<em>Mac</em>Book项目 2009年学校开始实施<em>Mac</em>Book项目,所有师生配备一本<em>Mac</em>Book,并同步更新了校园无线网络。学校每周进行电脑技术更新,每月发送技术支持资料,极大改变了教学及学习方式。因此2011
2021-06-01 09:32:01
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!)
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。。。
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
(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()
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:
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。
到此這篇關於Pygame坦克大戰遊戲開發實戰詳解程式碼的文章就介紹到這了,更多相關Pygame 坦克大戰內容請搜尋it145.com以前的文章或繼續瀏覽下面的相關文章希望大家以後多多支援it145.com!
相關文章
<em>Mac</em>Book项目 2009年学校开始实施<em>Mac</em>Book项目,所有师生配备一本<em>Mac</em>Book,并同步更新了校园无线网络。学校每周进行电脑技术更新,每月发送技术支持资料,极大改变了教学及学习方式。因此2011
2021-06-01 09:32:01
综合看Anker超能充系列的性价比很高,并且与不仅和iPhone12/苹果<em>Mac</em>Book很配,而且适合多设备充电需求的日常使用或差旅场景,不管是安卓还是Switch同样也能用得上它,希望这次分享能给准备购入充电器的小伙伴们有所
2021-06-01 09:31:42
除了L4WUDU与吴亦凡已经多次共事,成为了明面上的厂牌成员,吴亦凡还曾带领20XXCLUB全队参加2020年的一场音乐节,这也是20XXCLUB首次全员合照,王嗣尧Turbo、陈彦希Regi、<em>Mac</em> Ova Seas、林渝植等人全部出场。然而让
2021-06-01 09:31:34
目前应用IPFS的机构:1 谷歌<em>浏览器</em>支持IPFS分布式协议 2 万维网 (历史档案博物馆)数据库 3 火狐<em>浏览器</em>支持 IPFS分布式协议 4 EOS 等数字货币数据存储 5 美国国会图书馆,历史资料永久保存在 IPFS 6 加
2021-06-01 09:31:24
开拓者的车机是兼容苹果和<em>安卓</em>,虽然我不怎么用,但确实兼顾了我家人的很多需求:副驾的门板还配有解锁开关,有的时候老婆开车,下车的时候偶尔会忘记解锁,我在副驾驶可以自己开门:第二排设计很好,不仅配置了一个很大的
2021-06-01 09:30:48
不仅是<em>安卓</em>手机,苹果手机的降价力度也是前所未有了,iPhone12也“跳水价”了,发布价是6799元,如今已经跌至5308元,降价幅度超过1400元,最新定价确认了。iPhone12是苹果首款5G手机,同时也是全球首款5nm芯片的智能机,它
2021-06-01 09:30:45