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day22-坦克大战无地图完全版(实现了一些花里胡哨的功能)

day22-坦克大战无地图完全版(实现了一些花里胡哨的功能)

作者: RurouniKenshin | 来源:发表于2018-08-06 14:59 被阅读162次

    实现的功能有:
    1.难度变更,根据玩家击杀的敌方坦克数量和获得的分数,增加场上的敌方坦克数量

    2.血条显示,玩家坦克每击杀一个敌方坦克获得一个生命标记,没受到一次攻击掉落一个生命标记,初始标记20个

    3.敌方坦克的随机生成,敌方坦克3种类型,一种血厚防高移速慢黄色坦克,一种血防平衡移速适中白色坦克,一种血薄防低移速快原谅坦克,随机生成不同类型

    4.空格键发射子弹,方向键控制方向,未设置连发,按一次空格射击一次

    5.碰撞判定,圆的相交判定

    6.允许穿模,即坦克相撞不产生伤害,不然难度太高

    # 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
    
    # mytank.py
    import tank
    import pygame
    import bullet
    
    
    class MyTank(tank.Tank):
    
        hero_up = './mytank/1.gif' # 我方坦克各个状态
        hero_down = './mytank/3.gif'
        hero_left = './mytank/4.gif'
        hero_right = './mytank/2.gif'
        bullets = [] # 类字段-我方子弹列表
    
        def __init__(self, screen, pos_x=0, pos_y=0): # 初始化
            super().__init__(1, 0, 0, screen)
            self.pos_x = pos_x
            self.pos_y = pos_y
    
        def move(self, move_dic): # 移动方法,速度改变,返回移动方向
            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): # 停止方法,接收移动结束的方向,速度归0,返回停止方向
            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): # 坐标更改
            self.pos_x += self.speed_x
            self.pos_y += self.speed_y
    
        def hit(self, dic): # 子弹射击,各个方向
            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.py
    import pygame
    import tank
    from random import randint
    import bullet
    
    
    class Enemy(tank.Tank):
    
        enemy_bullets = [] # 类字段-敌方子弹列表
    
        def __init__(self, surface, speed_x=0, speed_y=0, screen=0, pos_x=0, pos_y=0): # 初始化敌方坦克
            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) # 随机类型
            self.life = 8 - self.type_e * 2 # 类型对应血量
            self.surface = surface
    
        def move(self): # 移动方法,根据类型决定敌方坦克模样和移动速度
            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): # 敌方子弹射击方法
            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_bullets.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_bullets.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_bullets.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_bullets.append(bullet1)
    
        def bullet_change(self):
            for b in self.enemy_bullets:
                b.pos_x += b.speed_x
                b.pos_y += b.speed_y
    
        def bullet_show(self):
            for b in self.enemy_bullets:
                self.screen.blit(bullet.Bullet.surface, (b.pos_x, b.pos_y))
    
        def bullet_dead(self):
            for b in self.enemy_bullets:
                if b.pos_x <= 0 or b.pos_x >= 60*20:
                    self.enemy_bullets.remove(b)
                if b.pos_y <= 0 or b.pos_y >= 60*14:
                    self.enemy_bullets.remove(b)
    
        def change_position(self):
            self.pos_x += self.speed_x
            self.pos_y += self.speed_y
    
    # bullet.py
    import pygame
    
    
    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): # 子弹的速度
            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
    import pygame
    import mytank
    from enemy import Enemy
    from random import randint
    import bullet
    import math
    
    
    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/enemy_creat.gif') # 敌方坦克初始化图片
        enemy_wid, enemy_hig = surface_e.get_size()
        enemys = [] # 初始化敌军坦克列表
        e_number = 0 # 敌军坦克数量
        scouce = 20 # 初始分数计算值
        my_life = 20 # 我方生命初始值
        font = pygame.font.SysFont('Times:', 20)
        while True:
            if my_life == 0: # 我方生命归0,游戏结束
                exit()
            source_txt = font.render('source: '+str(scouce-20), True, (255, 255, 255)) # 显示分数
            life_txt = font.render('life: '+'*  '*my_life, True, (255, 255, 255)) # 显示生命值
            e_number = scouce // 20 # 根据分数增加敌方坦克数量
            while len(enemys) < e_number: # 保证场上敌方坦克数量
                enemy = Enemy(surface_e, 0, 0, screen, randint(100, 1000), randint(100, 500))
                enemys.append(enemy)
            screen.fill((0, 0, 0))
            hero.bullet_dead() # 我方子弹溢出边界消除
            hero.show_tank(surface, hero.pos_x, hero.pos_y) # 我方坦克显示
            hero.bullet_show() # 我方子弹显示
            for enemy in enemys: # 敌方坦克不允许出地图(你也不想就这样丢失敌方视野对吧?)
                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() # 敌方位置修改
                enemy.show_tank(enemy.surface, enemy.pos_x, enemy.pos_y) # 敌方坦克绘制
                enemy.move() # 敌方坦克自动移动
            enemy.bullet_change() # 敌方子弹位置修改
            enemy.bullet_dead() # 敌方子弹溢出边界消除
            enemy.bullet_show() # 敌方子弹显示
            screen.blit(source_txt, (5, 5))
            screen.blit(life_txt, (400, 5))
            pygame.display.flip()
            for event in pygame.event.get(): # 我方坦克方向键控制
                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) # 子弹射击控制
                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): # 我方坦克也不能出边界
                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() # 我方坦克位置变更
            hero.bullet_change() # 我方坦克子弹变更
            for e in enemys[:]: # 遍历敌方坦克
                for my_bullet in mytank.MyTank.bullets[:]: # 遍历我方子弹
                    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): # 相交检测
                        mytank.MyTank.bullets.remove(my_bullet) # 我方子弹消失
                        e.life -= 1 # 敌方生命-1
                        scouce += 1 # 我方分数+1
                        if e.life == 0: # 完成击杀
                            enemys.remove(e) # 敌方坦克消除
                            my_life += 1 # 我方生命+1
            for e_bullet in Enemy.enemy_bullets[:]: # 遍历敌方子弹
                if math.sqrt((hero.pos_x+enemy_wid/2-e_bullet.pos_x-bullet_wid/2)**2+(hero.pos_y+enemy_hig/2-e_bullet.pos_y-bullet_hig/2)**2) < (enemy_wid/2+bullet_wid/2): # 相交检测
                    my_life -= 1 # 相交我方生命-1
                    Enemy.enemy_bullets.remove(e_bullet) # 敌方子弹消除
            pygame.time.delay(10)
    

    有兴趣的可以拿去尝试看看能打到多少分,每个py文件独立一个模块,资源图:


    image.png

    bullet:


    image.png
    enemy:(enemy_creat.gif 是我自己复制了一个敌方坦克图然后用ps直接扣空成一张白图,并不是白色,而是什么都没有,拿来作为初始化每一个敌军坦克的初始显示图,因为一移动就会自动变换成对应类型的模样,刚开始创建打印应该什么都没有)
    image.png

    enemy1:


    image.png
    enemy2:
    image.png
    enemy3:
    image.png
    mytank:
    image.png
    效果图:
    image.png

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          本文标题:day22-坦克大战无地图完全版(实现了一些花里胡哨的功能)

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