用Python實現(xiàn)坦克大戰(zhàn)游戲 | 干貨貼
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《坦克大戰(zhàn)》是1985年日本南夢宮Namco游戲公司在任天堂FC平臺上,推出的一款多方位平面射擊游戲。游戲以坦克戰(zhàn)斗及保衛(wèi)基地為主題,屬于策略型聯(lián)機類。同時也是FC平臺上少有的內(nèi)建關(guān)卡編輯器的幾個游戲之一,玩家可自己創(chuàng)建獨特的關(guān)卡,并通過獲取一些道具使坦克和基地得到強化。而今天我們就將利用python還原以下坦克大戰(zhàn)的制作。
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實驗前的準(zhǔn)備
首先我們使用的Python版本是3.6.5所用到的模塊如下:
Pygame模塊用來創(chuàng)建游戲整體框架、精靈等基本架構(gòu);
OS模塊用來加載本地文件(包括音樂,背景、圖片等素材)。

精靈類程序
其中精靈類設(shè)置作為基本程序框架用來主函數(shù)的調(diào)用,其中包括子彈類程序、食物類、家類、磚墻樹木等障礙物類、坦克類。具體程序布局如下:
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其中子彈類程序,首先需要建立bullet.py程序,建立類包括子彈位置、方向、圖片加載、子彈速度等基本信息。具體代碼如下:
'''子彈'''class Bullet(pygame.sprite.Sprite):def __init__(self, bullet_image_paths, screensize, direction, position, border_len, is_stronger=False, speed=8, **kwargs):pygame.sprite.Sprite.__init__(self)self.bullet_image_paths = bullet_image_pathsself.width, self.height = screensizeself.direction = directionself.position = positionself.image = pygame.image.load(self.bullet_image_paths.get(direction))self.rect = self.image.get_rect()self.rect.center = position# 地圖邊緣寬度self.border_len = border_len# 是否為加強版子彈(加強版可碎鐵墻)self.is_stronger = is_stronger# 子彈速度self.speed = speed'''移動子彈, 若子彈越界, 則返回True, 否則為False'''def move(self):if self.direction == 'up':self.rect = self.rect.move(0, -self.speed)elif self.direction == 'down':self.rect = self.rect.move(0, self.speed)elif self.direction == 'left':self.rect = self.rect.move(-self.speed, 0)elif self.direction == 'right':self.rect = self.rect.move(self.speed, 0)if (self.rect.top < self.border_len) or (self.rect.bottom > self.height) or (self.rect.left < self.border_len) or (self.rect.right > self.width):return True????return?False
食物獎勵類,建立food.py作為坦克吃到食物時增加生命等基本獎勵:
'''食物類. 用于獲得獎勵'''class Foods(pygame.sprite.Sprite):def __init__(self, food_image_paths, screensize, **kwargs):pygame.sprite.Sprite.__init__(self)self.name = random.choice(list(food_image_paths.keys()))self.image = pygame.image.load(food_image_paths.get(self.name))self.rect = self.image.get_rect()self.rect.left, self.rect.top = random.randint(100, screensize[0]-100), random.randint(100, screensize[1]-100)self.exist_time = 1000def update(self):self.exist_time -= 1????return?True?if?self.exist_time?0?else?False
坦克家類,建立home.py存儲家基本信息(包括是否存活、圖片加載、位置尺寸等)。
'''大本營類'''class Home(pygame.sprite.Sprite):def __init__(self, position, imagepaths, **kwargs):pygame.sprite.Sprite.__init__(self)self.imagepaths = imagepathsself.image = pygame.image.load(self.imagepaths[0])self.rect = self.image.get_rect()self.rect.left, self.rect.top = positionself.alive = True'''被摧毀'''def setDead(self):self.image = pygame.image.load(self.imagepaths[1])self.alive = False'''畫到屏幕上'''def draw(self, screen):????screen.blit(self.image,?self.rect)
磚墻等障礙物類,建立scenes.py其中也是主要位置尺寸的布局:
'''磚墻'''class Brick(pygame.sprite.Sprite):def __init__(self, position, imagepath, **kwargs):pygame.sprite.Sprite.__init__(self)self.image = pygame.image.load(imagepath)self.rect = self.image.get_rect()self.rect.left, self.rect.top = position'''鐵墻'''class Iron(pygame.sprite.Sprite):def __init__(self, position, imagepath, **kwargs):pygame.sprite.Sprite.__init__(self)self.image = pygame.image.load(imagepath)self.rect = self.image.get_rect()self.rect.left, self.rect.top = position'''冰'''class Ice(pygame.sprite.Sprite):def __init__(self, position, imagepath, **kwargs):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((24, 24))for i in range(2):for j in range(2):self.image.blit(pygame.image.load(imagepath), (12*i, 12*j))self.rect = self.image.get_rect()self.rect.left, self.rect.top = position'''河流'''class River(pygame.sprite.Sprite):def __init__(self, position, imagepath, **kwargs):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((24, 24))for i in range(2):for j in range(2):self.image.blit(pygame.image.load(imagepath), (12*i, 12*j))self.rect = self.image.get_rect()self.rect.left, self.rect.top = position'''樹'''class Tree(pygame.sprite.Sprite):def __init__(self, position, imagepath, **kwargs):pygame.sprite.Sprite.__init__(self)self.image = pygame.Surface((24, 24))for i in range(2):for j in range(2):self.image.blit(pygame.image.load(imagepath), (12*i, 12*j))self.rect = self.image.get_rect()????self.rect.left,?self.rect.top?=?position
坦克類,建立tanks.py包括坦克數(shù)量名稱、初始位置等信息:
'''玩家坦克類'''class PlayerTank(pygame.sprite.Sprite):def __init__(self, name, player_tank_image_paths, position, border_len, screensize, direction='up', bullet_image_paths=None, protected_mask_path=None, boom_image_path=None, **kwargs):pygame.sprite.Sprite.__init__(self)# 玩家1/玩家2self.name = name# 坦克圖片路徑self.player_tank_image_paths = player_tank_image_paths.get(name)# 地圖邊緣寬度self.border_len = border_len# 屏幕大小self.screensize = screensize# 初始坦克方向self.init_direction = direction# 初始位置self.init_position = position# 子彈圖片self.bullet_image_paths = bullet_image_paths# 保護罩圖片路徑self.protected_mask = pygame.image.load(protected_mask_path)self.protected_mask_flash_time = 25self.protected_mask_flash_count = 0self.protected_mask_pointer = False# 坦克爆炸圖self.boom_image = pygame.image.load(boom_image_path)self.boom_last_time = 5self.booming_flag = Falseself.boom_count = 0# 坦克生命數(shù)量self.num_lifes = 3# 重置self.reset()'''移動'''def move(self, direction, scene_elems, player_tanks_group, enemy_tanks_group, home):# 爆炸時無法移動if self.booming_flag:return# 方向不一致先改變方向if self.direction != direction:self.setDirection(direction)self.switch_count = self.switch_timeself.move_cache_count = self.move_cache_time# 移動(使用緩沖)self.move_cache_count += 1if self.move_cache_count < self.move_cache_time:returnself.move_cache_count = 0if self.direction == 'up':speed = (0, -self.speed)elif self.direction == 'down':speed = (0, self.speed)elif self.direction == 'left':speed = (-self.speed, 0)elif self.direction == 'right':speed = (self.speed, 0)rect_ori = self.rectself.rect = self.rect.move(speed)# --碰到場景元素for key, value in scene_elems.items():if key in ['brick_group', 'iron_group', 'river_group']:if pygame.sprite.spritecollide(self, value, False, None):self.rect = rect_orielif key in ['ice_group']:if pygame.sprite.spritecollide(self, value, False, None):self.rect = self.rect.move(speed)# --碰到其他玩家坦克if pygame.sprite.spritecollide(self, player_tanks_group, False, None):self.rect = rect_ori# --碰到敵方坦克if pygame.sprite.spritecollide(self, enemy_tanks_group, False, None):self.rect = rect_ori# --碰到玩家大本營if pygame.sprite.collide_rect(self, home):self.rect = rect_ori# --碰到邊界if self.rect.left < self.border_len:self.rect.left = self.border_lenelif self.rect.right > self.screensize[0]-self.border_len:self.rect.right = self.screensize[0] - self.border_lenelif self.rect.top < self.border_len:self.rect.top = self.border_lenelif self.rect.bottom > self.screensize[1]-self.border_len:self.rect.bottom = self.screensize[1] - self.border_len# 為了坦克輪動特效切換圖片self.switch_count += 1if self.switch_count > self.switch_time:self.switch_count = 0self.switch_pointer = not self.switch_pointer??????self.image?=?self.tank_direction_image.subsurface((48*int(self.switch_pointer),?0),?(48,?48))

游戲界面設(shè)置
游戲界面設(shè)置包括:開始界面設(shè)置、結(jié)束界面設(shè)置和關(guān)卡切換界面設(shè)置:
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其中游戲開始界面包括玩家數(shù)的選擇和圖片音樂的加載:
'''游戲開始界面'''def gameStartInterface(screen, cfg):background_img = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('background'))color_white = (255, 255, 255)color_red = (255, 0, 0)font = pygame.font.Font(cfg.FONTPATH, cfg.WIDTH//12)logo_img = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('logo'))logo_img = pygame.transform.scale(logo_img, (446, 70))logo_rect = logo_img.get_rect()logo_rect.centerx, logo_rect.centery = cfg.WIDTH/2, cfg.HEIGHT//4tank_cursor = pygame.image.load(cfg.PLAYER_TANK_IMAGE_PATHS.get('player1')[0]).convert_alpha().subsurface((0, 144), (48, 48))tank_rect = tank_cursor.get_rect()# 玩家數(shù)量選擇player_render_white = font.render('1 PLAYER', True, color_white)player_render_red = font.render('1 PLAYER', True, color_red)player_rect = player_render_white.get_rect()player_rect.left, player_rect.top = cfg.WIDTH/2.8, cfg.HEIGHT/2.5players_render_white = font.render('2 PLAYERS', True, color_white)players_render_red = font.render('2 PLAYERS', True, color_red)players_rect = players_render_white.get_rect()players_rect.left, players_rect.top = cfg.WIDTH/2.8, cfg.HEIGHT/2# 游戲提示game_tip = font.render('pressto start', True, color_white) game_tip_rect = game_tip.get_rect()game_tip_rect.centerx, game_tip_rect.top = cfg.WIDTH/2, cfg.HEIGHT/1.4game_tip_flash_time = 25game_tip_flash_count = 0game_tip_show_flag = True# 主循環(huán)clock = pygame.time.Clock()is_dual_mode = Falsewhile True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN:return is_dual_modeelif event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_w or event.key == pygame.K_s:is_dual_mode = not is_dual_modescreen.blit(background_img, (0, 0))screen.blit(logo_img, logo_rect)game_tip_flash_count += 1if game_tip_flash_count > game_tip_flash_time:game_tip_show_flag = not game_tip_show_flaggame_tip_flash_count = 0if game_tip_show_flag:screen.blit(game_tip, game_tip_rect)if not is_dual_mode:tank_rect.right, tank_rect.top = player_rect.left-10, player_rect.topscreen.blit(tank_cursor, tank_rect)screen.blit(player_render_red, player_rect)screen.blit(players_render_white, players_rect)else:tank_rect.right, tank_rect.top = players_rect.left-10, players_rect.topscreen.blit(tank_cursor, tank_rect)screen.blit(player_render_white, player_rect)screen.blit(players_render_red, players_rect)pygame.display.update()????clock.tick(60)
游戲結(jié)束界面包括游戲勝利與失敗情況判斷和是否退出游戲或重新開始的設(shè)置:
'''游戲結(jié)束界面'''def gameEndIterface(screen, cfg, is_win=True):background_img = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('background'))color_white = (255, 255, 255)color_red = (255, 0, 0)font = pygame.font.Font(cfg.FONTPATH, cfg.WIDTH//12)# 游戲失敗圖gameover_img = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('gameover'))gameover_img = pygame.transform.scale(gameover_img, (150, 75))gameover_img_rect = gameover_img.get_rect()gameover_img_rect.midtop = cfg.WIDTH/2, cfg.HEIGHT/8gameover_flash_time = 25gameover_flash_count = 0gameover_show_flag = True# 游戲勝利與否的提示if is_win:font_render = font.render('Congratulations, You win!', True, color_white)else:font_render = font.render('Sorry, You fail!', True, color_white)font_rect = font_render.get_rect()font_rect.centerx, font_rect.centery = cfg.WIDTH/2, cfg.HEIGHT/3# 用于選擇退出或重新開始tank_cursor = pygame.image.load(cfg.PLAYER_TANK_IMAGE_PATHS.get('player1')[0]).convert_alpha().subsurface((0, 144), (48, 48))tank_rect = tank_cursor.get_rect()restart_render_white = font.render('RESTART', True, color_white)restart_render_red = font.render('RESTART', True, color_red)restart_rect = restart_render_white.get_rect()restart_rect.left, restart_rect.top = cfg.WIDTH/2.4, cfg.HEIGHT/2quit_render_white = font.render('QUIT', True, color_white)quit_render_red = font.render('QUIT', True, color_red)quit_rect = quit_render_white.get_rect()quit_rect.left, quit_rect.top = cfg.WIDTH/2.4, cfg.HEIGHT/1.6is_quit_game = False# 主循環(huán)clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()elif event.type == pygame.KEYDOWN:if event.key == pygame.K_RETURN:return is_quit_gameelif event.key == pygame.K_UP or event.key == pygame.K_DOWN or event.key == pygame.K_w or event.key == pygame.K_s:is_quit_game = not is_quit_gamescreen.blit(background_img, (0, 0))gameover_flash_count += 1if gameover_flash_count > gameover_flash_time:gameover_show_flag = not gameover_show_flaggameover_flash_count = 0if gameover_show_flag:screen.blit(gameover_img, gameover_img_rect)screen.blit(font_render, font_rect)if not is_quit_game:tank_rect.right, tank_rect.top = restart_rect.left-10, restart_rect.topscreen.blit(tank_cursor, tank_rect)screen.blit(restart_render_red, restart_rect)screen.blit(quit_render_white, quit_rect)else:tank_rect.right, tank_rect.top = quit_rect.left-10, quit_rect.topscreen.blit(tank_cursor, tank_rect)screen.blit(restart_render_white, restart_rect)screen.blit(quit_render_red, quit_rect)pygame.display.update()????clock.tick(60)

游戲界面切換主要是利用進度條加載:
'''關(guān)卡切換界面'''def switchLevelIterface(screen, cfg, level_next=1):background_img = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('background'))color_white = (255, 255, 255)color_gray = (192, 192, 192)font = pygame.font.Font(cfg.FONTPATH, cfg.WIDTH//20)logo_img = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('logo'))logo_img = pygame.transform.scale(logo_img, (446, 70))logo_rect = logo_img.get_rect()logo_rect.centerx, logo_rect.centery = cfg.WIDTH/2, cfg.HEIGHT//4# 游戲加載提示font_render = font.render('Loading game data, You will enter Level-%s' % level_next, True, color_white)font_rect = font_render.get_rect()font_rect.centerx, font_rect.centery = cfg.WIDTH/2, cfg.HEIGHT/2# 游戲加載進度條gamebar = pygame.image.load(cfg.OTHER_IMAGE_PATHS.get('gamebar')).convert_alpha()gamebar_rect = gamebar.get_rect()gamebar_rect.centerx, gamebar_rect.centery = cfg.WIDTH/2, cfg.HEIGHT/1.4tank_cursor = pygame.image.load(cfg.PLAYER_TANK_IMAGE_PATHS.get('player1')[0]).convert_alpha().subsurface((0, 144), (48, 48))tank_rect = tank_cursor.get_rect()tank_rect.left = gamebar_rect.lefttank_rect.centery = gamebar_rect.centery# 加載所需時間load_time_left = gamebar_rect.right - tank_rect.right + 8# 主循環(huán)clock = pygame.time.Clock()while True:for event in pygame.event.get():if event.type == pygame.QUIT:pygame.quit()sys.exit()if load_time_left <= 0:returnscreen.blit(background_img, (0, 0))screen.blit(logo_img, logo_rect)screen.blit(font_render, font_rect)screen.blit(gamebar, gamebar_rect)screen.blit(tank_cursor, tank_rect)pygame.draw.rect(screen, color_gray, (gamebar_rect.left+8, gamebar_rect.top+8, tank_rect.left-gamebar_rect.left-8, tank_rect.bottom-gamebar_rect.top-16))tank_rect.left += 1load_time_left -= 1pygame.display.update()????clock.tick(60)

完整代碼:
https://pan.baidu.com/s/1BUh9M73AAGkZeDN0IEKdKA
提取碼:09bl
作者:李秋鍵
CSDN博客專家,CSDN達人課作者。碩士在讀于中國礦業(yè)大學(xué),開發(fā)有taptap競賽獲獎等。

