基于对面向对象编程的思想完成简单的坦克大战游戏。主要目的锻炼面相对象编程思想
同样的在使用python进行游戏编写时需要安装pygame模块
安装方法:
pycharm安装方式:File --> setting
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游戏中的主要对象有:
坦克父类:BaseTank
我方坦克:HeroTank
敌方坦克:EnemyTank
子弹类:Bullet
爆炸类:Explode
墙类:Wall
主进程:MainGame
定义一个精灵类:
# 定义一个精灵类
class BaseItem(Sprite):
def __init__(self, color, width, height):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
坦克父类:
# 坦克父类
class BaseTank(BaseItem):
# 定义类属性,所有坦克对象高和宽都是一样
width = 60
height = 60
def __init__(self, left, top):
self.direction = 'U' # 坦克的方向默认向上
# 存放图片的字典
self.images = {
'U': pygame.image.load('tank_img/p1tankU.gif'),
'D': pygame.image.load('tank_img/p1tankD.gif'),
'L': pygame.image.load('tank_img/p1tankL.gif'),
'R': pygame.image.load('tank_img/p1tankR.gif')
}
self.image = self.images[self.direction] # 坦克的图片由方向决定
self.speed = 5 # 坦克的速度
self.rect = self.image.get_rect()
# 设置放置的位置
self.rect.left = left
self.rect.top = top
self.stop = True # 坦克是否停止
self.live = True # 决定坦克是否消灭了
# 保持原来的位置
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 射击方法
def shot(self):
return Bullet(self)
# 坦克的移动
def move(self):
# 保持原来的状态
self.oldLeft = self.rect.left
self.oldTop = self.rect.top
# 判断坦克的移动方向
if self.direction == 'U':
if self.rect.top > 0:
self.rect.top -= self.speed
elif self.direction == 'D':
if self.rect.top + self.rect.height < WINDOW_HEIGHT:
self.rect.top += self.speed
elif self.direction == 'L':
if self.rect.left > 0:
self.rect.left -= self.speed
elif self.direction == 'R':
if self.rect.left+self.rect.height < WINDOW_WIDTH:
self.rect.left += self.speed
# 加载坦克
def displayTank(self):
self.image = self.images[self.direction]
MainGame.window.blit(self.image, self.rect)
# 撞墙处理
def hitWall(self):
for wall in MainGame.wallList:
if pygame.sprite.collide_rect(wall, self):
self.stay()
# 处理位置不变
def stay(self):
self.rect.left = self.oldLeft
self.rect.top = self.oldTop
我方坦克类():
# 我方坦克
class HeroTank(BaseTank):
def __init__(self, left, top):
super().__init__(left, top)
# 我方坦克碰撞敌方坦克
def myTank_hit_enemyTank(self):
for enemyTank in MainGame.EnemyTankList:
if pygame.sprite.collide_rect(enemyTank, self):
self.stay()
敌方坦克类():
# 敌方坦克
class EnemyTank(BaseTank):
def __init__(self, left, top, speed):
super(EnemyTank, self).__init__(left, top)
self.images = {
'U': pygame.image.load('tank_img/enemy1U.gif'),
'D': pygame.image.load('tank_img/enemy1D.gif'),
'L': pygame.image.load('tank_img/enemy1L.gif'),
'R': pygame.image.load('tank_img/enemy1R.gif')
}
self.direction = self.RandomDirection()
self.image = self.images[self.direction]
self.rect = self.image.get_rect()
self.rect.left = left
self.rect.top = top
self.speed = speed
self.step = 60
self.enemy_flag = False
# 坦克出生随机方向
def RandomDirection(self):
num = random.randint(1, 4)
if num == 1:
return 'U'
elif num == 2:
return 'D'
elif num == 3:
return 'L'
else:
return 'R'
# 坦克随机移动
def randomMove(self):
if self.step < 0:
self.direction = self.RandomDirection()
self.step = 60
else:
self.move()
self.step -= 1
# 坦克射击
def shot(self):
num = random.randint(1, 100)
if num < 4:
return Bullet(self)
# 敌方坦克碰撞我方坦克
def enemyTank_hit_MyTank(self):
for enemy in MainGame.EnemyTankList:
if MainGame.my_tank and MainGame.my_tank.live:
if pygame.sprite.collide_rect(MainGame.my_tank, enemy):
self.stay()
子弹类():
# 子弹类
class Bullet(BaseItem):
def __init__(self, tank):
self.image = pygame.image.load('tank_img/tankmissile.gif')
self.direction = tank.direction
self.rect = self.image.get_rect()
# 根据坦克方向,生成子弹位置
if self.direction == 'U':
self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top - self.rect.height
elif self.direction == 'D':
self.rect.left = tank.rect.left + tank.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top + tank.rect.height
elif self.direction == 'L':
self.rect.left = tank.rect.left - self.rect.width / 2 - self.rect.width / 2
self.rect.top = tank.rect.top + tank.rect.heighCR№V |