python

超轻量级php框架startmvc

python使用pygame模块实现坦克大战游戏

更新时间:2020-07-02 23:42 作者:startmvc
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

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,开始游戏界面以及结束界面,血条等等。

开始coding。

主函数,new一个对象(java乱入emmm),声明一个对象。


# encoding : utf-8
# anthor : comi
from gameloop import *
from pygame import *
import pygame,sys,time
 
if __name__ == '__main__':
 player = game() # 声明一个类对象
 player.game_start('KEEP-GOING') # 调用开始函数
 while player.playing: # 进入游戏运行
 player.new() # 开始游戏
 player.screen.fill(black)
 player.game_start('GAME-OVER') # 游戏结束
 time.sleep(1.5) # 可以不要

这里可以根据自己的需要进行更改相关代码

接下来 游戏的主循环


# encoding : utf-8
# author : comi
from setting import *
from pygame import *
from Sprite import *
import pygame,sys
vec = pygame.math.Vector2
 
 
class game: # 游戏类 包含循环等
 def __init__(self): # 初始化
 pygame.init() # pygame 初始化
 pygame.display.set_caption("Keep-Going") # 游戏窗口 左上角名称
 self.screen = pygame.display.set_mode((width, height)) # 游戏窗口的大小
 self.FpsClock = pygame.time.Clock() # 设置游戏的刷新率
 self.playing = True # 进入游戏的状态
 self.running = True # 游戏运行的状态
 self.Waiting = True # 游戏等待的状态
 self.Pblood = 100 # 玩家血量
 self.Eblood = 100 # 敌人血量
 self.player = Player() # 声明一个游戏玩家对象
 self.enemy = Enemy() # 声明一个敌人对象
 self.all_groups = pygame.sprite.Group() # 通过pygame自带的 group 来判断碰撞检测
 self.player_groups = pygame.sprite.Group()
 self.Map_groups = pygame.sprite.Group()
 self.Enemy_groups = pygame.sprite.Group()
 
 def new(self): # 开始一个游戏
 self.player_groups.add(self.player) # 将玩家添加到玩家组
 self.all_groups.add(self.player) # 将玩家添加到 所有组
 
 self.Enemy_groups.add(self.enemy)
 self.all_groups.add(self.enemy)
 
 for platfroms in Map1: # 地图
 p = Platform(*platfroms) # 取出所有值
 self.Map_groups.add(p)
 self.all_groups.add(p)
 
 self.run() # 调用函数运行游戏
 
 def game_start(self,text): # 游戏的开始界面
 self.text_draw(width / 2, height / 4, 64, text) # 文本
 self.text_draw(width / 2, height * 3 / 4, 25,'Press any key to continue',) # 文本
 pygame.display.update() # 更行展示
 while self.Waiting: # 实现 按键等待开始效果
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 pygame.quit()
 sys.exit()
 if event.type == pygame.KEYDOWN: 
 self.Waiting = False
 
 def update(self): # 画面更新
 self.Map_groups.update() 
 self.player_groups.update()
 self.enemy.Bullet_groups.update(self.enemy.flag) # 通过按键判断子弹方向
 self.player.Bullet_groups.update(self.player.flag)
 self.Enemy_groups.update()
 
 hit = pygame.sprite.groupcollide(self.player.Bullet_groups, self.Map_groups, True,False) # 子弹碰墙消失
 hit = pygame.sprite.groupcollide(self.enemy.Bullet_groups, self.Map_groups, True, False)
 
 PMC = pygame.sprite.spritecollide(self.player,self.Map_groups,False,False) # 撞墙
 if PMC:
 key_pressed = pygame.key.get_pressed()
 if key_pressed[pygame.K_a]:
 self.player.pos.x = self.player.pos.x + gap
 if key_pressed[pygame.K_d]:
 self.player.pos.x = self.player.pos.x - gap
 if key_pressed[pygame.K_w]:
 self.player.pos.y = self.player.pos.y + gap
 if key_pressed[pygame.K_s]:
 self.player.pos.y = self.player.pos.y - gap
 
 EMC = pygame.sprite.spritecollide(self.enemy,self.Map_groups,False,False) # 撞墙
 if EMC:
 key_pressed = pygame.key.get_pressed()
 if key_pressed[pygame.K_LEFT]:
 self.enemy.pos.x = self.enemy.pos.x + gap
 if key_pressed[pygame.K_RIGHT]:
 self.enemy.pos.x = self.enemy.pos.x - gap
 if key_pressed[pygame.K_UP]:
 self.enemy.pos.y = self.enemy.pos.y + gap
 if key_pressed[pygame.K_DOWN]:
 self.enemy.pos.y = self.enemy.pos.y - gap
 
 def run(self): 
 while self.running:
 self.FpsClock.tick(Fps) # 设置帧率
 self.events() # 获取事件
 self.draw_pic() # 画出图片
 self.update() 
 
 f self.Eblood <= 0: # enemy 
 self.screen.fill(black)
 self.game_start('P1 WIN!')
 time.sleep(1.5)
 self.running = False
 self.playing = False
 
 if self.Pblood <= 0: # Player
 self.screen.fill(black)
 self.game_start('P2 WIN!')
 time.sleep(1.5)
 self.running = False
 self.playing = False
 
 def text_draw(self, x, y, size, text): # 文本展示函数
 self.font = pygame.font.Font('freesansbold.ttf', size) # 字体,大小
 self.text_surf = self.font.render(text, True, red) # 颜色
 self.text_rect = self.text_surf.get_rect() # 矩形
 self.text_rect.center = (x, y) # 位置
 self.screen.blit(self.text_surf, self.text_rect) # 覆盖展示
 
 def draw_pic(self): 
 self.screen.fill(white) # 背景
 self.text_draw(900,50,30,"KEEP") # 文本
 self.text_draw(900, 100, 30, "GOING")
 
 self.text_draw(820, 150, 20, "P1:")
 self.text_draw(820, 200, 20, "P2:")
 
 self.text_draw(900, 250, 20, "Attention!")
 self.text_draw(900,300,20,"The Bullet Can")
 self.text_draw(900, 350, 20, "Be Control!")
 self.bar_draw(850, 145, self.Pblood) # 血条
 hit = pygame.sprite.groupcollide(self.enemy.Bullet_groups, self.player_groups, True, False) # 血条减少
 if hit:
 self.Pblood = self.Pblood - randint(10, 15)
 self.bar_draw(850, 145, self.Pblood)
 
 self.bar_draw(850, 195, self.Eblood)
 hit = pygame.sprite.groupcollide(self.player.Bullet_groups, self.Enemy_groups, True, False)
 if hit:
 self.Eblood = self.Eblood - randint(10, 15)
 self.bar_draw(850, 195, self.Eblood)
 
 self.Map_groups.draw(self.screen) # 画出图片
 self.player_groups.draw(self.screen)
 self.Enemy_groups.draw(self.screen)
 self.player.Bullet_groups.draw(self.screen)
 self.enemy.Bullet_groups.draw(self.screen)
 
 pygame.display.update() 
 
 def bar_draw(self, x, y, pct): # 血条函数
 # draw a bar 
 if pct <= 0:
 pct = 0
 Bar_Lenth = 100
 Bar_Height = 10
 Fill_Lenth = (pct / 100) * Bar_Lenth
 Out_rect = pygame.Rect(x, y, Bar_Lenth, Bar_Height)
 Fill_rect = pygame.Rect(x, y, Fill_Lenth, Bar_Height)
 pygame.draw.rect(self.screen, green, Fill_rect)
 pygame.draw.rect(self.screen, red, Out_rect, 2)
 
 def events(self): # 事件
 for events in pygame.event.get():
 if events.type == pygame.QUIT:
 self.running = False
 self.playing = False

在主循环内实现了很多功能,文本窗口展示,血条展示,以及整个游戏循环的定义都是可以拿来借鉴的,我也是从油管主上学来的。

接下来,精灵类,包含玩家,敌人。子弹,地图四部分。


# encoding : utf-8
# antuor : comi
from setting import *
from pygame import *
import pygame,sys,time
from random import *
from math import *
 
vec = pygame.math.Vector2 # 运用向量
 
class Player(pygame.sprite.Sprite): # 玩家类
 Bullet_groups = pygame.sprite.Group()
 flag = 1 # 判断方向的flag
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert() # 图片的加载
 self.image.set_colorkey(white) # 设置忽略白色
 self.rect = self.image.get_rect()
 self.rect.midbottom = (115, 130) 
 
 self.pos = vec(115, 130)
 
 self.last_time = time.time() #记录上一次时间 用来设置子弹频率等
 
 def update(self): 
 key_pressed = pygame.key.get_pressed() # 按键获取
 if key_pressed[pygame.K_a]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\left.png').convert()
 self.image.set_colorkey(white)
 self.pos.x -= move_space # 位置移动
 self.flag = 2
 if key_pressed[pygame.K_d]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\right.png').convert()
 self.image.set_colorkey(white)
 self.pos.x += move_space
 self.flag = 1
 if key_pressed[pygame.K_w]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\up.png').convert()
 self.image.set_colorkey(white)
 self.pos.y -= move_space
 self.flag = 3
 if key_pressed[pygame.K_s]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()
 self.image.set_colorkey(white)
 self.pos.y += move_space
 self.flag = 4
 if key_pressed[pygame.K_SPACE]:
 self.shoot()
 self.rect.midbottom = self.pos 
 
 def shoot(self): # 开火
 self.now = time.time() # 获取现在时间
 if self.now - self.last_time > 0.8: # 子弹时间间隔
 # 这里显示错误了,应该在if 语句内 包含以下部分
 pygame.mixer.music.load(r'C:\Users\Administrator\Desktop\KeepGoing\sounds\expl.wav') 
 pygame.mixer.music.play() # 音乐加载
 bullet = Bullet(self.pos.x, self.pos.y)
 self.Bullet_groups.add(bullet) 
 self.last_time = self.now
 
 
class Platform(pygame.sprite.Sprite): # 地图创建
 def __init__(self, x, y, w, h): # x,y,宽,高
 pygame.sprite.Sprite.__init__(self)
 self.image = pygame.Surface((w, h)) # 砖块大小
 self.image.fill(yellow) # 砖颜色
 self.rect = self.image.get_rect()
 self.rect.x = x
 self.rect.y = y
 
 
class Enemy(pygame.sprite.Sprite): # 与player 相同
 Bullet_groups = pygame.sprite.Group()
 flag = 1
 def __init__(self):
 pygame.sprite.Sprite.__init__(self)
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()
 self.image.set_colorkey(white)
 self.rect = self.image.get_rect()
 self.rect.midbottom = (315, 130)
 self.pos = vec(315, 130)
 self.bar = 100
 self.last_time = time.time()
 self.flag = 1
 
 def update(self):
 key_pressed = pygame.key.get_pressed()
 if key_pressed[pygame.K_LEFT]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\left.png').convert()
 self.image.set_colorkey(white)
 self.pos.x -= move_space
 self.flag = 2
 if key_pressed[pygame.K_RIGHT]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\right.png').convert()
 self.image.set_colorkey(white)
 self.pos.x += move_space
 self.flag = 1
 if key_pressed[pygame.K_UP]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\up.png').convert()
 self.image.set_colorkey(white)
 self.pos.y -= move_space
 self.flag = 3
 if key_pressed[pygame.K_DOWN]:
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\down.png').convert()
 self.image.set_colorkey(white)
 self.pos.y += move_space
 self.flag = 4
 if key_pressed[pygame.K_p]:
 self.shoot()
 
 self.rect.midbottom = self.pos
 
 def shoot(self):
 self.now = time.time()
 if self.now - self.last_time > 0.8:
 pygame.mixer.music.load(r'C:\Users\Administrator\Desktop\KeepGoing\sounds\expl.wav')
 pygame.mixer.music.play()
 bullet = Bullet(self.pos.x, self.pos.y)
 self.Bullet_groups.add(bullet)
 self.Bullet_groups.update(self.flag)
 self.last_time = self.now
 
 
class Bullet(pygame.sprite.Sprite): # 炮弹组
 def __init__(self, x, y): # 炮弹该有的位置 玩家周围
 pygame.sprite.Sprite.__init__(self)
 self.image = pygame.image.load(r'C:\Users\Administrator\Desktop\KeepGoing\img\dot.png ').convert()
 self.image.set_colorkey(white)
 self.rect = self.image.get_rect()
 self.rect.centerx = x + 10 # 这里是准确的位置,未进行准确更改
 self.rect.bottom = y - 12
 self.speed = 5
 
 def update(self,flag): 
 if flag == 1: # right
 self.rect.x += self.speed
 if flag == 2: # left
 self.rect.x -= self.speed
 if flag == 3: #up
 self.rect.y -= self.speed
 if flag == 4: # down
 self.rect.y += self.speed

最后,便是相关的设置文件了


# encoding : utf-8
# author :comi
width = 1000
height = 600
Fps = 60
food = 20
gap = 3
move_space = 1.5
back_space = 5
Map1 = [(0, 0, width*2, 10), (0, 10, 10, height * 2),
 (0, height-10, width * 2, 10), (width - 210, 0, 10, height * 2),
 (50,50,100,20),(250,50,100,20),(150,230,100,20),(100,340,200,20),
 (50, 70, 20, 90), (130, 70, 20, 90),(250,70,20,90),(330,70,20,90),
 (130,280,20,70),(250,300,20,50),
 (80,320,20,20),(300,320,20,20),(185,200,30,30),(185,250,30,30),
 (60,300,20,20),(320,300,20,20),
 (40,280,20,20),(340,280,20,20),
 (490,100,160,40),(650,100,40,200),(425,250,150,40),(425,290,40,80),
 (510,365,160,40),(695,460,95,40),(595,454,40,100),(190,460,30,30),
 (300,450,200,40),(100,425,30,130),(200,520,230,25),(725,70,30,30),
 (725,140,30,30),(725,210,30,30),(725,280,30,30),(725,365,30,30)
 ] # map
# color
 
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
green = (0, 255,0)
blue = (0, 0, 255)
yellow = ( 255,200,0)
purple = (128,138,135)

这个坦克大战还有一些小的bug,比如说,当你按下SPACE 开火是,第一发炮弹已经出去了,当你按下相反方向,子弹会按你第二次按下的方向移动。(不打算解决,开始学习游戏ai,和横板游戏的制作)

有想法的同学可以和我交流,欢迎大家留言。

最后,运行效果如下 ,双人操作 p1:w a s d space 开火 p2: 上 下左 右  p 开火