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Pygame坦克大戰遊戲開發實戰詳解程式碼

2022-02-17 19:01:15

導語

哈嘍!哈嘍——我是木木子

今天來升級下之前寫的坦克大戰遊戲嘛,哈哈哈 其實也不算是修改,就是稍微的偵錯一下!​​

因為之前寫的介面都是英文的 ,有的小夥伴兒英文一點兒都不會的可能看著彆扭,今天來一款中

文版的給大家嘛!

俗話說的好:“雨露均沾”。哈哈哈.jpg

小簡介:

《坦克大戰》,1985年由日本開發商南夢宮(Namco)開發,是第一款可以雙打的紅白機遊戲。

當時使用的還是小霸王。

很多小朋友以學習的名義買了以後偷偷打的打遊戲還被家長髮現了有 沒得!

《坦克大戰》紅白機原版共有35關,每一關的地形和障礙都不同。圖為原版坦克大戰最後一關,你

有沒有打通關過?(小聲bb,我這個遊戲水平可能達不到!)

正文​

1)遊戲規則:

遊戲過程是這樣的,玩家操作坦克消滅電腦控制的坦克,並保護自己基地。基地圖示是一隻傲嬌的張著翅膀的老鷹。小時候自

己失手把飛鷹轟成燒雞的慘案經常發生。

雙打的時候,為了看誰刷得分高,都爭著打坦克,大本營的老鷹被烤熟了都不管。。

坦克大戰中的寶貝有戰車、星星、時鐘等,小編當時最喜歡的是時鐘,敵不能動我能動的感覺妙極了。圖中的坦克圖示吃了是

可以加一條命的,當時為了搶寶貝都搶先把隊友的坦克打暈。。。

2)環境安裝

Python3、Pycharm、Pygame、以及自帶或自定義的模組。

pip install +模組名 或pip install -i https://pypi.douban.com/simple/ +模組名

3)程式碼演示​​

(之前不是寫過的嘛,今天的話就是修改下的,這種小遊戲程式碼肯定都很多的,所以這裡直接貼主程式了。

需要完整的打包好的程式碼跟素材哪些的話 直接滴滴我即可或者看我主頁左側哪裡有原始碼基地的哈!)

主程式:

import pygame
from pygame.locals import *
import sys
import scene
import bullet
import food
import tanks
import home
 
# 開始介面顯示
def show_start_interface(screen, width, height):
    tfont = pygame.font.Font('./font/simkai.ttf', width // 4)
    cfont = pygame.font.Font('./font/simkai.ttf', width // 20)
    title = tfont.render(u'坦克大戰', True, (255, 0, 0))
    content1 = cfont.render(u'按1鍵進入單人遊戲', True, (0, 244, 222))
    content2 = cfont.render(u'按2鍵進入雙人人遊戲', True, (0, 0, 255))
    #顯示字型pygame.font.Font.render(text文字, antialias是否抗鋸齒, color顏色, background=None)
    trect = title.get_rect()
    # 預設title左上角的座標是 (0, 0)
    trect.midtop = (width / 2, height / 5)
    crect1 = content1.get_rect()
    crect1.midtop = (width / 2, height / 1.8)
    crect2 = content2.get_rect()
    crect2.midtop = (width / 2, height / 1.6)
    screen.blit(title, trect)
    screen.blit(content1, crect1)
    screen.blit(content2, crect2)
    # 在指定位置繪製指定文字物件
    pygame.display.update()
    # 更新介面
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_1:
                    return 1
                if event.key == pygame.K_2:
                    return 2
 
 
# 結束介面顯示
def show_end_interface(screen, width, height, is_win):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    if is_win:
        font = pygame.font.Font('./font/simkai.ttf', width // 10)
        content = font.render(u'恭喜通關!', True, (255, 0, 0))
        rect = content.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(content, rect)
    else:
        fail_img = pygame.image.load("./images/others/gameover.png")
        rect = fail_img.get_rect()
        rect.midtop = (width / 2, height / 2)
        screen.blit(fail_img, rect)
    pygame.display.update()
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
 
 
# 關卡切換
def show_switch_stage(screen, width, height, stage):
    bg_img = pygame.image.load("./images/others/background.png")
    screen.blit(bg_img, (0, 0))
    font = pygame.font.Font('./font/simkai.ttf', width // 10)
    content = font.render(u'第%d關' % stage, True, (0, 255, 0))
    rect = content.get_rect()
    rect.midtop = (width / 2, height / 2)
    screen.blit(content, rect)
    pygame.display.update()
    delay_event = pygame.constants.USEREVENT
    pygame.time.set_timer(delay_event, 1000)
    #定時器延時
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == delay_event:
                return
 
 
def main():
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((630, 630))
    pygame.display.set_caption('坦克大戰')
    bg_img = pygame.image.load('./images/others/background.png')
    # 載入音效
    add_sound = pygame.mixer.Sound("./audios/add.wav")
    add_sound.set_volume(1)
    bang_sound = pygame.mixer.Sound("./audios/bang.wav")
    bang_sound.set_volume(1)
    blast_sound = pygame.mixer.Sound("./audios/blast.wav")
    blast_sound.set_volume(1)
    fire_sound = pygame.mixer.Sound("./audios/fire.wav")
    fire_sound.set_volume(1)
    Gunfire_sound = pygame.mixer.Sound("./audios/Gunfire.wav")
    Gunfire_sound.set_volume(1)
    hit_sound = pygame.mixer.Sound("./audios/hit.wav")
    hit_sound.set_volume(1)
    start_sound = pygame.mixer.Sound("./audios/start.wav")
    start_sound.set_volume(1)
    # 開始介面
    num_player = show_start_interface(screen, 630, 630)
    # 播放遊戲開始的音樂
    start_sound.play()
    # 關卡
    stage = 0
    num_stage = 2
    # 遊戲是否結束
    is_gameover = False
    # 時鐘
    clock = pygame.time.Clock()
    # 主迴圈
    while not is_gameover:
        # 關卡
        stage += 1
        if stage > num_stage:
            break
        show_switch_stage(screen, 630, 630, stage)
        # 該關卡坦克總數量
        enemytanks_total = min(stage * 18, 80)
        # 場上存在的敵方坦克總數量
        enemytanks_now = 0
        # 場上可以存在的敵方坦克總數量
        enemytanks_now_max = min(max(stage * 2, 4), 8)
        # 精靈組,獨立執行的動畫組
        tanksGroup = pygame.sprite.Group()
        mytanksGroup = pygame.sprite.Group()
        enemytanksGroup = pygame.sprite.Group()
        bulletsGroup = pygame.sprite.Group()
        mybulletsGroup = pygame.sprite.Group()
        enemybulletsGroup = pygame.sprite.Group()
        myfoodsGroup = pygame.sprite.Group()
        # 自定義事件
        # 	-生成敵方坦克事件
        genEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(genEnemyEvent, 100)
        # 	-敵方坦克靜止恢復事件
        recoverEnemyEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(recoverEnemyEvent, 8000)
        # 	-我方坦克無敵恢復事件
        noprotectMytankEvent = pygame.constants.USEREVENT
        pygame.time.set_timer(noprotectMytankEvent, 8000)
        # 關卡地圖
        map_stage = scene.Map(stage)
        # 我方坦克
        tank_player1 = tanks.myTank(1)
        tanksGroup.add(tank_player1)
        mytanksGroup.add(tank_player1)
        if num_player > 1:
            tank_player2 = tanks.myTank(2)
            tanksGroup.add(tank_player2)
            mytanksGroup.add(tank_player2)
        is_switch_tank = True
        player1_moving = False
        player2_moving = False
        # 為了輪胎的動畫效果
        time = 0
        # 敵方坦克
        for i in range(0, 3):
            if enemytanks_total > 0:
                enemytank = tanks.enemyTank(i)
                tanksGroup.add(enemytank)
                enemytanksGroup.add(enemytank)
                enemytanks_now += 1
                enemytanks_total -= 1
        # 大本營
        myhome = home.Home()
        # 出場特效
        appearance_img = pygame.image.load("./images/others/appear.png").convert_alpha()
        appearances = []
        appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
        appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
        # 關卡主迴圈
        while True:
            if is_gameover is True:
                break
            if enemytanks_total < 1 and enemytanks_now < 1:
                is_gameover = False
                break
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == genEnemyEvent:
                    if enemytanks_total > 0:
                        if enemytanks_now < enemytanks_now_max:
                            enemytank = tanks.enemyTank()
                            if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):
                                tanksGroup.add(enemytank)
                                enemytanksGroup.add(enemytank)
                                enemytanks_now += 1
                                enemytanks_total -= 1
                if event.type == recoverEnemyEvent:
                    for each in enemytanksGroup:
                        each.can_move = True
                if event.type == noprotectMytankEvent:
                    for each in mytanksGroup:
                        mytanksGroup.protected = False
            # 檢查使用者鍵盤操作
            key_pressed = pygame.key.get_pressed()
            # 玩家一
            # WSAD -> 上下左右
            # 空格鍵射擊
            if key_pressed[pygame.K_w]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_s]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_a]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_d]:
                tanksGroup.remove(tank_player1)
                tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                tanksGroup.add(tank_player1)
                player1_moving = True
            elif key_pressed[pygame.K_SPACE]:
                if not tank_player1.bullet.being:
                    fire_sound.play()
                    tank_player1.shoot()
            # 玩家二
            # ↑↓←→ -> 上下左右
            # 小鍵盤0鍵射擊
            if num_player > 1:
                if key_pressed[pygame.K_UP]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_DOWN]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_LEFT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_RIGHT]:
                    tanksGroup.remove(tank_player2)
                    tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                    tanksGroup.add(tank_player2)
                    player2_moving = True
                elif key_pressed[pygame.K_KP0]:
                    if not tank_player2.bullet.being:
                        fire_sound.play()
                        tank_player2.shoot()
            # 背景
            screen.blit(bg_img, (0, 0))
            # 石頭牆
            for each in map_stage.brickGroup:
                screen.blit(each.brick, each.rect)
            # 鋼牆
            for each in map_stage.ironGroup:
                screen.blit(each.iron, each.rect)
            # 冰
            for each in map_stage.iceGroup:
                screen.blit(each.ice, each.rect)
            # 河流
            for each in map_stage.riverGroup:
                screen.blit(each.river, each.rect)
            # 樹
            for each in map_stage.treeGroup:
                screen.blit(each.tree, each.rect)
            time += 1
            if time == 5:
                time = 0
                is_switch_tank = not is_switch_tank
            # 我方坦克
            if tank_player1 in mytanksGroup:
                if is_switch_tank and player1_moving:
                    screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
                    player1_moving = False
                else:
                    screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
                if tank_player1.protected:
                    screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
            if num_player > 1:
                if tank_player2 in mytanksGroup:
                    if is_switch_tank and player2_moving:
                        screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
                        player1_moving = False
                    else:
                        screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
                    if tank_player2.protected:
                        screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
            # 敵方坦克
            for each in enemytanksGroup:
                # 出生特效
                if each.born:
                    if each.times > 0:
                        each.times -= 1
                        if each.times <= 10:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 20:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 30:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 40:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 50:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 60:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 70:
                            screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 80:
                            screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
                        elif each.times <= 90:
                            screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
                    else:
                        each.born = False
                else:
                    if is_switch_tank:
                        screen.blit(each.tank_0, (each.rect.left, each.rect.top))
                    else:
                        screen.blit(each.tank_1, (each.rect.left, each.rect.top))
                    if each.can_move:
                        tanksGroup.remove(each)
                        each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
                        tanksGroup.add(each)
            # 我方子彈
            for tank_player in mytanksGroup:
                if tank_player.bullet.being:
                    tank_player.bullet.move()
                    screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
                    # 子彈碰撞敵方子彈
                    for each in enemybulletsGroup:
                        if each.being:
                            if pygame.sprite.collide_rect(tank_player.bullet, each):
                                tank_player.bullet.being = False
                                each.being = False
                                enemybulletsGroup.remove(each)
                                break
                        else:
                            enemybulletsGroup.remove(each)
                    # 子彈碰撞敵方坦克
                    for each in enemytanksGroup:
                        if each.being:
                            if pygame.sprite.collide_rect(tank_player.bullet, each):
                                if each.is_red == True:
                                    myfood = food.Food()
                                    myfood.generate()
                                    myfoodsGroup.add(myfood)
                                    each.is_red = False
                                each.blood -= 1
                                each.color -= 1
                                if each.blood < 0:
                                    bang_sound.play()
                                    each.being = False
                                    enemytanksGroup.remove(each)
                                    enemytanks_now -= 1
                                    tanksGroup.remove(each)
                                else:
                                    each.reload()
                                tank_player.bullet.being = False
                                break
                        else:
                            enemytanksGroup.remove(each)
                            tanksGroup.remove(each)
                    # 子彈碰撞石頭牆
                    if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
                        tank_player.bullet.being = False
                    # 子彈碰鋼牆
                    if tank_player.bullet.stronger:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):
                            tank_player.bullet.being = False
                    else:
                        if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):
                            tank_player.bullet.being = False
                    # 子彈碰大本營
                    if pygame.sprite.collide_rect(tank_player.bullet, myhome):
                        tank_player.bullet.being = False
                        myhome.set_dead()
                        is_gameover = True
            # 敵方子彈
            for each in enemytanksGroup:
                if each.being:
                    if each.can_move and not each.bullet.being:
                        enemybulletsGroup.remove(each.bullet)
                        each.shoot()
                        enemybulletsGroup.add(each.bullet)
                    if not each.born:
                        if each.bullet.being:
                            each.bullet.move()
                            screen.blit(each.bullet.bullet, each.bullet.rect)
                            # 子彈碰撞我方坦克
                            for tank_player in mytanksGroup:
                                if pygame.sprite.collide_rect(each.bullet, tank_player):
                                    if not tank_player.protected:
                                        bang_sound.play()
                                        tank_player.life -= 1
                                        if tank_player.life < 0:
                                            mytanksGroup.remove(tank_player)
                                            tanksGroup.remove(tank_player)
                                            if len(mytanksGroup) < 1:
                                                is_gameover = True
                                        else:
                                            tank_player.reset()
                                    each.bullet.being = False
                                    enemybulletsGroup.remove(each.bullet)
                                    break
                            # 子彈碰撞石頭牆
                            if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
                                each.bullet.being = False
                                enemybulletsGroup.remove(each.bullet)
                            # 子彈碰鋼牆
                            if each.bullet.stronger:
                                if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):
                                    each.bullet.being = False
                            else:
                                if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):
                                    each.bullet.being = False
                            # 子彈碰大本營
                            if pygame.sprite.collide_rect(each.bullet, myhome):
                                each.bullet.being = False
                                myhome.set_dead()
                                is_gameover = True
                else:
                    enemytanksGroup.remove(each)
                    tanksGroup.remove(each)
            # 家
            screen.blit(myhome.home, myhome.rect)
            # 食物
            for myfood in myfoodsGroup:
                if myfood.being and myfood.time > 0:
                    screen.blit(myfood.food, myfood.rect)
                    myfood.time -= 1
                    for tank_player in mytanksGroup:
                        if pygame.sprite.collide_rect(tank_player, myfood):
                            # 消滅當前所有敵人
                            if myfood.kind == 0:
                                for _ in enemytanksGroup:
                                    bang_sound.play()
                                enemytanksGroup = pygame.sprite.Group()
                                enemytanks_total -= enemytanks_now
                                enemytanks_now = 0
                            # 敵人靜止
                            if myfood.kind == 1:
                                for each in enemytanksGroup:
                                    each.can_move = False
                            # 子彈增強
                            if myfood.kind == 2:
                                add_sound.play()
                                tank_player.bullet.stronger = True
                            # 使得大本營的牆變為鋼板
                            if myfood.kind == 3:
                                map_stage.protect_home()
                            # 坦克獲得一段時間的保護罩
                            if myfood.kind == 4:
                                add_sound.play()
                                for tank_player in mytanksGroup:
                                    tank_player.protected = True
                            # 坦克升級
                            if myfood.kind == 5:
                                add_sound.play()
                                tank_player.up_level()
                            # 坦克生命+1
                            if myfood.kind == 6:
                                add_sound.play()
                                tank_player.life += 1
                            myfood.being = False
                            myfoodsGroup.remove(myfood)
                            break
                else:
                    myfood.being = False
                    myfoodsGroup.remove(myfood)
            pygame.display.flip()
            clock.tick(60)
    if not is_gameover:
        show_end_interface(screen, 630, 630, True)
    else:
        show_end_interface(screen, 630, 630, False)
 
 
if __name__ == '__main__':
    main()

4)效果展示

視訊展示效果——

視訊播放連結:https://live.csdn.net/v/embed/181068

【Pygame實戰】經典的坦克大戰遊戲,勾起童年無限回憶!

靜態截圖效果——

遊戲介面:

​第一關單人遊戲:

雙人第一關遊戲:

總結

​好啦!中文版的坦克大戰都看的懂了哈,想咋玩兒咋玩兒。

​這是程式設計師的浪漫,這也是我們的浪漫。

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