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python實現簡單坦克大戰

發布時間:2020-09-12 22:10:43 來源:腳本之家 閱讀:169 作者:BING FK 欄目:開發技術

基于對面向對象編程的思想完成簡單的坦克大戰游戲。主要目的鍛煉面相對象編程思想
同樣的在使用python進行游戲編寫時需要安裝pygame模塊

安裝方法:

pycharm安裝方式:File --> setting

python實現簡單坦克大戰

游戲中的主要對象有:

坦克父類:BaseTank
我方坦克:HeroTank
敵方坦克:EnemyTank
子彈類:Bullet
爆炸類:Explode
墻類:Wall
主進程:MainGame

定義一個精靈類:

# 定義一個精靈類
class BaseItem(Sprite):
 def __init__(self, color, width, height):
 # Call the parent class (Sprite) constructor
 pygame.sprite.Sprite.__init__(self)

坦克父類:

# 坦克父類
class BaseTank(BaseItem):
 # 定義類屬性,所有坦克對象高和寬都是一樣
 width = 60
 height = 60

 def __init__(self, left, top):
 self.direction = 'U' # 坦克的方向默認向上
 # 存放圖片的字典
 self.images = {
 'U': pygame.image.load('tank_img/p1tankU.gif'),
 'D': pygame.image.load('tank_img/p1tankD.gif'),
 'L': pygame.image.load('tank_img/p1tankL.gif'),
 'R': pygame.image.load('tank_img/p1tankR.gif')
 }
 self.image = self.images[self.direction] # 坦克的圖片由方向決定
 self.speed = 5 # 坦克的速度
 self.rect = self.image.get_rect()
 # 設置放置的位置
 self.rect.left = left
 self.rect.top = top
 self.stop = True # 坦克是否停止
 self.live = True # 決定坦克是否消滅了

 # 保持原來的位置
 self.oldLeft = self.rect.left
 self.oldTop = self.rect.top

 # 射擊方法
 def shot(self):
 return Bullet(self)

 # 坦克的移動
 def move(self):
 # 保持原來的狀態
 self.oldLeft = self.rect.left
 self.oldTop = self.rect.top
 # 判斷坦克的移動方向
 if self.direction == 'U':
 if self.rect.top > 0:
 self.rect.top -= self.speed
 elif self.direction == 'D':
 if self.rect.top + self.rect.height < WINDOW_HEIGHT:
 self.rect.top += self.speed
 elif self.direction == 'L':
 if self.rect.left > 0:
 self.rect.left -= self.speed
 elif self.direction == 'R':
 if self.rect.left+self.rect.height < WINDOW_WIDTH:
 self.rect.left += self.speed
 
 # 加載坦克
 def displayTank(self):
 self.image = self.images[self.direction]
 MainGame.window.blit(self.image, self.rect)
 
 # 撞墻處理
 def hitWall(self):
 for wall in MainGame.wallList:
 if pygame.sprite.collide_rect(wall, self):
 self.stay()
 
 # 處理位置不變
 def stay(self):
 self.rect.left = self.oldLeft
 self.rect.top = self.oldTop

我方坦克類():

# 我方坦克
class HeroTank(BaseTank):
 def __init__(self, left, top):
 super().__init__(left, top)
 
 # 我方坦克碰撞敵方坦克
 def myTank_hit_enemyTank(self):
 for enemyTank in MainGame.EnemyTankList:
 if pygame.sprite.collide_rect(enemyTank, self):
 self.stay()

敵方坦克類():

# 敵方坦克
class EnemyTank(BaseTank):
 def __init__(self, left, top, speed):
 super(EnemyTank, self).__init__(left, top)
 self.images = {
 'U': pygame.image.load('tank_img/enemy1U.gif'),
 'D': pygame.image.load('tank_img/enemy1D.gif'),
 'L': pygame.image.load('tank_img/enemy1L.gif'),
 'R': pygame.image.load('tank_img/enemy1R.gif')
 }

 self.direction = self.RandomDirection()
 self.image = self.images[self.direction]
 self.rect = self.image.get_rect()
 self.rect.left = left
 self.rect.top = top
 self.speed = speed
 self.step = 60
 self.enemy_flag = False

 # 坦克出生隨機方向
 def RandomDirection(self):
 num = random.randint(1, 4)
 if num == 1:
 return 'U'
 elif num == 2:
 return 'D'
 elif num == 3:
 return 'L'
 else:
 return 'R'
 
 # 坦克隨機移動
 def randomMove(self):
 if self.step < 0:
 self.direction = self.RandomDirection()
 self.step = 60
 else:
 self.move()
 self.step -= 1
 
 # 坦克射擊
 def shot(self):
 num = random.randint(1, 100)
 if num < 4:
 return Bullet(self)
 
 # 敵方坦克碰撞我方坦克
 def enemyTank_hit_MyTank(self):
 for enemy in MainGame.EnemyTankList:
 if MainGame.my_tank and MainGame.my_tank.live:
 if pygame.sprite.collide_rect(MainGame.my_tank, enemy):
 self.stay()

子彈類():

# 子彈類
class Bullet(BaseItem):
 def __init__(self, tank):
 self.image = pygame.image.load('tank_img/tankmissile.gif')
 self.direction = tank.direction
 self.rect = self.image.get_rect()
 # 根據坦克方向,生成子彈位置
 if self.direction == 'U':
 self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
 self.rect.top = tank.rect.top - self.rect.height
 elif self.direction == 'D':
 self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
 self.rect.top = tank.rect.top + tank.rect.height
 elif self.direction == 'L':
 self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2
 self.rect.top = tank.rect.top + tank.rect.height / 2 - self.rect.width / 2
 elif self.direction == 'R':
 self.rect.left = tank.rect.left + tank.rect.width
 self.rect.top = tank.rect.top + tank.rect.height / 2 - self.rect.width / 2

 # 子彈的速度
 self.speed = 6
 # 子彈狀態
 self.live = True
 
 # 加載子彈
 def displayBullet(self):
 MainGame.window.blit(self.image, self.rect)
 
 # 子彈的移動
 def move(self):
 if self.direction == 'U':
 if self.rect.top > 0:
 self.rect.top -= self.speed
 else:
 self.live = False
 elif self.direction == 'R':
 if self.rect.left + self.rect.width < WINDOW_WIDTH:
 self.rect.left += self.speed
 else:
 self.live = False
 elif self.direction == 'D':
 if self.rect.top + self.rect.height < WINDOW_HEIGHT:
 self.rect.top += self.speed
 else:
 self.live = False
 elif self.direction == 'L':
 if self.rect.left > 0:
 self.rect.left -= self.speed
 else:
 self.live = False
 
 # 我方子彈擊中敵方坦克
 def myBullet_hit_enemy(self):
 for enemytank in MainGame.EnemyTankList:
 if pygame.sprite.collide_rect(enemytank, self):
 enemytank.live = False
 self.live = False

 # 創建爆炸對象
 explode = Explode(enemytank)
 MainGame.explodeList.append(explode)
 
 # 敵方坦克擊中我方坦克
 def enemyBullet_hit_myTank(self):
 if MainGame.my_tank and MainGame.my_tank.live:
 if pygame.sprite.collide_rect(MainGame.my_tank, self):
 MainGame.my_tank.live = False
 self.live = False

 # 創建爆炸對象
 explode = Explode(MainGame.my_tank)
 MainGame.explodeList.append(explode)
 
 # 射擊墻壁
 def wall_bullet(self):
 for wall in MainGame.wallList:
 if pygame.sprite.collide_rect(wall, self):
 wall.hg -= 1
 self.live = False
 if wall.hg <= 0:
 wall.live = False

墻壁類():

# 墻壁類
class Wall:
 def __init__(self, left, top):
 self.image = pygame.image.load('tank_img/steels.gif')
 self.rect = self.image.get_rect()
 self.rect.left = left
 self.rect.top = top
 self.live = True
 self.hg = 100000000000000
 
 # 加載墻壁
 def displayWall(self):
 if self.live:
 MainGame.window.blit(self.image, self.rect)

爆炸類:

# 爆炸類
class Explode:
 def __init__(self, tank):
 # 爆炸的位置由坦克決定
 self.rect = tank.rect
 self.images = [
 pygame.image.load('tank_img/blast0.gif'),
 pygame.image.load('tank_img/blast1.gif'),
 pygame.image.load('tank_img/blast2.gif'),
 pygame.image.load('tank_img/blast3.gif'),
 pygame.image.load('tank_img/blast4.gif'),
 pygame.image.load('tank_img/blast5.gif'),
 pygame.image.load('tank_img/blast6.gif'),
 pygame.image.load('tank_img/blast7.gif')
 ]
 self.step = 0
 self.image = self.images[self.step]
 self.live = True
 
 # 加載爆炸類
 def displayExplode(self):
 if self.step < len(self.images):
 self.image = self.images[self.step]
 self.step += 1
 MainGame.window.blit(self.image, self.rect)
 else:
 self.live = False
 self.step = 0

主進程():

# 游戲類
class MainGame:
 # 類屬性
 window = None
 my_tank = None

 # 敵方坦克初始化
 EnemyTankList = []
 EnemyTankCount = 5

 # 存儲我方子彈列表
 myBulleList = []
 # 存儲敵方子彈的列表
 EnemyBulletList = []

 # 創建爆炸對象列表
 explodeList = []

 # 創建墻壁列表
 wallList = []

 # 游戲開始方法
 def start_game(self):
 # 初始化展示模塊
 pygame.display.init()
 # 調用創建窗口的方法
 self.creat_window()
 # 設置游戲窗口標題
 pygame.display.set_caption('坦克大戰')
 # 初始化我方坦克
 self.createMyTank()
 # 初始化敵方坦克
 self.creatEnemyTank()
 # 初始化墻壁
 self.creatWall()

 # 程序持續進行
 while True:
 # 更改背景顏色
 MainGame.window.fill(COLOR_GREEN)
 # 背景音樂

 # 獲取事件
 self.getEvent()
 # 調用我方坦克進行顯示
 if MainGame.my_tank and MainGame.my_tank.live:
 MainGame.my_tank.displayTank()
 if not MainGame.my_tank.stop:
 MainGame.my_tank.move()
 MainGame.my_tank.hitWall()
 MainGame.my_tank.myTank_hit_enemyTank()
 else:
 del MainGame.my_tank
 MainGame.my_tank = None
 # 加載我方子彈
 self.biltMyBullet()
 # 顯示敵方坦克
 self.biltEnemyTank()
 # 顯示敵方子彈
 self.biltEnemyBullet()
 # 顯示墻壁
 self.blitWall()
 # 顯示爆炸效果
 self.blitExplode()

 self.put_more_enemytank()

 # 窗口持續刷新
 pygame.display.update()
 time.sleep(0.02)

 # 重復添加敵方坦克
 def put_more_enemytank(self):
 while len(MainGame.EnemyTankList) < 5:
 self.more()

 # 創建游戲窗口方法:
 def creat_window(self):
 if not MainGame.window:
 # 創建窗口
 MainGame.window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
 return MainGame.window

 # 創建我方坦克
 def createMyTank(self):
 MainGame.my_tank = HeroTank((WINDOW_WIDTH - HeroTank.width)/2, WINDOW_HEIGHT - HeroTank.height)
 music = Music('tank_img/start.wav')
 music.play()

 # 創建墻壁
 def creatWall(self):
 for i in range(60, WINDOW_WIDTH, 60):
 top = WINDOW_WIDTH // 3
 left = i
 wall = Wall(left, top)
 MainGame.wallList.append(wall)

 # 顯示墻壁
 def blitWall(self):
 for b in MainGame.wallList:
 if b.live:
 b.displayWall()
 else:
 MainGame.wallList.remove(b)

 # 加載我方子彈
 def biltMyBullet(self):
 for bullet in MainGame.myBulleList:
 if bullet.live:
 bullet.displayBullet()
 bullet.move()
 bullet.myBullet_hit_enemy()
 bullet.wall_bullet()
 else:
 MainGame.myBulleList.remove(bullet)

 # 后續坦克的添加
 def more(self):
 top = 0
 for i in range(5 - len(MainGame.EnemyTankList)):
 left = random.randint(0, 750)
 speed = random.randint(1, 4)
 enemy = EnemyTank(left, top, speed)
 MainGame.EnemyTankList.append(enemy)

 # 創建敵方坦克
 def creatEnemyTank(self):
 top = 0
 for i in range(MainGame.EnemyTankCount):
 left = random.randint(0, 750)
 speed = random.randint(1, 4)
 enemy = EnemyTank(left, top, speed)
 MainGame.EnemyTankList.append(enemy)

 # 循環遍歷顯示敵方坦克
 def biltEnemyTank(self):
 for enemytank in MainGame.EnemyTankList:
 if enemytank.live:
 enemytank.displayTank()
 EnemyBullet = enemytank.shot()
 enemytank.randomMove()
 enemytank.hitWall()
 enemytank.enemyTank_hit_MyTank()

 # 存儲敵方子彈
 if EnemyBullet:
 MainGame.EnemyBulletList.append(EnemyBullet)
 else:
 MainGame.EnemyTankList.remove(enemytank)
 MainGame.EnemyTankCount -= 1

 # 加載敵方子彈
 def biltEnemyBullet(self):
 for bullet in MainGame.EnemyBulletList:
 if bullet.live:
 bullet.displayBullet()
 bullet.move()
 bullet.enemyBullet_hit_myTank()
 bullet.wall_bullet()

 else:
 MainGame.EnemyBulletList.remove(bullet)

 # 加載爆炸效果
 def blitExplode(self):
 for explode in MainGame.explodeList:
 if explode.live:
 explode.displayExplode()
 else:
 MainGame.explodeList.remove(explode)

 # 獲取游戲中的所有事件
 def getEvent(self):
 # 獲取游戲中的事件列表
 even_list = pygame.event.get()
 for e in even_list:
 # 點擊窗口的叉號實現游戲結束
 if e.type == pygame.QUIT:
 sys.exit()

 # 通過上下左右鍵控制坦克的移動
 if e.type == pygame.KEYDOWN:
 if MainGame.my_tank and MainGame.my_tank.live:
 if e.key == pygame.K_DOWN or e.key == pygame.K_s:
 MainGame.my_tank.direction = 'D'
 MainGame.my_tank.stop = False
 print("按下向下的鍵,向下移動")
 elif e.key == pygame.K_UP or e.key == pygame.K_w:
 MainGame.my_tank.direction = 'U'
 MainGame.my_tank.stop = False
 print("按下向上的鍵,向上移動")
 elif e.key == pygame.K_LEFT or e.key == pygame.K_a:
 MainGame.my_tank.direction = 'L'
 MainGame.my_tank.stop = False
 print("按下向左的鍵,向左移動")
 elif e.key == pygame.K_RIGHT or e.key == pygame.K_d:
 MainGame.my_tank.direction = 'R'
 MainGame.my_tank.stop = False
 print("按下向右的鍵,向右移動")

 elif e.key == pygame.K_SPACE:
 print('發射子彈')
 # 創建我方子彈
 if len(MainGame.myBulleList) < 10:
 mybullet = Bullet(MainGame.my_tank)
 MainGame.myBulleList.append(mybullet)

 # 射擊音效
 Shot_music = Music('tank_img/fire.wav')
 Shot_music.play()

 elif e.type == pygame.KEYUP:
 if e.key == pygame.K_UP or e.key == pygame.K_DOWN or e.key == pygame.K_LEFT or e.key == pygame.K_RIGHT \
 or e.key == pygame.K_w or e.key == pygame.K_s or e.key == pygame.K_a or e.key == pygame.K_d:
 if MainGame.my_tank and MainGame.my_tank.live:
 MainGame.my_tank.stop = True

程序運行結果:

python實現簡單坦克大戰

源碼下載:python實現簡單坦克大戰

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