(1)
start_sound = pygame.mixer.Sound("audios/start.wav")
start_sound.set_volume(1)
# 开始界面
num_player = show_start_interface(screen, 630, 630)
# 播放游戏开始的音乐
start_sound.play()
# 关卡
stage = 0
num_stage = 2
# 游戏是否结束
is_gameover = False
# 时钟
clock = pygame.time.Clock()

实现效果

看一下实现效果:

如何利用Python写个坦克大战

再说一下玩家一、二的操作键,玩家一、二移动键分别为:WASD、←→↑↓,玩家一、二射击键分别为:J、0。

总结

本文我们使用 Python 实现了坦克大战的基本功能,还有待完善,有兴趣的话,可以对游戏做进一步的完善和扩展。

一句话新闻

一文看懂荣耀MagicBook Pro 16
荣耀猎人回归!七大亮点看懂不只是轻薄本,更是游戏本的MagicBook Pro 16.
人们对于笔记本电脑有一个固有印象:要么轻薄但性能一般,要么性能强劲但笨重臃肿。然而,今年荣耀新推出的MagicBook Pro 16刷新了人们的认知——发布会上,荣耀宣布猎人游戏本正式回归,称其继承了荣耀 HUNTER 基因,并自信地为其打出“轻薄本,更是游戏本”的口号。
众所周知,寻求轻薄本的用户普遍更看重便携性、外观造型、静谧性和打字办公等用机体验,而寻求游戏本的用户则普遍更看重硬件配置、性能释放等硬核指标。把两个看似难以相干的产品融合到一起,我们不禁对它产生了强烈的好奇:作为代表荣耀猎人游戏本的跨界新物种,它究竟做了哪些平衡以兼顾不同人群的各类需求呢?