坦克大战(四)完整代码
import pygame
import time
import random
from pygame.sprite import Sprite
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 700
BG_COLOR = pygame.Color(0, 0, 255)
TEXT_COLOR = pygame.Color(255, 0, 0)
class BaseItem(Sprite):
def __init__(self, color, width, height):
pygame.sprite.Sprite.__init__(self)
class MainGame():
window = None
my_tank = None
enemyTankList = []
enemyTankCount = 5
myBulletList = []
enemyBulletList = []
explodeList = []
walllist = []
def __init__(self):
pass
def startGame(self):
pygame.display.init()
MainGame.window = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
MainGame.my_tank = Tank(450,400)
self.creatEnemyTank()
self.createWall()
pygame.display.set_caption('坦克大战')
while True:
time.sleep(0.02)
MainGame.window.fill(BG_COLOR)
self.getEvent()
MainGame.window.blit(self.getTextSurface('敌方坦克的数量:%s'% len(MainGame.enemyTankList)),(10,10))
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.displayTank()
else:
del MainGame.my_tank
MainGame.my_tank = None
self.showEnemyTank()
self.showBullet()
self.showExplode()
self.showEnemyBullet()
self.showWall()
if MainGame.my_tank and MainGame.my_tank.live:
if not MainGame.my_tank.stop:
MainGame.my_tank.move()
MainGame.my_tank.hitWall()
MainGame.my_tank.myTank_hit_enemyTank()
pygame.display.update()
def creatMyTank(self):
MainGame.my_tank = Tank(450, 500)
music = Music('img/start.wav')
music.play()
def creatEnemyTank(self):
top = 100
for i in range(MainGame.enemyTankCount):
left = random.randint(0, 600)
speed = random.randint(1, 4)
enemy = EnemyTank(left, top, speed)
MainGame.enemyTankList.append(enemy)
def showBullet(self):
for myBullet in MainGame.myBulletList:
if myBullet.live:
myBullet.displayBullet()
myBullet.move()
myBullet.myBullet_hit_enemyTank()
myBullet.hitWall()
else:
MainGame.myBulletList.remove(myBullet)
def showEnemyBullet(self):
for enemyBullet in MainGame.enemyBulletList:
if enemyBullet.live:
enemyBullet.displayBullet()
enemyBullet.move()
enemyBullet.enemyBullet_hit_myTank()
enemyBullet.hitWall()
else:
MainGame.enemyBulletList.remove(enemyBullet)
def showEnemyTank(self):
for enemyTank in MainGame.enemyTankList:
if enemyTank.live:
enemyTank.displayTank()
enemyTank.randMove()
enemyTank.hitWall()
if MainGame.my_tank and MainGame.my_tank.live:
enemyTank.enemyTank_hit_myTank()
enemyBullet = enemyTank.shot()
if enemyBullet:
MainGame.enemyBulletList.append(enemyBullet)
else:
MainGame.enemyTankList.remove(enemyTank)
def showExplode(self):
for explode in MainGame.explodeList:
if explode.live:
explode.displayExplode()
music = Music('img/fire.wav')
music.play()
else:
MainGame.explodeList.remove(explode)
def createWall(self):
for i in range(7):
wall = Wall(i*130, 400)
MainGame.walllist.append(wall)
def showWall(self):
for wall in MainGame.walllist:
if wall.live:
wall.displayWall()
else:
MainGame.walllist.remove(wall)
def endGame(self):
print('欢迎下次再来')
quit()
def getTextSurface(self,text):
pygame.font.init()
font = pygame.font.SysFont('fangsong', 18)
testSurface = font.render(text, True, TEXT_COLOR)
return testSurface
def getEvent(self):
eventList = pygame.event.get()
for event in eventList:
if event.type == pygame.QUIT:
self.endGame()
elif event.type == pygame.KEYDOWN:
if not MainGame.my_tank:
if event.key == pygame.K_ESCAPE:
self.creatMyTank()
if MainGame.my_tank and MainGame.my_tank.live:
if event.key == pygame.K_LEFT:
MainGame.my_tank.direction = 'L'
MainGame.my_tank.stop = False
print('按下左键,向左移动')
elif event.key == pygame.K_RIGHT:
MainGame.my_tank.direction = 'R'
MainGame.my_tank.stop = False
print('按下右键,向右移动')
elif event.key == pygame.K_UP:
MainGame.my_tank.direction = 'U'
MainGame.my_tank.stop = False
print('按下上键,向上移动')
elif event.key == pygame.K_DOWN:
MainGame.my_tank.direction = 'D'
MainGame.my_tank.stop = False
print('按下下键,向下移动')
elif event.key == pygame.K_SPACE:
print('发射子弹')
if len(MainGame.myBulletList) < 3:
myBullet = Bullet(MainGame.my_tank)
MainGame.myBulletList.append(myBullet)
music = Music('img/hit.wav')
music.play()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
if MainGame.my_tank and MainGame.my_tank.live:
MainGame.my_tank.stop = True
class Tank(BaseItem):
def __init__(self, left, top):
self.images = {
'U': pygame.image.load('img/p1tankU.gif'),
'D': pygame.image.load('img/p1tankD.gif'),
'R': pygame.image.load('img/p1tankR.gif'),
'L': pygame.image.load('img/p1tankL.gif'),
}
self.direction = 'U'
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = 10
self.stop = True
self.live = True
self.oldleft = self.rect.left
self.oldtop = self.rect.top
def move(self):
self.oldleft = self.rect.left
self.oldtop = self.rect.top
if self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R':
if self.rect.left + self.rect.height < SCREEN_WIDTH:
self.rect.left += self.speed
elif self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'D':
if self.rect.top + self.rect.height < SCREEN_HEIGHT:
self.rect.top += self.speed
def shot(self):
num = random.randint(1,100)
if num < 10:
return Bullet(self)
def stay(self):
self.rect.left = self.oldleft
self.rect.top = self.oldtop
def hitWall(self):
for wall in MainGame.walllist:
if pygame.sprite.collide_rect(self, wall):
self.stay()
def displayTank(self):
self.image = self.images[self.direction]
MainGame.window.blit(self.image, self.rect)
def myTank_hit_enemyTank(self):
for enemyTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(self, enemyTank):
self.stay()
class MyTank(Tank):
def __init__(self, left, top):
super().__init__(left, top)
class EnemyTank(Tank):
def __init__(self, left, top, speed):
super().__init__(left, top)
self.images = {
'U': pygame.image.load('img/enemy1U.gif'),
'D': pygame.image.load('img/enemy1D.gif'),
'R': pygame.image.load('img/enemy1R.gif'),
'L': pygame.image.load('img/enemy1L.gif'),
}
self.direction = self.randDirection()
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = speed
self.stop = True
self.step = 20
def randMove(self):
if self.step <= 0:
self.direction = self.randDirection()
self.step = 20
else:
self.move()
self.step -= 1
def randDirection(self):
num = random.randint(1,4)
if num == 1:
return 'U'
elif num == 2:
return 'D'
elif num == 3:
return 'L'
elif num == 4:
return 'R'
def enemyTank_hit_myTank(self):
if pygame.sprite.collide_rect(self, MainGame.my_tank):
self.stay()
class Bullet(BaseItem):
def __init__(self, tank):
self.image = pygame.image.load('img/enemymissile.gif')
self.direction = tank.direction
self.rect = self.image.get_rect()
if self.direction == 'U':
self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top - self.rect.height
elif self.direction == 'D':
self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top + tank.rect.height
elif self.direction == 'L':
self.rect.left = tank.rect.left - self.rect.height
self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
elif self.direction == 'R':
self.rect.left = tank.rect.left + tank.rect.height
self.rect.top = tank.rect.top + tank.rect.width / 2 - self.rect.width / 2
self.speed = 6
self.live = True
def move(self):
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
else:
self.live = False
elif self.direction == 'D':
if self.rect.top < SCREEN_HEIGHT - self.rect.height:
self.rect.top += self.speed
else:
self.live = False
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
else:
self.live = False
elif self.direction == 'R':
if self.rect.left < SCREEN_WIDTH - self.rect.width:
self.rect.left += self.speed
else:
self.live = False
def displayBullet(self):
MainGame.window.blit(self.image, self.rect)
def myBullet_hit_enemyTank(self):
for enemyTank in MainGame.enemyTankList:
if pygame.sprite.collide_rect(self, enemyTank):
enemyTank.live = False
self.live = False
explode = Explode(enemyTank)
MainGame.explodeList.append(explode)
def enemyBullet_hit_myTank(self):
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank,self):
explode = Explode(MainGame.my_tank)
MainGame.explodeList.append(explode)
self.live = False
MainGame.my_tank.live = False
def hitWall(self):
for wall in MainGame.walllist:
if pygame.sprite.collide_rect(self, wall):
self.live = False
wall.hp -= 1
if wall.hp <= 0:
wall.live = False
class Wall():
def __init__(self, left, top):
self.image = pygame.image.load('img/steels.gif')
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.live = True
self.hp = 3
def displayWall(self):
MainGame.window.blit(self.image, self.rect)
class Explode():
def __init__(self, tank):
self.rect = tank.rect
self.images = [
pygame.image.load('img/blast0.gif'),
pygame.image.load('img/blast1.gif'),
pygame.image.load('img/blast2.gif'),
pygame.image.load('img/blast3.gif'),
pygame.image.load('img/blast4.gif'),
]
self.step = 0
self.image = self.images[self.step]
self.live = True
def displayExplode(self):
if self.step < len(self.images):
self.image = self.images[self.step]
self.step += 1
MainGame.window.blit(self.image, self.rect)
else:
self.live = False
self.step = 0
class Music():
def __init__(self, filename):
self.filename = filename
pygame.mixer.init()
pygame.mixer.music.load(filename)
def play(self):
pygame.mixer.music.play()
if __name__ == '__main__':
MainGame().startGame()