普通速度版
加速版子弹速度:
子弹加速版
另外还有多种道具,支持两人一起玩。main()方法如下:
def main(): pygame.init() pygame.mixer.init() resolution = 630, 630 screen = pygame.display.set_mode(resolution) pygame.display.set_caption("Tank Game ") # 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)
总结
到此这篇关于python+pygame实现坦克大战小游戏---可以自定义子弹速度的文章就介绍到这了,更多相关python+pygame实现坦克大战小游戏内容请搜索小牛知识库以前的文章或继续浏览下面的相关文章希望大家以后多多支持小牛知识库!
本文向大家介绍python+pygame实现坦克大战,包括了python+pygame实现坦克大战的使用技巧和注意事项,需要的朋友参考一下 本文实例为大家分享了python+pygame实现坦克大战的具体代码,供大家参考,具体内容如下 一、首先导入pygame库 二、源码分享 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呐喊教程。
本文向大家介绍python使用pygame模块实现坦克大战游戏,包括了python使用pygame模块实现坦克大战游戏的使用技巧和注意事项,需要的朋友参考一下 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
本文向大家介绍基于python实现坦克大战游戏,包括了基于python实现坦克大战游戏的使用技巧和注意事项,需要的朋友参考一下 本文实例为大家分享了python实现坦克大战游戏的具体代码,供大家参考,具体内容如下 游戏界面 pygame游戏引擎的安装 pip安装 windows + R --> cmd --> 命令行输入 pip install 模块名==版本号 pycharm中安装 File -
本文向大家介绍python实现坦克大战,包括了python实现坦克大战的使用技巧和注意事项,需要的朋友参考一下 本文实例为大家分享了python实现坦克大战的具体代码,供大家参考,具体内容如下 本游戏制作代码量较大 具体代码与图片声源可以在我的GitHub中下载 github地址 下面来看看然后利用python做一个坦克大战游戏 创建子弹类 创建敌军坦克 创建食物类 创建我的坦克 创建墙体类 主函
本文向大家介绍python实现坦克大战游戏 附详细注释,包括了python实现坦克大战游戏 附详细注释的使用技巧和注意事项,需要的朋友参考一下 本文实例为大家分享了python实现坦克大战的具体代码,供大家参考,具体内容如下 更多关于python游戏的精彩文章请点击查看以下专题: python俄罗斯方块游戏集合 python经典小游戏汇总 python微信跳一跳游戏集合 以上就是本文的全部内容,希
本文向大家介绍python实现飞机大战游戏(pygame版),包括了python实现飞机大战游戏(pygame版)的使用技巧和注意事项,需要的朋友参考一下 简介 使用python实现pygame版的飞机大战游戏; 环境:Windows系统+python3.8.0 游戏规则: 1.点击“PLAY”或者按键“P”开始游戏; 2.敌机根据设置频率从顶部随机位置生成,生成后向下移动; 3.飞船在底部中间生