用Python实现坦克大战游戏 | 干货贴
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《坦克大战》是1985年日本南梦宫Namco游戏公司在任天堂FC平台上,推出的一款多方位平面射击游戏。游戏以坦克战斗及保卫基地为主题,属于策略型联机类。同时也是FC平台上少有的内建关卡编辑器的几个游戏之一,玩家可自己创建独特的关卡,并通过获取一些道具使坦克和基地得到强化。而今天我们就将利用python还原以下坦克大战的制作。
实验前的准备
首先我们使用的Python版本是3.6.5所用到的模块如下:
Pygame模块用来创建游戏整体框架、精灵等基本架构;
OS模块用来加载本地文件(包括音乐,背景、图片等素材)。
精灵类程序
其中精灵类设置作为基本程序框架用来主函数的调用,其中包括子弹类程序、食物类、家类、砖墙树木等障碍物类、坦克类。具体程序布局如下:
其中子弹类程序,首先需要建立bullet.py程序,建立类包括子弹位置、方向、图片加载、子弹速度等基本信息。具体代码如下:
'''子弹'''
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_paths
self.width, self.height = screensize
self.direction = direction
self.position = position
self.image = pygame.image.load(self.bullet_image_paths.get(direction))
self.rect = self.image.get_rect()
self.rect.center = position
# 地图边缘宽度
self.border_len = border_len
# 是否为加强版子弹(加强版可碎铁墙)
self.is_stronger = is_stronger
# 子弹速度
self.speed = speed
'''移动子弹, 若子弹越界, 则返回True, 否则为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
食物奖励类,建立food.py作为坦克吃到食物时增加生命等基本奖励:
'''食物类. 用于获得奖励'''
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 = 1000
def update(self):
self.exist_time -= 1
return True if self.exist_time < 0 else False
坦克家类,建立home.py存储家基本信息(包括是否存活、图片加载、位置尺寸等)。
'''大本营类'''
class Home(pygame.sprite.Sprite):
def __init__(self, position, imagepaths, **kwargs):
pygame.sprite.Sprite.__init__(self)
self.imagepaths = imagepaths
self.image = pygame.image.load(self.imagepaths[0])
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
self.alive = True
'''被摧毁'''
def setDead(self):
self.image = pygame.image.load(self.imagepaths[1])
self.alive = False
'''画到屏幕上'''
def draw(self, screen):
screen.blit(self.image, self.rect)
砖墙等障碍物类,建立scenes.py其中也是主要位置尺寸的布局:
'''砖墙'''
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
'''铁墙'''
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
'''树'''
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
坦克类,建立tanks.py包括坦克数量名称、初始位置等信息:
'''玩家坦克类'''
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2
self.name = name
# 坦克图片路径
self.player_tank_image_paths = player_tank_image_paths.get(name)
# 地图边缘宽度
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
# 子弹图片
self.bullet_image_paths = bullet_image_paths
# 保护罩图片路径
self.protected_mask = pygame.image.load(protected_mask_path)
self.protected_mask_flash_time = 25
self.protected_mask_flash_count = 0
self.protected_mask_pointer = False
# 坦克爆炸图
self.boom_image = pygame.image.load(boom_image_path)
self.boom_last_time = 5
self.booming_flag = False
self.boom_count = 0
# 坦克生命数量
self.num_lifes = 3
# 重置
self.reset()
'''移动'''
def move(self, direction, scene_elems, player_tanks_group, enemy_tanks_group, home):
# 爆炸时无法移动
if self.booming_flag:
return
# 方向不一致先改变方向
if self.direction != direction:
self.setDirection(direction)
self.switch_count = self.switch_time
self.move_cache_count = self.move_cache_time
# 移动(使用缓冲)
self.move_cache_count += 1
if self.move_cache_count < self.move_cache_time:
return
self.move_cache_count = 0
if 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.rect
self.rect = self.rect.move(speed)
# --碰到场景元素
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_ori
elif 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
# --碰到敌方坦克
if pygame.sprite.spritecollide(self, enemy_tanks_group, False, None):
self.rect = rect_ori
# --碰到玩家大本营
if pygame.sprite.collide_rect(self, home):
self.rect = rect_ori
# --碰到边界
if self.rect.left < self.border_len:
self.rect.left = self.border_len
elif self.rect.right > self.screensize[0]-self.border_len:
self.rect.right = self.screensize[0] - self.border_len
elif self.rect.top < self.border_len:
self.rect.top = self.border_len
elif self.rect.bottom > self.screensize[1]-self.border_len:
self.rect.bottom = self.screensize[1] - self.border_len
# 为了坦克轮动特效切换图片
self.switch_count += 1
if self.switch_count > self.switch_time:
self.switch_count = 0
self.switch_pointer = not self.switch_pointer
self.image = self.tank_direction_image.subsurface((48*int(self.switch_pointer), 0), (48, 48))
游戏界面设置
游戏界面设置包括:开始界面设置、结束界面设置和关卡切换界面设置:
其中游戏开始界面包括玩家数的选择和图片音乐的加载:
'''游戏开始界面'''
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//4
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()
# 玩家数量选择
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/2.5
players_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
# 游戏提示
game_tip = font.render('press
to start', True, color_white) game_tip_rect = game_tip.get_rect()
game_tip_rect.centerx, game_tip_rect.top = cfg.WIDTH/2, cfg.HEIGHT/1.4
game_tip_flash_time = 25
game_tip_flash_count = 0
game_tip_show_flag = True
# 主循环
clock = pygame.time.Clock()
is_dual_mode = False
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_dual_mode
elif 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_mode
screen.blit(background_img, (0, 0))
screen.blit(logo_img, logo_rect)
game_tip_flash_count += 1
if game_tip_flash_count > game_tip_flash_time:
game_tip_show_flag = not game_tip_show_flag
game_tip_flash_count = 0
if 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.top
screen.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.top
screen.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)
游戏结束界面包括游戏胜利与失败情况判断和是否退出游戏或重新开始的设置:
'''游戏结束界面'''
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)
# 游戏失败图
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/8
gameover_flash_time = 25
gameover_flash_count = 0
gameover_show_flag = True
# 游戏胜利与否的提示
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
# 用于选择退出或重新开始
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/2
quit_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/1.6
is_quit_game = False
# 主循环
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_game
elif 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_game
screen.blit(background_img, (0, 0))
gameover_flash_count += 1
if gameover_flash_count > gameover_flash_time:
gameover_show_flag = not gameover_show_flag
gameover_flash_count = 0
if 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.top
screen.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.top
screen.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)
游戏界面切换主要是利用进度条加载:
'''关卡切换界面'''
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
# 游戏加载提示
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
# 游戏加载进度条
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/1.4
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()
tank_rect.left = gamebar_rect.left
tank_rect.centery = gamebar_rect.centery
# 加载所需时间
load_time_left = gamebar_rect.right - tank_rect.right + 8
# 主循环
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:
return
screen.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 += 1
load_time_left -= 1
pygame.display.update()
clock.tick(60)
完整代码:
https://pan.baidu.com/s/1BUh9M73AAGkZeDN0IEKdKA
提取码:09bl
作者:李秋键
CSDN博客专家,CSDN达人课作者。硕士在读于中国矿业大学,开发有taptap竞赛获奖等。