老师,我这段代码、遇到墙壁时、一直按这移动键、不能穿墙,但是一下一下移动、就可以穿过去,帮忙看看哪里出问题了。
# coding=utf-8
'''左上角文字绘制'''
import pygame,time,random
from pygame.sprite import Sprite
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
BG_COLOR = (225, 255, 255)
TEXT_COLOR = (255, 0, 0)
class BaseItem(Sprite):
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
# 游戏主循环
class MainGame:
window = None
my_tank = None
# 存储敌方坦克列表
enemyTankList = []
enemyTankCount = 5
myBulletList = []
# 存储敌方坦克的列表
enemyBulletList = []
explodeList = []
wallList=[]
def __init__(self):
pass
# 开始游戏
def startGame(self):
"""初始化窗口"""
pygame.display.init()
"""设置窗口的标题"""
pygame.display.set_caption('TANK WAR 1.0')
"""设置窗口大小以及显示"""
MainGame.window = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
"""初始化我方法坦克"""
self.createMytank()
MainGame.createEnemyTank(self)
self.createWall()
while True:
self.getEvent()
MainGame.window.fill(BG_COLOR)
MainGame.window.blit(self.getTextSurface('敌方坦克%d' % len(MainGame.enemyTankList)), (10, 10))
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
self.blitEnemyTank()
self.blitMyBullet()
# 循环遍历敌方子弹列表
self.blitEnemyBullet()
self.blitExplode()
self.blitWall()
if MainGame.my_tank and MainGame.my_tank.live:
# 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()
MainGame.my_tank.hitWall()
pygame.display.update()
time.sleep(0.02)
def createEnemyTank(self):
top = 100
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 createMytank(self):
MainGame.my_tank = Tank(350, 500)
def blitEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
enemyTank.hitWall()
# 发射子弹
enemyBullet = enemyTank.shot()
if enemyBullet:
MainGame.enemyBulletList.append(enemyBullet)
else:
MainGame.enemyTankList.remove(enemyTank)
def blitMyBullet(self):
for myBullet in MainGame.myBulletList:
if myBullet.live == True:
myBullet.displayBullet()
myBullet.move()
myBullet.myBullet_hit_enemyTank()
# 检测敌方子弹是否与墙壁碰撞
myBullet.hitWall()
else:
MainGame.myBulletList.remove(myBullet)
def blitEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletList:
if enemyBullet.live:
enemyBullet.displayBullet()
enemyBullet.move()
# 调用敌方坦克与我方坦克碰撞的方法
enemyBullet.enemyBullet_hit_myTank()
# 检测敌方子弹是否与墙壁碰撞
enemyBullet.hitWall()
else:
MainGame.enemyBulletList.remove(enemyBullet)
def blitExplode(self):
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
else:
MainGame.explodeList.remove(explode)
def createWall(self):
for i in range(1,6):
wall=Wall(i*120,220)
MainGame.wallList.append(wall)
def blitWall(self):
for wall in MainGame.wallList:
if wall.live:
wall.display()
else:
MainGame.wallList.remove(wall)
# 结束游戏
def endGame(self):
exit()
def getTextSurface(self, text):
pygame.font.init()
"""查看可用的字体"""
# print(pygame.font.get_fonts())
font = pygame.font.SysFont('kaiti', 18)
textSurface = font.render(text, True, TEXT_COLOR)
return textSurface
def getEvent(self):
eventList = pygame.event.get()
for event in eventList:
if event.type == pygame.QUIT:
self.endGame()
if event.type == pygame.KEYDOWN:
if not MainGame.my_tank:
if event.key == pygame.K_ESCAPE:
MainGame.createMytank(self)
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()
if event.key == pygame.K_RIGHT:
MainGame.my_tank.direction = 'R'
MainGame.my_tank.stop = False
MainGame.my_tank.move()
if event.key == pygame.K_UP:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
MainGame.my_tank.move()
if event.key == pygame.K_DOWN:
MainGame.my_tank.direction = 'D'
MainGame.my_tank.stop = False
MainGame.my_tank.move()
elif event.key == pygame.K_SPACE:
# 创建我方坦克的子弹
if len(MainGame.myBulletList) < 3:
my_bullet = Bullet(MainGame.my_tank)
MainGame.myBulletList.append(my_bullet)
if event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT or event.key == pygame.K_DOWN:
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 距离上面top的距离
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'),
}
self.direction = 'U'
# 根据当前图片的方法获取图片
self.image = self.images[self.direction]
# 根据图面获得矩形区域
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = 10
# 坦克移动的开关
# 如果坦克的方向是开启、才可以移动
self.stop = True
self.live = True
self.oldLeft=self.rect.left
self.oldTop=self.rect.top
# 移动
def move(self):
# 移动后记录原始坐标
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 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
elif self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'R':
if self.rect.left + self.rect.height < SCREEN_WIDTH:
self.rect.left += self.speed
elif 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 stay(self):
self.rect.left=self.oldLeft
self.rect.top=self.oldTop
def hitWall(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(self,wall):
self.stay()
# 检测
# 显示
def displayTank(self):
# 获取展示的对象
self.image = self.images[self.direction]
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):
super(EnemyTank, self).__init__(left, top)
self.images = {
'U': pygame.image.load('img/enemy1U.gif'),
'D': pygame.image.load('img/enemy1D.gif'),
'R': pygame.image.load('img/enemy1R.gif'),
'L': pygame.image.load('img/enemy1L.gif'),
}
self.direction = self.randDirection()
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = speed
self.flag = True
self.step = 40
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 = 40
else:
self.move()
self.step -= 1
def shot(self):
# 随机生成100以内的数
num = random.randint(1, 200)
if num < 10:
return Bullet(self)
# 射击类
class Bullet(BaseItem):
def __init__(self, tank):
# 加载图片
self.image = pygame.image.load('img/enemymissile.gif')
# 子弹的位置、子弹的方向和子弹的方向是一致的
self.direction = tank.direction
# 获取子弹的区域
self.rect = self.image.get_rect()
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
# 子弹的速度
self.speed = 15
# 子弹的状态
self.live = True
# 移动方法
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 < 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
elif self.direction == 'D':
if self.rect.top + self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
else:
self.live = False
# 显示类
def displayBullet(self):
MainGame.window.blit(self.image, self.rect)
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)
MainGame.explodeList.append(explode)
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 hitWall(self):
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
# 墙壁类
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
self.live = True
self.hp = 3
def display(self):
MainGame.window.blit(self.image,self.rect)
# 爆炸类
class Explode:
def __init__(self, tank):
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]
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
MainGame.window.blit(self.image, self.rect)
else:
# 修改或者的状态
self.live = False
# 音效类
class Music:
def __init__(self):
pass
def play(self):
pass
if __name__ == '__main__':
MainGame().startGame()
# MainGame().getTextSurface()