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day-21 坦克大战,完成碰撞消除5行代码

day-21 坦克大战,完成碰撞消除5行代码

作者: RurouniKenshin | 来源:发表于2018-08-05 21:52 被阅读206次

    碰撞消除实现关键是遍历玩家坦克和敌军子弹和敌军坦克列表的坐标相交判定 以及 敌军坦克和玩家子弹列表的坐标相较判定
    鉴于子弹和坦克都是正方形的图片,使用圆的相交判定来确定是否相交

    # tank.py
    class Tank:
    
        def __init__(self, life, speed_x, speed_y, screen):
            self.life = life
            self.speed_x = speed_x
            self.speed_y = speed_y
            self.screen = screen
    
        def show_tank(self, image, x, y):
            self.screen.blit(image, (x, y))
    
        def hit(self):
            pass
    
        def move(self):
            pass
    
        def dead(self):
            pass
    
    # mytank.py
    import tank
    import pygame
    import bullet
    
    
    class MyTank(tank.Tank):
    
        hero_up = './mytank/1.gif'
        hero_down = './mytank/3.gif'
        hero_left = './mytank/4.gif'
        hero_right = './mytank/2.gif'
        bullets = []
    
        def __init__(self, screen, pos_x=0, pos_y=0):
            super().__init__(1, 0, 0, screen)
            self.pos_x = pos_x
            self.pos_y = pos_y
    
        def move(self, move_dic):
            if move_dic == 'left':
                surface = pygame.image.load(self.hero_left)
                self.speed_x = -5
                self.speed_y = 0
            elif move_dic == 'right':
                surface = pygame.image.load(self.hero_right)
                self.speed_x = 5
                self.speed_y = 0
            elif move_dic == 'up':
                surface = pygame.image.load(self.hero_up)
                self.speed_y = -5
                self.speed_x = 0
            elif move_dic == 'down':
                surface = pygame.image.load(self.hero_down)
                self.speed_y = 5
                self.speed_x = 0
            return surface, move_dic
    
        def stop(self, stop_dic):
            if stop_dic == 'left':
                surface = pygame.image.load(self.hero_left)
                self.speed_x = 0
                self.speed_y = 0
            elif stop_dic == 'right':
                surface = pygame.image.load(self.hero_right)
                self.speed_x = 0
                self.speed_y = 0
            elif stop_dic == 'up':
                surface = pygame.image.load(self.hero_up)
                self.speed_y = 0
                self.speed_x = 0
            elif stop_dic == 'down':
                surface = pygame.image.load(self.hero_down)
                self.speed_y = 0
                self.speed_x = 0
            return surface, stop_dic
    
        def change_position(self):
            self.pos_x += self.speed_x
            self.pos_y += self.speed_y
    
        def hit(self, dic):
            global bullet1
            tank_w, tank_h = pygame.image.load(self.hero_up).get_size()
            bullet_w, bullet_h = bullet.Bullet.surface.get_size()
            if dic == 'left':
                bullet1 = bullet.Bullet(self.pos_x - bullet_w, self.pos_y + (tank_h - bullet_h) / 2)
                bullet1.move(dic)
            elif dic == 'right':
                bullet1 = bullet.Bullet(self.pos_x + tank_w, self.pos_y + (tank_h - bullet_h) / 2)
                bullet1.move(dic)
            elif dic == 'up':
                bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y - bullet_h)
                bullet1.move(dic)
            elif dic == 'down':
                bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y + tank_h)
                bullet1.move(dic)
            self.bullets.append(bullet1)
    
        def bullet_change(self):
            for b in self.bullets:
                b.pos_x += b.speed_x
                b.pos_y += b.speed_y
    
        def bullet_show(self):
            for b in self.bullets:
                self.screen.blit(bullet.Bullet.surface, (b.pos_x, b.pos_y))
    
        def bullet_dead(self):
            for b in self.bullets[:]:
                if b.pos_x <= 0 or b.pos_x >= 60*20:
                    self.bullets.remove(b)
                if b.pos_y <= 0 or b.pos_y >= 60*14:
                    self.bullets.remove(b)
    # enemy
    import pygame
    import tank
    from random import randint
    import bullet
    
    
    class Enemy(tank.Tank):
    
        def __init__(self, life, surface, speed_x=0, speed_y=0, screen=0, pos_x=0, pos_y=0, enemy_bullet=[]):
            self.life = life
            self.speed_x = speed_x
            self.speed_y = speed_y
            self.screen = screen
            self.pos_x = pos_x
            self.pos_y = pos_y
            self.type_e = randint(1,3)
            self.enemy_bullet = enemy_bullet
            self.surface = surface
    
        def move(self):
            r_dic = randint(-50, 50)
            if r_dic == 1:
                surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/u.gif')
                self.speed_y = self.type_e * (-1)
                self.speed_x = 0
                self.hit(r_dic)
                self.surface = surface
            elif r_dic == 2:
                surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/d.gif')
                self.speed_y = self.type_e * 1
                self.speed_x = 0
                self.hit(r_dic)
                self.surface = surface
            elif r_dic == 3:
                surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/l.gif')
                self.speed_x = self.type_e * (-1)
                self.speed_y = 0
                self.hit(r_dic)
                self.surface = surface
            elif r_dic == 4:
                surface = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/r.gif')
                self.speed_x = self.type_e * 1
                self.speed_y = 0
                self.hit(r_dic)
                self.surface = surface
    
        def hit(self, r_dic):
            tank_w, tank_h = pygame.image.load('./enemy/enemy'+str(self.type_e)+'/u.gif').get_size()
            bullet_w, bullet_h = bullet.Bullet.surface.get_size()
            if r_dic == 3:
                bullet1 = bullet.Bullet(self.pos_x - bullet_w, self.pos_y + (tank_h - bullet_h) / 2)
                bullet1.move('left')
                self.enemy_bullet.append(bullet1)
            elif r_dic == 4:
                bullet1 = bullet.Bullet(self.pos_x + tank_w, self.pos_y + (tank_h - bullet_h) / 2)
                bullet1.move('right')
                self.enemy_bullet.append(bullet1)
            elif r_dic == 1:
                bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y - bullet_h)
                bullet1.move('up')
                self.enemy_bullet.append(bullet1)
            elif r_dic == 2:
                bullet1 = bullet.Bullet(self.pos_x + (tank_w - bullet_w) / 2, self.pos_y + tank_h)
                bullet1.move('down')
                self.enemy_bullet.append(bullet1)
    
        def bullet_change(self):
            for b in self.enemy_bullet:
                b.pos_x += b.speed_x
                b.pos_y += b.speed_y
    
        def bullet_show(self):
            for b in self.enemy_bullet:
                self.screen.blit(bullet.Bullet.surface, (b.pos_x, b.pos_y))
    
        def bullet_dead(self):
            for b in self.enemy_bullet:
                if b.pos_x <= 0 or b.pos_x >= 60*20:
                    self.enemy_bullet.remove(b)
                if b.pos_y <= 0 or b.pos_y >= 60*14:
                    self.enemy_bullet.remove(b)
    
        def change_position(self):
            self.pos_x += self.speed_x
            self.pos_y += self.speed_y
    # bullet.py
    class Bullet:
    
        surface = pygame.image.load('./bullet/10.gif')
        speed_x = 0
        speed_y = 0
    
        def __init__(self, pos_x, pos_y):
            self.pos_x = pos_x
            self.pos_y = pos_y
    
        def move(self, move_dic):
            if move_dic == 'left':
                self.speed_x = -8
            elif move_dic == 'right':
                self.speed_x = 8
            elif move_dic == 'up':
                self.speed_y = -8
            elif move_dic == 'down':
                self.speed_y = 8
    # main.py
    """new python"""
    import pygame
    import mytank
    from enemy import Enemy
    from random import randint
    
    
    if __name__ == '__main__':
        pygame.init()
        width = 60 * 20
        height = 60 * 14
        screen = pygame.display.set_mode((width, height))
        bullet_wid, bullet_hig = bullet.Bullet.surface.get_size()
        pos_x = 660
        pos_y = 780
        hero = mytank.MyTank(screen, pos_x, pos_y)
        surface = pygame.image.load(mytank.MyTank.hero_up)
        dic = ''
        surface_e = pygame.image.load('./enemy/enemy1/u.gif')
        enemy_wid, enemy_hig = surface_e.get_size()
        enemys = []
        while True:
            rr = randint(1, 3)
            while len(enemys) < 6:
                enemy = Enemy(randint(1, 6), surface_e, 0, 0, screen, randint(100, 1000), randint(100, 500), [])
                enemys.append(enemy)
            screen.fill((0, 0, 0))
            hero.bullet_dead()
            hero.show_tank(surface, hero.pos_x, hero.pos_y)
            hero.bullet_show()
            for enemy in enemys:
                if (enemy.pos_x >= 60 * 19 and enemy.speed_x > 0) or (enemy.pos_x <= 0 and enemy.speed_x < 0):
                    enemy.speed_x = 0 - enemy.speed_x
                if (enemy.pos_y >= 60 * 13 and enemy.speed_y > 0) or (enemy.pos_y <= 0 and enemy.speed_y < 0):
                    enemy.speed_y = 0 - enemy.speed_y
                enemy.change_position()
                enemy.bullet_change()
                enemy.bullet_dead()
                enemy.show_tank(enemy.surface, enemy.pos_x, enemy.pos_y)
                enemy.bullet_show()
                enemy.move()
            pygame.display.flip()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    exit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_RIGHT:
                        surface, dic = hero.move('right')
                    elif event.key == pygame.K_LEFT:
                        surface, dic = hero.move('left')
                    elif event.key == pygame.K_UP:
                        surface, dic = hero.move('up')
                    elif event.key == pygame.K_DOWN:
                        surface, dic = hero.move('down')
                    if event.key == pygame.K_SPACE:
                        hero.hit(dic)
                elif event.type == pygame.KEYUP:
                    if event.key == pygame.K_RIGHT:
                        surface, dic = hero.stop('right')
                    elif event.key == pygame.K_LEFT:
                        surface, dic = hero.stop('left')
                    elif event.key == pygame.K_UP:
                        surface, dic = hero.stop('up')
                    elif event.key == pygame.K_DOWN:
                        surface, dic = hero.stop('down')
            if (hero.pos_x >= 60*19 and hero.speed_x > 0) or (hero.pos_x <= 0 and hero.speed_x < 0):
                hero.speed_x = 0
            if (hero.pos_y >= 60*13 and hero.speed_y > 0) or (hero.pos_y <= 0 and hero.speed_y < 0):
                hero.speed_y = 0
            hero.change_position()
            hero.bullet_change()
            pygame.time.delay(10)
    

    碰撞消除在各个类的dead方法中实现

            for e in enemys:
                for my_bullet in mytank.MyTank.bullets:
                    if math.sqrt((e.pos_x+enemy_wid/2-my_bullet.pos_x-bullet_wid/2)**2+(e.pos_y+enemy_hig/2-my_bullet.pos_y-bullet_hig/2)**2) < (enemy_wid/2+bullet_wid/2):
                        enemys.remove(e)
                        mytank.MyTank.bullets.remove(my_bullet)
    

    放在main.py中 pygame.time.delay(10)前即可完成敌军和我方子弹的碰撞消除,自己和敌方子弹的碰撞消除同理即可,想了一下还是给个运行图吧(随机类型敌军坦克,并且少于6个,自动生成到6个)


    image.png

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