简单 坦克大战 pygame -制作

版权声明: https://blog.csdn.net/qq_25233621/article/details/82382088

首先,第一步,游戏简单素材的准备。

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

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转载自blog.csdn.net/qq_25233621/article/details/82382088
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