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python使用pygame模块实现坦克大战游戏

2019-05-17 18:01 1116 查看

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

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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