ARTICLE · 1183665
坦克大战源码分享
坦克大战源码分享import pygame
import random
# 初始化pygame
pygame.init()
# 窗口设置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("坦克大战")
# 颜色定义
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# 帧率
clock = pygame.time.Clock()
FPS = 60
# 坦克类
class Tank(pygame.sprite.Sprite):
def __init__(self, x, y, color):
super().__init__()
self.image = pygame.Surface((40, 40))
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.speed = 3
self.direction = 'up' # up down left right
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w] and self.rect.top > 0:
self.rect.y -= self.speed
self.direction = 'up'
if keys[pygame.K_s] and self.rect.bottom < SCREEN_HEIGHT:
self.rect.y += self.speed
self.direction = 'down'
if keys[pygame.K_a] and self.rect.left > 0:
self.rect.x -= self.speed
self.direction = 'left'
if keys[pygame.K_d] and self.rect.right < SCREEN_WIDTH:
self.rect.x += self.speed
self.direction = 'right'
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction):
super().__init__()
self.image = pygame.Surface((8,8))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 6
self.direction = direction
def update(self):
if self.direction == 'up':
self.rect.y -= self.speed
elif self.direction == 'down':
self.rect.y += self.speed
elif self.direction == 'left':
self.rect.x -= self.speed
elif self.direction == 'right':
self.rect.x += self.speed
# 超出屏幕销毁子弹
if self.rect.bottom < 0 or self.rect.top > SCREEN_HEIGHT or self.rect.right <0 or self.rect.left>SCREEN_WIDTH:
self.kill()
# 敌方坦克
class EnemyTank(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((40,40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, SCREEN_WIDTH-40)
self.rect.y = random.randint(0, 150)
self.speed = 2
self.dir_list = ['up','down','left','right']
self.direction = random.choice(self.dir_list)
self.change_dir_timer = 0
def update(self):
self.change_dir_timer +=1
if self.change_dir_timer > 80:
self.direction = random.choice(self.dir_list)
self.change_dir_timer = 0
if self.direction == 'up' and self.rect.top>0:
self.rect.y -= self.speed
elif self.direction == 'down' and self.rect.bottom < SCREEN_HEIGHT:
self.rect.y += self.speed
elif self.direction == 'left' and self.rect.left>0:
self.rect.x -= self.speed
elif self.direction == 'right' and self.rect.right < SCREEN_WIDTH:
self.rect.x += self.speed
# 生成精灵组
player = Tank(SCREEN_WIDTH//2, SCREEN_HEIGHT-80, GREEN)
player_group = pygame.sprite.Group(player)
bullet_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
# 生成3个敌人
for _ in range(3):
enemy = EnemyTank()
enemy_group.add(enemy)
# 主循环
running = True
while running:
clock.tick(FPS)
screen.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 空格发射子弹
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
b = Bullet(player.rect.centerx, player.rect.centery, player.direction)
bullet_group.add(b)
# 更新所有精灵
player_group.update()
bullet_group.update()
enemy_group.update()
# 碰撞检测:子弹击中敌人
hits = pygame.sprite.groupcollide(enemy_group, bullet_group, True, True)
# 被击毁的敌人重新生成
for hit in hits:
new_enemy = EnemyTank()
enemy_group.add(new_enemy)
# 绘制
player_group.draw(screen)
bullet_group.draw(screen)
enemy_group.draw(screen)
pygame.display.flip()
pygame.quit()
import random
# 初始化pygame
pygame.init()
# 窗口设置
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("坦克大战")
# 颜色定义
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# 帧率
clock = pygame.time.Clock()
FPS = 60
# 坦克类
class Tank(pygame.sprite.Sprite):
def __init__(self, x, y, color):
super().__init__()
self.image = pygame.Surface((40, 40))
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.speed = 3
self.direction = 'up' # up down left right
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w] and self.rect.top > 0:
self.rect.y -= self.speed
self.direction = 'up'
if keys[pygame.K_s] and self.rect.bottom < SCREEN_HEIGHT:
self.rect.y += self.speed
self.direction = 'down'
if keys[pygame.K_a] and self.rect.left > 0:
self.rect.x -= self.speed
self.direction = 'left'
if keys[pygame.K_d] and self.rect.right < SCREEN_WIDTH:
self.rect.x += self.speed
self.direction = 'right'
# 子弹类
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction):
super().__init__()
self.image = pygame.Surface((8,8))
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.speed = 6
self.direction = direction
def update(self):
if self.direction == 'up':
self.rect.y -= self.speed
elif self.direction == 'down':
self.rect.y += self.speed
elif self.direction == 'left':
self.rect.x -= self.speed
elif self.direction == 'right':
self.rect.x += self.speed
# 超出屏幕销毁子弹
if self.rect.bottom < 0 or self.rect.top > SCREEN_HEIGHT or self.rect.right <0 or self.rect.left>SCREEN_WIDTH:
self.kill()
# 敌方坦克
class EnemyTank(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((40,40))
self.image.fill(RED)
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, SCREEN_WIDTH-40)
self.rect.y = random.randint(0, 150)
self.speed = 2
self.dir_list = ['up','down','left','right']
self.direction = random.choice(self.dir_list)
self.change_dir_timer = 0
def update(self):
self.change_dir_timer +=1
if self.change_dir_timer > 80:
self.direction = random.choice(self.dir_list)
self.change_dir_timer = 0
if self.direction == 'up' and self.rect.top>0:
self.rect.y -= self.speed
elif self.direction == 'down' and self.rect.bottom < SCREEN_HEIGHT:
self.rect.y += self.speed
elif self.direction == 'left' and self.rect.left>0:
self.rect.x -= self.speed
elif self.direction == 'right' and self.rect.right < SCREEN_WIDTH:
self.rect.x += self.speed
# 生成精灵组
player = Tank(SCREEN_WIDTH//2, SCREEN_HEIGHT-80, GREEN)
player_group = pygame.sprite.Group(player)
bullet_group = pygame.sprite.Group()
enemy_group = pygame.sprite.Group()
# 生成3个敌人
for _ in range(3):
enemy = EnemyTank()
enemy_group.add(enemy)
# 主循环
running = True
while running:
clock.tick(FPS)
screen.fill(BLACK)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 空格发射子弹
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
b = Bullet(player.rect.centerx, player.rect.centery, player.direction)
bullet_group.add(b)
# 更新所有精灵
player_group.update()
bullet_group.update()
enemy_group.update()
# 碰撞检测:子弹击中敌人
hits = pygame.sprite.groupcollide(enemy_group, bullet_group, True, True)
# 被击毁的敌人重新生成
for hit in hits:
new_enemy = EnemyTank()
enemy_group.add(new_enemy)
# 绘制
player_group.draw(screen)
bullet_group.draw(screen)
enemy_group.draw(screen)
pygame.display.flip()
pygame.quit()















































































