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python实现坦克大战

作者:Code进阶狼人  发布时间:2021-01-09 19:18:53 

标签:python,坦克大战

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 * 类


import pygame

class Bullet(pygame.sprite.Sprite):
def __init__(self):
 pygame.sprite.Sprite.__init__(self)

self.bullet_up = pygame.image.load(r"..\image\bullet_up.png")
 self.bullet_down = pygame.image.load(r"..\image\bullet_down.png")
 self.bullet_left = pygame.image.load(r"..\image\bullet_left.png")
 self.bullet_right = pygame.image.load(r"..\image\bullet_right.png")

# * 方向 速度 生命 碎石
 self.dir_x, self.dir_y = 0, 0
 self.speed = 6
 self.life = False
 self.strong = False

self.bullet = self.bullet_up
 self.rect = self.bullet.get_rect()
 self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

def changeImage(self, dir_x, dir_y):
 self.dir_x, self.dir_y = dir_x, dir_y
 if self.dir_x == 0 and self.dir_y == -1:
  self.bullet = self.bullet_up
 elif self.dir_x == 0 and self.dir_y == 1:
  self.bullet = self.bullet_down
 elif self.dir_x == -1 and self.dir_y == 0:
  self.bullet = self.bullet_left
 elif self.dir_x == 1 and self.dir_y == 0:
  self.bullet = self.bullet_right

def move(self):
 self.rect = self.rect.move(self.speed * self.dir_x,
        self.speed * self.dir_y)

# 碰撞地图边缘
 if self.rect.top < 3:
  self.life = False
 # self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
 if self.rect.bottom > 630 - 3:
  self.life = False
 # self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
 if self.rect.left < 3:
  self.life = False
 # self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24
 if self.rect.right > 630 - 3:
  self.life = False

创建敌军坦克


import pygame
import random
import bulletClass

class EnemyTank(pygame.sprite.Sprite):
def __init__(self, x = None, kind = None, isred = None):
 pygame.sprite.Sprite.__init__(self)

# 坦克出现前动画是否播放
 self.flash = False
 self.times = 90

# 参数:坦克种类  
 self.kind = kind
 if not kind:
  self.kind = random.choice([1, 2, 3, 4])  

# 选择敌军坦克种类  
 if self.kind == 1:
  self.enemy_x_0 = pygame.image.load(r"..\image\enemy_1_0.png").convert_alpha()
  self.enemy_x_3 = pygame.image.load(r"..\image\enemy_1_3.png").convert_alpha()
 if self.kind == 2:
  self.enemy_x_0 = pygame.image.load(r"..\image\enemy_2_0.png").convert_alpha()
  self.enemy_x_3 = pygame.image.load(r"..\image\enemy_2_3.png").convert_alpha()
 if self.kind == 3:
  self.enemy_x_0 = pygame.image.load(r"..\image\enemy_3_1.png").convert_alpha()
  self.enemy_x_3 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
 if self.kind == 4:
  self.enemy_x_0 = pygame.image.load(r"..\image\enemy_4_0.png").convert_alpha()
  self.enemy_x_3 = pygame.image.load(r"..\image\enemy_4_3.png").convert_alpha()
 self.enemy_3_0 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
 self.enemy_3_2 = pygame.image.load(r"..\image\enemy_3_2.png").convert_alpha()

# 参数:是否携带食物
 self.isred = isred
 if not None:
  self.isred = random.choice((True, False, False, False, False))
 if self.isred:
  self.tank = self.enemy_x_3
 else:
  self.tank = self.enemy_x_0
 # 参数:坦克位置
 self.x = x
 if not self.x:
  self.x = random.choice([1, 2, 3])
 self.x -= 1

# 运动中的两种图片
 self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48))
 self.tank_R1 = self.tank.subsurface((48, 48), (48, 48))
 self.rect = self.tank_R0.get_rect()
 self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24

# 坦克速度 方向 生命 * 生命 * 延迟
 self.speed = 1
 self.dir_x, self.dir_y = 0, 1
 self.life = 1
 self.bulletNotCooling = True
 self.bullet = bulletClass.Bullet()
 # 是否撞墙,撞墙则改变方向
 self.dirChange = False

# 每种坦克不同的属性
 if self.kind == 2:
  self.speed = 3
 if self.kind == 3:
  self.life = 3

def shoot(self):
 # 赋予 * 生命
 self.bullet.life = True
 self.bullet.changeImage(self.dir_x, self.dir_y)

if self.dir_x == 0 and self.dir_y == -1:
  self.bullet.rect.left = self.rect.left + 20
  self.bullet.rect.bottom = self.rect.top + 1
 elif self.dir_x == 0 and self.dir_y == 1:
  self.bullet.rect.left = self.rect.left + 20
  self.bullet.rect.top = self.rect.bottom - 1
 elif self.dir_x == -1 and self.dir_y == 0:
  self.bullet.rect.right = self.rect.left - 1
  self.bullet.rect.top = self.rect.top + 20
 elif self.dir_x == 1 and self.dir_y == 0:
  self.bullet.rect.left = self.rect.right + 1
  self.bullet.rect.top = self.rect.top + 20

def move(self, tankGroup, brickGroup, ironGroup):
 self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y)

if self.dir_x == 0 and self.dir_y == -1:
  self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48))
  self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
 elif self.dir_x == 0 and self.dir_y == 1:
  self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48))
  self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
 elif self.dir_x == -1 and self.dir_y == 0:
  self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48))
  self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
 elif self.dir_x == 1 and self.dir_y == 0:
  self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48))
  self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))

# 碰撞地图边缘
 if self.rect.top < 3:
  self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 elif self.rect.bottom > 630 - 3:
  self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 elif self.rect.left < 3:
  self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 elif self.rect.right > 630 - 3:
  self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
 # 碰撞墙体 和坦克
 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.dir_x, self.speed * -self.dir_y)
  self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))

创建食物类


import pygame
import random

class Food(pygame.sprite.Sprite):
def __init__(self):

self.food_boom = pygame.image.load(r"..\image\food_boom.png").convert_alpha()
 self.food_clock = pygame.image.load(r"..\image\food_clock.png").convert_alpha()
 self.food_gun  = pygame.image.load(r"..\image\food_gun.png").convert_alpha()
 self.food_iron = pygame.image.load(r"..\image\food_iron.png").convert_alpha()
 self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha()
 self.food_star = pygame.image.load(r"..\image\food_star.png").convert_alpha()
 self.food_tank = pygame.image.load(r"..\image\food_tank.png").convert_alpha()
 self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
 if self.kind == 1:
  self.image = self.food_boom
 elif self.kind == 2:
  self.image = self.food_clock
 elif self.kind == 3:
  self.image = self.food_gun
 elif self.kind == 4:
  self.image = self.food_iron
 elif self.kind == 5:
  self.image = self.food_protect
 elif self.kind == 6:
  self.image = self.food_star
 elif self.kind == 7:
  self.image = self.food_tank

self.rect = self.image.get_rect()
 self.rect.left = self.rect.top = random.randint(100, 500)

self.life = False

def change(self):
 self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
 if self.kind == 1:
  self.image = self.food_boom
 elif self.kind == 2:
  self.image = self.food_clock
 elif self.kind == 3:
  self.image = self.food_gun
 elif self.kind == 4:
  self.image = self.food_iron
 elif self.kind == 5:
  self.image = self.food_protect
 elif self.kind == 6:
  self.image = self.food_star
 elif self.kind == 7:
  self.image = self.food_tank

self.rect.left = self.rect.top = random.randint(100, 500)
 self.life = True

创建我的坦克


import pygame
import bulletClass

tank_T1_0 = r"..\image\tank_T1_0.png"
tank_T1_1 = r"..\image\tank_T1_1.png"
tank_T1_2 = r"..\image\tank_T1_2.png"
tank_T2_0 = r"..\image\tank_T2_0.png"
tank_T2_1 = r"..\image\tank_T2_1.png"
tank_T2_2 = r"..\image\tank_T2_2.png"

class MyTank(pygame.sprite.Sprite):
def __init__(self, playerNumber):
 pygame.sprite.Sprite.__init__(self)

self.life = True

if playerNumber == 1:
  self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha()
  self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha()
  self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha()
 if playerNumber == 2:
  self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha()
  self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha()
  self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha()
 self.level = 0

self.tank = self.tank_L0_image

self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
 self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
 self.rect = self.tank_R0.get_rect()
 if playerNumber == 1:
  self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
 if playerNumber == 2:
  self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24

self.speed = 3
 self.dir_x, self.dir_y = 0, -1
 self.life = 3
 self.bulletNotCooling = True
 self.bullet = bulletClass.Bullet()
 #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

def shoot(self):
 self.bullet.life = True
 self.bullet.changeImage(self.dir_x, self.dir_y)

if self.dir_x == 0 and self.dir_y == -1:
  self.bullet.rect.left = self.rect.left + 20
  self.bullet.rect.bottom = self.rect.top + 1
 elif self.dir_x == 0 and self.dir_y == 1:
  self.bullet.rect.left = self.rect.left + 20
  self.bullet.rect.top = self.rect.bottom - 1
 elif self.dir_x == -1 and self.dir_y == 0:
  self.bullet.rect.right = self.rect.left - 1
  self.bullet.rect.top = self.rect.top + 20
 elif self.dir_x == 1 and self.dir_y == 0:
  self.bullet.rect.left = self.rect.right + 1
  self.bullet.rect.top = self.rect.top + 20

if self.level == 1:
  self.bullet.speed = 16
  self.bullet.strong = False
 if self.level == 2:
  self.bullet.speed = 16
  self.bullet.strong = True
 if self.level == 3:
  self.bullet.speed = 48
  self.bullet.strong = True

def levelUp(self):
 if self.level < 2:
  self.level += 1
 if self.level == 0:
  self.tank = self.tank_L0_image
 if self.level == 1:
  self.tank = self.tank_L1_image
 if self.level == 2:
  self.tank = self.tank_L2_image
 if self.level == 3:
  self.tank = self.tank_L2_image

def levelDown(self):
 if self.level > 0:
  self.level -= 1
 if self.level == 0:
  self.tank = self.tank_L0_image
  self.bullet.speed = 6
  self.bullet.strong = False
 if self.level == 1:
  self.tank = self.tank_L1_image
 if self.level == 2:
  self.tank = self.tank_L2_image

def moveUp(self, tankGroup, brickGroup, ironGroup):
 self.rect = self.rect.move(self.speed * 0, self.speed * -1)
 self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
 self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
 self.dir_x, self.dir_y = 0, -1
 if self.rect.top < 3:
  self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  return True
 if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  or pygame.sprite.spritecollide(self, ironGroup, False, None):
  self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  return True
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
  self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  return True
 return False
def moveDown(self, tankGroup, brickGroup, ironGroup):
 self.rect = self.rect.move(self.speed * 0, self.speed * 1)
 self.tank_R0 = self.tank.subsurface((0, 48),(48, 48))
 self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
 self.dir_x, self.dir_y = 0, 1
 if self.rect.bottom > 630 - 3:
  self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  return True
 if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  or pygame.sprite.spritecollide(self, ironGroup, False, None):
  self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  return True
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
  self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  return True
 return False
def moveLeft(self, tankGroup, brickGroup, ironGroup):
 self.rect = self.rect.move(self.speed * -1, self.speed * 0)
 self.tank_R0 = self.tank.subsurface((0, 96),(48, 48))
 self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
 self.dir_x, self.dir_y = -1, 0
 if self.rect.left < 3:
  self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  return True
 if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  or pygame.sprite.spritecollide(self, ironGroup, False, None):
  self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  return True
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
  self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  return True
 return False
def moveRight(self, tankGroup, brickGroup, ironGroup):
 self.rect = self.rect.move(self.speed * 1, self.speed * 0)
 self.tank_R0 = self.tank.subsurface((0, 144),(48, 48))
 self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
 self.dir_x, self.dir_y = 1, 0
 if self.rect.right > 630 - 3:
  self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  return True
 if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  or pygame.sprite.spritecollide(self, ironGroup, False, None):
  self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  return True
 if pygame.sprite.spritecollide(self, tankGroup, False, None):
  self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  return True
 return False

创建墙体类


import pygame

brickImage = r"..\image\brick.png"
ironImage = r"..\image\iron.png"

class Brick(pygame.sprite.Sprite):
def __init__(self):
 pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(brickImage)
 self.rect = self.image.get_rect()

class Iron(pygame.sprite.Sprite):
def __init__(self):
 pygame.sprite.Sprite.__init__(self)

self.image = pygame.image.load(ironImage)
 self.rect = self.image.get_rect()

class Map():
def __init__(self):
 self.brickGroup = pygame.sprite.Group()
 self.ironGroup = pygame.sprite.Group()

# 数字代表地图中的位置
 # 画砖块
 X1379 = [2, 3, 6, 7, 18, 19, 22, 23]
 Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]
 X28 = [10, 11, 14, 15]
 Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]
 X46 = [4, 5, 6, 7, 18, 19, 20, 21]
 Y46 = [13, 14]
 X5 = [12, 13]
 Y5 = [16, 17]
 X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]
 for x in X1379:
  for y in Y1379:
   self.brick = Brick()
   self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
   self.brickGroup.add(self.brick)
 for x in X28:
  for y in Y28:
   self.brick = Brick()
   self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
   self.brickGroup.add(self.brick)
 for x in X46:
  for y in Y46:
   self.brick = Brick()
   self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
   self.brickGroup.add(self.brick)
 for x in X5:
  for y in Y5:
   self.brick = Brick()
   self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
   self.brickGroup.add(self.brick)
 for x, y in X0Y0:
  self.brick = Brick()
  self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  self.brickGroup.add(self.brick)

# 画石头
 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.ironGroup.add(self.iron)

主函数


# -*- coding: utf-8 -*-

import pygame
import sys
import traceback
import wall
import myTank
import enemyTank
import food

def main():
pygame.init()
pygame.mixer.init()

resolution = 630, 630
screen = pygame.display.set_mode(resolution)
pygame.display.set_caption("Tank War ")

# 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 *
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 * 延迟1000
ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
# 创建 我方 * 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 * 冷却事件
  if event.type == MYBULLETNOTCOOLINGEVENT:
   myTank_T1.bulletNotCooling = True

# 敌方 * 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 * 1
 if myTank_T1.bullet.life:
  myTank_T1.bullet.move()
  screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
  # * 碰撞 *
  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)
  # * 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
  # * 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
  # * 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 * 2
 if myTank_T2.bullet.life:
  myTank_T2.bullet.move()
  screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
  # * 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
  # * 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
  # * 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 *
 for each in allEnemyGroup:
  # 如果 * 没有生命,则赋予 * 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 * 存活 则绘制敌方 *
  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)
    # * 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
    # * 碰撞 brickGroup
    if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
     each.bullet.life = False
    # * 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: # * 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)

if __name__ == "__main__":
try:
 main()
except SystemExit:
 pass
except:
 traceback.print_exc()
 pygame.quit()
 input()

运行效果

python实现坦克大战

可以按住上下左右方向键以及WSAD让坦克运动
按0和j可以发射 * 。

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来源:https://blog.csdn.net/liuzuoping/article/details/103310058

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