# coding=utf-8
"""
新增功能:
1.
"""
# 导入pygame模块
import pygame, time, random
from pygame.sprite import Sprite
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 600
BG_COLOR = pygame.Color(0, 0, 0)
TEXT_COLOR = pygame.Color(255, 0, 0)
class BaseItem(Sprite):
def __init__(self, color, width, height):
pygame.sprite.Sprite.__init__(self)
class MainGame:
window = None
my_tank = None
# 存储敌方坦克的列表
enemyTankList = []
# 定义敌方坦克的数量
enemyTanKCount = 5
# 存储我方坦克子弹的列表
myBulletList = []
# 存储敌方子弹的列表
enemyBulletList = []
# 存储爆炸效果的列表
explodeList = []
def __init__(self):
pass
# 开始游戏
def startGame(self):
# 加载主窗口
# 初始化主窗口
pygame.display.init()
# 设置窗口的大小及显示
MainGame.window = 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,并能将敌方坦克添加到列表中
self.createEnemyTank()
# 设置窗口的标题
pygame.display.set_caption("坦克大战1.1.0")
while True:
# 使坦克的移动速度慢一点
time.sleep(0.02)
# 给窗口设置填充色
MainGame.window.fill(BG_COLOR)
# 获取事件
self.getEvent()
# 绘制文字
MainGame.window.blit(self.getTextSuface("敌方坦克剩余数量%d" % len(MainGame.enemyTankList)), (10, 10))
# 调用坦克显示 方法
# 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()
# 循环遍历爆炸列表,展示爆炸效果
self.blitExplode()
# 调用移动方法
# 如果坦克的开关是开启才能移动
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
pygame.display.update()
# 初始化敌方坦克,并能将敌方坦克添加到列表中
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(4, 10)
enemy = EnemyTank(left, top, speed)
MainGame.enemyTankList.append(enemy)
# 循环展示爆炸效果
def blitExplode(self):
for explode in MainGame.explodeList:
# 判断是否活着
if explode.live:
# 展示
explode.displayExplode()
else:
# 在爆炸列表中移除
MainGame.explodeList.remove(explode)
# 遍历循环敌方坦克列表,展示敌方坦克
def blitEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
enemyTank.displayTank()
enemyTank.randMove()
# 发射子弹
enemyBullet = enemyTank.shot()
# 将敌方子弹存储到敌方列表中
MainGame.enemyBulletList.append(enemyBullet)
# 循环遍历敌方坦克列表,展示敌方坦克
def blitEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
# 判断当前坦克是否活着
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
# 发射子弹
enemyBullet = enemyTank.shot()
# 敌方子弹是否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:
# 不活着 从敌方坦克列表中移除
MainGame.enemyTankList.remove(enemyTank)
# 循环遍历我方坦克子弹存储列表
def blitMyBullet(self):
for myBullet in MainGame.myBulletList:
# 判断当前子弹是否活着状态,如果是则进行显示及移动
if myBullet.live:
myBullet.displayBullet()
# 调用子弹的移动方法
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()
# 否则在列表中删除
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()
# 调用敌方子弹与我方坦克碰撞的方法
enemyBullet.enemyBullet_hit_myTank()
else:
MainGame.enemyBulletList.remove(enemyBullet)
# 结束游戏·
def endGame(self):
print("退出游戏")
exit()
# 左上角文字的绘制
def getTextSuface(self, text):
# 初始化模块
pygame.font.init()
# 查看所有的字体名称
# print(pygame.font.get_fonts())
# 获取字体Font对象
font = pygame.font.SysFont("kaiti", 8)
# 绘制文字信息
textSurface = font.render(text, True, TEXT_COLOR)
return textSurface
# 获取事件
def getEvent(self):
# 获取所有事件
eventList = pygame.event.get()
# 遍历事件
for event in eventList:
# 判断按下的键关闭还是键盘按下
# 如果按的是退出,关闭窗口
if event.type == pygame.QUIT:
self.endGame()
# 如果 是键盘的按下
if event.type == pygame.KEYDOWN:
if MainGame.my_tank and MainGame.my_tank.live:
# 判断按下的是左、右、上、下键
if event.key == pygame.K_LEFT:
# 切换方向
MainGame.my_tank.direction = "L"
# 修改坦克的开关状态
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
print("按下左键,坦克向左移动")
elif event.key == pygame.K_RIGHT:
# 切换方向
MainGame.my_tank.direction = "R"
# 修改坦克的开关状态
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
print("按下右键,坦克向右移动")
elif event.key == pygame.K_UP:
# 切换方向
MainGame.my_tank.direction = "U"
# 修改坦克的开关状态
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
print("按下上键,坦克向上移动")
elif event.key == pygame.K_DOWN:
# 切换方向
MainGame.my_tank.direction = "D"
# 修改坦克的开关状态
MainGame.my_tank.stop = False
# MainGame.my_tank.move()
print("按下下键,坦克向下移动")
elif event.key == pygame.K_SPACE:
print("发射子弹")
# 如果当前我方子弹列表的大小, 小于3才能创建
if len(MainGame.myBulletList) < 3:
# 创建我方坦克发射的子弹
myBullet = Bullet(MainGame.my_tank)
MainGame.myBulletList.append(myBullet)
# 松开方向键,坦克停止移动,修改坦克的开关状态
if event.type == pygame.KEYUP:
# 判断松开的是上、下、左、右键才停止坦克移动
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
class Tank(BaseItem):
# 添加距离左边left,距离上边top
def __init__(self, left, top):
# 保存加载的图片
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]
# 根据图片湖区区域
self.rect = self.image.get_rect()
# 设置区域的left和top
self.rect.left = left
self.rect.top = top
# 速度决定移动的快慢
self.speed = 5
# 坦克移动的开关
self.stop = True
# 是否活着
self.live = True
# 移动
def move(self):
# 判断坦克的方向进行移动
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 < SCREEN_WIDTH:
self.rect.left += self.speed
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 < SCREEN_HEIGHT:
self.rect.top += self.speed
# 射击
def shot(self):
return Bullet(self)
def displayTank(self):
# 获取展示的对象
self.image = self.images[self.direction]
# 获取blit方法展示
MainGame.window.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):
# 调用父类初始化方法
super(EnemyTank, self).__init__(left, top)
# 加载图片集
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,随机生成敌方坦克的方向
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和top赋值
self.rect.left = left
self.rect.top = top
# 速度
self.speed = speed
# 移动开关键
self.flag = True
# 新增加一个步数变量
self.step = 20
# 随机生成敌方坦克的方向
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"
# 敌方坦克随机移动的方法
def randMove(self):
if self.step <= 0:
# 修改方向
self.direction = self.randDirection()
# 让步数复位
self.step = 20
else:
self.move()
# 让步数递减
self.step -= 1
# 重写shot()
def shot(self):
# 随机生成100以内的数
num = random.randint(1, 100)
if num < 5:
return Bullet(self)
class Bullet(BaseItem):
def __init__(self, tank):
# 加载图片
self.image = pygame.image.load("img/enemyzidan.gif")
# 坦克的方向决定子弹方向
self.direction = tank.direction
# 获取区域
self.rect = self.image.get_rect()
# 子弹的left和top与方向有关
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 - tank.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
# 子弹的状态,是否碰到墙壁,如果碰到墙壁,修改此状态
self.live = True
# 子弹移动
def move(self):
if self.direction == "U":
if self.rect.top > 0:
self.rect.top -= self.speed
else:
# 修改子弹的状态
self.live = False
elif self.direction == "R":
if self.rect.left + self.rect.width < SCREEN_WIDTH:
self.rect.left += self.speed
else:
# 修改子弹的状态
self.live = False
elif self.direction == "D":
if self.rect.top + self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
else:
# 修改子弹的状态
self.live = False
elif self.direction == "L":
if self.rect.left > 0:
self.rect.left -= self.speed
else:
# 修改子弹的状态
self.live = False
# 展示子弹
def displayBullet(self):
# 将图片 surface加载 到窗口
MainGame.window.blit(self.image, self.rect)
# 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碰撞
def enemyBullet_hie_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
class Wall():
def __init__(self):
pass
# 展示墙壁的方法
def displayWall(self):
pass
class Explode():
def __init__(self, tank):
# 爆炸的位置由当前子弹打中坦克的位置决定
self.rect = tank.rect
self.images = [
pygame.image.load("img/baozha0.gif"),
pygame.image.load("img/baozha1.gif"),
pygame.image.load("img/baozha2.gif"),
pygame.image.load("img/baozha3.gif"),
pygame.image.load("img/baozha4.gif")
]
self.step = 0
self.image = self.images[self.step]
# 是否活着
self.live = True
# 展示爆炸效果
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
class Music():
def __init__(self):
pass
# 播放音乐的方法
def play(self):
pass
if __name__ == "__main__":
MainGame().startGame()