前言
嘿!我是栗子同学,欢迎大家阅读这篇《坦克大战双人版游戏编程》。
我相信这个游戏的话对于大家来说可能会比较难,刚开始学习的话这个代码就直接发给大家玩一玩的哈,但是大家可以看看这个代码啦!
当然基础好的话可以考虑看完后尝试做一个类似的游戏,然后遇到不懂的地方可以来我的粉丝裙,
没有基础的同学也不用担心:偶尔有Python免费的在线直播互动课哟,大家可以跟着我一起学习,我带大家入门。
好啦,总之我所有的文章源码+素材都是可以免费拿的,需要的滴滴我哈!也欢迎大家阅读往期的文章。
《坦克大战双人版》
游戏介绍:
双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。
中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭完即可进入下一关。
方向键:上下左右移动即可。另一个方向键则是:WSAD。
环境配置:
Python3、 Pycharm 、Pygame。
第三方库的安装:pip install pygame
效果展示:
开始界面一一
开始即可上手玩游戏,还有背景音乐辅助!游戏玩起来更带感!
游戏界面——
代码演示:
1)游戏主程序
import pygame
import sys
import traceback
import wall
import myTank
import enemyTank
import food
    
def main():
    ()
    ()
    
    resolution = 630, 630
    screen = (resolution)
    ("Tank War ")
    
    # 加载图片,音乐,音效.
    background_image     = pygame.image.load(r"..\image\background.png")
    home_image           = pygame.image.load(r"..\image\;)
    home_destroyed_image = pygame.image.load(r"..\image\;)
    
    bang_sound          = (r"..\music\bang.wav")
    bang_(1)
    fire_sound           = (r"..\music\Gun;)
    start_sound          = (r"..\music\;)
    ()
    
    # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹
    allTankGroup     = ()
    mytankGroup      = ()
    allEnemyGroup    = ()
    redEnemyGroup    = ()
    greenEnemyGroup  = ()
    otherEnemyGroup  = ()  
    enemyBulletGroup = ()
    # 创建地图 
    bgMap = wall.Map()
    # 创建食物/道具 但不显示
    prop = ()
    # 创建我方坦克
    myTank_T1 = myTank.MyTank(1)
    allTankGroup.add(myTank_T1)
    my(myTank_T1)
    myTank_T2 = myTank.MyTank(2)
    allTankGroup.add(myTank_T2)
    my(myTank_T2)
    # 创建敌方 坦克
    for i in range(1, 4):
            enemy = enemyTank.EnemyTank(i)
            allTankGroup.add(enemy)
            allEnemyGroup.add(enemy)
            if enemy.isred == True:
                redEnemyGroup.add(enemy)
                continue
            if enemy.kind == 3:
                greenEnemyGroup.add(enemy)
                continue
            o(enemy)
    # 敌军坦克出现动画
    appearance_image = pygame.image.load(r"..\image\a;).convert_alpha()
    appearance = []
    a(appearance_image.subsurface(( 0, 0), (48, 48)))
    a(appearance_image.subsurface((48, 0), (48, 48)))
    a(appearance_image.subsurface((96, 0), (48, 48)))
    
    
    
    
    # 自定义事件
    # 创建敌方坦克延迟200
    DELAYEVENT = 
    (DELAYEVENT, 200)
    # 创建 敌方 子弹延迟1000
    ENEMYBULLETNOTCOOLINGEVENT =  + 1
    (ENEMYBULLETNOTCOOLINGEVENT, 1000)
    # 创建 我方 子弹延迟200
    MYBULLETNOTCOOLINGEVENT =  + 2
    (MYBULLETNOTCOOLINGEVENT, 200)
    # 敌方坦克 静止8000
    NOTMOVEEVENT =  + 3
    (NOTMOVEEVENT, 8000)
    
    
    delay = 100
    moving = 0
    movdir = 0
    moving2 = 0
    movdir2 = 0
    enemyNumber = 3
    enemyCouldMove      = True
    switch_R1_R2_image  = True
    homeSurvive         = True
    running_T1          = True
    running_T2          = True
    clock = ()
    while True:
        for event in ():
            if event.type == :
                ()
                ()
            
            # 我方子弹冷却事件
            if event.type == MYBULLETNOTCOOLINGEVENT:
                myTank_T1.bulletNotCooling = True
                
            # 敌方子弹冷却事件
            if event.type == ENEMYBULLETNOTCOOLINGEVENT:
                for each in allEnemyGroup:
                    each.bulletNotCooling = True
            
            # 敌方坦克静止事件
            if event.type == NOTMOVEEVENT:
                enemyCouldMove = True
            
            # 创建敌方坦克延迟
            if event.type == DELAYEVENT:
                if enemyNumber < 4:
                    enemy = enemyTank.EnemyTank()
                    if (enemy, allTankGroup, False, None):
                        break
                    allEnemyGroup.add(enemy)
                    allTankGroup.add(enemy)
                    enemyNumber += 1
                    if enemy.isred == True:
                        redEnemyGroup.add(enemy)
                    elif enemy.kind == 3:
                        greenEnemyGroup.add(enemy)
                    else:
                        o(enemy)
                                
            if event.type == :
                if event.key ==  and :
                    ()
                    ()
            
                if event.key == :
                    myTank_T1.levelUp()
                if event.key == :
                    myTank_T1.levelDown()
                if event.key == :
                    myTank_T1.levelUp()
                    myTank_T1.levelUp()
                    myTank_T1.level = 3
                if event.key == :
                    if myTank_T1.speed == 3:
                        myTank_T1.speed = 24
                    else:
                        myTank_T1.speed = 3
                if event.key == :
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.brick = wall.Brick()
                        bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.brickGroup.add)                
                if event.key == :
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add)                
                
        # 检查用户的键盘操作
        key_pressed = ()
        # 玩家一的移动操作
        if moving:
            moving -= 1
            if movdir == 0:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            if movdir == 1:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            if movdir == 2:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            if movdir == 3:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
                
        if not moving:
            if key_pressed[]:
                moving = 7
                movdir = 0
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[]:
                moving = 7
                movdir = 1
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[]:
                moving = 7
                movdir = 2
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[]:
                moving = 7
                movdir = 3
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
        if key_pressed[]:
            if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
                ()
                myTank_T1.shoot()
                myTank_T1.bulletNotCooling = False
                
        # 玩家二的移动操作
        if moving2:
            moving2 -= 1
            if movdir2 == 0:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 1:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 2:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 3:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
                
        if not moving2:
            if key_pressed[]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 0
                running_T2 = True
            elif key_pressed[]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 1
                running_T2 = True
            elif key_pressed[]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 2
                running_T2 = True
            elif key_pressed[]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 3
                running_T2 = True
        if key_pressed[]:
            if not myTank_T2.bullet.life:
                # ()
                myTank_T2.shoot()
        
        
        
        
        # 画背景
        (background_image, (0, 0))
        # 画砖块
        for each in bgMap.brickGroup:
            (each.image, each.rect)        
        # 花石头
        for each in bgMap.ironGroup:
            (each.image, each.rect)        
        # 画home
        if homeSurvive:
            (home_image, (3 + 12 * 24, 3 + 24 * 24))
        else:
            (home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
        # 画我方坦克1
        if not (delay % 5):
            switch_R1_R2_image = not switch_R1_R2_image
        if switch_R1_R2_image and running_T1:
            , , myTank_T1.rect.top))
            running_T1 = False
        else:
            , , myTank_T1.rect.top))
        # 画我方坦克2
        if switch_R1_R2_image and running_T2:
            , , myTank_T2.rect.top))
            running_T2 = False
        else:
            , , myTank_T2.rect.top))    
        # 画敌方坦克
        for each in allEnemyGroup:
            # 判断5毛钱特效是否播放            
            if each.flash:
                # 判断画左动作还是右动作
                if switch_R1_R2_image:
                    , , each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                        allTankGroup.add(each)
                else:
                    , , each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                        allTankGroup.add(each)                    
            else:
                # 播放5毛钱特效
                if each.times > 0:
                    each.times -= 1
                    if each.times <= 10:
                        (appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 20:
                        (appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 30:
                        (appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 40:
                        (appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 50:
                        (appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 60:
                        (appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 70:
                        (appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 80:
                        (appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 90:
                        (appearance[0], (3 + each.x * 12 * 24, 3))
                if each.times == 0:
                    each.flash = True
      
                 
        # 绘制我方子弹1
        if myTank_T1.bullet.life:
            myTank_T1.bullet.move()    
            , myTank_T1.bullet.rect)
            # 子弹 碰撞 子弹
            for each in enemyBulletGroup:
                if each.life:
                    if , each):
                        myTank_T1.bullet.life = False
                        each.life = False
                        , enemyBulletGroup, True, None)
            # 子弹 碰撞 敌方坦克
            if , redEnemyGroup, True, None):
                ()
                bang_()
                enemyNumber -= 1
                myTank_T1.bullet.life = False
            elif ,greenEnemyGroup, False, None):
                for each in greenEnemyGroup:
                    if , each):
                        if each.life == 1:
                            ,greenEnemyGroup, True, None)
                            bang_()
                            enemyNumber -= 1
                        elif each.life == 2:
                            each.life -= 1
                            each.tank = each.enemy_3_0
                        elif each.life == 3:
                            each.life -= 1
                            each.tank = each.enemy_3_2
                myTank_T1.bullet.life = False
            elif , otherEnemyGroup, True, None):
                bang_()
                enemyNumber -= 1
                myTank_T1.bullet.life = False    
            #if , allEnemyGroup, True, None):
            #    bang_()
            #    enemyNumber -= 1
            #    myTank_T1.bullet.life = False
            # 子弹 碰撞 brickGroup
            if , bgMap.brickGroup, True, None):
                myTank_T1.bullet.life = False
                myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T1.bullet.strong:
                if , bgMap.ironGroup, True, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:    
                if , bgMap.ironGroup, False, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
        
        # 绘制我方子弹2
        if myTank_T2.bullet.life:
            myTank_T2.bullet.move()    
            , myTank_T2.bullet.rect)
            # 子弹 碰撞 敌方坦克
            if , allEnemyGroup, True, None):
                bang_()
                enemyNumber -= 1
                myTank_T2.bullet.life = False
            # 子弹 碰撞 brickGroup
            if , bgMap.brickGroup, True, None):
                myTank_T2.bullet.life = False
                myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T2.bullet.strong:
                if , bgMap.ironGroup, True, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:    
                if , bgMap.ironGroup, False, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
        
        # 绘制敌人子弹
        for each in allEnemyGroup:
            # 如果子弹没有生命,则赋予子弹生命
            if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
                enemyBulle)
                each.shoot()
                enemyBulle)
                each.bulletNotCooling = False
            # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
            if each.flash:
                if each.bullet.life:
                    # 如果敌人可以移动
                    if enemyCouldMove:
                        each.bullet.move()
                    .bullet, each.bullet.rect)
                    # 子弹 碰撞 我方坦克
                    if , myTank_T1):
                        bang_()
                        myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24 
                        each.bullet.life = False
                        moving = 0  # 重置移动控制参数
                        for i in range):
                            myTank_T1.levelDown()
                    if , myTank_T2):
                        bang_()
                        myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24 
                        each.bullet.life = False
                    # 子弹 碰撞 brickGroup
                    if , bgMap.brickGroup, True, None):
                        each.bullet.life = False
                    # 子弹 碰撞 ironGroup
                    if each.bullet.strong:
                        if , bgMap.ironGroup, True, None):
                            each.bullet.life = False
                    else:    
                        if , bgMap.ironGroup, False, None):
                            each.bullet.life = False
             
        # 最后画食物/道具
        if :
            (prop.image, )
            # 我方坦克碰撞 食物/道具
            if (myTank_T1, prop):
                if  == 1:  # 敌人全毁
                    for each in allEnemyGroup:
                        if (each, allEnemyGroup, True, None):
                            bang_()
                            enemyNumber -= 1
                     = False
                if  == 2:  # 敌人静止
                    enemyCouldMove = False
                     = False
                if  == 3:  # 子弹增强
                    myTank_T1.bullet.strong = True
                     = False
                if  == 4:  # 家得到保护
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add)                
                     = False
                if  == 5:  # 坦克无敌
                     = False
                    pass
                if  == 6:  # 坦克升级
                    myTank_T1.levelUp()
                     = False
                if  == 7:  # 坦克生命+1
                    myTank_T1.life += 1
                     = False
                    
            
             
                     
        # 延迟
        delay -= 1
        if not delay:
            delay = 100    
        
        ()
        clock.tick(60)
    
    
if __name__ == "__main__":
    try:
        main()
    except SystemExit:
        pass
    except:
        ()
        ()
        input()2)随机出现的特殊道具
import pygame
import random
class Food):
    def __init__(self):
        
            = pygame.image.load(r"..\image\;).convert_alpha()
           = pygame.image.load(r"..\image\;).convert_alpha()
             = pygame.image.load(r"..\image\;).convert_alpha()
            = pygame.image.load(r"..\image\;).convert_alpha()
         = pygame.image.load(r"..\image\;).convert_alpha()
            = pygame.image.load(r"..\image\;).convert_alpha()
            = pygame.image.load(r"..\image\;).convert_alpha()     
         = random.choice([1, 2, 3, 4, 5, 6, 7])
        if  == 1:
            self.image = 
        elif  == 2:
            self.image = 
        elif  == 3:
            self.image = 
        elif  == 4:
            self.image = 
        elif  == 5:
            self.image = 
        elif  == 6:
            self.image = 
        elif  == 7:
            self.image = 
            
         = self.image.get_rect()
        .left = .top = random.randint(100, 500)
        
         = False
        
    def change(self):
         = random.choice([1, 2, 3, 4, 5, 6, 7])
        if  == 1:
            self.image = 
        elif  == 2:
            self.image = 
        elif  == 3:
            self.image = 
        elif  == 4:
            self.image = 
        elif  == 5:
            self.image = 
        elif  == 6:
            self.image = 
        elif  == 7:
            self.image = 
            
        .left = .top = random.randint(100, 500)
         = True
        
            3)地图界面
import pygame
brickImage          = r"..\image\brick.png"
ironImage           = r"..\image\iron.png"
class Brick):
    def __init__(self):
        (self)
        
        self.image = pygame.image.load(brickImage)
         = self.image.get_rect()
        
class Iron):
    def __init__(self):
        (self)
        
        self.image = pygame.image.load(ironImage)
         = self.image.get_rect()
        
class Map():
    def __init__(self):
         = ()
          = ()
        
        # 数字代表地图中的位置
        # 画砖块
        X1379 = [2, 3, 6, 7, 18, 19, 22, 23]
        Y1379 = [2, 3, 4, 5, 6, 7, 8, 9, 10, 17, 18, 19, 20, 21, 22, 23]
        X28 = [10, 11, 14, 15]
        Y28 = [2, 3, 4, 5, 6, 7, 8, 11, 12, 15, 16, 17, 18, 19, 20]
        X46 = [4, 5, 6, 7, 18, 19, 20, 21]
        Y46 = [13, 14]
        X5  = [12, 13]
        Y5  = [16, 17]
        X0Y0 = [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]
        for x in X1379:
            for y in Y1379:
                 = Brick()
                .rect.left, .rect.top = 3 + x * 24, 3 + y * 24
                .add()
        for x in X28:
            for y in Y28:
                 = Brick()
                .rect.left, .rect.top = 3 + x * 24, 3 + y * 24
                .add()
        for x in X46:
            for y in Y46:
                 = Brick()
                .rect.left, .rect.top = 3 + x * 24, 3 + y * 24
                .add()
        for x in X5:
            for y in Y5:
                 = Brick()
                .rect.left, .rect.top = 3 + x * 24, 3 + y * 24
                .add()
        for x, y in X0Y0:
             = Brick()
            .rect.left, .rect.top = 3 + x * 24, 3 + y * 24
            .add()
        
        # 画石头
        for x, y in [(0,14),(1,14),(12,6),(13,6),(12,7),(13,7),(24,14),(25,14)]:
             = Iron()
            .rect.left, .rect.top = 3 + x * 24, 3 + y * 24
            .add()
            
        结尾
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文章汇总——
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