python实现双人版坦克大战游戏

x33g5p2x  于2021-12-11 转载在 Python  
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游戏介绍:

双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。

中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭玩即可进入下一关。

方向键:上下左右移动即可。另一个方向键则是:WSAD。

环境配置:

Python3、 Pycharm 、Pygame。

第三方库的安装:pip install pygame

效果展示:

开始界面一一

开始即可上手玩游戏,还有背景音乐辅助!游戏玩儿起来更带感!

游戏界面——

代码演示:

1)游戏主程序

  1. import pygameimport sysimport tracebackimport wallimport myTankimport enemyTankimport food
  2. def main():
  3. pygame.init()
  4. pygame.mixer.init()
  5. resolution = 630, 630
  6. screen = pygame.display.set_mode(resolution)
  7. pygame.display.set_caption("Tank War ")
  8. # 加载图片,音乐,音效. background_image = pygame.image.load(r"..\image\background.png")
  9. home_image = pygame.image.load(r"..\image\home.png")
  10. home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png")
  11. bang_sound = pygame.mixer.Sound(r"..\music\bang.wav")
  12. bang_sound.set_volume(1)
  13. fire_sound = pygame.mixer.Sound(r"..\music\Gunfire.wav")
  14. start_sound = pygame.mixer.Sound(r"..\music\start.wav")
  15. start_sound.play()
  16. # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹
  17. allTankGroup = pygame.sprite.Group()
  18. mytankGroup = pygame.sprite.Group()
  19. allEnemyGroup = pygame.sprite.Group()
  20. redEnemyGroup = pygame.sprite.Group()
  21. greenEnemyGroup = pygame.sprite.Group()
  22. otherEnemyGroup = pygame.sprite.Group()
  23. enemyBulletGroup = pygame.sprite.Group()
  24. # 创建地图 bgMap = wall.Map()
  25. # 创建食物/道具 但不显示 prop = food.Food()
  26. # 创建我方坦克
  27. myTank_T1 = myTank.MyTank(1)
  28. allTankGroup.add(myTank_T1)
  29. mytankGroup.add(myTank_T1)
  30. myTank_T2 = myTank.MyTank(2)
  31. allTankGroup.add(myTank_T2) mytankGroup.add(myTank_T2)
  32. # 创建敌方 坦克 for i in range(1, 4):
  33. enemy = enemyTank.EnemyTank(i)
  34. allTankGroup.add(enemy)
  35. allEnemyGroup.add(enemy)
  36. if enemy.isred == True:
  37. redEnemyGroup.add(enemy)
  38. continue
  39. if enemy.kind == 3:
  40. greenEnemyGroup.add(enemy)
  41. continue
  42. otherEnemyGroup.add(enemy)
  43. # 敌军坦克出现动画 appearance_image = pygame.image.load(r"..\image\appear.png").convert_alpha()
  44. appearance = []
  45. appearance.append(appearance_image.subsurface(( 0, 0), (48, 48)))
  46. appearance.append(appearance_image.subsurface((48, 0), (48, 48))) appearance.append(appearance_image.subsurface((96, 0), (48, 48)))
  47. # 自定义事件
  48. # 创建敌方坦克延迟200
  49. DELAYEVENT = pygame.constants.USEREVENT
  50. pygame.time.set_timer(DELAYEVENT, 200)
  51. # 创建 敌方 子弹延迟1000
  52. ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
  53. # 创建 我方 子弹延迟200
  54. MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
  55. # 敌方坦克 静止8000
  56. NOTMOVEEVENT = pygame.constants.USEREVENT + 3
  57. pygame.time.set_timer(NOTMOVEEVENT, 8000)
  58. delay = 100
  59. moving = 0
  60. movdir = 0
  61. moving2 = 0
  62. movdir2 = 0
  63. enemyNumber = 3
  64. enemyCouldMove = True
  65. switch_R1_R2_image = True
  66. homeSurvive = True
  67. running_T1 = True
  68. running_T2 = True
  69. clock = pygame.time.Clock()
  70. while True:
  71. for event in pygame.event.get():
  72. if event.type == pygame.QUIT:
  73. pygame.quit()
  74. sys.exit()
  75. # 我方子弹冷却事件
  76. if event.type == MYBULLETNOTCOOLINGEVENT:
  77. myTank_T1.bulletNotCooling = True
  78. # 敌方子弹冷却事件
  79. if event.type == ENEMYBULLETNOTCOOLINGEVENT:
  80. for each in allEnemyGroup:
  81. each.bulletNotCooling = True
  82. # 敌方坦克静止事件
  83. if event.type == NOTMOVEEVENT:
  84. enemyCouldMove = True
  85. # 创建敌方坦克延迟
  86. if event.type == DELAYEVENT:
  87. if enemyNumber < 4:
  88. enemy = enemyTank.EnemyTank()
  89. if pygame.sprite.spritecollide(enemy, allTankGroup, False, None):
  90. break
  91. allEnemyGroup.add(enemy)
  92. allTankGroup.add(enemy)
  93. enemyNumber += 1
  94. if enemy.isred == True:
  95. redEnemyGroup.add(enemy)
  96. elif enemy.kind == 3:
  97. greenEnemyGroup.add(enemy)
  98. else:
  99. otherEnemyGroup.add(enemy)
  100. if event.type == pygame.KEYDOWN:
  101. if event.key == pygame.K_c and pygame.KMOD_CTRL:
  102. pygame.quit()
  103. sys.exit()
  104. if event.key == pygame.K_e:
  105. myTank_T1.levelUp()
  106. if event.key == pygame.K_q:
  107. myTank_T1.levelDown()
  108. if event.key == pygame.K_3:
  109. myTank_T1.levelUp()
  110. myTank_T1.levelUp()
  111. myTank_T1.level = 3
  112. if event.key == pygame.K_2:
  113. if myTank_T1.speed == 3:
  114. myTank_T1.speed = 24
  115. else:
  116. myTank_T1.speed = 3
  117. if event.key == pygame.K_1:
  118. for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
  119. bgMap.brick = wall.Brick()
  120. bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
  121. bgMap.brickGroup.add(bgMap.brick)
  122. if event.key == pygame.K_4:
  123. for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
  124. bgMap.iron = wall.Iron()
  125. bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
  126. bgMap.ironGroup.add(bgMap.iron)
  127. # 检查用户的键盘操作
  128. key_pressed = pygame.key.get_pressed()
  129. # 玩家一的移动操作
  130. if moving:
  131. moving -= 1
  132. if movdir == 0:
  133. allTankGroup.remove(myTank_T1)
  134. if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  135. moving += 1
  136. allTankGroup.add(myTank_T1)
  137. running_T1 = True
  138. if movdir == 1:
  139. allTankGroup.remove(myTank_T1)
  140. if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  141. moving += 1
  142. allTankGroup.add(myTank_T1)
  143. running_T1 = True
  144. if movdir == 2:
  145. allTankGroup.remove(myTank_T1)
  146. if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  147. moving += 1
  148. allTankGroup.add(myTank_T1)
  149. running_T1 = True
  150. if movdir == 3:
  151. allTankGroup.remove(myTank_T1)
  152. if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  153. moving += 1
  154. allTankGroup.add(myTank_T1)
  155. running_T1 = True
  156. if not moving:
  157. if key_pressed[pygame.K_w]:
  158. moving = 7
  159. movdir = 0
  160. running_T1 = True
  161. allTankGroup.remove(myTank_T1)
  162. if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  163. moving = 0
  164. allTankGroup.add(myTank_T1)
  165. elif key_pressed[pygame.K_s]:
  166. moving = 7
  167. movdir = 1
  168. running_T1 = True
  169. allTankGroup.remove(myTank_T1)
  170. if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  171. moving = 0
  172. allTankGroup.add(myTank_T1)
  173. elif key_pressed[pygame.K_a]:
  174. moving = 7
  175. movdir = 2
  176. running_T1 = True
  177. allTankGroup.remove(myTank_T1)
  178. if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  179. moving = 0
  180. allTankGroup.add(myTank_T1)
  181. elif key_pressed[pygame.K_d]:
  182. moving = 7
  183. movdir = 3
  184. running_T1 = True
  185. allTankGroup.remove(myTank_T1)
  186. if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
  187. moving = 0
  188. allTankGroup.add(myTank_T1)
  189. if key_pressed[pygame.K_j]:
  190. if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
  191. fire_sound.play()
  192. myTank_T1.shoot()
  193. myTank_T1.bulletNotCooling = False
  194. # 玩家二的移动操作
  195. if moving2:
  196. moving2 -= 1
  197. if movdir2 == 0:
  198. allTankGroup.remove(myTank_T2)
  199. myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  200. allTankGroup.add(myTank_T2)
  201. running_T2 = True
  202. if movdir2 == 1:
  203. allTankGroup.remove(myTank_T2)
  204. myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  205. allTankGroup.add(myTank_T2)
  206. running_T2 = True
  207. if movdir2 == 2:
  208. allTankGroup.remove(myTank_T2)
  209. myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  210. allTankGroup.add(myTank_T2)
  211. running_T2 = True
  212. if movdir2 == 3:
  213. allTankGroup.remove(myTank_T2)
  214. myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  215. allTankGroup.add(myTank_T2)
  216. running_T2 = True
  217. if not moving2:
  218. if key_pressed[pygame.K_UP]:
  219. allTankGroup.remove(myTank_T2)
  220. myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  221. allTankGroup.add(myTank_T2)
  222. moving2 = 7
  223. movdir2 = 0
  224. running_T2 = True
  225. elif key_pressed[pygame.K_DOWN]:
  226. allTankGroup.remove(myTank_T2)
  227. myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  228. allTankGroup.add(myTank_T2)
  229. moving2 = 7
  230. movdir2 = 1
  231. running_T2 = True
  232. elif key_pressed[pygame.K_LEFT]:
  233. allTankGroup.remove(myTank_T2)
  234. myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  235. allTankGroup.add(myTank_T2)
  236. moving2 = 7
  237. movdir2 = 2
  238. running_T2 = True
  239. elif key_pressed[pygame.K_RIGHT]:
  240. allTankGroup.remove(myTank_T2)
  241. myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  242. allTankGroup.add(myTank_T2)
  243. moving2 = 7
  244. movdir2 = 3
  245. running_T2 = True
  246. if key_pressed[pygame.K_KP0]:
  247. if not myTank_T2.bullet.life:
  248. # fire_sound.play()
  249. myTank_T2.shoot()
  250. # 画背景
  251. screen.blit(background_image, (0, 0))
  252. # 画砖块
  253. for each in bgMap.brickGroup:
  254. screen.blit(each.image, each.rect)
  255. # 花石头
  256. for each in bgMap.ironGroup:
  257. screen.blit(each.image, each.rect)
  258. # 画home
  259. if homeSurvive:
  260. screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))
  261. else:
  262. screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
  263. # 画我方坦克1
  264. if not (delay % 5):
  265. switch_R1_R2_image = not switch_R1_R2_image
  266. if switch_R1_R2_image and running_T1:
  267. screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))
  268. running_T1 = False
  269. else:
  270. screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))
  271. # 画我方坦克2
  272. if switch_R1_R2_image and running_T2:
  273. screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))
  274. running_T2 = False
  275. else:
  276. screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top))
  277. # 画敌方坦克
  278. for each in allEnemyGroup:
  279. # 判断5毛钱特效是否播放
  280. if each.flash:
  281. # 判断画左动作还是右动作
  282. if switch_R1_R2_image:
  283. screen.blit(each.tank_R0, (each.rect.left, each.rect.top))
  284. if enemyCouldMove:
  285. allTankGroup.remove(each)
  286. each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  287. allTankGroup.add(each)
  288. else:
  289. screen.blit(each.tank_R1, (each.rect.left, each.rect.top))
  290. if enemyCouldMove:
  291. allTankGroup.remove(each)
  292. each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
  293. allTankGroup.add(each)
  294. else:
  295. # 播放5毛钱特效
  296. if each.times > 0:
  297. each.times -= 1
  298. if each.times <= 10:
  299. screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
  300. elif each.times <= 20:
  301. screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
  302. elif each.times <= 30:
  303. screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
  304. elif each.times <= 40:
  305. screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
  306. elif each.times <= 50:
  307. screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
  308. elif each.times <= 60:
  309. screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
  310. elif each.times <= 70:
  311. screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
  312. elif each.times <= 80:
  313. screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
  314. elif each.times <= 90:
  315. screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
  316. if each.times == 0:
  317. each.flash = True
  318. # 绘制我方子弹1
  319. if myTank_T1.bullet.life:
  320. myTank_T1.bullet.move()
  321. screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
  322. # 子弹 碰撞 子弹
  323. for each in enemyBulletGroup:
  324. if each.life:
  325. if pygame.sprite.collide_rect(myTank_T1.bullet, each):
  326. myTank_T1.bullet.life = False
  327. each.life = False
  328. pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None)
  329. # 子弹 碰撞 敌方坦克
  330. if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None):
  331. prop.change()
  332. bang_sound.play()
  333. enemyNumber -= 1
  334. myTank_T1.bullet.life = False
  335. elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None):
  336. for each in greenEnemyGroup:
  337. if pygame.sprite.collide_rect(myTank_T1.bullet, each):
  338. if each.life == 1:
  339. pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None)
  340. bang_sound.play()
  341. enemyNumber -= 1
  342. elif each.life == 2:
  343. each.life -= 1
  344. each.tank = each.enemy_3_0
  345. elif each.life == 3:
  346. each.life -= 1
  347. each.tank = each.enemy_3_2
  348. myTank_T1.bullet.life = False
  349. elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):
  350. bang_sound.play() enemyNumber -= 1
  351. myTank_T1.bullet.life = False
  352. #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):
  353. # bang_sound.play()
  354. # enemyNumber -= 1
  355. # myTank_T1.bullet.life = False
  356. # 子弹 碰撞 brickGroup
  357. if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):
  358. myTank_T1.bullet.life = False
  359. myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  360. # 子弹 碰撞 brickGroup
  361. if myTank_T1.bullet.strong:
  362. if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):
  363. myTank_T1.bullet.life = False
  364. myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  365. else:
  366. if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):
  367. myTank_T1.bullet.life = False
  368. myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  369. # 绘制我方子弹2
  370. if myTank_T2.bullet.life:
  371. myTank_T2.bullet.move()
  372. screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
  373. # 子弹 碰撞 敌方坦克
  374. if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):
  375. bang_sound.play()
  376. enemyNumber -= 1
  377. myTank_T2.bullet.life = False
  378. # 子弹 碰撞 brickGroup
  379. if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):
  380. myTank_T2.bullet.life = False
  381. myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  382. # 子弹 碰撞 brickGroup
  383. if myTank_T2.bullet.strong:
  384. if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):
  385. myTank_T2.bullet.life = False
  386. myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  387. else:
  388. if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):
  389. myTank_T2.bullet.life = False
  390. myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  391. # 绘制敌人子弹
  392. for each in allEnemyGroup:
  393. # 如果子弹没有生命,则赋予子弹生命
  394. if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
  395. enemyBulletGroup.remove(each.bullet)
  396. each.shoot()
  397. enemyBulletGroup.add(each.bullet)
  398. each.bulletNotCooling = False
  399. # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
  400. if each.flash:
  401. if each.bullet.life:
  402. # 如果敌人可以移动
  403. if enemyCouldMove:
  404. each.bullet.move()
  405. screen.blit(each.bullet.bullet, each.bullet.rect)
  406. # 子弹 碰撞 我方坦克
  407. if pygame.sprite.collide_rect(each.bullet, myTank_T1):
  408. bang_sound.play()
  409. myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24
  410. each.bullet.life = False
  411. moving = 0
  412. # 重置移动控制参数
  413. for i in range(myTank_T1.level+1):
  414. myTank_T1.levelDown()
  415. if pygame.sprite.collide_rect(each.bullet, myTank_T2):
  416. bang_sound.play()
  417. myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24
  418. each.bullet.life = False
  419. # 子弹 碰撞 brickGroup
  420. if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
  421. each.bullet.life = False
  422. # 子弹 碰撞 ironGroup
  423. if each.bullet.strong:
  424. if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):
  425. each.bullet.life = False
  426. else:
  427. if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None):
  428. each.bullet.life = False
  429. # 最后画食物/道具
  430. if prop.life:
  431. screen.blit(prop.image, prop.rect)
  432. # 我方坦克碰撞 食物/道具
  433. if pygame.sprite.collide_rect(myTank_T1, prop):
  434. if prop.kind == 1: # 敌人全毁
  435. for each in allEnemyGroup:
  436. if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):
  437. bang_sound.play()
  438. enemyNumber -= 1
  439. prop.life = False
  440. if prop.kind == 2: # 敌人静止
  441. enemyCouldMove = False
  442. prop.life = False
  443. if prop.kind == 3:
  444. # 子弹增强
  445. myTank_T1.bullet.strong = True
  446. prop.life = False
  447. if prop.kind == 4:
  448. # 家得到保护
  449. for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
  450. bgMap.iron = wall.Iron()
  451. bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
  452. bgMap.ironGroup.add(bgMap.iron)
  453. prop.life = False
  454. if prop.kind == 5:
  455. # 坦克无敌
  456. prop.life = False
  457. pass
  458. if prop.kind == 6:
  459. # 坦克升级
  460. myTank_T1.levelUp()
  461. prop.life = False
  462. if prop.kind == 7:
  463. # 坦克生命+1
  464. myTank_T1.life += 1
  465. prop.life = False
  466. # 延迟
  467. delay -= 1
  468. if not delay:
  469. delay = 100
  470. pygame.display.flip()
  471. clock.tick(60)
  472. if __name__ == "__main__": try:
  473. main()
  474. except SystemExit:
  475. pass
  476. except:
  477. traceback.print_exc()
  478. pygame.quit()
  479. input()

2)随机出现的特殊道具

  1. import pygameimport random class Food(pygame.sprite.Sprite): def __init__(self):
  2. self.food_boom = pygame.image.load(r"..\image\food_boom.png").convert_alpha()
  3. self.food_clock = pygame.image.load(r"..\image\food_clock.png").convert_alpha()
  4. self.food_gun = pygame.image.load(r"..\image\food_gun.png").convert_alpha()
  5. self.food_iron = pygame.image.load(r"..\image\food_iron.png").convert_alpha()
  6. self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha()
  7. self.food_star = pygame.image.load(r"..\image\food_star.png").convert_alpha()
  8. self.food_tank = pygame.image.load(r"..\image\food_tank.png").convert_alpha()
  9. self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
  10. if self.kind == 1:
  11. self.image = self.food_boom
  12. elif self.kind == 2:
  13. self.image = self.food_clock
  14. elif self.kind == 3:
  15. self.image = self.food_gun
  16. elif self.kind == 4:
  17. self.image = self.food_iron
  18. elif self.kind == 5:
  19. self.image = self.food_protect
  20. elif self.kind == 6:
  21. self.image = self.food_star
  22. elif self.kind == 7:
  23. self.image = self.food_tank
  24. self.rect = self.image.get_rect()
  25. self.rect.left = self.rect.top = random.randint(100, 500)
  26. self.life = False
  27. def change(self):
  28. self.kind = random.choice([1, 2, 3, 4, 5, 6, 7])
  29. if self.kind == 1:
  30. self.image = self.food_boom
  31. elif self.kind == 2:
  32. self.image = self.food_clock
  33. elif self.kind == 3:
  34. self.image = self.food_gun
  35. elif self.kind == 4:
  36. self.image = self.food_iron
  37. elif self.kind == 5:
  38. self.image = self.food_protect
  39. elif self.kind == 6:
  40. self.image = self.food_star
  41. elif self.kind == 7:
  42. self.image = self.food_tank
  43. self.rect.left = self.rect.top = random.randint(100, 500)
  44. self.life = True

3)地图界面

  1. import pygame brickImage = r"..\image\brick.png"
  2. ironImage = r"..\image\iron.png" class Brick(pygame.sprite.Sprite):
  3. def __init__(self):
  4. pygame.sprite.Sprite.__init__(self)
  5. self.image = pygame.image.load(brickImage)
  6. self.rect = self.image.get_rect()
  7. class Iron(pygame.sprite.Sprite):
  8. def __init__(self):
  9. pygame.sprite.Sprite.__init__(self)
  10. self.image = pygame.image.load(ironImage)
  11. self.rect = self.image.get_rect()
  12. class Map():
  13. def __init__(self):
  14. self.brickGroup = pygame.sprite.Group()
  15. self.ironGroup = pygame.sprite.Group()
  16. # 数字代表地图中的位置
  17. # 画砖块
  18. X1379 = [2, 3, 6, 7, 18, 19, 22, 23]
  19. Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]
  20. X28 = [10, 11, 14, 15]
  21. Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]
  22. X46 = [4, 5, 6, 7, 18, 19, 20, 21]
  23. Y46 = [13, 14]
  24. X5 = [12, 13]
  25. Y5 = [16, 17]
  26. X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]
  27. for x in X1379:
  28. for y in Y1379:
  29. self.brick = Brick()
  30. self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  31. self.brickGroup.add(self.brick)
  32. for x in X28:
  33. for y in Y28:
  34. self.brick = Brick()
  35. self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  36. self.brickGroup.add(self.brick)
  37. for x in X46:
  38. for y in Y46:
  39. self.brick = Brick()
  40. self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  41. self.brickGroup.add(self.brick)
  42. for x in X5:
  43. for y in Y5:
  44. self.brick = Brick()
  45. self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  46. self.brickGroup.add(self.brick)
  47. for x, y in X0Y0:
  48. self.brick = Brick()
  49. self.brick.rect.left, self.brick.rect.top = 3 + x * 24, 3 + y * 24
  50. self.brickGroup.add(self.brick)
  51. # 画石头
  52. for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]:
  53. self.iron = Iron()
  54. self.iron.rect.left, self.iron.rect.top = 3 + x * 24, 3 + y * 24
  55. self.ironGroup.add(self.iron)

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