老师号,请问为什么我的墙壁与子弹碰撞后不会消失?
'''
新增功能:
1.实现子弹与墙壁的碰撞
'''
import pygame, time,random #导入包
from pygame.sprite import Sprite
WIN_WIDTH = 700 #框架大小,颜色
WIN_HEIGHT = 500
BG_COLOR = pygame.Color(0, 0, 0)
TEXT_COLOR = pygame.Color(245, 0, 0)
class MainGame(): #主类
window = None #列表,方便储存
my_tank = None
#存储敌方坦克的列表 定义敌方坦克的数量
enemyTankList=[]
enemyTankAmount=6
myBulletList=[] #存储我方子弹
eBulletList = [] #敌方子弹列表
ExplodeList = []
WallList = []
def startGame(self): #开始游戏
pygame.display.init() # 初始化窗口
MainGame.window = pygame.display.set_mode([WIN_WIDTH, WIN_HEIGHT]) #初始化游戏窗口大小
self.createMyTank()
#初始化敌方坦克,添加到列表中
self.createETank()
pygame.display.set_caption('坦克世界1.0')
while True: #循环遍历
time.sleep(0.02)
MainGame.window.fill(BG_COLOR)
self.event() #获取事件
MainGame.window.blit(self.showText('敌方坦克剩余%d' %len(MainGame.enemyTankList)), (10, 10))
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.showTank()
else:
del MainGame.my_tank
MainGame.my_tank = None
#循环遍历敌方坦克列表,展示
self.blitEnemyTank()
#调用渲染子弹列表定方法
self.blitBullet()
self.blitEBullet()
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop: # 开关启动才可以移动
MainGame.my_tank.move()
self.displayExplode()
self.createWall()
self.blitWall()
pygame.display.update()
def createMyTank(self):
MainGame.my_tank = Tank(350, 400)
def createETank(self):
top = 100
#循环生成敌方坦克
for i in range(MainGame.enemyTankAmount):
left = random.randint(0,600)
speed=random.randint(4,6)
enemy=EnemyTank(left,top,speed)
MainGame.enemyTankList.append(enemy) #加入进列表
def blitEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
if enemyTank.live:
enemyTank.showTank()
enemyTank.randMove()
#调用敌方坦克射击
eBullet=enemyTank.shoot()
#如果子弹为none,不加入列表
if eBullet:
#加载子弹到敌方子弹列表
MainGame.eBulletList.append(eBullet)
else:
MainGame.enemyTankList.remove(enemyTank)
def blitBullet(self):
for bullet in MainGame.myBulletList:
#如果子弹活着,绘制出来,否则移除
if bullet.live:
bullet.showBullet()
bullet.moveBullet()
#调用子弹与敌坦克碰撞方法
bullet.hitEnemyTank()
bullet.hitWalls()
else:
MainGame.myBulletList.remove(bullet)
def blitEBullet(self):
for eBullet in MainGame.eBulletList:
#如果子弹活着,绘制出来,否则移除
if eBullet.live:
eBullet.showBullet()
eBullet.moveBullet()
eBullet.hitWalls()
if MainGame.my_tank and MainGame.my_tank.live:
eBullet.hitMyTank()
else:
MainGame.eBulletList.remove(eBullet)
def createWall(self):
for i in range(1,4):
wall= Wall(160 * i, 230)
MainGame.WallList.append(wall)
def blitWall(self):
for wall in MainGame.WallList:
if wall.live:
wall.displayWall()
else:
MainGame.WallList.remove(wall)
def displayExplode(self):
for explode in MainGame.ExplodeList:
if explode.live:
explode.showExplosion()
else:
MainGame.ExplodeList.remove(explode)
def stopGame(self):
pass
def endGame(self):
print('谢谢')
exit()
def showText(self, text): # 绘制文字
pygame.font.init() # 文字初始化
# print(pygame.font.get_fonts()) #查询所有字体
font = pygame.font.SysFont('kaiti', 18) # 获取字体对象
textSurface = font.render(text, True, TEXT_COLOR)
return textSurface
def event(self):
eventList = pygame.event.get() # 获取所有时间
for event in eventList: # 遍历事件
if event.type == pygame.QUIT: # 判断按了什么键 #如果是退出就关闭窗口
self.endGame()
if event.type == pygame.KEYDOWN: #event.type=事件类型,event.key=事件按键
# 判断是上下左右键
if event.key == pygame.K_ESCAPE and not MainGame.my_tank:
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.stop = False
# MainGame.my_tank.move()
# print('按下左键,向左移动')
elif event.key == pygame.K_RIGHT:
MainGame.my_tank.direction = 'R'
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
# print('按下右键,向右移动')
elif event.key == pygame.K_UP:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
# print('按下上键,向上移动')
elif event.key == pygame.K_DOWN:
MainGame.my_tank.direction = 'D'
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
# print('按下下键,向下移动')
elif event.key == pygame.K_SPACE:
print('发射子弹')
#产生子弹,加入列表
if len(MainGame.myBulletList) < 3: #屏幕内子弹最多只为3
m = Bullet(MainGame.my_tank)
MainGame.myBulletList.append(m)
else:
print('子弹数量不足') #不然就显示不足
print('当前屏幕中的子弹数量为:%d'%len(MainGame.myBulletList))
if event.type == pygame.KEYUP:
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
class BaseItem(Sprite):
def __init__(self,color,width,height):
pygame.sprite.Sprite.__init__(self)
class Tank(BaseItem):
# 添加距离左边left,距离上面top
def __init__(self, left, top):
self.images = {'U': pygame.image.load('photo/tank/p1tankU.gif'),
'D': pygame.image.load('photo/tank/p1tankD.gif'),
'L': pygame.image.load('photo/tank/p1tankL.gif'),
'R': pygame.image.load('photo/tank/p1tankR.gif')
}
self.direction = 'L'
# 根据当前图片方向获取图片
self.image = self.images[self.direction]
# 根据当前图片获取区域
self.rect = self.image.get_rect()
# 设置left top距离
self.rect.left = left
self.rect.top = top
self.speed = 4
self.stop = True
self.live = True
def move(self):
# 判断坦克方向进行移动
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 < WIN_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 < WIN_WIDTH:
self.rect.left += self.speed
def shoot(self):
return Bullet(self)
def showTank(self):
# 获取展示的对象
self.image = self.images[self.direction]
# 使用blit方法展示
MainGame.window.blit(self.image, self.rect)
class myTank(Tank):
def __init__(self):
pass
class EnemyTank(Tank):
def __init__(self,left,top,speed):
#super(enemyTank,self).__init__(left,top)
self.live = True
self.images={
'U':pygame.image.load('photo/tank/enemy1U.gif'),
'D': pygame.image.load('photo/tank/enemy1D.gif'),
'L': pygame.image.load('photo/tank/enemy1L.gif'),
'R': pygame.image.load('photo/tank/enemy1R.gif')
}
#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()
self.rect.left=left
self.rect.top=top
self.speed=speed
#移动开关
self.flag=True
#步数变量
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:
self.direction = self.randDirection()
self.step=70
else:
self.move()
#步数递减
self.step -= 1
def shoot(self):
num = random.randint(1,1000)
if num <= 25:
return Bullet(self)
class Bullet(BaseItem):
def __init__(self,tank):
self.image=pygame.image.load('photo/tank/enemymissile.gif')
#坦克方向=子弹方向
self.direction=tank.direction
#获取区域
self.rect=self.image.get_rect()
#子弹left top与方向有关 画图计算
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.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
self.speed=6
#用来记录子弹是否碰撞
self.live = True
def showBullet(self):
#加载图片surface到窗口
MainGame.window.blit(self.image,self.rect)
def moveBullet(self):
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
else: #修改状态值
self.live=False
elif self.direction == 'D':
if self.rect.top + self.rect.height < WIN_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 < WIN_WIDTH:
self.rect.left += self.speed
else:
self.live=False
#新增子弹碰撞敌方坦克方法
def hitEnemyTank(self):
for eTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(eTank,self):
#打中产生爆炸效果,加入爆炸效果列表
explode = explosionEffect(eTank)
MainGame.ExplodeList.append(explode)
eTank.live = False
self.live = False
def hitMyTank(self):
if pygame.sprite.collide_rect(self,MainGame.my_tank):
# 产生爆炸效果,加入到爆炸效果列表
explode = explosionEffect(MainGame.my_tank)
MainGame.ExplodeList.append(explode)
#修改子弹状态
self.live = False
#修改我方坦克状态
MainGame.my_tank.live = False
def hitWalls(self):
for wall in MainGame.WallList:
if pygame.sprite.collide_rect(wall,self):
self.live = False
wall.hp -= 1
if wall.hp <= 0:
wall.live = False
class Wall():
def __init__(self,left,top):
self.image = pygame.image.load('photo/tank/steels.gif')
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.live = True #判断墙壁是否应该在窗口中展示
self.hp = 5 #墙壁生命值
def displayWall(self):
MainGame.window.blit(self.image,self.rect)
class explosionEffect():
def __init__(self,tank):
self.rect = tank.rect
self.step = 0
self.images = [
pygame.image.load('photo/tank/blast0.gif'),
pygame.image.load('photo/tank/blast1.gif'),
pygame.image.load('photo/tank/blast2.gif'),
pygame.image.load('photo/tank/blast3.gif'),
pygame.image.load('photo/tank/blast4.gif')
]
self.image = self.images[self.step]
self.live = True
def showExplosion(self):
if self.step < len(self.images):
MainGame.window.blit(self.image, self.rect)
self.image = self.images[self.step]
self.step += 1
else:
self.live = False
self.step = 0
class Music():
def __init__(self):
pass
def playmusic(self):
pass
if __name__ == '__main__':
MainGame().startGame()