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神还原「欢乐无穷的双人坦克大战」小程序游戏,上手开玩

时间:2023-05-06 13:00:37 阅读: 评论: 作者:佚名

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

《坦克大作战》游戏小程序好玩吗?《坦克大作战》小游戏怎么玩?怎么进入《坦克大作战》?

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源码基地——

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【圣诞快乐】叮咚 没人送你圣诞礼物没有关系,可以找我啊?只要你开口 我都没有~

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文章汇总——

项目1.0 Python—2021 |已有文章汇总 | 持续更新,直接看这篇就够了

(更多内容+源码都在文章汇总哦!!欢迎阅读~)



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