來源:Python 技術「ID: pythonall」 坦克大戰(zhàn)是一款策略類的平面射擊游戲,于 1985 年由 Namco 游戲公司發(fā)布,盡管時至今日已經有了很多衍生類的游戲,但這款游戲仍然受到了相當一部分人的歡迎,本文我們看一下如何使用 Python 來實現(xiàn)這款游戲,游戲實現(xiàn)主要用到的 Python 庫為 pygame。 簡介坦克大戰(zhàn)的組成主要包括:場景、坦克、子彈、食物、大本營,其本質就是一個塔防類的游戲,游戲目標為:守住大本營并且消滅敵方坦克,通常支持單雙人模式,下面我們來看一下具體實現(xiàn)。 實現(xiàn)首先,我們來實現(xiàn)游戲場景,場景的組成主要包括:石頭墻、鋼墻、冰、河流、樹、地圖,我們暫時做兩個關卡,代碼實現(xiàn)如下: # 石頭墻 class Brick(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.brick = pygame.image.load('images/scene/brick.png') self.rect = self.brick.get_rect() self.being = False
# 鋼墻 class Iron(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.iron = pygame.image.load('images/scene/iron.png') self.rect = self.iron.get_rect() self.being = False
# 冰 class Ice(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.ice = pygame.image.load('images/scene/ice.png') self.rect = self.ice.get_rect() self.being = False
# 河流 class River(pygame.sprite.Sprite): def __init__(self, kind=None): pygame.sprite.Sprite.__init__(self) if kind is None: self.kind = random.randint(0, 1) self.rivers = ['images/scene/river1.png', 'images/scene/river2.png'] self.river = pygame.image.load(self.rivers[self.kind]) self.rect = self.river.get_rect() self.being = False
# 樹 class Tree(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.tree = pygame.image.load('images/scene/tree.png') self.rect = self.tree.get_rect() self.being = False
# 地圖 class Map(): def __init__(self, stage): self.brickGroup = pygame.sprite.Group() self.ironGroup = pygame.sprite.Group() self.iceGroup = pygame.sprite.Group() self.riverGroup = pygame.sprite.Group() self.treeGroup = pygame.sprite.Group() if stage == 1: self.stage1() elif stage == 2: self.stage2() # 關卡一 def stage1(self): for x in [2, 3, 6, 7, 18, 19, 22, 23]: for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x in [10, 11, 14, 15]: for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x in [4, 5, 6, 7, 18, 19, 20, 21]: for y in [13, 14]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x in [12, 13]: for y in [16, 17]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) 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.iron.being = True self.ironGroup.add(self.iron) # 關卡二 def stage2(self): for x in [2, 3, 6, 7, 18, 19, 22, 23]: for y in [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x in [10, 11, 14, 15]: for y in [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x in [4, 5, 6, 7, 18, 19, 20, 21]: for y in [13, 14]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x in [12, 13]: for y in [16, 17]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brick.being = True self.brickGroup.add(self.brick) 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.iron.being = True self.ironGroup.add(self.iron) def protect_home(self): for x, y in [(11, 23), (12, 23), (13, 23), (14, 23), (11, 24), (14, 24), (11, 25), (14, 25)]: self.iron = Iron() self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24 self.iron.being = True self.ironGroup.add(self.iron)
我們接著看大本營的實現(xiàn),大本營的實現(xiàn)相對比較簡單,其本質就是一個標識物,代碼實現(xiàn)如下: class Home(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.homes = ['images/home/home1.png', 'images/home/home2.png', 'images/home/home_destroyed.png'] self.home = pygame.image.load(self.homes[0]) self.rect = self.home.get_rect() self.rect.left, self.rect.top = (3 + 12 * 24, 3 + 24 * 24) self.alive = True # 大本營置為摧毀狀態(tài) def set_dead(self): self.home = pygame.image.load(self.homes[-1]) self.alive = False
再接著看食物的實現(xiàn),食物主要用來提升坦克能力,如:坦克升級、增加生命等,代碼實現(xiàn)如下: # 食物類 class Food(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) # 消滅當前所有敵人 self.food_boom = 'images/food/food_boom.png' # 當前所有敵人靜止一段時間 self.food_clock = 'images/food/food_clock.png' # 使得坦克子彈可碎鋼板 self.food_gun = 'images/food/food_gun.png' # 使得大本營的墻變?yōu)殇摪?/span> self.food_iron = 'images/food/food_gun.png' # 坦克獲得一段時間的保護罩 self.food_protect = 'images/food/food_protect.png' # 坦克升級 self.food_star = 'images/food/food_star.png' # 坦克生命 + 1 self.food_tank = 'images/food/food_tank.png' # 所有食物 self.foods = [self.food_boom, self.food_clock, self.food_gun, self.food_iron, self.food_protect, self.food_star, self.food_tank] self.kind = None self.food = None self.rect = None # 是否存在 self.being = False # 存在時間 self.time = 1000 # 生成食物 def generate(self): self.kind = random.randint(0, 6) self.food = pygame.image.load(self.foods[self.kind]).convert_alpha() self.rect = self.food.get_rect() self.rect.left, self.rect.top = random.randint(100, 500), random.randint(100, 500) self.being = True
再接著看坦克的實現(xiàn),坦克包括我方坦克和敵方坦克,我方坦克由玩家自己控制移動、射擊等操作,敵方坦克實現(xiàn)自動移動、射擊等操作,代碼實現(xiàn)如下: # 我方坦克類 class myTank(pygame.sprite.Sprite): def __init__(self, player): pygame.sprite.Sprite.__init__(self) # 玩家編號(1/2) self.player = player # 不同玩家用不同的坦克(不同等級對應不同的圖) if player == 1: self.tanks = ['images/myTank/tank_T1_0.png', 'images/myTank/tank_T1_1.png', 'images/myTank/tank_T1_2.png'] elif player == 2: self.tanks = ['images/myTank/tank_T2_0.png', 'images/myTank/tank_T2_1.png', 'images/myTank/tank_T2_2.png'] else: raise ValueError('myTank class -> player value error.') # 坦克等級(初始0) self.level = 0 # 載入(兩個tank是為了輪子特效) self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha() self.tank_0 = self.tank.subsurface((0, 0), (48, 48)) self.tank_1 = self.tank.subsurface((48, 0), (48, 48)) self.rect = self.tank_0.get_rect() # 保護罩 self.protected_mask = pygame.image.load('images/others/protect.png').convert_alpha() self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48)) self.protected_mask2 = self.protected_mask.subsurface((48, 0), (48, 48)) # 坦克方向 self.direction_x, self.direction_y = 0, -1 # 不同玩家的出生位置不同 if player == 1: self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24 elif player == 2: self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24 else: raise ValueError('myTank class -> player value error.') # 坦克速度 self.speed = 3 # 是否存活 self.being = True # 有幾條命 self.life = 3 # 是否處于保護狀態(tài) self.protected = False # 子彈 self.bullet = Bullet() # 射擊 def shoot(self): self.bullet.being = True self.bullet.turn(self.direction_x, self.direction_y) if self.direction_x == 0 and self.direction_y == -1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.bottom = self.rect.top - 1 elif self.direction_x == 0 and self.direction_y == 1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.top = self.rect.bottom + 1 elif self.direction_x == -1 and self.direction_y == 0: self.bullet.rect.right = self.rect.left - 1 self.bullet.rect.top = self.rect.top + 20 elif self.direction_x == 1 and self.direction_y == 0: self.bullet.rect.left = self.rect.right + 1 self.bullet.rect.top = self.rect.top + 20 else: raise ValueError('myTank class -> direction value error.') if self.level == 0: self.bullet.speed = 8 self.bullet.stronger = False elif self.level == 1: self.bullet.speed = 12 self.bullet.stronger = False elif self.level == 2: self.bullet.speed = 12 self.bullet.stronger = True elif self.level == 3: self.bullet.speed = 16 self.bullet.stronger = True else: raise ValueError('myTank class -> level value error.') # 等級提升 def up_level(self): if self.level < 3: self.level += 1 try: self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha() except: self.tank = pygame.image.load(self.tanks[-1]).convert_alpha() # 等級降低 def down_level(self): if self.level > 0: self.level -= 1 self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha() # 向上 def move_up(self, tankGroup, brickGroup, ironGroup, myhome): self.direction_x, self.direction_y = 0, -1 # 先移動后判斷 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y) self.tank_0 = self.tank.subsurface((0, 0), (48, 48)) self.tank_1 = self.tank.subsurface((48, 0), (48, 48)) # 是否可以移動 is_move = True # 地圖頂端 if self.rect.top < 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞石頭/鋼墻 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \ pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞其他坦克 if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 大本營 if pygame.sprite.collide_rect(self, myhome): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False return is_move # 向下 def move_down(self, tankGroup, brickGroup, ironGroup, myhome): self.direction_x, self.direction_y = 0, 1 # 先移動后判斷 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y) self.tank_0 = self.tank.subsurface((0, 48), (48, 48)) self.tank_1 = self.tank.subsurface((48, 48), (48, 48)) # 是否可以移動 is_move = True # 地圖底端 if self.rect.bottom > 630 - 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞石頭/鋼墻 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \ pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞其他坦克 if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 大本營 if pygame.sprite.collide_rect(self, myhome): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False return is_move # 向左 def move_left(self, tankGroup, brickGroup, ironGroup, myhome): self.direction_x, self.direction_y = -1, 0 # 先移動后判斷 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y) self.tank_0 = self.tank.subsurface((0, 96), (48, 48)) self.tank_1 = self.tank.subsurface((48, 96), (48, 48)) # 是否可以移動 is_move = True # 地圖左端 if self.rect.left < 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞石頭/鋼墻 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \ pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞其他坦克 if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 大本營 if pygame.sprite.collide_rect(self, myhome): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False return is_move # 向右 def move_right(self, tankGroup, brickGroup, ironGroup, myhome): self.direction_x, self.direction_y = 1, 0 # 先移動后判斷 self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y) self.tank_0 = self.tank.subsurface((0, 144), (48, 48)) self.tank_1 = self.tank.subsurface((48, 144), (48, 48)) # 是否可以移動 is_move = True # 地圖右端 if self.rect.right > 630 - 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞石頭/鋼墻 if pygame.sprite.spritecollide(self, brickGroup, False, None) or \ pygame.sprite.spritecollide(self, ironGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 撞其他坦克 if pygame.sprite.spritecollide(self, tankGroup, False, None): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False # 大本營 if pygame.sprite.collide_rect(self, myhome): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) is_move = False return is_move # 死后重置 def reset(self): self.level = 0 self.protected = False self.tank = pygame.image.load(self.tanks[self.level]).convert_alpha() self.tank_0 = self.tank.subsurface((0, 0), (48, 48)) self.tank_1 = self.tank.subsurface((48, 0), (48, 48)) self.rect = self.tank_0.get_rect() self.direction_x, self.direction_y = 0, -1 if self.player == 1: self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24 elif self.player == 2: self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24 else: raise ValueError('myTank class -> player value error.') self.speed = 3
# 敵方坦克類 class enemyTank(pygame.sprite.Sprite): def __init__(self, x=None, kind=None, is_red=None): pygame.sprite.Sprite.__init__(self) # 用于給剛生成的坦克播放出生特效 self.born = True self.times = 90 # 坦克的種類編號 if kind is None: self.kind = random.randint(0, 3) else: self.kind = kind # 所有坦克 self.tanks1 = ['images/enemyTank/enemy_1_0.png', 'images/enemyTank/enemy_1_1.png', 'images/enemyTank/enemy_1_2.png', 'images/enemyTank/enemy_1_3.png'] self.tanks2 = ['images/enemyTank/enemy_2_0.png', 'images/enemyTank/enemy_2_1.png', 'images/enemyTank/enemy_2_2.png', 'images/enemyTank/enemy_2_3.png'] self.tanks3 = ['images/enemyTank/enemy_3_0.png', 'images/enemyTank/enemy_3_1.png', 'images/enemyTank/enemy_3_2.png', 'images/enemyTank/enemy_3_3.png'] self.tanks4 = ['images/enemyTank/enemy_4_0.png', 'images/enemyTank/enemy_4_1.png', 'images/enemyTank/enemy_4_2.png', 'images/enemyTank/enemy_4_3.png'] self.tanks = [self.tanks1, self.tanks2, self.tanks3, self.tanks4] # 是否攜帶食物(紅色的坦克攜帶食物) if is_red is None: self.is_red = random.choice((True, False, False, False, False)) else: self.is_red = is_red # 同一種類的坦克具有不同的顏色, 紅色的坦克比同類坦克多一點血量 if self.is_red: self.color = 3 else: self.color = random.randint(0, 2) # 血量 self.blood = self.color # 載入(兩個tank是為了輪子特效) self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha() self.tank_0 = self.tank.subsurface((0, 48), (48, 48)) self.tank_1 = self.tank.subsurface((48, 48), (48, 48)) self.rect = self.tank_0.get_rect() # 坦克位置 if x is None: self.x = random.randint(0, 2) else: self.x = x self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 # 坦克是否可以行動 self.can_move = True # 坦克速度 self.speed = max(3 - self.kind, 1) # 方向 self.direction_x, self.direction_y = 0, 1 # 是否存活 self.being = True # 子彈 self.bullet = Bullet() # 射擊 def shoot(self): self.bullet.being = True self.bullet.turn(self.direction_x, self.direction_y) if self.direction_x == 0 and self.direction_y == -1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.bottom = self.rect.top - 1 elif self.direction_x == 0 and self.direction_y == 1: self.bullet.rect.left = self.rect.left + 20 self.bullet.rect.top = self.rect.bottom + 1 elif self.direction_x == -1 and self.direction_y == 0: self.bullet.rect.right = self.rect.left - 1 self.bullet.rect.top = self.rect.top + 20 elif self.direction_x == 1 and self.direction_y == 0: self.bullet.rect.left = self.rect.right + 1 self.bullet.rect.top = self.rect.top + 20 else: raise ValueError('enemyTank class -> direction value error.') # 隨機移動 def move(self, tankGroup, brickGroup, ironGroup, myhome): self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y) is_move = True if self.direction_x == 0 and self.direction_y == -1: self.tank_0 = self.tank.subsurface((0, 0), (48, 48)) self.tank_1 = self.tank.subsurface((48, 0), (48, 48)) if self.rect.top < 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0])) is_move = False elif self.direction_x == 0 and self.direction_y == 1: self.tank_0 = self.tank.subsurface((0, 48), (48, 48)) self.tank_1 = self.tank.subsurface((48, 48), (48, 48)) if self.rect.bottom > 630 - 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0])) is_move = False elif self.direction_x == -1 and self.direction_y == 0: self.tank_0 = self.tank.subsurface((0, 96), (48, 48)) self.tank_1 = self.tank.subsurface((48, 96), (48, 48)) if self.rect.left < 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0])) is_move = False elif self.direction_x == 1 and self.direction_y == 0: self.tank_0 = self.tank.subsurface((0, 144), (48, 48)) self.tank_1 = self.tank.subsurface((48, 144), (48, 48)) if self.rect.right > 630 - 3: self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0])) is_move = False else: raise ValueError('enemyTank class -> direction value error.') 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.direction_x, self.speed*-self.direction_y) self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0])) is_move = False if pygame.sprite.collide_rect(self, myhome): self.rect = self.rect.move(self.speed*-self.direction_x, self.speed*-self.direction_y) self.direction_x, self.direction_y = random.choice(([0, 1], [0, -1], [1, 0], [-1, 0])) is_move = False return is_move # 重新載入坦克 def reload(self): self.tank = pygame.image.load(self.tanks[self.kind][self.color]).convert_alpha() self.tank_0 = self.tank.subsurface((0, 48), (48, 48)) self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
再接著看子彈的實現(xiàn),子彈的主要屬性包括:方向、速度、是否存活、是否為加強版等,代碼實現(xiàn)如下: # 子彈類 class Bullet(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) # 子彈四個方向(上下左右) self.bullets = ['images/bullet/bullet_up.png', 'images/bullet/bullet_down.png', 'images/bullet/bullet_left.png', 'images/bullet/bullet_right.png'] # 子彈方向(默認向上) self.direction_x, self.direction_y = 0, -1 self.bullet = pygame.image.load(self.bullets[0]) self.rect = self.bullet.get_rect() # 在坦克類中再賦實際值 self.rect.left, self.rect.right = 0, 0 # 速度 self.speed = 6 # 是否存活 self.being = False # 是否為加強版子彈(可碎鋼板) self.stronger = False # 改變子彈方向 def turn(self, direction_x, direction_y): self.direction_x, self.direction_y = direction_x, direction_y if self.direction_x == 0 and self.direction_y == -1: self.bullet = pygame.image.load(self.bullets[0]) elif self.direction_x == 0 and self.direction_y == 1: self.bullet = pygame.image.load(self.bullets[1]) elif self.direction_x == -1 and self.direction_y == 0: self.bullet = pygame.image.load(self.bullets[2]) elif self.direction_x == 1 and self.direction_y == 0: self.bullet = pygame.image.load(self.bullets[3]) else: raise ValueError('Bullet class -> direction value error.') # 移動 def move(self): self.rect = self.rect.move(self.speed*self.direction_x, self.speed*self.direction_y) # 到地圖邊緣后消失 if (self.rect.top < 3) or (self.rect.bottom > 630 - 3) or (self.rect.left < 3) or (self.rect.right > 630 - 3): self.being = False
最后,我們看一下程序的主要初始化代碼,如下所示: # 初始化 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((630, 630)) pygame.display.set_caption("TANK") # 加載圖片 bg_img = pygame.image.load("images/others/background.png") # 加載音效 add_sound = pygame.mixer.Sound("audios/add.wav") add_sound.set_volume(1) bang_sound = pygame.mixer.Sound("audios/bang.wav") bang_sound.set_volume(1) blast_sound = pygame.mixer.Sound("audios/blast.wav") blast_sound.set_volume(1) fire_sound = pygame.mixer.Sound("audios/fire.wav") fire_sound.set_volume(1) Gunfire_sound = pygame.mixer.Sound("audios/Gunfire.wav") Gunfire_sound.set_volume(1) hit_sound = pygame.mixer.Sound("audios/hit.wav") hit_sound.set_volume(1) start_sound = pygame.mixer.Sound("audios/start.wav") start_sound.set_volume(1) # 開始界面 num_player = show_start_interface(screen, 630, 630) # 播放游戲開始的音樂 start_sound.play() # 關卡 stage = 0 num_stage = 2 # 游戲是否結束 is_gameover = False # 時鐘 clock = pygame.time.Clock()
看一下實現(xiàn)效果: 再說一下玩家一、二的操作鍵,玩家一、二移動鍵分別為:WASD、←→↑↓,玩家一、二射擊鍵分別為:J、0。 總結本文我們使用 Python 實現(xiàn)了坦克大戰(zhàn)的基本功能,還有待完善,有興趣的話,可以對游戲做進一步的完善和擴展。
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