老师,坦克穿墙出现了问题,第一次接触不松开键盘穿不过去,但是松开后再继续按就穿过去了,麻烦老师看看怎么回事呗,谢谢老师
"""
坦克大战
1、坦克类
2、子弹类
3、墙壁类
4、爆照效果类
5、音效类
6、主类
"""
import pygame
import time
import random
from pygame.sprite import Sprite
Width = 710
Height = 500
bg = pygame.Color(0, 0, 0)
textbg = pygame.Color(255, 0, 0)
# 定义一个基类
class BaseItem(Sprite):
def __init__(self, color, width, height):
pygame.sprite.Sprite.__init__(self)
# 主类
class MainGame(Sprite):
window = None
my_tank = None
# 储存敌方坦克
enemyTanklist = []
# 定义敌方坦克数量
enemyTankCount = 5
# 存储我方子弹列表
myBulletlist = []
# 存储敌方子弹列表
enemyBulletlist = []
explodelist = []
# 墙壁列表
walllist = []
def __init__(self):
pass
def StarGame(self):
# 显示窗口
# 加载窗口
pygame.display.init()
# 设置显示窗口大小
MainGame.window = pygame.display.set_mode([Width, Height])
# 初始化我方坦克
self.createMytank()
# 初始化敌方坦克,并将坦克添加到列表中
self.createEnemyTank()
self.createWall()
# 设置标题
pygame.display.set_caption('坦克大战')
while True:
time.sleep(0.02)
MainGame.window.fill(bg)
# 获取事件
self.getEvent()
MainGame.window.blit(self.getTextshow('敌方坦克剩余数量%d' % 6), (10, 10))
# 判断我方坦克是否存活
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.displayTank()
else:
# 删除我方坦克
del MainGame.my_tank
MainGame.my_tank = None
#循环遍历敌方坦克列表,展示敌方坦克
self.blitEnemyTank()
# 循环遍历显示我方坦克的子弹
self.blitMyBullet()
# 循环遍历敌方子弹列表,展示敌方子弹
self.blitEnemyBullet()
# 循环遍历爆炸效果列表,展示爆炸效果
self.blitExplode()
# 循环遍历墙壁列表,展示墙壁
self.blitWall()
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
# 检测我方坦克与墙壁是否发生碰撞
MainGame.my_tank.hitWall()
# 如果按的是退出,则关闭窗口
pygame.display.update()
#创建我方坦克的方法
def createMytank(self):
MainGame.my_tank = Tank(350, 300)
def createWall(self):
for i in range(5):
# 初始化墙壁
wall = Wall(i*145, 220)
MainGame.walllist.append(wall)
def blitWall(self):
for wall in MainGame.walllist:
if wall.live:
# 调用墙壁展示方法
wall.displayWall()
else:
MainGame.walllist.remove(wall)
def createEnemyTank(self):
top = 100
# 循环生成敌方坦克
for i in range(MainGame.enemyTankCount):
left = random.randint(0, 600)
speed = random.randint(1, 4)
enemy = EnemyTank(left, top, speed)
MainGame.enemyTanklist.append(enemy)
def blitExplode(self):
for explode in MainGame.explodelist:
# 判断是否活着
if explode.live:
# 展示
explode.displayExplode()
else:
MainGame.explodelist.remove(explode)
# 循环遍历敌方坦克列表,展示敌方坦克
def blitEnemyTank(self):
# 判断敌方坦克是否活着
for enemyTank in MainGame.enemyTanklist:
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
# 发射子弹
enemyBullet = enemyTank.shot()
# 敌方子弹是否是None,如果不为None则添加到敌方子弹列表中
if enemyBullet:
# 将敌方子弹存储到敌方子弹列表中
MainGame.enemyBulletlist.append(enemyBullet)
else:
MainGame.enemyTanklist.remove(enemyTank)
# 循环遍历我方子弹列表
def blitMyBullet(self):
for myBullet in MainGame.myBulletlist:
# 判断子弹是否活着
if myBullet.live:
myBullet.displayBullet()
# 调用子弹移动方法
myBullet.move()
# 调用检测我方子弹是否与敌方坦克发生碰撞
myBullet.myBullet_hit_enemyTank()
# 检测我方子弹与墙壁是否碰撞
myBullet.hitWall()
else:
MainGame.myBulletlist.remove(myBullet)
# 循环遍历敌方子弹列表,展示敌方子弹
def blitEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletlist:
if enemyBullet.live:
enemyBullet.displayBullet()
enemyBullet.move()
enemyBullet.enemyBullet_hit_myTank()
# 检测敌方子弹是否与我墙壁碰撞
enemyBullet.hitWall()
else:
MainGame.enemyBulletlist.remove(enemyBullet)
def EndGame(self):
print('欢迎下次使用,退出')
exit()
def getTextshow(self, text):
# 初始化字体模块
pygame.font.init()
# 获取字体对象
font = pygame.font.SysFont('kaiti', 18)
# 绘制文字信息
Textshow = font.render(text, True, textbg)
return Textshow
def getEvent(self):
# 判断按下的关闭还是键盘
# 获取所有事件
enlist = pygame.event.get()
for event in enlist:
# 如果按的是退出,关闭窗口
if event.type == pygame.QUIT:
self.EndGame()
# 如果按的是键盘
if event.type == pygame.KEYDOWN:
if not MainGame.my_tank:
# 判断按下的是Esc键,让坦克重生
if event.key == pygame.K_ESCAPE:
# 让我方坦克重生及调用创建坦克的方法
self.createMytank()
if MainGame.my_tank and MainGame.my_tank.live:
if event.key == pygame.K_LEFT:
MainGame.my_tank.direction = "L"
MainGame.my_tank.move()
MainGame.my_tank.stop = False
print('左')
elif event.key == pygame.K_RIGHT:
MainGame.my_tank.direction = "R"
MainGame.my_tank.move()
MainGame.my_tank.stop = False
print('右')
elif event.key == pygame.K_UP:
MainGame.my_tank.direction = "U"
MainGame.my_tank.move()
MainGame.my_tank.stop = False
print('上')
elif event.key == pygame.K_DOWN:
MainGame.my_tank.direction = "D"
MainGame.my_tank.move()
MainGame.my_tank.stop = False
print('下')
elif event.key == pygame.K_SPACE:
print('发射子弹')
if len(MainGame.myBulletlist) < 3:
# 创建我方坦克发射子弹
myBullet = Bullet(MainGame.my_tank)
MainGame.myBulletlist.append(myBullet)
# 松开方向键,坦克停止
if event.type == pygame.KEYUP:
# 判断松开的是上下左右键才停止移动
if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_LEFT\
or event.key == pygame.K_RIGHT:
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.stop = True
# 坦克类
class Tank(BaseItem):
# 添加距离左边left, 距离上边top
def __init__(self, left, top):
self.images = {
'U': pygame.image.load('img/p1tankU.gif'),
'D': pygame.image.load('img/p1tankD.gif'),
'L': pygame.image.load('img/p1tankL.gif'),
'R': pygame.image.load('img/p1tankR.gif')
}
# 方向
self.direction = 'U'
# 根据当前图片的方向获取图片 surface
self.image = self.images[self.direction]
# 根据图片获取区域
self.rect = self.image.get_rect()
# 设置区域的left 和top
self.rect.left = left
self.rect.top = top
self.speed = 5
# 坦克移动的开关
self.stop = True
# 是否活着
self.live = True
# 新增属性原来坐标
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
def move(self):
# 移动后的坐标
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 判断坦克方向进行移动
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
if self.direction == 'D':
if self.rect.top + self.rect.height < Height:
self.rect.top += self.speed
if self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
if self.direction == 'R':
if self.rect.left + self.rect.height < Width:
self.rect.left += self.speed
def shot(self):
return Bullet(self)
def stay(self):
self.rect.left = self.oldLeft
self.rect.top = self.oldTop
# 检测坦克是否与墙壁发生碰撞
def hitWall(self):
for wall in MainGame.walllist:
if pygame.sprite.collide_rect(self, wall):
self.stay()
def displayTank(self):
# 获取展示的对象
self.image = self.images[self.direction]
# 调用blit方法展示
MainGame.window.blit(self.image, self.rect)
# 我方坦克类
class MyTank(Tank):
def __init__(self):
pass
# 敌方坦克类
class EnemyTank(Tank):
def __init__(self, left, top, speed):
super(EnemyTank, self).__init__(left, top)
# 图片集
self.images = {
'U': pygame.image.load('img/enemy1U.gif'),
'D': pygame.image.load('img/enemy1D.gif'),
'L': pygame.image.load('img/enemy1L.gif'),
'R': pygame.image.load('img/enemy1R.gif')
}
# 方向,随机生成坦克方向
self.direction = self.randDirection()
# 根据方向获取图片
self.image = self.images[self.direction]
# 区域
self.rect = self.image.get_rect()
# 对left top进行赋值
self.rect.left = left
self.rect.top = top
self.speed = speed
# 移动开关
self.flag = True
self.step = 60
def randDirection(self):
num = random.randint(1, 4)
if num == 1:
return 'U'
elif num == 2:
return 'D'
elif num == 3:
return 'L'
elif num == 4:
return 'R'
def randMove(self):
if self.step <= 0:
# 修改方向
self.direction = self.randDirection()
self.step = 60
else:
self.move()
self.step -= 1
def shot(self):
num = random.randint(1, 100)
if num < 4:
return Bullet(self)
# 子弹类
class Bullet(BaseItem):
def __init__(self, tank):
# 加载图片
self.image = pygame.image.load('img/enemymissile.gif')
# 坦克方向决定子弹方向
self.direction = tank.direction
# 获取位置
self.rect = self.image.get_rect()
# 子弹的left与top与坦克方向有关
if self.direction == 'U':
self.rect.left = int(tank.rect.left + tank.rect.width / 2 - self.rect.width / 2)
self.rect.top = int(tank.rect.top - self.rect.height)
elif self.direction == 'D':
self.rect.left = int(tank.rect.left + tank.rect.width / 2 - self.rect.width / 2)
self.rect.top = int(tank.rect.top + tank.rect.height)
elif self.direction == 'L':
self.rect.left = int(tank.rect.left - self.rect.width / 2 - self.rect.width / 2)
self.rect.top = int(tank.rect.top + tank.rect.width / 2 - self.rect.width / 2)
elif self.direction == 'R':
self.rect.left = int(tank.rect.left + tank.rect.width)
self.rect.top = int(tank.rect.top + tank.rect.width / 2 - self.rect.width / 2)
self.speed = 6
self.live = True
def move(self):
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.live = False
elif self.direction == 'D':
if self.rect.top + self.rect.width < 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
elif self.direction == 'R':
if self.rect.left + self.rect.width < Width:
self.rect.left += self.speed
else:
self.live = False
# 子弹是否碰撞墙壁
def hitWall(self):
# 循环遍历墙壁列表
for wall in MainGame.walllist:
if pygame.sprite.collide_rect(self, wall):
self.live = False
wall.hp -= 1
if wall.hp <= 0:
wall.live = False
# 我方子弹与敌方坦克的碰撞
def myBullet_hit_enemyTank(self):
# 循环遍历敌方坦克列表,判断是否发生碰撞
for enemyTank in MainGame.enemyTanklist:
if pygame.sprite.collide_rect(enemyTank, self):
# 修改敌方坦克和我方子弹的状态
enemyTank.live = False
self.live = False
# 创建爆炸对象
explode = Explode(enemyTank)
# 将爆炸对象添加到爆炸列表中
MainGame.explodelist.append(explode)
# 敌方子弹与我方坦克的碰撞
def enemyBullet_hit_myTank(self):
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank, self):
# 产生爆炸对象
explode = Explode(MainGame.my_tank)
# 将爆炸对象添加到爆炸列表中
MainGame.explodelist.append(explode)
# 修改敌方子弹与我方坦克的状态
self.live = False
MainGame.my_tank.live = False
def displayBullet(self):
# 将图片加载
MainGame.window.blit(self.image, self.rect)
# 墙类
class Wall:
def __init__(self, left, top):
self.image = pygame.image.load('img/steels.gif')
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
# 是否活着
self.live = True
# 生命值
self.hp = 3
def displayWall(self):
MainGame.window.blit(self.image, self.rect)
# 爆炸类
class Explode:
def __init__(self, tank):
# 爆炸的位置由当前子弹打中的坦克位置决定
self.rect = tank.rect
self.images = [
pygame.image.load('img/blast0.gif'),
pygame.image.load('img/blast1.gif'),
pygame.image.load('img/blast2.gif'),
pygame.image.load('img/blast3.gif'),
pygame.image.load('img/blast4.gif'),
]
self.step = 0
self.image = self.images[self.step]
# 是否活着
self.live = True
def displayExplode(self):
if self.step < len(self.images):
# 根据索引获取爆炸对象
self.image = self.images[self.step]
self.step += 1
# 添加到主窗口
MainGame.window.blit(self.image, self.rect)
else:
# 修改活着的状态
self.live = False
self.step = 0
# 音乐类
class Music:
def __init__(self):
pass
if __name__ == '__main__':
MainGame().StarGame()