学习 Python 之 Pygame 开发坦克大战(五)
坦克大战完善地图1. 创建砖墙2. 给砖墙增加子弹击中的碰撞效果3. 给砖墙添加坦克不能通过的碰撞效果4. 添加石墙5. 添加玩家基地6. 最终效果
坦克大战完善地图
我的素材放到了百度网盘里,里面还有原版坦克大战素材,我都放在一起来,我的素材是从原版改的,各位小伙伴可以直接用或者自己改一下再用,做出适合自己的素材
素材链接:百度网盘
链接:https://pan.baidu.com/s/19sCyH7rp37f6DzRj0iXDCA?pwd=tkdz
提取码:tkdz
那我们就继续编写坦克大战吧
1. 创建砖墙
坦克大战中,砖墙是最常见的墙,子弹都可以轻松击穿,下面我们来加入到自己的坦克大战中
创建砖墙类
import pygame.imagefrom ParentObject import ParentObjectclass BrickWall(ParentObject): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('../Image/Wall/BrickWall.png') self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.isDestroy = False def draw(self, window): window.blit(self.image, self.rect)
在主类中加入砖墙列表
class MainGame: ... # 砖墙 brickWallList = [] ...
在主类中加入初始化砖墙函数和显示砖墙函数
def drawBrickWall(self, brickWallList): for brickWall in brickWallList: if brickWall.isDestroy: brickWallList.remove(brickWall) else: brickWall.draw(MainGame.window)def initBrickWall(self): for i in range(20): MainGame.brickWallList.append(BrickWall(i * 25, 200))
这里我在y = 200的位置,连续画出20个砖,砖的图片是25x25的,所以为了防止重叠,要间隔25个距离(像素)
在主函数startGame()函数中调用函数
def startGame(self): # 初始化展示模块 pygame.display.init() # 设置窗口大小 size = (SCREEN_WIDTH, SCREEN_HEIGHT) # 初始化窗口 MainGame.window = pygame.display.set_mode(size) # 设置窗口标题 pygame.display.set_caption('Tank Battle') # 初始化我方坦克 MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1) # 播放开始音乐 MainGame.startingSound.play() # 初始化场景 self.initBrickWall() while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) # 显示我方坦克子弹 self.drawPlayerBullet(MainGame.playerBulletList) # 展示敌方坦克子弹 self.drawEnemyBullet() # 展示爆炸效果 self.drawExplode() # 更新窗口 pygame.display.update()
运行一下,看看结果
但是墙只是摆设,子弹可以穿过,坦克也可以穿过,下面给墙增加碰撞效果
2. 给砖墙增加子弹击中的碰撞效果
在子弹类中增加函数
def bulletCollideBrickWall(self, brickWallList, explodeList): for brickWall in brickWallList: # 子弹与墙发生碰撞 if pygame.sprite.collide_rect(self, brickWall): self.isDestroy = True brickWall.isDestroy = True # 碰撞出现爆炸效果 explode = Explode(brickWall, 25) explodeList.append(explode) # 出现爆炸播放音效 Sound('../Sound/block.wav').play()
在主函数中调用
修改显示子弹的两个函数
def drawPlayerBullet(self, playerBulletList): # 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除 for bullet in playerBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) else: playerBulletList.remove(bullet)
def drawEnemyBullet(self): for bullet in MainGame.enemyTankBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.enemyBulletCollidePlayerTank(MainGame.playerTank, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) else: bullet.source.bulletCount -= 1 MainGame.enemyTankBulletList.remove(bullet)
运行一下看看
可以看到墙可以被打掉了
3. 给砖墙添加坦克不能通过的碰撞效果
在敌方坦克类中加入函数,在我方坦克类中加入函数
collideBrickWall()
def collideBrickWall(self, brickWallList): for brickWall in brickWallList: if pygame.sprite.collide_rect(self, brickWall): self.rect.left = self.prvX self.rect.top = self.prvY
在主类中调用
在while循环中调用
while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) # 不能撞墙 MainGame.playerTank.collideBrickWall(MainGame.brickWallList)
在主类的drawEnemyTank()中调用
def drawEnemyTank(self): ... for tank in MainGame.enemyTankList: # 坦克还有生命值 if tank.life > 0: tank.draw(MainGame.window) tank.move() tank.collidePlayerTank(MainGame.playerTank) tank.collideEnemyTank(MainGame.enemyTankList) # 不能撞墙 tank.collideBrickWall(MainGame.brickWallList) bullet = tank.shot() if bullet is not None: MainGame.enemyTankBulletList.append(bullet) # 坦克生命值为0,就从列表中剔除 else: MainGame.enemyTankCurrentCount -= 1 MainGame.enemyTankList.remove(tank)
运行一下,看看效果
确实是不能穿过了
那就完成啦,接下来就是添加其他的物体了
添加的过程跟添加砖墙是一样的
4. 添加石墙
创建石墙类
import pygame.imagefrom ParentObject import ParentObjectclass StoneWall(ParentObject): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('../Image/Wall/StoneWall.png') self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.isDestroy = False def draw(self, window): window.blit(self.image, self.rect)
在主类中加入石墙列表
在主类中加入显示石墙函数
def initStoneWall(self): for i in range(20): MainGame.stoneWallList.append(StoneWall(i * 25, 400)) def drawStoneWall(self, stoneWallList): for stoneWall in stoneWallList: if stoneWall.isDestroy: stoneWallList.remove(stoneWall) else: stoneWall.draw(MainGame.window)
给石墙添加坦克不能通过的碰撞效果
在敌方坦克类中加入函数,在我方坦克类中加入函数
collideStoneWall()
def collideStoneWall(self, stoneWallList): for stoneWall in stoneWallList: if pygame.sprite.collide_rect(self, stoneWall): self.rect.left = self.prvX self.rect.top = self.prvY
在主类中调用函数
接下来是给子弹添加打击石墙的效果
def bulletCollideStoneWall(self, stoneWallList, explodeList): for stoneWall in stoneWallList: if pygame.sprite.collide_rect(self, stoneWall): # 判断坦克的等级,大于等于2时,可以打穿石墙 if self.source.level >= 2: stoneWall.isDestroy = True self.isDestroy = True explode = Explode(stoneWall, 25) explodeList.append(explode) Sound('../Sound/block.wav').play()
在主类中调用函数
主类的完整代码
import pygameimport sysfrom PlayerTank import PlayerTankfrom EnemyTank import EnemyTankfrom Sound import Soundfrom BrickWall import BrickWallfrom StoneWall import StoneWallSCREEN_WIDTH = 1100SCREEN_HEIGHT = 600BACKGROUND_COLOR = pygame.Color(0, 0, 0)FONT_COLOR = (255, 255, 255)PLAYER_TANK_POSITION = (325, 550)class MainGame: # 窗口Surface对象 window = None # 玩家坦克 playerTank = None # 玩家子弹 playerBulletList = [] playerBulletNumber = 3 # 敌人坦克 enemyTankList = [] enemyTankTotalCount = 5 # 用来给玩家展示坦克的数量 enemyTankCurrentCount = 5 # 敌人坦克子弹 enemyTankBulletList = [] # 爆炸列表 explodeList = [] # 坦克移动音效 playerTankMoveSound = Sound('../Sound/player.move.wav').setVolume() # 游戏开始音效 startingSound = Sound('../Sound/intro.wav') # 砖墙 brickWallList = [] # 石墙 stoneWallList = [] def __init__(self): pass def startGame(self): # 初始化展示模块 pygame.display.init() # 设置窗口大小 size = (SCREEN_WIDTH, SCREEN_HEIGHT) # 初始化窗口 MainGame.window = pygame.display.set_mode(size) # 设置窗口标题 pygame.display.set_caption('Tank Battle') # 初始化我方坦克 MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1) # 播放开始音乐 MainGame.startingSound.play() # 初始化场景 self.initBrickWall() self.initStoneWall() while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) self.drawStoneWall(MainGame.stoneWallList) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) MainGame.playerTank.collideBrickWall(MainGame.brickWallList) MainGame.playerTank.collideStoneWall(MainGame.stoneWallList) # 显示我方坦克子弹 self.drawPlayerBullet(MainGame.playerBulletList) # 展示敌方坦克子弹 self.drawEnemyBullet() # 展示爆炸效果 self.drawExplode() # 更新窗口 pygame.display.update() def getPlayingModeEvent(self): # 获取所有事件 eventList = pygame.event.get() for event in eventList: if event.type == pygame.QUIT: sys.exit() """ stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动 如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动 """ if event.type == pygame.KEYDOWN: MainGame.playerTankMoveSound.play(-1) if event.key == pygame.K_w: MainGame.playerTank.direction = 'UP' MainGame.playerTank.stop = False elif event.key == pygame.K_s: MainGame.playerTank.direction = 'DOWN' MainGame.playerTank.stop = False elif event.key == pygame.K_a: MainGame.playerTank.direction = 'LEFT' MainGame.playerTank.stop = False elif event.key == pygame.K_d: MainGame.playerTank.direction = 'RIGHT' MainGame.playerTank.stop = False elif event.key == pygame.K_j: # 判断子弹数量是否超过指定的个数 if len(MainGame.playerBulletList) < MainGame.playerBulletNumber: bullet = MainGame.playerTank.shot() MainGame.playerBulletList.append(bullet) # 添加音效 Sound('../Sound/shoot.wav').play(0) if event.type == pygame.KEYUP: MainGame.playerTankMoveSound.stop() if event.key == pygame.K_w: MainGame.playerTank.stop = True elif event.key == pygame.K_s: MainGame.playerTank.stop = True elif event.key == pygame.K_a: MainGame.playerTank.stop = True elif event.key == pygame.K_d: MainGame.playerTank.stop = True def drawPlayerBullet(self, playerBulletList): # 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除 for bullet in playerBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) bullet.bulletCollideStoneWall(MainGame.stoneWallList, MainGame.explodeList) else: playerBulletList.remove(bullet) def drawEnemyTank(self): # 如果当前坦克为0,那么就该重新生成坦克 if len(MainGame.enemyTankList) == 0: # 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个 n = min(3, MainGame.enemyTankTotalCount) # 如果最小是0,就说明敌人坦克没有了,那么就赢了 if n == 0: print('赢了') return # 没有赢的话,就产生n个坦克 self.initEnemyTank(n) # 总个数减去产生的个数 MainGame.enemyTankTotalCount -= n # 遍历坦克列表,展示坦克并且移动 for tank in MainGame.enemyTankList: # 坦克还有生命值 if tank.life > 0: tank.draw(MainGame.window) tank.move() tank.collidePlayerTank(MainGame.playerTank) tank.collideEnemyTank(MainGame.enemyTankList) tank.collideBrickWall(MainGame.brickWallList) tank.collideStoneWall(MainGame.stoneWallList) bullet = tank.shot() if bullet is not None: MainGame.enemyTankBulletList.append(bullet) # 坦克生命值为0,就从列表中剔除 else: MainGame.enemyTankCurrentCount -= 1 MainGame.enemyTankList.remove(tank) def initEnemyTank(self, number): y = 0 position = [0, 425, 850] index = 0 for i in range(number): x = position[index] enemyTank = EnemyTank(x, y) MainGame.enemyTankList.append(enemyTank) index += 1 def drawEnemyBullet(self): for bullet in MainGame.enemyTankBulletList: if not bullet.isDestroy: bullet.draw(MainGame.window) bullet.move(MainGame.explodeList) bullet.enemyBulletCollidePlayerTank(MainGame.playerTank, MainGame.explodeList) bullet.bulletCollideBrickWall(MainGame.brickWallList, MainGame.explodeList) bullet.bulletCollideStoneWall(MainGame.stoneWallList, MainGame.explodeList) else: bullet.source.bulletCount -= 1 MainGame.enemyTankBulletList.remove(bullet) def drawExplode(self): for e in MainGame.explodeList: if e.isDestroy: MainGame.explodeList.remove(e) else: e.draw(MainGame.window) def drawBrickWall(self, brickWallList): for brickWall in brickWallList: if brickWall.isDestroy: brickWallList.remove(brickWall) else: brickWall.draw(MainGame.window) def initBrickWall(self): for i in range(20): MainGame.brickWallList.append(BrickWall(i * 25, 200)) def initStoneWall(self): for i in range(20): MainGame.stoneWallList.append(StoneWall(i * 25, 400)) def drawStoneWall(self, stoneWallList): for stoneWall in stoneWallList: if stoneWall.isDestroy: stoneWallList.remove(stoneWall) else: stoneWall.draw(MainGame.window)if __name__ == '__main__': MainGame().startGame()
5. 添加玩家基地
坦克大战是玩家坦克在保护自己基地的同时消灭敌方坦克,当玩家坦克生命值为0或者基地爆炸时,游戏失败,下面来添加玩家的基地
创建基地类
import pygame.imagefrom ParentObject import ParentObjectclass Home(ParentObject): def __init__(self, x, y): super().__init__() self.image = pygame.image.load('../Image/Home/Home.png') self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y self.isDestroy = False def draw(self, window): window.blit(self.image, self.rect)
为基地添加碰撞效果,在两个坦克类中加入下面的函数
def collideHome(self, home): if pygame.sprite.collide_rect(self, home): self.rect.left = self.prvX self.rect.top = self.prvY
在主函数创建基地变量,并初始化和调用上面的函数
之后给基地加入子弹击中效果
def bulletCollidePlayerHome(self, home, explodeList): if pygame.sprite.collide_rect(self, home): self.isDestroy = True explode = Explode(home, 50) explodeList.append(explode) Sound('../Sound/buh.wav').play() return True else: return False
返回值用来判断是否结束游戏
在主类中设置一个变量记录是否游戏结束
def __init__(self):# 初始化 MainGame.home = Home(425, 550) # 记录是否输了 self.isDefeated = False
在循环中检查
while 1:... # 检查是否输了 if self.isDefeated: self.defeated() break ...
def defeated(self): # 失败了坦克不能移动了 MainGame.playerTankMoveSound.stop() # 播放失败音乐 Sound('../Sound/gameOver.wav').play() print('游戏结束') self.isDefeated = True
游戏结束后要改变窗口中的内容,显示你输了,所以要用break跳出
这里需要使用到在窗口显示文字,编写一个函数
def drawText(self, text, x, y, fontSize, window): # 初始化字体 pygame.font.init() font = pygame.font.SysFont('georgia', fontSize) # 加载文字并设置颜色 fontColor = pygame.Color(255, 255, 255) fontObject = font.render(text, True, fontColor) # 展示文字 window.blit(fontObject, (x, y))
记得在主函数中调用
while 1: # 设置背景颜色 MainGame.window.fill(BACKGROUND_COLOR) # 获取窗口事件 self.getPlayingModeEvent() # 显示物体 self.drawBrickWall(MainGame.brickWallList) self.drawStoneWall(MainGame.stoneWallList) MainGame.home.draw(MainGame.window) # 展示敌方坦克 self.drawEnemyTank() # 显示我方坦克 MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1]) # 我方坦克移动 if not MainGame.playerTank.stop: MainGame.playerTank.move() MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList) MainGame.playerTank.collideBrickWall(MainGame.brickWallList) MainGame.playerTank.collideStoneWall(MainGame.stoneWallList) MainGame.playerTank.collideHome(MainGame.home) # 显示我方坦克子弹 self.drawPlayerBullet(MainGame.playerBulletList) # 展示敌方坦克子弹 self.drawEnemyBullet() # 展示爆炸效果 self.drawExplode() # 检查是否输了 if self.isDefeated: self.defeated() break # 更新窗口 pygame.display.update()# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 显示字体self.drawText('Defeated', 200, 200, 50, MainGame.window)# 更新窗口pygame.display.update()
给玩家提示敌人坦克数量
到这里,坦克大战的基本功能就实现了,接下来就是添加其他的场景物体和坦克样子了
6. 最终效果
主界面,这里直接放了一张图片上去,图片在素材里,上面的坦克是自己画上去的,w和s键可以上下移动坦克,选择对应的模式
选择关卡,这里使用用了四张图片,左右箭头,上面的标题和start文字,这些都是图片,按下黄色箭头可以选择关卡,使用的鼠标事件
游戏界面
其中加入了奖励功能
地图制作可以使用excel读取信息,下面是第一关的地图
坦克大战代码
链接:https://pan.baidu.com/s/1qFV-0hi0cgZS1Hnvx6mK6Q?pwd=90tk
提取码:90tk