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.image
from ParentObject import ParentObject
class 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.image
from ParentObject import ParentObject
class 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 pygame
import sys
from PlayerTank import PlayerTank
from EnemyTank import EnemyTank
from Sound import Sound
from BrickWall import BrickWall
from StoneWall import StoneWall
SCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_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.image
from ParentObject import ParentObject
class 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
转载:https://blog.csdn.net/qq_37354060/article/details/129110457