'''
新增功能:
1,敌方子弹与我方坦克的碰撞
2,添加爆炸效果
'''
import time
import pygame,random
from pygame.sprite import Sprite
SCREEN_WIDTH = 700
SCREEN_HEIGHT = 500
BG_COLOR = pygame.Color(0,0,255)
TEXT_COLOR = pygame.Color(255,0,0)
class BaseItem(Sprite):
def __init__(self,color,wieth,height):
pygame.sprite.Sprite.__init__(self)
class Maingame():
windows = None
my_tank = None
#初始化敌方坦克列表
enemyTankList = []
#初始化敌方坦克数量
enemyTankCount = 5
#初始化我方坦克子弹列表
myBulletList = []
#初始化敌方坦克列表
enemyBulletList = []
#初始化爆炸列表
exployedList = []
def __init__(self):
pass
#开始游戏
def startgame(self):
#加载主窗口
#初始化窗口
pygame.display.init()
#设置窗口的大小及显示
Maingame.windows = pygame.display.set_mode([SCREEN_WIDTH,SCREEN_HEIGHT])
#初始化我方坦克
Maingame.my_tank = Tank(350,250)
#初始化敌方坦克
self.creatEnemyTank()
pygame.display.set_caption('坦克大战1.0')
Maingame.windows.fill(BG_COLOR)
while True:
#让循环慢一点,使坦克不要移动的太快
time.sleep(0.02)
Maingame.windows.fill(BG_COLOR)
#获取事件
self.getEvent()
#绘制文字
Maingame.windows.blit(self.textSurface('敌方剩余坦克数:{}'.format(len(Maingame.enemyTankList))),(10,10))
#调用我方坦克显示的方法
self.blitMyTank()
#调用敌方坦克显示方法
self.blitEnemyTank()
#调用坦克移动的方法,如果坦克的开关是开启,才可以移动
if not Maingame.my_tank.stop:
Maingame.my_tank.move()
#调用我方子弹显示方法
self.blitBullet()
#调用敌方子弹显示方法
self.blitEnemyBullet()
#调用子弹爆炸展示的方法
self.blitExplode()
pygame.display.update()
#初始化敌方坦克并将敌方坦克添加到列表中
def creatEnemyTank(self):
top = 100
for i in range(Maingame.enemyTankCount):
left = random.randint(1,600)
speed = random.randint(1,4)
enemy = EnemyTank(left,top,speed)
Maingame.enemyTankList.append(enemy)
#定义循环遍历敌方坦克并展示坦克方法
def blitEnemyTank(self):
for enemyTank in Maingame.enemyTankList:
# 判断敌方坦克状态是否活着
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
enemybullet = enemyTank.shot()
# 判断子弹是否为none,如果不为none,则添加到列表中
if enemybullet:
Maingame.enemyBulletList.append(enemybullet)
else:#如果没活着,则从敌方坦克列表中删除敌方坦克
Maingame.enemyTankList.remove(enemyTank)
#定义循环遍历我方坦克子弹列表并显示子弹的方法
def blitBullet(self):
for mybullet in Maingame.myBulletList:
#通过子弹的状态判断子弹显示还是消失
if mybullet.live:
mybullet.displayBullet()
mybullet.moveBullet()
mybullet.myBullet_hit_enemyBullet()
else:
Maingame.myBulletList.remove(mybullet)
#定义循环遍历敌方坦克子弹列表并显示子弹的方法
def blitEnemyBullet(self):
for enemybullet in Maingame.enemyBulletList:
# 通过子弹的状态判断子弹显示还是消失
if enemybullet.live:
enemybullet.displayBullet()
enemybullet.moveBullet()
enemybullet.enemyBullet_hit_myTank()
else:
Maingame.enemyBulletList.remove(enemybullet)
#定义我方子弹爆炸效果展示的方法
def blitExplode(self):
for exployed in Maingame.exployedList:
if exployed.live:
exployed.disExplode()
else:
Maingame.exployedList.remove(exployed)
#定义我方坦克显示方法
def blitMyTank(self):
if Maingame.my_tank.live:
Maingame.my_tank.displayTank()
#结束游戏
def endgame(self):
print('游戏结束')
exit()
#绘制文本
def textSurface(self,text):
pygame.font.init()
# print(pygame.font.get_fonts())
font = pygame.font.SysFont('fangsong',14)
textSurface = font.render(text,True,TEXT_COLOR)
return textSurface
#获取事件
def getEvent(self):
self.eventList = pygame.event.get()
#如果按下的是退出键,则退出游戏
for event in self.eventList:
# 遍历事件,判断事件是退出还是向上、下、左、右移动
if event.type == pygame.QUIT:
self.endgame()
#判断坦克状态
if Maingame.my_tank.live:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
Maingame.my_tank.direction = 'L'
Maingame.my_tank.stop = False
print('按下左键,坦克向左移动')
elif event.key == pygame.K_RIGHT:
Maingame.my_tank.direction = 'R'
Maingame.my_tank.stop = False
print('按下右键,坦克向右移动')
elif event.key == pygame.K_UP:
Maingame.my_tank.direction = 'U'
Maingame.my_tank.stop = False
print('按下上键,坦克向上移动')
elif event.key == pygame.K_DOWN:
Maingame.my_tank.direction = 'D'
Maingame.my_tank.stop = False
print('按下下键,坦克向下移动')
elif event.key == pygame.K_SPACE:
print('按下空格键,坦克发射子弹')
# 创建我方坦克发射的子弹,并且一次最多发射3颗子弹
if len(Maingame.myBulletList) < 3:
my_Bullet = Bullet(Maingame.my_tank)
Maingame.myBulletList.append(my_Bullet)
# 松开按键,修改移动状态为true
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
Maingame.my_tank.stop = True
class Tank(BaseItem):
#创建坦克距离左边left,距离上边top
def __init__(self,top,left):
#创建字典保存图片
self.images = {
'U': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/p1tankU.gif'),
'D': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/p1tankD.gif'),
'L': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/p1tankL.gif'),
'R': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/p1tankR.gif')
}
#方向
self.direction = 'U'
#根据当前图片的方向获取图片
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
#定义坦克移动的速度
self.speed = 5
self.stop = True
#定义坦克的状态
self.live = True
#移动
def move(self):
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 < SCREEN_HEIGHT:
self.rect.top += self.speed
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
else:
if self.rect.left + self.rect.height < SCREEN_WIDTH:
self.rect.left += self.speed
#射击
def shot(self):
return Bullet(self)
#显示坦克
def displayTank(self):
#获取展示的对象
self.image = self.images[self.direction]
Maingame.windows.blit(self.image, self.rect)
#我方坦克
class MyTank(Tank):
def __init__(self):
pass
#敌方坦克
class EnemyTank(Tank):
def __init__(self,left,top,speed):
#调用父类的初始化方法
super(EnemyTank, self).__init__(left,top)
#加载图片集
self.images = {
'U': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/enemy1U.gif'),
'L': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/enemy1L.gif'),
'D': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/enemy1D.gif'),
'R': pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/enemy1R.gif')
}
#定义敌方坦克方向
self.direction = self.ranDirection()
#根据方向加载敌方坦克
self.image = self.images[self.direction]
#区域
self.rect = self.image.get_rect()
#对left和top进行赋值
self.rect.left = left
self.rect.top = top
#速度
self.speed = speed
#开关
self.flag = True
#步数
self.step = 60
#定义随机生成敌方坦克方向的方法
def ranDirection(self):
self.num = random.randint(1,4)
if self.num == 1:
return 'U'
elif self.num == 2:
return 'L'
elif self.num == 3:
return 'D'
elif self.num == 4:
return 'R'
#定义敌方坦克随机移动的方法
def randMove(self):
if self.step <= 0:
self.direction = self.ranDirection()
self.step = 60
else:
self.move()
self.step -= 1
#重写shot方法
def shot(self):
num = random.randint(1,100)
if num <= 5:
return Bullet(self)
#子弹类
class Bullet(BaseItem):
def __init__(self,tank):
#加载子弹图片
self.image = pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/enemymissile.gif')
#坦克的方向决定子弹的方向
self.direction = tank.direction
#获取区域
self.rect = self.image.get_rect()
#子弹的top和left取决于方向
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
self.rect.top = tank.rect.top + tank.rect.width/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.width/2 - self.rect.width/2
#子弹的速度
self.speed = 6
#子弹的状态
self.live = True
#子弹移动的方法
def moveBullet(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.height < SCREEN_HEIGHT:
self.rect.top += self.speed
else:
self.live = False
elif self.direction == 'R':
if self.rect.left + self.rect.width < SCREEN_WIDTH:
self.rect.left += self.speed
else:
self.live = False
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.live = False
#子弹展示的方法
def displayBullet(self):
#将子弹图片surface加载到窗口
Maingame.windows.blit(self.image,self.rect)
#定义我方子弹与敌方坦克的碰撞的方法
def myBullet_hit_enemyBullet(self):
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
#创建爆炸对象并添加到列表中
exployeTank = Explode(enemyTank)
Maingame.exployedList.append(exployeTank)
#定义敌方子弹与我方坦克的碰撞的方法
def enemyBullet_hit_myTank(self):
if pygame.sprite.collide_rect(Maingame.my_tank,self):
Maingame.my_tank.live = False
self.live = False
#创建爆炸对象并添加到列表中
myexployed = Explode(Maingame.my_tank)
Maingame.exployedList.append(myexployed)
#墙壁类
class Wall():
def __init__(self):
pass
#展示墙壁的方法
def displayWall(self):
pass
#爆炸类
class Explode():
def __init__(self,tank):
#子弹爆炸的位置由当前打中坦克的位置决定
self.rect = tank.rect
self.images = [
pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/blast0.gif'),
pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/blast1.gif'),
pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/blast2.gif'),
pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/blast3.gif'),
pygame.image.load('E:/xjp/PycharmProjects/mypro01/imgs/blast4.gif')
]
self.step = 0
self.image = self.images[self.step]
self.live = True
#展示爆炸效果方法
def disExplode(self):
#循环遍历爆炸图片
if self.step < len(self.images):
self.image = self.images[self.step]
self.step += 1
#添加到主窗口
Maingame.windows.blit(self.image,self.rect)
else:
self.live = False
self.step = 0
class Music():
def __init__(self):
pass
#播放音乐
def play(self):
pass
if __name__ == '__main__':
Maingame().startgame()
老师,我的代码有什么问题吗?为啥我方坦克消亡的情况下敌方子弹如果出现在右下角的位置还会爆炸呀
