基于对面向对象编程的思想完成简单的坦克大战游戏。主要目的锻炼面相对象编程思想
同样的在使用python进行游戏编写时需要安装pygame模块
安装方法:
pycharm安装方式:File --> setting
游戏中的主要对象有:
坦克父类:BaseTank
我方坦克:HeroTank
敌方坦克:EnemyTank
子弹类:Bullet
爆炸类:Explode
墙类:Wall
主进程:MainGame
定义一个精灵类:
# 定义一个精灵类
class BaseItem(Sprite):
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
坦克父类:
# 坦克父类
class BaseTank(BaseItem):
# 定义类属性,所有坦克对象高和宽都是一样
width = 60
height = 60
def __init__(self, left, top):
self.direction = 'U' # 坦克的方向默认向上
# 存放图片的字典
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] # 坦克的图片由方向决定
self.speed = 5 # 坦克的速度
self.rect = self.image.get_rect()
# 设置放置的位置
self.rect.left = left
self.rect.top = top
self.stop = True # 坦克是否停止
self.live = True # 决定坦克是否消灭了
# 保持原来的位置
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 射击方法
def shot(self):
return Bullet(self)
# 坦克的移动
def move(self):
# 保持原来的状态
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 判断坦克的移动方向
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
# 加载坦克
def displayTank(self):
self.image = self.images[self.direction]
MainGame.window.blit(self.image, self.rect)
# 撞墙处理
def hitWall(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(wall, self):
self.stay()
# 处理位置不变
def stay(self):
self.rect.left = self.oldLeft
self.rect.top = self.oldTop
我方坦克类():
# 我方坦克
class HeroTank(BaseTank):
def __init__(self, left, top):
super().__init__(left, top)
# 我方坦克碰撞敌方坦克
def myTank_hit_enemyTank(self):
for enemyTank in MainGame.EnemyTankList:
if pygame.sprite.collide_rect(enemyTank, self):
self.stay()
敌方坦克类():
# 敌方坦克
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
# 坦克出生随机方向
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'
# 坦克随机移动
def randomMove(self):
if self.step < 0:
self.direction = self.RandomDirection()
self.step = 60
else:
self.move()
self.step -= 1
# 坦克射击
def shot(self):
num = random.randint(1, 100)
if num < 4:
return Bullet(self)
# 敌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()
子弹类():
# 子弹类
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()
# 根据坦克方向,生成子弹位置
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
# 子弹的速度
self.speed = 6
# 子弹状态
self.live = True
# 加载子弹
def displayBullet(self):
MainGame.window.blit(self.image, self.rect)
# 子弹的移动
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
# 我方子弹击中敌方坦克
def myBullet_hit_enemy(self):
for enemytank in MainGame.EnemyTankList:
if pygame.sprite.collide_rect(enemytank, self):
enemytank.live = False
self.live = False
# 创建爆炸对象
explode = Explode(enemytank)
MainGame.explodeList.append(explode)
# 敌方坦克击中我方坦克
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
# 创建爆炸对象
explode = Explode(MainGame.my_tank)
MainGame.explodeList.append(explode)
# 射击墙壁
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
墙壁类():
# 墙壁类
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
# 加载墙壁
def displayWall(self):
if self.live:
MainGame.window.blit(self.image, self.rect)
爆炸类:
# 爆炸类
class Explode:
def __init__(self, tank):
# 爆炸的位置由坦克决定
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
# 加载爆炸类
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
主进程():
# 游戏类
class MainGame:
# 类属性
window = None
my_tank = None
# 敌方坦克初始化
EnemyTankList = []
EnemyTankCount = 5
# 存储我方子弹列表
myBulleList = []
# 存储敌方子弹的列表
EnemyBulletList = []
# 创建爆炸对象列表
explodeList = []
# 创建墙壁列表
wallList = []
# 游戏开始方法
def start_game(self):
# 初始化展示模块
pygame.display.init()
# 调用创建窗口的方法
self.creat_window()
# 设置游戏窗口标题
pygame.display.set_caption('坦克大战')
# 初始化我方坦克
self.createMyTank()
# 初始化敌方坦克
self.creatEnemyTank()
# 初始化墙壁
self.creatWall()
# 程序持续进行
while True:
# 更改背景颜色
MainGame.window.fill(COLOR_GREEN)
# 背景音乐
# 获取事件
self.getEvent()
# 调用我方坦克进行显示
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
# 加载我方子弹
self.biltMyBullet()
# 显示敌方坦克
self.biltEnemyTank()
# 显示敌方子弹
self.biltEnemyBullet()
# 显示墙壁
self.blitWall()
# 显示爆炸效果
self.blitExplode()
self.put_more_enemytank()
# 窗口持续刷新
pygame.display.update()
time.sleep(0.02)
# 重复添加敌方坦克
def put_more_enemytank(self):
while len(MainGame.EnemyTankList) < 5:
self.more()
# 创建游戏窗口方法:
def creat_window(self):
if not MainGame.window:
# 创建窗口
MainGame.window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
return MainGame.window
# 创建我方坦克
def createMyTank(self):
MainGame.my_tank = HeroTank((WINDOW_WIDTH - HeroTank.width)/2, WINDOW_HEIGHT - HeroTank.height)
music = Music('tank_img/start.wav')
music.play()
# 创建墙壁
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)
# 显示墙壁
def blitWall(self):
for b in MainGame.wallList:
if b.live:
b.displayWall()
else:
MainGame.wallList.remove(b)
# 加载我方子弹
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)
# 后续坦克的添加
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)
# 创建敌方坦克
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)
# 循环遍历显示敌方坦克
def biltEnemyTank(self):
for enemytank in MainGame.EnemyTankList:
if enemytank.live:
enemytank.displayTank()
EnemyBullet = enemytank.shot()
enemytank.randomMove()
enemytank.hitWall()
enemytank.enemyTank_hit_MyTank()
# 存储敌方子弹
if EnemyBullet:
MainGame.EnemyBulletList.append(EnemyBullet)
else:
MainGame.EnemyTankList.remove(enemytank)
MainGame.EnemyTankCount -= 1
# 加载敌方子弹
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)
# 加载爆炸效果
def blitExplode(self):
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
else:
MainGame.explodeList.remove(explode)
# 获取游戏中的所有事件
def getEvent(self):
# 获取游戏中的事件列表
even_list = pygame.event.get()
for e in even_list:
# 点击窗口的叉号实现游戏结束
if e.type == pygame.QUIT:
sys.exit()
# 通过上下左右键控制坦克的移动
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("按下向下的键,向下移动")
elif e.key == pygame.K_UP or e.key == pygame.K_w:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
print("按下向上的键,向上移动")
elif e.key == pygame.K_LEFT or e.key == pygame.K_a:
MainGame.my_tank.direction = 'L'
MainGame.my_tank.stop = False
print("按下向左的键,向左移动")
elif e.key == pygame.K_RIGHT or e.key == pygame.K_d:
MainGame.my_tank.direction = 'R'
MainGame.my_tank.stop = False
print("按下向右的键,向右移动")
elif e.key == pygame.K_SPACE:
print('发射子弹')
# 创建我方子弹
if len(MainGame.myBulleList) < 10:
mybullet = Bullet(MainGame.my_tank)
MainGame.myBulleList.append(mybullet)
# 射击音效
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
程序运行结果:
源码:百度盘: 坦克大战:https://pan.baidu.com/s/1ZOLIba7SpZk-WUvhKJlPig
提取码:q87l
(QwQ)