位置: IT常识 - 正文
推荐整理分享学习 Python 之 Pygame 开发坦克大战(五)(python怎么学),希望有所帮助,仅作参考,欢迎阅读内容。
文章相关热门搜索词:python语言怎么学,python咋学,python怎样学,python怎么学,python 如何学,python learning,python语言怎么学,python语言怎么学,内容如对您有帮助,希望把文章链接给更多的朋友!
我的素材放到了百度网盘里,里面还有原版坦克大战素材,我都放在一起来,我的素材是从原版改的,各位小伙伴可以直接用或者自己改一下再用,做出适合自己的素材
素材链接:百度网盘 链接:https://pan.baidu.com/s/19sCyH7rp37f6DzRj0iXDCA?pwd=tkdz 提取码:tkdz
那我们就继续编写坦克大战吧
1. 创建砖墙坦克大战中,砖墙是最常见的墙,子弹都可以轻松击穿,下面我们来加入到自己的坦克大战中
创建砖墙类
import pygame.imagefrom ParentObject import ParentObjectclass BrickWall(ParentObject): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('../Image/Wall/BrickWall.png') self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.isDestroy = False def draw(self, window): window.blit(self.image, self.rect)在主类中加入砖墙列表
class MainGame: ... # 砖墙 brickWallList = [] ...在主类中加入初始化砖墙函数和显示砖墙函数
def drawBrickWall(self, brickWallList): for brickWall in brickWallList: if brickWall.isDestroy: brickWallList.remove(brickWall) else: brickWall.draw(MainGame.window)def initBrickWall(self): for i in range(20): MainGame.brickWallList.append(BrickWall(i * 25, 200))这里我在y = 200的位置,连续画出20个砖,砖的图片是25x25的,所以为了防止重叠,要间隔25个距离(像素)
在主函数startGame()函数中调用函数
def startGame(self): # 初始化展示模块 pygame.display.init() # 设置窗口大小 size = (SCREEN_WIDTH, SCREEN_HEIGHT) # 初始化窗口 MainGame.window = pygame.display.set_mode(size) # 设置窗口标题 pygame.display.set_caption('Tank Battle') # 初始化我方坦克 MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1) # 播放开始音乐 MainGame.startingSound.play() # 初始化场景 self.initBrickWall() while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) # 显示我方坦克子弹 self.drawPlayerBullet(MainGame.playerBulletList) # 展示敌方坦克子弹 self.drawEnemyBullet() # 展示爆炸效果 self.drawExplode() # 更新窗口 pygame.display.update()运行一下,看看结果 但是墙只是摆设,子弹可以穿过,坦克也可以穿过,下面给墙增加碰撞效果
2. 给砖墙增加子弹击中的碰撞效果在子弹类中增加函数
def bulletCollideBrickWall(self, brickWallList, explodeList): for brickWall in brickWallList: # 子弹与墙发生碰撞 if pygame.sprite.collide_rect(self, brickWall): self.isDestroy = True brickWall.isDestroy = True # 碰撞出现爆炸效果 explode = Explode(brickWall, 25) explodeList.append(explode) # 出现爆炸播放音效 Sound('../Sound/block.wav').play()在主函数中调用 修改显示子弹的两个函数
def drawPlayerBullet(self, playerBulletList): # 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除 for bullet in playerBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) else: playerBulletList.remove(bullet)def drawEnemyBullet(self): for bullet in MainGame.enemyTankBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.enemyBulletCollidePlayerTank(MainGame.playerTank, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) else: bullet.source.bulletCount -= 1 MainGame.enemyTankBulletList.remove(bullet)运行一下看看
可以看到墙可以被打掉了
3. 给砖墙添加坦克不能通过的碰撞效果在敌方坦克类中加入函数,在我方坦克类中加入函数 collideBrickWall()
def collideBrickWall(self, brickWallList): for brickWall in brickWallList: if pygame.sprite.collide_rect(self, brickWall): self.rect.left = self.prvX self.rect.top = self.prvY在主类中调用 在while循环中调用
while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) # 不能撞墙 MainGame.playerTank.collideBrickWall(MainGame.brickWallList)在主类的drawEnemyTank()中调用
def drawEnemyTank(self): ... for tank in MainGame.enemyTankList: # 坦克还有生命值 if tank.life > 0: tank.draw(MainGame.window) tank.move() tank.collidePlayerTank(MainGame.playerTank) tank.collideEnemyTank(MainGame.enemyTankList) # 不能撞墙 tank.collideBrickWall(MainGame.brickWallList) bullet = tank.shot() if bullet is not None: MainGame.enemyTankBulletList.append(bullet) # 坦克生命值为0,就从列表中剔除 else: MainGame.enemyTankCurrentCount -= 1 MainGame.enemyTankList.remove(tank)运行一下,看看效果 确实是不能穿过了 那就完成啦,接下来就是添加其他的物体了 添加的过程跟添加砖墙是一样的
4. 添加石墙创建石墙类
import pygame.imagefrom ParentObject import ParentObjectclass StoneWall(ParentObject): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('../Image/Wall/StoneWall.png') self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.isDestroy = False def draw(self, window): window.blit(self.image, self.rect)在主类中加入石墙列表 在主类中加入显示石墙函数
def initStoneWall(self): for i in range(20): MainGame.stoneWallList.append(StoneWall(i * 25, 400))def drawStoneWall(self, stoneWallList): for stoneWall in stoneWallList: if stoneWall.isDestroy: stoneWallList.remove(stoneWall) else: stoneWall.draw(MainGame.window)给石墙添加坦克不能通过的碰撞效果 在敌方坦克类中加入函数,在我方坦克类中加入函数 collideStoneWall()
def collideStoneWall(self, stoneWallList): for stoneWall in stoneWallList: if pygame.sprite.collide_rect(self, stoneWall): self.rect.left = self.prvX self.rect.top = self.prvY在主类中调用函数
接下来是给子弹添加打击石墙的效果
def bulletCollideStoneWall(self, stoneWallList, explodeList): for stoneWall in stoneWallList: if pygame.sprite.collide_rect(self, stoneWall): # 判断坦克的等级,大于等于2时,可以打穿石墙 if self.source.level >= 2: stoneWall.isDestroy = True self.isDestroy = True explode = Explode(stoneWall, 25) explodeList.append(explode) Sound('../Sound/block.wav').play()在主类中调用函数
主类的完整代码
import pygameimport sysfrom PlayerTank import PlayerTankfrom EnemyTank import EnemyTankfrom Sound import Soundfrom BrickWall import BrickWallfrom StoneWall import StoneWallSCREEN_WIDTH = 1100SCREEN_HEIGHT = 600BACKGROUND_COLOR = pygame.Color(0, 0, 0)FONT_COLOR = (255, 255, 255)PLAYER_TANK_POSITION = (325, 550)class MainGame: # 窗口Surface对象 window = None # 玩家坦克 playerTank = None # 玩家子弹 playerBulletList = [] playerBulletNumber = 3 # 敌人坦克 enemyTankList = [] enemyTankTotalCount = 5 # 用来给玩家展示坦克的数量 enemyTankCurrentCount = 5 # 敌人坦克子弹 enemyTankBulletList = [] # 爆炸列表 explodeList = [] # 坦克移动音效 playerTankMoveSound = Sound('../Sound/player.move.wav').setVolume() # 游戏开始音效 startingSound = Sound('../Sound/intro.wav') # 砖墙 brickWallList = [] # 石墙 stoneWallList = [] def __init__(self): pass def startGame(self): # 初始化展示模块 pygame.display.init() # 设置窗口大小 size = (SCREEN_WIDTH, SCREEN_HEIGHT) # 初始化窗口 MainGame.window = pygame.display.set_mode(size) # 设置窗口标题 pygame.display.set_caption('Tank Battle') # 初始化我方坦克 MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1) # 播放开始音乐 MainGame.startingSound.play() # 初始化场景 self.initBrickWall() self.initStoneWall() while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) self.drawStoneWall(MainGame.stoneWallList) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) MainGame.playerTank.collideBrickWall(MainGame.brickWallList) MainGame.playerTank.collideStoneWall(MainGame.stoneWallList) # 显示我方坦克子弹 self.drawPlayerBullet(MainGame.playerBulletList) # 展示敌方坦克子弹 self.drawEnemyBullet() # 展示爆炸效果 self.drawExplode() # 更新窗口 pygame.display.update() def getPlayingModeEvent(self): # 获取所有事件 eventList = pygame.event.get() for event in eventList: if event.type == pygame.QUIT: sys.exit() """ stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动 如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动 """ if event.type == pygame.KEYDOWN: MainGame.playerTankMoveSound.play(-1) if event.key == pygame.K_w: MainGame.playerTank.direction = 'UP' MainGame.playerTank.stop = False elif event.key == pygame.K_s: MainGame.playerTank.direction = 'DOWN' MainGame.playerTank.stop = False elif event.key == pygame.K_a: MainGame.playerTank.direction = 'LEFT' MainGame.playerTank.stop = False elif event.key == pygame.K_d: MainGame.playerTank.direction = 'RIGHT' MainGame.playerTank.stop = False elif event.key == pygame.K_j: # 判断子弹数量是否超过指定的个数 if len(MainGame.playerBulletList) < MainGame.playerBulletNumber: bullet = MainGame.playerTank.shot() MainGame.playerBulletList.append(bullet) # 添加音效 Sound('../Sound/shoot.wav').play(0) if event.type == pygame.KEYUP: MainGame.playerTankMoveSound.stop() if event.key == pygame.K_w: MainGame.playerTank.stop = True elif event.key == pygame.K_s: MainGame.playerTank.stop = True elif event.key == pygame.K_a: MainGame.playerTank.stop = True elif event.key == pygame.K_d: MainGame.playerTank.stop = True def drawPlayerBullet(self, playerBulletList): # 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除 for bullet in playerBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) bullet.bulletCollideStoneWall(MainGame.stoneWallList, MainGame.explodeList) else: playerBulletList.remove(bullet) def drawEnemyTank(self): # 如果当前坦克为0,那么就该重新生成坦克 if len(MainGame.enemyTankList) == 0: # 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个 n = min(3, MainGame.enemyTankTotalCount) # 如果最小是0,就说明敌人坦克没有了,那么就赢了 if n == 0: print('赢了') return # 没有赢的话,就产生n个坦克 self.initEnemyTank(n) # 总个数减去产生的个数 MainGame.enemyTankTotalCount -= n # 遍历坦克列表,展示坦克并且移动 for tank in MainGame.enemyTankList: # 坦克还有生命值 if tank.life > 0: tank.draw(MainGame.window) tank.move() tank.collidePlayerTank(MainGame.playerTank) tank.collideEnemyTank(MainGame.enemyTankList) tank.collideBrickWall(MainGame.brickWallList) tank.collideStoneWall(MainGame.stoneWallList) bullet = tank.shot() if bullet is not None: MainGame.enemyTankBulletList.append(bullet) # 坦克生命值为0,就从列表中剔除 else: MainGame.enemyTankCurrentCount -= 1 MainGame.enemyTankList.remove(tank) def initEnemyTank(self, number): y = 0 position = [0, 425, 850] index = 0 for i in range(number): x = position[index] enemyTank = EnemyTank(x, y) MainGame.enemyTankList.append(enemyTank) index += 1 def drawEnemyBullet(self): for bullet in MainGame.enemyTankBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.enemyBulletCollidePlayerTank(MainGame.playerTank, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) bullet.bulletCollideStoneWall(MainGame.stoneWallList, MainGame.explodeList) else: bullet.source.bulletCount -= 1 MainGame.enemyTankBulletList.remove(bullet) def drawExplode(self): for e in MainGame.explodeList: if e.isDestroy: MainGame.explodeList.remove(e) else: e.draw(MainGame.window) def drawBrickWall(self, brickWallList): for brickWall in brickWallList: if brickWall.isDestroy: brickWallList.remove(brickWall) else: brickWall.draw(MainGame.window) def initBrickWall(self): for i in range(20): MainGame.brickWallList.append(BrickWall(i * 25, 200)) def initStoneWall(self): for i in range(20): MainGame.stoneWallList.append(StoneWall(i * 25, 400)) def drawStoneWall(self, stoneWallList): for stoneWall in stoneWallList: if stoneWall.isDestroy: stoneWallList.remove(stoneWall) else: stoneWall.draw(MainGame.window)if __name__ == '__main__': MainGame().startGame()5. 添加玩家基地坦克大战是玩家坦克在保护自己基地的同时消灭敌方坦克,当玩家坦克生命值为0或者基地爆炸时,游戏失败,下面来添加玩家的基地
创建基地类
import pygame.imagefrom ParentObject import ParentObjectclass Home(ParentObject): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('../Image/Home/Home.png') self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.isDestroy = False def draw(self, window): window.blit(self.image, self.rect)为基地添加碰撞效果,在两个坦克类中加入下面的函数
def collideHome(self, home): if pygame.sprite.collide_rect(self, home): self.rect.left = self.prvX self.rect.top = self.prvY在主函数创建基地变量,并初始化和调用上面的函数
之后给基地加入子弹击中效果
def bulletCollidePlayerHome(self, home, explodeList): if pygame.sprite.collide_rect(self, home): self.isDestroy = True explode = Explode(home, 50) explodeList.append(explode) Sound('../Sound/buh.wav').play() return True else: return False返回值用来判断是否结束游戏 在主类中设置一个变量记录是否游戏结束
def __init__(self):# 初始化 MainGame.home = Home(425, 550) # 记录是否输了 self.isDefeated = False在循环中检查
while 1:... # 检查是否输了 if self.isDefeated: self.defeated() break ...def defeated(self): # 失败了坦克不能移动了 MainGame.playerTankMoveSound.stop() # 播放失败音乐 Sound('../Sound/gameOver.wav').play() print('游戏结束') self.isDefeated = True游戏结束后要改变窗口中的内容,显示你输了,所以要用break跳出
这里需要使用到在窗口显示文字,编写一个函数
def drawText(self, text, x, y, fontSize, window): # 初始化字体 pygame.font.init() font = pygame.font.SysFont('georgia', fontSize) # 加载文字并设置颜色 fontColor = pygame.Color(255, 255, 255) fontObject = font.render(text, True, fontColor) # 展示文字 window.blit(fontObject, (x, y))记得在主函数中调用
while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) self.drawStoneWall(MainGame.stoneWallList) MainGame.home.draw(MainGame.window) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) MainGame.playerTank.collideBrickWall(MainGame.brickWallList) MainGame.playerTank.collideStoneWall(MainGame.stoneWallList) MainGame.playerTank.collideHome(MainGame.home) # 显示我方坦克子弹 self.drawPlayerBullet(MainGame.playerBulletList) # 展示敌方坦克子弹 self.drawEnemyBullet() # 展示爆炸效果 self.drawExplode() # 检查是否输了 if self.isDefeated: self.defeated() break # 更新窗口 pygame.display.update()# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 显示字体self.drawText('Defeated', 200, 200, 50, MainGame.window)# 更新窗口pygame.display.update()给玩家提示敌人坦克数量
到这里,坦克大战的基本功能就实现了,接下来就是添加其他的场景物体和坦克样子了
6. 最终效果主界面,这里直接放了一张图片上去,图片在素材里,上面的坦克是自己画上去的,w和s键可以上下移动坦克,选择对应的模式 选择关卡,这里使用用了四张图片,左右箭头,上面的标题和start文字,这些都是图片,按下黄色箭头可以选择关卡,使用的鼠标事件
游戏界面
其中加入了奖励功能
地图制作可以使用excel读取信息,下面是第一关的地图
坦克大战代码
链接:https://pan.baidu.com/s/1qFV-0hi0cgZS1Hnvx6mK6Q?pwd=90tk 提取码:90tk
上一篇:vue3 + ts: layout布局(vue3+ts+vite)
下一篇:Termux安装完整版Linux(Ubuntu)详细步骤(termux 安装)
友情链接: 武汉网站建设