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Pygame坦克大战游戏开发实战详解代码

发布:2022-10-20 10:08:24 59


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Pygame 坦克大战

导语

哈喽!哈喽——我是木木子

今天来升级下之前写的坦克大战游戏嘛,哈哈哈 其实也不算是修改,就是稍微的调试一下!​​

因为之前写的界面都是英文的 ,有的小伙伴儿英文一点儿都不会的可能看着别扭,今天来一款中

文版的给大家嘛!

俗话说的好:“雨露均沾”。哈哈哈.jpg

小简介:

《坦克大战》,1985年由日本开发商南梦宫(Namco)开发,是第一款可以双打的红白机游戏。

当时使用的还是小霸王。

很多小朋友以学习的名义买了以后偷偷打的打游戏还被家长发现了有 没得!

《坦克大战》红白机原版共有35关,每一关的地形和障碍都不同。图为原版坦克大战最后一关,你

有没有打通关过?(小声bb,我这个游戏水平可能达不到!)

正文​

1)游戏规则:

游戏过程是这样的,玩家操作坦克消灭电脑控制的坦克,并保护自己基地。基地图标是一只傲娇的张着翅膀的老鹰。小时候自

己失手把飞鹰轰成烧鸡的惨案经常发生。

双打的时候,为了看谁刷得分高,都争着打坦克,大本营的老鹰被烤熟了都不管。。

坦克大战中的宝贝有战车、星星、时钟等,小编当时最喜欢的是时钟,敌不能动我能动的感觉妙极了。图中的坦克图标吃了是

可以加一条命的,当时为了抢宝贝都抢先把队友的坦克打晕。。。

2)环境安装

Python3、Pycharm、Pygame、以及自带或自定义的模块。

pip install +模块名 或pip install -i https://pypi.douban.com/simple/ +模块名

3)代码演示​​

(之前不是写过的嘛,今天的话就是修改下的,这种小游戏代码肯定都很多的,所以这里直接贴主程序了。

需要完整的打包好的代码跟素材哪些的话 直接滴滴我即可或者看我主页左侧哪里有源码基地的哈!)

主程序:

import pygame
from pygame.locals import *
import sys
import scene
import bullet
import food
import tanks
import home
 
# 开始界面显示
def show_start_interface(screen, width, height):
    tfont = pygame.font.Font('./font/simkai.ttf', width // 4)
    cfont = pygame.font.Font('./font/simkai.ttf', width // 20)
    title = tfont.render(u'坦克大战', True, (255, 0, 0))
    content1 = cfont.render(u'按1键进入单人游戏', True, (0, 244, 222))
    content2 = cfont.render(u'按2键进入双人人游戏', True, (0, 0, 255))
    #显示字体pygame.font.Font.render(text文本, antialias是否抗锯齿, color颜色, background=None)
    trect = title.get_rect()
    # 默认title左上角的坐标是 (0, 0)
    trect.midtop = (width / 2, height / 5)
    crect1 = content1.get_rect()
    crect1.midtop = (width / 2, height / 1.8)
    crect2 = content2.get_rect()
    crect2.midtop = (width / 2, height / 1.6)
    screen.blit(title, trect)
    screen.blit(content1, crect1)
    screen.blit(content2, crect2)
    # 在指定位置绘制指定文字对象
    pygame.display.update()
    # 更新界面
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_1:
                    return 1
                if event.key == pygame.K_2:
                    return 2
 
 
# 结束界面显示
def show_end_interface(screen, width, height, is_win):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    if is_win:
        font = pygame.font.Font('./font/simkai.ttf', width // 10)
        content = font.render(u'恭喜通关!', True, (255, 0, 0))
        rect = content.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(content, rect)
    else:
        fail_img = pygame.image.load("./images/others/gameover.png")
        rect = fail_img.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(fail_img, rect)
    pygame.display.update()
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
 
 
# 关卡切换
def show_switch_stage(screen, width, height, stage):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    font = pygame.font.Font('./font/simkai.ttf', width // 10)
    content = font.render(u'第%d关' % stage, True, (0, 255, 0))
    rect = content.get_rect()
    rect.midtop = (width / 2, height / 2)
    screen.blit(content, rect)
    pygame.display.update()
    delay_event = pygame.constants.USEREVENT
    pygame.time.set_timer(delay_event, 1000)
    #定时器延时
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == delay_event:
                return
 
 
def main():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((630, 630))
    pygame.display.set_caption('坦克大战')
    bg_img = pygame.image.load('./images/others/background.png')
    # 加载音效
    add_sound = pygame.mixer.Sound("./audios/add.wav")
    add_sound.set_volume(1)
    bang_sound = pygame.mixer.Sound("./audios/bang.wav")
    bang_sound.set_volume(1)
    blast_sound = pygame.mixer.Sound("./audios/blast.wav")
    blast_sound.set_volume(1)
    fire_sound = pygame.mixer.Sound("./audios/fire.wav")
    fire_sound.set_volume(1)
    Gunfire_sound = pygame.mixer.Sound("./audios/Gunfire.wav")
    Gunfire_sound.set_volume(1)
    hit_sound = pygame.mixer.Sound("./audios/hit.wav")
    hit_sound.set_volume(1)
    start_sound = pygame.mixer.Sound("./audios/start.wav")
    start_sound.set_volume(1)
    # 开始界面
    num_player = show_start_interface(screen, 630, 630)
    # 播放游戏开始的音乐
    start_sound.play()
    # 关卡
    stage = 0
    num_stage = 2
    # 游戏是否结束
    is_gameover = False
    # 时钟
    clock = pygame.time.Clock()
    # 主循环
    while not is_gameover:
        # 关卡
        stage += 1
        if stage > num_stage:
            break
        show_switch_stage(screen, 630, 630, stage)
        # 该关卡坦克总数量
        enemytanks_total = min(stage * 18, 80)
        # 场上存在的敌方坦克总数量
        enemytanks_now = 0
        # 场上可以存在的敌方坦克总数量
        enemytanks_now_max = min(max(stage * 2, 4), 8)
        # 精灵组,独立运行的动画组
        tanksGroup = pygame.sprite.Group()
        mytanksGroup = pygame.sprite.Group()
        enemytanksGroup = pygame.sprite.Group()
        bulletsGroup = pygame.sprite.Group()
        mybulletsGroup = pygame.sprite.Group()
        enemybulletsGroup = pygame.sprite.Group()
        myfoodsGroup = pygame.sprite.Group()
        # 自定义事件
        # 	-生成敌方坦克事件
        genEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(genEnemyEvent, 100)
        # 	-敌方坦克静止恢复事件
        recoverEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(recoverEnemyEvent, 8000)
        # 	-我方坦克无敌恢复事件
        noprotectMytankEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(noprotectMytankEvent, 8000)
        # 关卡地图
        map_stage = scene.Map(stage)
        # 我方坦克
        tank_player1 = tanks.myTank(1)
        tanksGroup.add(tank_player1)
        mytanksGroup.add(tank_player1)
        if num_player > 1:
            tank_player2 = tanks.myTank(2)
            tanksGroup.add(tank_player2)
            mytanksGroup.add(tank_player2)
        is_switch_tank = True
        player1_moving = False
        player2_moving = False
        # 为了轮胎的动画效果
        time = 0
        # 敌方坦克
        for i in range(0, 3):
            if enemytanks_total > 0:
                enemytank = tanks.enemyTank(i)
                tanksGroup.add(enemytank)
                enemytanksGroup.add(enemytank)
                enemytanks_now += 1
                enemytanks_total -= 1
        # 大本营
        myhome = home.Home()
        # 出场特效
        appearance_img = pygame.image.load("./images/others/appear.png").convert_alpha()
        appearances = []
        appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
        # 关卡主循环
        while True:
            if is_gameover is True:
                break
            if enemytanks_total < 1 and enemytanks_now < 1:
                is_gameover = False
                break
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == genEnemyEvent:
                    if enemytanks_total > 0:
                        if enemytanks_now < enemytanks_now_max: enemytank = tanks.enemyTank() if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):     tanksGroup.add(enemytank)     enemytanksGroup.add(enemytank)     enemytanks_now += 1     enemytanks_total -= 1
                if event.type == recoverEnemyEvent:
                    for each in enemytanksGroup:
                        each.can_move = True
                if event.type == noprotectMytankEvent:
                    for each in mytanksGroup:
                        mytanksGroup.protected = False
            # 检查用户键盘操作
            key_pressed = pygame.key.get_pressed()
            # 玩家一
            # WSAD -> 上下左右
            # 空格键射击
            if key_pressed[pygame.K_w]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_s]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_a]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_d]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_SPACE]:
                if not tank_player1.bullet.being:
                    fire_sound.play()
                    tank_player1.shoot()
            # 玩家二
            # ↑↓←→ -> 上下左右
            # 小键盘0键射击
            if num_player > 1:
                if key_pressed[pygame.K_UP]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_DOWN]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_LEFT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_RIGHT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_KP0]:
                    if not tank_player2.bullet.being:
                        fire_sound.play()
                        tank_player2.shoot()
            # 背景
            screen.blit(bg_img, (0, 0))
            # 石头墙
            for each in map_stage.brickGroup:
                screen.blit(each.brick, each.rect)
            # 钢墙
            for each in map_stage.ironGroup:
                screen.blit(each.iron, each.rect)
            # 冰
            for each in map_stage.iceGroup:
                screen.blit(each.ice, each.rect)
            # 河流
            for each in map_stage.riverGroup:
                screen.blit(each.river, each.rect)
            # 树
            for each in map_stage.treeGroup:
                screen.blit(each.tree, each.rect)
            time += 1
            if time == 5:
                time = 0
                is_switch_tank = not is_switch_tank
            # 我方坦克
            if tank_player1 in mytanksGroup:
                if is_switch_tank and player1_moving:
                    screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
                    player1_moving = False
                else:
                    screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
                if tank_player1.protected:
                    screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
            if num_player > 1:
                if tank_player2 in mytanksGroup:
                    if is_switch_tank and player2_moving:
                        screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
                        player1_moving = False
                    else:
                        screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
                    if tank_player2.protected:
                        screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
            # 敌方坦克
            for each in enemytanksGroup:
                # 出生特效
                if each.born:
                    if each.times > 0:
                        each.times -= 1
                        if each.times <= 10: screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 20: screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 30: screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 40: screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 50: screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 60: screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 70: screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 80: screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 90: screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                    else:
                        each.born = False
                else:
                    if is_switch_tank:
                        screen.blit(each.tank_0, (each.rect.left, each.rect.top))
                    else:
                        screen.blit(each.tank_1, (each.rect.left, each.rect.top))
                    if each.can_move:
                        tanksGroup.remove(each)
                        each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                        tanksGroup.add(each)
            # 我方子弹
            for tank_player in mytanksGroup:
                if tank_player.bullet.being:
                    tank_player.bullet.move()
                    screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
                    # 子弹碰撞敌方子弹
                    for each in enemybulletsGroup:
                        if each.being: if pygame.sprite.collide_rect(tank_player.bullet, each):     tank_player.bullet.being = False     each.being = False     enemybulletsGroup.remove(each)     break
                        else: enemybulletsGroup.remove(each)
                    # 子弹碰撞敌方坦克
                    for each in enemytanksGroup:
                        if each.being: if pygame.sprite.collide_rect(tank_player.bullet, each):     if each.is_red == True:         myfood = food.Food()         myfood.generate()         myfoodsGroup.add(myfood)         each.is_red = False     each.blood -= 1     each.color -= 1     if each.blood < 0:         bang_sound.play()         each.being = False         enemytanksGroup.remove(each)         enemytanks_now -= 1         tanksGroup.remove(each)     else:         each.reload()     tank_player.bullet.being = False     break
                        else: enemytanksGroup.remove(each) tanksGroup.remove(each)
                    # 子弹碰撞石头墙
                    if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
                        tank_player.bullet.being = False
                    # 子弹碰钢墙
                    if tank_player.bullet.stronger:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None): tank_player.bullet.being = False
                    else:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None): tank_player.bullet.being = False
                    # 子弹碰大本营
                    if pygame.sprite.collide_rect(tank_player.bullet, myhome):
                        tank_player.bullet.being = False
                        myhome.set_dead()
                        is_gameover = True
            # 敌方子弹
            for each in enemytanksGroup:
                if each.being:
                    if each.can_move and not each.bullet.being:
                        enemybulletsGroup.remove(each.bullet)
                        each.shoot()
                        enemybulletsGroup.add(each.bullet)
                    if not each.born:
                        if each.bullet.being: each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) # 子弹碰撞我方坦克 for tank_player in mytanksGroup:     if pygame.sprite.collide_rect(each.bullet, tank_player):         if not tank_player.protected:             bang_sound.play()             tank_player.life -= 1             if tank_player.life < 0:                 mytanksGroup.remove(tank_player)                 tanksGroup.remove(tank_player)                 if len(mytanksGroup) < 1:                     is_gameover = True             else:                 tank_player.reset()         each.bullet.being = False         enemybulletsGroup.remove(each.bullet)         break # 子弹碰撞石头墙 if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):     each.bullet.being = False     enemybulletsGroup.remove(each.bullet) # 子弹碰钢墙 if each.bullet.stronger:     if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):         each.bullet.being = False else:     if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):         each.bullet.being = False # 子弹碰大本营 if pygame.sprite.collide_rect(each.bullet, myhome):     each.bullet.being = False     myhome.set_dead()     is_gameover = True
                else:
                    enemytanksGroup.remove(each)
                    tanksGroup.remove(each)
            # 家
            screen.blit(myhome.home, myhome.rect)
            # 食物
            for myfood in myfoodsGroup:
                if myfood.being and myfood.time > 0:
                    screen.blit(myfood.food, myfood.rect)
                    myfood.time -= 1
                    for tank_player in mytanksGroup:
                        if pygame.sprite.collide_rect(tank_player, myfood): # 消灭当前所有敌人 if myfood.kind == 0:     for _ in enemytanksGroup:         bang_sound.play()     enemytanksGroup = pygame.sprite.Group()     enemytanks_total -= enemytanks_now     enemytanks_now = 0 # 敌人静止 if myfood.kind == 1:     for each in enemytanksGroup:         each.can_move = False # 子弹增强 if myfood.kind == 2:     add_sound.play()     tank_player.bullet.stronger = True # 使得大本营的墙变为钢板 if myfood.kind == 3:     map_stage.protect_home() # 坦克获得一段时间的保护罩 if myfood.kind == 4:     add_sound.play()     for tank_player in mytanksGroup:         tank_player.protected = True # 坦克升级 if myfood.kind == 5:     add_sound.play()     tank_player.up_level() # 坦克生命+1 if myfood.kind == 6:     add_sound.play()     tank_player.life += 1 myfood.being = False myfoodsGroup.remove(myfood) break
                else:
                    myfood.being = False
                    myfoodsGroup.remove(myfood)
            pygame.display.flip()
            clock.tick(60)
    if not is_gameover:
        show_end_interface(screen, 630, 630, True)
    else:
        show_end_interface(screen, 630, 630, False)
 
 
if __name__ == '__main__':
    main()

4)效果展示

视频展示效果——

视频播放链接:https://live.csdn.net/v/embed/181068

【Pygame实战】经典的坦克大战游戏,勾起童年无限回忆!

静态截图效果——

游戏界面:

​第一关单人游戏:

双人第一关游戏:

总结

​好啦!中文版的坦克大战都看的懂了哈,想咋玩儿咋玩儿。

​这是程序员的浪漫,这也是我们的浪漫。

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