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

import pygameimport sysimport tracebackimport wallimport myTankimport enemyTankimport food     
def main():    
pygame.init()    
pygame.mixer.init()        
resolution = 630, 630    
screen = pygame.display.set_mode(resolution)    
pygame.display.set_caption("Tank War ")        
# 加载图片,音乐,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()        
# 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹    
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()    
# 创建地图     bgMap = wall.Map()    
# 创建食物/道具 但不显示    prop = food.Food()    
# 创建我方坦克    
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)    
# 创建敌方 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)    
# 敌军坦克出现动画    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)))                    
# 自定义事件    
# 创建敌方坦克延迟200    
DELAYEVENT = pygame.constants.USEREVENT    
pygame.time.set_timer(DELAYEVENT, 200)    
# 创建 敌方 子弹延迟1000    
ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1    pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)    
# 创建 我方 子弹延迟200    
MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2    pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)    
# 敌方坦克 静止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()                        
# 我方子弹冷却事件            
if event.type == MYBULLETNOTCOOLINGEVENT:                
myTank_T1.bulletNotCooling = True                            
# 敌方子弹冷却事件            
if event.type == ENEMYBULLETNOTCOOLINGEVENT:                
for each in allEnemyGroup:                    
each.bulletNotCooling = True                        
# 敌方坦克静止事件           
if event.type == NOTMOVEEVENT:                
enemyCouldMove = True                        
# 创建敌方坦克延迟            
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)                                          
# 检查用户的键盘操作        
key_pressed = pygame.key.get_pressed()        
# 玩家一的移动操作        
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                        
# 玩家二的移动操作       
 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()                                        
# 画背景        
screen.blit(background_image, (0, 0))        
# 画砖块        
for each in bgMap.brickGroup:            
screen.blit(each.image, each.rect)                
# 花石头        
for each in bgMap.ironGroup:            
screen.blit(each.image, each.rect)                
# 画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))        
# 画我方坦克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))        
# 画我方坦克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))            
# 画敌方坦克        
for each in allEnemyGroup:            
# 判断5毛钱特效是否播放                        
if each.flash:                
# 判断画左动作还是右动作                
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毛钱特效                
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                               
# 绘制我方子弹1        
if myTank_T1.bullet.life:            
myTank_T1.bullet.move()                
screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)           
 # 子弹 碰撞 子弹            
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)            
# 子弹 碰撞 敌方坦克            
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            
# 子弹 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            
# 子弹 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                
# 绘制我方子弹2        
if myTank_T2.bullet.life:            
myTank_T2.bullet.move()                
screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)            
# 子弹 碰撞 敌方坦克            
if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):                
bang_sound.play()                
enemyNumber -= 1                
myTank_T2.bullet.life = False            
# 子弹 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            
# 子弹 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                 
# 绘制敌人子弹        
for each in allEnemyGroup:            
# 如果子弹没有生命,则赋予子弹生命            
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毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹            
if each.flash:                
if each.bullet.life:                    
# 如果敌人可以移动                    
if enemyCouldMove:                        
each.bullet.move()                    
screen.blit(each.bullet.bullet, each.bullet.rect)                    
# 子弹 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  
# 重置移动控制参数                        
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                   
 # 子弹 碰撞 brickGroup                    
if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):                        
each.bullet.life = False                    
# 子弹 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                     
# 最后画食物/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:  # 敌人全毁                    
for each in allEnemyGroup:                        
if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):                            
bang_sound.play()                            
enemyNumber -= 1                    
prop.life = False                
if prop.kind == 2:  # 敌人静止                    
enemyCouldMove = False                    
prop.life = False                
if prop.kind == 3:  
# 子弹增强                    
myTank_T1.bullet.strong = True                    
prop.life = False                
if prop.kind == 4:  
# 家得到保护                    
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:  
# 坦克无敌                    
prop.life = False                    
pass                
if prop.kind == 6:  
# 坦克升级                    
myTank_T1.levelUp()                    
prop.life = False                
if prop.kind == 7:  
# 坦克生命+1                    
myTank_T1.life += 1                    
prop.life = False                                                                          
# 延迟        
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)随机出现的特殊道具

import pygameimport 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)地图界面

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()                
# 数字代表地图中的位置        
# 画砖块        
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)                
# 画石头        
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)

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