python使用pygame模块实现坦克大战游戏

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本文实例为大家分享了pygame模块实现坦克大战游戏的具体代码,供大家参考,具体内容如下

首先,第一步,游戏简单素材的准备。

炮弹, 炮弹,坦克移动。音乐-开火素材。

其次, 思路整理

我们需要几个类,分别是玩家类,敌人类,炮弹类及地图类,开始游戏界面以及结束界面,血条等等。

开始coding。

主函数,new一个对象(java乱入emmm),声明一个对象。

            
# encoding : utf-8
# anthor : comi
from gameloop import *
from pygame import *
import pygame,sys,time
 
if __name__ == '__main__':
  player = game()  # 声明一个类对象
  player.game_start('KEEP-GOING')  # 调用开始函数
  while player.playing:  # 进入游戏运行
    player.new()  # 开始游戏
  player.screen.fill(black)
  player.game_start('GAME-OVER')  # 游戏结束
  time.sleep(1.5)  # 可以不要
          

这里可以根据自己的需要进行更改相关代码

接下来 游戏的主循环

            
# encoding : utf-8
# author : comi
from setting import *
from pygame import *
from Sprite import *
import pygame,sys
vec = pygame.math.Vector2
 
 
class game:  # 游戏类 包含循环等
  def __init__(self):  # 初始化
    pygame.init()  # pygame 初始化
    pygame.display.set_caption("Keep-Going")  # 游戏窗口 左上角名称
    self.screen = pygame.display.set_mode((width, height))  # 游戏窗口的大小
    self.FpsClock = pygame.time.Clock()  # 设置游戏的刷新率
    self.playing = True  # 进入游戏的状态
    self.running = True  # 游戏运行的状态
    self.Waiting = True  # 游戏等待的状态
    self.Pblood = 100  # 玩家血量
    self.Eblood = 100  # 敌人血量
    self.player = Player()  # 声明一个游戏玩家对象
    self.enemy = Enemy()  # 声明一个敌人对象
    self.all_groups = pygame.sprite.Group()  #  通过pygame自带的 group 来判断碰撞检测
    self.player_groups = pygame.sprite.Group()
    self.Map_groups = pygame.sprite.Group()
    self.Enemy_groups = pygame.sprite.Group()
 
  def new(self):  # 开始一个游戏
    self.player_groups.add(self.player)  # 将玩家添加到玩家组
    self.all_groups.add(self.player)  # 将玩家添加到 所有组
 
    self.Enemy_groups.add(self.enemy)
    self.all_groups.add(self.enemy)
 
    for platfroms in Map1:  # 地图
      p = Platform(*platfroms)   # 取出所有值
      self.Map_groups.add(p)
      self.all_groups.add(p)
 
    self.run()  # 调用函数运行游戏
 
  def game_start(self,text):   # 游戏的开始界面
    self.text_draw(width / 2, height / 4, 64, text) # 文本
    self.text_draw(width / 2, height * 3 / 4, 25,'Press any key to continue',) # 文本
    pygame.display.update()  # 更行展示
    while self.Waiting:  # 实现 按键等待开始效果
      for event in pygame.event.get():
        if event.type == pygame.QUIT:
          pygame.quit()
          sys.exit()
        if event.type == pygame.KEYDOWN:  
          self.Waiting = False
 
  def update(self):  # 画面更新
    self.Map_groups.update()  
    self.player_groups.update()
    self.enemy.Bullet_groups.update(self.enemy.flag)  # 通过按键判断子弹方向
    self.player.Bullet_groups.update(self.player.flag)
    self.Enemy_groups.update()
 
    hit = pygame.sprite.groupcollide(self.player.Bullet_groups, self.Map_groups, True,False)  # 子弹碰墙消失
    hit = pygame.sprite.groupcollide(self.enemy.Bullet_groups, self.Map_groups, True, False)
 
    PMC = pygame.sprite.spritecollide(self.player,self.Map_groups,False,False)   # 撞墙
    if PMC:
      key_pressed = pygame.key.get_pressed()
      if key_pressed[pygame.K_a]:
        self.player.pos.x = self.player.pos.x + gap
      if key_pressed[pygame.K_d]:
        self.player.pos.x = self.player.pos.x - gap
      if key_pressed[pygame.K_w]:
        self.player.pos.y = self.player.pos.y + gap
      if key_pressed[pygame.K_s]:
        self.player.pos.y = self.player.pos.y - gap
 
    EMC = pygame.sprite.spritecollide(self.enemy,self.Map_groups,False,False)    # 撞墙
    if EMC:
      key_pressed = pygame.key.get_pressed()
      if key_pressed[pygame.K_LEFT]:
        self.enemy.pos.x = self.enemy.pos.x + gap
      if key_pressed[pygame.K_RIGHT]:
        self.enemy.pos.x = self.enemy.pos.x - gap
      if key_pressed[pygame.K_UP]:
        self.enemy.pos.y = self.enemy.pos.y + gap
      if key_pressed[pygame.K_DOWN]:
        self.enemy.pos.y = self.enemy.pos.y - gap
 
  def run(self):  
    while self.running:
      self.FpsClock.tick(Fps)  # 设置帧率
      self.events()  # 获取事件
      self.draw_pic()  # 画出图片
      self.update()  
 
      f self.Eblood <= 0: # enemy  
        self.screen.fill(black)
        self.game_start('P1 WIN!')
        time.sleep(1.5)
        self.running = False
        self.playing = False
 
      if self.Pblood <= 0: # Player
        self.screen.fill(black)
        self.game_start('P2 WIN!')
        time.sleep(1.5)
        self.running = False
        self.playing = False
 
  def text_draw(self, x, y, size, text):  # 文本展示函数
    self.font = pygame.font.Font('freesansbold.ttf', size)  # 字体,大小
    self.text_surf = self.font.render(text, True, red)  # 颜色
    self.text_rect = self.text_surf.get_rect()  # 矩形
    self.text_rect.center = (x, y)  # 位置
    self.screen.blit(self.text_surf, self.text_rect)  # 覆盖展示
 
  def draw_pic(self):  
    self.screen.fill(white)  # 背景
    self.text_draw(900,50,30,"KEEP")  # 文本
    self.text_draw(900, 100, 30, "GOING")
 
    self.text_draw(820, 150, 20, "P1:")
    self.text_draw(820, 200, 20, "P2:")
    
    self.text_draw(900, 250, 20, "Attention!")
    self.text_draw(900,300,20,"The Bullet Can")
    self.text_draw(900, 350, 20, "Be Control!")
    self.bar_draw(850, 145, self.Pblood)  # 血条
    hit = pygame.sprite.groupcollide(self.enemy.Bullet_groups, self.player_groups, True, False)  # 血条减少
    if hit:
      self.Pblood = self.Pblood - randint(10, 15)
      self.bar_draw(850, 145, self.Pblood)
 
    self.bar_draw(850, 195, self.Eblood)
    hit = pygame.sprite.groupcollide(self.player.Bullet_groups, self.Enemy_groups, True, False)
    if hit:
      self.Eblood = self.Eblood - randint(10, 15)
      self.bar_draw(850, 195, self.Eblood)
 
    self.Map_groups.draw(self.screen)  # 画出图片
    self.player_groups.draw(self.screen)
    self.Enemy_groups.draw(self.screen)
    self.player.Bullet_groups.draw(self.screen)
    self.enemy.Bullet_groups.draw(self.screen)
 
    pygame.display.update()  
 
  def bar_draw(self, x, y, pct):  # 血条函数
    # draw a bar  
    if pct <= 0:
      pct = 0
    Bar_Lenth = 100
    Bar_Height = 10
    Fill_Lenth = (pct / 100) * Bar_Lenth
    Out_rect = pygame.Rect(x, y, Bar_Lenth, Bar_Height)
    Fill_rect = pygame.Rect(x, y, Fill_Lenth, Bar_Height)
    pygame.draw.rect(self.screen, green, Fill_rect)
    pygame.draw.rect(self.screen, red, Out_rect, 2)
 
  def events(self):  # 事件
    for events in pygame.event.get():
      if events.type == pygame.QUIT:
        self.running = False
        self.playing = False
          

在主循环内实现了很多功能,文本窗口展示,血条展示,以及整个游戏循环的定义都是可以拿来借鉴的,我也是从油管主上学来的。

接下来,精灵类,包含玩家,敌人。子弹,地图四部分。

            
# encoding : utf-8
# antuor : comi
from setting import *
from pygame import *
import pygame,sys,time
from random import *
from math import *
 
vec = pygame.math.Vector2  # 运用向量
 
class Player(pygame.sprite.Sprite):  # 玩家类
  Bullet_groups = pygame.sprite.Group()
  flag = 1  # 判断方向的flag
  def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()  # 图片的加载
    self.image.set_colorkey(white)  # 设置忽略白色
    self.rect = self.image.get_rect()
    self.rect.midbottom = (115, 130)  
 
    self.pos = vec(115, 130)
 
    self.last_time = time.time()  #记录上一次时间 用来设置子弹频率等
 
  def update(self):  
    key_pressed = pygame.key.get_pressed()  # 按键获取
    if key_pressed[pygame.K_a]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\left.png').convert()
      self.image.set_colorkey(white)
      self.pos.x -= move_space  # 位置移动
      self.flag = 2
    if key_pressed[pygame.K_d]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\right.png').convert()
      self.image.set_colorkey(white)
      self.pos.x += move_space
      self.flag = 1
    if key_pressed[pygame.K_w]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\up.png').convert()
      self.image.set_colorkey(white)
      self.pos.y -= move_space
      self.flag = 3
    if key_pressed[pygame.K_s]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()
      self.image.set_colorkey(white)
      self.pos.y += move_space
      self.flag = 4
    if key_pressed[pygame.K_SPACE]:
      self.shoot()
    self.rect.midbottom = self.pos  
 
  def shoot(self):  # 开火
    self.now = time.time()  # 获取现在时间
    if self.now - self.last_time > 0.8:  # 子弹时间间隔
     # 这里显示错误了,应该在if 语句内 包含以下部分
   pygame.mixer.music.load(r'C:\Users\Administrator\Desktop\KeepGoing\sounds\expl.wav') 
      pygame.mixer.music.play()  # 音乐加载
      bullet = Bullet(self.pos.x, self.pos.y)
      self.Bullet_groups.add(bullet)  
      self.last_time = self.now
 
 
class Platform(pygame.sprite.Sprite):  # 地图创建
  def __init__(self, x, y, w, h):  # x,y,宽,高
    pygame.sprite.Sprite.__init__(self)
    self.image = pygame.Surface((w, h)) # 砖块大小
    self.image.fill(yellow)  # 砖颜色
    self.rect = self.image.get_rect()
    self.rect.x = x
    self.rect.y = y
 
 
class Enemy(pygame.sprite.Sprite):  # 与player 相同
  Bullet_groups = pygame.sprite.Group()
  flag = 1
  def __init__(self):
    pygame.sprite.Sprite.__init__(self)
    self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()
    self.image.set_colorkey(white)
    self.rect = self.image.get_rect()
    self.rect.midbottom = (315, 130)
    self.pos = vec(315, 130)
    self.bar = 100
    self.last_time = time.time()
    self.flag = 1
 
  def update(self):
    key_pressed = pygame.key.get_pressed()
    if key_pressed[pygame.K_LEFT]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\left.png').convert()
      self.image.set_colorkey(white)
      self.pos.x -= move_space
      self.flag = 2
    if key_pressed[pygame.K_RIGHT]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\right.png').convert()
      self.image.set_colorkey(white)
      self.pos.x += move_space
      self.flag = 1
    if key_pressed[pygame.K_UP]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\up.png').convert()
      self.image.set_colorkey(white)
      self.pos.y -= move_space
      self.flag = 3
    if key_pressed[pygame.K_DOWN]:
      self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()
      self.image.set_colorkey(white)
      self.pos.y += move_space
      self.flag = 4
    if key_pressed[pygame.K_p]:
      self.shoot()
 
    self.rect.midbottom = self.pos
 
  def shoot(self):
    self.now = time.time()
    if self.now - self.last_time > 0.8:
      pygame.mixer.music.load(r'C:\Users\Administrator\Desktop\KeepGoing\sounds\expl.wav')
      pygame.mixer.music.play()
      bullet = Bullet(self.pos.x, self.pos.y)
      self.Bullet_groups.add(bullet)
      self.Bullet_groups.update(self.flag)
      self.last_time = self.now
 
 
class Bullet(pygame.sprite.Sprite):  # 炮弹组
  def __init__(self, x, y):  # 炮弹该有的位置 玩家周围
    pygame.sprite.Sprite.__init__(self)
    self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\dot.png ').convert()
    self.image.set_colorkey(white)
    self.rect = self.image.get_rect()
    self.rect.centerx = x + 10  # 这里是准确的位置,未进行准确更改
    self.rect.bottom = y - 12
    self.speed = 5
 
  def update(self,flag):  
    if flag == 1:  # right
      self.rect.x += self.speed
    if flag == 2:  # left
      self.rect.x -= self.speed
    if flag == 3:  #up
      self.rect.y -= self.speed
    if flag == 4:  # down
      self.rect.y += self.speed
          

最后,便是相关的设置文件了

            
# encoding : utf-8
# author :comi
width = 1000
height = 600
Fps = 60
food = 20
gap = 3
move_space = 1.5
back_space = 5
Map1 = [(0, 0, width*2, 10), (0, 10, 10, height * 2),
    (0, height-10, width * 2, 10), (width - 210, 0, 10, height * 2),
    (50,50,100,20),(250,50,100,20),(150,230,100,20),(100,340,200,20),
    (50, 70, 20, 90), (130, 70, 20, 90),(250,70,20,90),(330,70,20,90),
    (130,280,20,70),(250,300,20,50),
    (80,320,20,20),(300,320,20,20),(185,200,30,30),(185,250,30,30),
    (60,300,20,20),(320,300,20,20),
    (40,280,20,20),(340,280,20,20),
    (490,100,160,40),(650,100,40,200),(425,250,150,40),(425,290,40,80),
    (510,365,160,40),(695,460,95,40),(595,454,40,100),(190,460,30,30),
    (300,450,200,40),(100,425,30,130),(200,520,230,25),(725,70,30,30),
    (725,140,30,30),(725,210,30,30),(725,280,30,30),(725,365,30,30)
    ]  # map
# color
 
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255,0)
blue = (0, 0, 255)
yellow = ( 255,200,0)
purple = (128,138,135)
          

这个坦克大战还有一些小的bug,比如说,当你按下SPACE 开火是,第一发炮弹已经出去了,当你按下相反方向,子弹会按你第二次按下的方向移动。(不打算解决,开始学习游戏ai,和横板游戏的制作)

有想法的同学可以和我交流,欢迎大家留言。

最后,运行效果如下 ,双人操作 p1:w a s d space 开火 p2: 上 下左 右  p 开火

python使用pygame模块实现坦克大战游戏_第1张图片 python使用pygame模块实现坦克大战游戏_第2张图片

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。


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