python實現雙人版坦克大戰遊戲
遊戲介紹:
雙人版的《坦克大戰》的基本規則是玩傢消滅出現的敵方坦克保衛我方基地。
中間還會隨機出現很多特殊道具吸收可獲得相應的功能,消滅玩即可進入下一關。
方向鍵:上下左右移動即可。另一個方向鍵則是:WSAD。
環境配置:
Python3、 Pycharm 、Pygame。
第三方庫的安裝:pip install pygame
效果展示:
開始界面一一
開始即可上手玩遊戲,還有背景音樂輔助!遊戲玩兒起來更帶感!
遊戲界面——
代碼演示:
1)遊戲主程序
import pygame import sys import traceback import wall import myTank import enemyTank import food def main(): pygame.init() pygame.mixer.init() resolution = 630, 630 screen = pygame.display.set_mode(resolution) pygame.display.set_caption("Tank War ") # 加載圖片,音樂,音效. background_image = pygame.image.load(r"..\image\background.png") home_image = pygame.image.load(r"..\image\home.png") home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png") bang_sound = pygame.mixer.Sound(r"..\music\bang.wav") bang_sound.set_volume(1) fire_sound = pygame.mixer.Sound(r"..\music\Gunfire.wav") start_sound = pygame.mixer.Sound(r"..\music\start.wav") start_sound.play() # 定義精靈組:坦克,我方坦克,敵方坦克,敵方子彈 allTankGroup = pygame.sprite.Group() mytankGroup = pygame.sprite.Group() allEnemyGroup = pygame.sprite.Group() redEnemyGroup = pygame.sprite.Group() greenEnemyGroup = pygame.sprite.Group() otherEnemyGroup = pygame.sprite.Group() enemyBulletGroup = pygame.sprite.Group() # 創建地圖 bgMap = wall.Map() # 創建食物/道具 但不顯示 prop = food.Food() # 創建我方坦克 myTank_T1 = myTank.MyTank(1) allTankGroup.add(myTank_T1) mytankGroup.add(myTank_T1) myTank_T2 = myTank.MyTank(2) allTankGroup.add(myTank_T2) mytankGroup.add(myTank_T2) # 創建敵方 坦克 for i in range(1, 4): enemy = enemyTank.EnemyTank(i) allTankGroup.add(enemy) allEnemyGroup.add(enemy) if enemy.isred == True: redEnemyGroup.add(enemy) continue if enemy.kind == 3: greenEnemyGroup.add(enemy) continue otherEnemyGroup.add(enemy) # 敵軍坦克出現動畫 appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha() appearance = [] appearance.append(appearance_image.subsurface(( 0, 0), (48, 48))) appearance.append(appearance_image.subsurface((48, 0), (48, 48))) appearance.append(appearance_image.subsurface((96, 0), (48, 48))) # 自定義事件 # 創建敵方坦克延遲200 DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer(DELAYEVENT, 200) # 創建 敵方 子彈延遲1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000) # 創建 我方 子彈延遲200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200) # 敵方坦克 靜止8000 NOTMOVEEVENT = pygame.constants.USEREVENT + 3 pygame.time.set_timer(NOTMOVEEVENT, 8000) delay = 100 moving = 0 movdir = 0 moving2 = 0 movdir2 = 0 enemyNumber = 3 enemyCouldMove = True switch_R1_R2_image = True homeSurvive = True running_T1 = True running_T2 = True clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # 我方子彈冷卻事件 if event.type == MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # 敵方子彈冷卻事件 if event.type == ENEMYBULLETNOTCOOLINGEVENT: for each in allEnemyGroup: each.bulletNotCooling = True # 敵方坦克靜止事件 if event.type == NOTMOVEEVENT: enemyCouldMove = True # 創建敵方坦克延遲 if event.type == DELAYEVENT: if enemyNumber < 4: enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(enemy, allTankGroup, False, None): break allEnemyGroup.add(enemy) allTankGroup.add(enemy) enemyNumber += 1 if enemy.isred == True: redEnemyGroup.add(enemy) elif enemy.kind == 3: greenEnemyGroup.add(enemy) else: otherEnemyGroup.add(enemy) if event.type == pygame.KEYDOWN: if event.key == pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key == pygame.K_e: myTank_T1.levelUp() if event.key == pygame.K_q: myTank_T1.levelDown() if event.key == pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key == pygame.K_2: if myTank_T1.speed == 3: myTank_T1.speed = 24 else: myTank_T1.speed = 3 if event.key == pygame.K_1: for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]: bgMap.brick = wall.Brick() bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24 bgMap.brickGroup.add(bgMap.brick) if event.key == pygame.K_4: for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) # 檢查用戶的鍵盤操作 key_pressed = pygame.key.get_pressed() # 玩傢一的移動操作 if moving: moving -= 1 if movdir == 0: allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 1: allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 2: allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if movdir == 3: allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving += 1 allTankGroup.add(myTank_T1) running_T1 = True if not moving: if key_pressed[pygame.K_w]: moving = 7 movdir = 0 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_s]: moving = 7 movdir = 1 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_a]: moving = 7 movdir = 2 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) elif key_pressed[pygame.K_d]: moving = 7 movdir = 3 running_T1 = True allTankGroup.remove(myTank_T1) if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup): moving = 0 allTankGroup.add(myTank_T1) if key_pressed[pygame.K_j]: if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling: fire_sound.play() myTank_T1.shoot() myTank_T1.bulletNotCooling = False # 玩傢二的移動操作 if moving2: moving2 -= 1 if movdir2 == 0: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 1: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 2: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if movdir2 == 3: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) running_T2 = True if not moving2: if key_pressed[pygame.K_UP]: allTankGroup.remove(myTank_T2) myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 0 running_T2 = True elif key_pressed[pygame.K_DOWN]: allTankGroup.remove(myTank_T2) myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 1 running_T2 = True elif key_pressed[pygame.K_LEFT]: allTankGroup.remove(myTank_T2) myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 2 running_T2 = True elif key_pressed[pygame.K_RIGHT]: allTankGroup.remove(myTank_T2) myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(myTank_T2) moving2 = 7 movdir2 = 3 running_T2 = True if key_pressed[pygame.K_KP0]: if not myTank_T2.bullet.life: # fire_sound.play() myTank_T2.shoot() # 畫背景 screen.blit(background_image, (0, 0)) # 畫磚塊 for each in bgMap.brickGroup: screen.blit(each.image, each.rect) # 花石頭 for each in bgMap.ironGroup: screen.blit(each.image, each.rect) # 畫home if homeSurvive: screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24)) else: screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24)) # 畫我方坦克1 if not (delay % 5): switch_R1_R2_image = not switch_R1_R2_image if switch_R1_R2_image and running_T1: screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top)) running_T1 = False else: screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top)) # 畫我方坦克2 if switch_R1_R2_image and running_T2: screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top)) running_T2 = False else: screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top)) # 畫敵方坦克 for each in allEnemyGroup: # 判斷5毛錢特效是否播放 if each.flash: # 判斷畫左動作還是右動作 if switch_R1_R2_image: screen.blit(each.tank_R0, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else: screen.blit(each.tank_R1, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else: # 播放5毛錢特效 if each.times > 0: each.times -= 1 if each.times <= 10: screen.blit(appearance[2], (3 + each.x * 12 * 24, 3)) elif each.times <= 20: screen.blit(appearance[1], (3 + each.x * 12 * 24, 3)) elif each.times <= 30: screen.blit(appearance[0], (3 + each.x * 12 * 24, 3)) elif each.times <= 40: screen.blit(appearance[2], (3 + each.x * 12 * 24, 3)) elif each.times <= 50: screen.blit(appearance[1], (3 + each.x * 12 * 24, 3)) elif each.times <= 60: screen.blit(appearance[0], (3 + each.x * 12 * 24, 3)) elif each.times <= 70: screen.blit(appearance[2], (3 + each.x * 12 * 24, 3)) elif each.times <= 80: screen.blit(appearance[1], (3 + each.x * 12 * 24, 3)) elif each.times <= 90: screen.blit(appearance[0], (3 + each.x * 12 * 24, 3)) if each.times == 0: each.flash = True # 繪制我方子彈1 if myTank_T1.bullet.life: myTank_T1.bullet.move() screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect) # 子彈 碰撞 子彈 for each in enemyBulletGroup: if each.life: if pygame.sprite.collide_rect(myTank_T1.bullet, each): myTank_T1.bullet.life = False each.life = False pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None) # 子彈 碰撞 敵方坦克 if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None): prop.change() bang_sound.play() enemyNumber -= 1 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None): for each in greenEnemyGroup: if pygame.sprite.collide_rect(myTank_T1.bullet, each): if each.life == 1: pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None) bang_sound.play() enemyNumber -= 1 elif each.life == 2: each.life -= 1 each.tank = each.enemy_3_0 elif each.life == 3: each.life -= 1 each.tank = each.enemy_3_2 myTank_T1.bullet.life = False elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None): bang_sound.play() enemyNumber -= 1 myTank_T1.bullet.life = False #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None): # bang_sound.play() # enemyNumber -= 1 # myTank_T1.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 子彈 碰撞 brickGroup if myTank_T1.bullet.strong: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 else: if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None): myTank_T1.bullet.life = False myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 繪制我方子彈2 if myTank_T2.bullet.life: myTank_T2.bullet.move() screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect) # 子彈 碰撞 敵方坦克 if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None): bang_sound.play() enemyNumber -= 1 myTank_T2.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 子彈 碰撞 brickGroup if myTank_T2.bullet.strong: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 else: if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None): myTank_T2.bullet.life = False myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24 # 繪制敵人子彈 for each in allEnemyGroup: # 如果子彈沒有生命,則賦予子彈生命 if not each.bullet.life and each.bulletNotCooling and enemyCouldMove: enemyBulletGroup.remove(each.bullet) each.shoot() enemyBulletGroup.add(each.bullet) each.bulletNotCooling = False # 如果5毛錢特效播放完畢 並且 子彈存活 則繪制敵方子彈 if each.flash: if each.bullet.life: # 如果敵人可以移動 if enemyCouldMove: each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) # 子彈 碰撞 我方坦克 if pygame.sprite.collide_rect(each.bullet, myTank_T1): bang_sound.play() myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24 each.bullet.life = False moving = 0 # 重置移動控制參數 for i in range(myTank_T1.level+1): myTank_T1.levelDown() if pygame.sprite.collide_rect(each.bullet, myTank_T2): bang_sound.play() myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24 each.bullet.life = False # 子彈 碰撞 brickGroup if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None): each.bullet.life = False # 子彈 碰撞 ironGroup if each.bullet.strong: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None): each.bullet.life = False else: if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None): each.bullet.life = False # 最後畫食物/道具 if prop.life: screen.blit(prop.image, prop.rect) # 我方坦克碰撞 食物/道具 if pygame.sprite.collide_rect(myTank_T1, prop): if prop.kind == 1: # 敵人全毀 for each in allEnemyGroup: if pygame.sprite.spritecollide(each, allEnemyGroup, True, None): bang_sound.play() enemyNumber -= 1 prop.life = False if prop.kind == 2: # 敵人靜止 enemyCouldMove = False prop.life = False if prop.kind == 3: # 子彈增強 myTank_T1.bullet.strong = True prop.life = False if prop.kind == 4: # 傢得到保護 for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]: bgMap.iron = wall.Iron() bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24 bgMap.ironGroup.add(bgMap.iron) prop.life = False if prop.kind == 5: # 坦克無敵 prop.life = False pass if prop.kind == 6: # 坦克升級 myTank_T1.levelUp() prop.life = False if prop.kind == 7: # 坦克生命+1 myTank_T1.life += 1 prop.life = False # 延遲 delay -= 1 if not delay: delay = 100 pygame.display.flip() clock.tick(60) if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()
2)隨機出現的特殊道具
import pygame import random class Food(pygame.sprite.Sprite): def __init__(self): self.food_boom = pygame.image.load(r"..\image\food_boom.png").convert_alpha() self.food_clock = pygame.image.load(r"..\image\food_clock.png").convert_alpha() self.food_gun = pygame.image.load(r"..\image\food_gun.png").convert_alpha() self.food_iron = pygame.image.load(r"..\image\food_iron.png").convert_alpha() self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha() self.food_star = pygame.image.load(r"..\image\food_star.png").convert_alpha() self.food_tank = pygame.image.load(r"..\image\food_tank.png").convert_alpha() self.kind = random.choice([1, 2, 3, 4, 5, 6, 7]) if self.kind == 1: self.image = self.food_boom elif self.kind == 2: self.image = self.food_clock elif self.kind == 3: self.image = self.food_gun elif self.kind == 4: self.image = self.food_iron elif self.kind == 5: self.image = self.food_protect elif self.kind == 6: self.image = self.food_star elif self.kind == 7: self.image = self.food_tank self.rect = self.image.get_rect() self.rect.left = self.rect.top = random.randint(100, 500) self.life = False def change(self): self.kind = random.choice([1, 2, 3, 4, 5, 6, 7]) if self.kind == 1: self.image = self.food_boom elif self.kind == 2: self.image = self.food_clock elif self.kind == 3: self.image = self.food_gun elif self.kind == 4: self.image = self.food_iron elif self.kind == 5: self.image = self.food_protect elif self.kind == 6: self.image = self.food_star elif self.kind == 7: self.image = self.food_tank self.rect.left = self.rect.top = random.randint(100, 500) self.life = True
3)地圖界面
import pygame brickImage = r"..\image\brick.png" ironImage = r"..\image\iron.png" class Brick(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(brickImage) self.rect = self.image.get_rect() class Iron(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(ironImage) self.rect = self.image.get_rect() class Map(): def __init__(self): self.brickGroup = pygame.sprite.Group() self.ironGroup = pygame.sprite.Group() # 數字代表地圖中的位置 # 畫磚塊 X1379 = [2, 3, 6, 7, 18, 19, 22, 23] Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23] X28 = [10, 11, 14, 15] Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20] X46 = [4, 5, 6, 7, 18, 19, 20, 21] Y46 = [13, 14] X5 = [12, 13] Y5 = [16, 17] X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)] for x in X1379: for y in Y1379: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x in X28: for y in Y28: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x in X46: for y in Y46: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x in X5: for y in Y5: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) for x, y in X0Y0: self.brick = Brick() self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24 self.brickGroup.add(self.brick) # 畫石頭 for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]: self.iron = Iron() self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24 self.ironGroup.add(self.iron)
到此這篇關於python實現雙人版坦克大戰遊戲的文章就介紹到這瞭。希望對大傢的學習有所幫助,也希望大傢多多支持WalkonNet。
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