红心大战规则 红心j游戏规则
导语
哈喽!哈喽——我是木木子
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今天来升级下之前写的坦克大战游戏嘛,哈哈哈 其实也不算是修改,就是稍微的调试一下!??
?因为之前写的界面都是英文的 ,有的小伙伴儿英文一点儿都不会的可能看着别扭,今天来一款中文
文版的给大家嘛!
俗话说得好:“雨露均沾”。哈哈哈.jpg
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小简介:
《坦克大战》,1985年由日本开发商南梦宫(Namco)开发,是第一款可以双打的红白机游戏。
当时使用的还是小霸王。
很多小朋友以学习的名义买了以后偷偷的打游戏还被家长发现了有 没得!
《坦克大战》红白机原版共有35关,每一关的地形和障碍都不同。图为原版坦克大战最后一关,你好
有没有通关过?(小声bb,我这个游戏水平可能达不到!)
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正文?
1)游戏规则:
游戏过程是这样的,玩家操作坦克消灭电脑控制的坦克,并保护自己基地。基地图标是一只傲娇地张着翅膀的老鹰。小时候自
己失手把飞鹰轰成烧鸡的惨案经常发生。
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双方打的时候,为了看谁刷得分高,都争着打坦克,大本营的老鹰被烤熟了都不管。。
坦克大战中的宝贝有战车、星星、时钟等,小编当时最喜欢的是时钟,敌不能动我能动的感觉妙极了。图中的坦克图标吃了是
可以加一条命的,当时为了抢宝贝都抢先把队友的坦克打晕。。。
2)环境安装
Python3、Pycharm、Pygame、以及自带或自定义的模块。
pip install +模块名 或pip install -i http://pypi.douban.com/origin/simple/ +模块名
3)代码演示??
?(之前不是写过的嘛,今天的话就是修改下的,这种小游戏代码肯定都很多的,所以这里直接贴主程序了。
需要完整地打包好的代码跟素材哪些的话 直接滴滴我即可或者看我主页左侧哪里有源码基地的哈!)
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主程序:
import pygame
from pygame.locals import *
import sys
import scene
import bullet
import food
import tanks
import home
开始界面显示
def show_start_interface(screen, width, height):
tfont = pygame.font.Font(&39;./font/simkai.ttf&39;, width // 4)
cfont = pygame.font.Font(&39;./font/simkai.ttf&39;, width // 20)
title = tfont.render(u&39;坦克大战&39;, True, (255, 0, 0))
content1 = cfont.render(u&39;按1键进入单人游戏&39;, True, (0, 244, 222))
content2 = cfont.render(u&39;按2键进入双人人游戏&39;, True, (0, 0, 255))
显示字体pygame.font.Font.render(text文本, antialias是否抗锯齿, color颜色, background=None)
trect = title.get_rect()
默认title左上角的坐标是 (0, 0)
trect.midtop = (width / 2, height / 5)
crect1 = content1.get_rect()
crect1.midtop = (width / 2, height / 1.8)
crect2 = content2.get_rect()
crect2.midtop = (width / 2, height / 1.6)
screen.blit(title, trect)
screen.blit(content1, crect1)
screen.blit(content2, crect2)
在指定位置绘制指定文字对象
pygame.display.update()
更新界面
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_1:
return 1
if event.key == pygame.K_2:
return 2
结束界面显示
def show_end_interface(screen, width, height, is_win):
bg_img = pygame.image.load(&34;./images/others/background.png&34;)
screen.blit(bg_img, (0, 0))
if is_win:
font = pygame.font.Font(&39;./font/simkai.ttf&39;, width // 10)
content = font.render(u&39;恭喜通关!&39;, True, (255, 0, 0))
rect = content.get_rect()
rect.midtop = (width / 2, height / 2)
screen.blit(content, rect)
else:
fail_img = pygame.image.load(&34;./images/others/gameover.png&34;)
rect = fail_img.get_rect()
rect.midtop = (width / 2, height / 2)
screen.blit(fail_img, rect)
pygame.display.update()
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
关卡切换
def show_switch_stage(screen, width, height, stage):
bg_img = pygame.image.load(&34;./images/others/background.png&34;)
screen.blit(bg_img, (0, 0))
font = pygame.font.Font(&39;./font/simkai.ttf&39;, width // 10)
content = font.render(u&39;第%d关&39; % stage, True, (0, 255, 0))
rect = content.get_rect()
rect.midtop = (width / 2, height / 2)
screen.blit(content, rect)
pygame.display.update()
delay_event = pygame.constants.USEREVENT
pygame.time.set_timer(delay_event, 1000)
定时器延时
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
if event.type == delay_event:
return
def main():
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((630, 630))
pygame.display.set_caption(&39;坦克大战&39;)
bg_img = pygame.image.load(&39;./images/others/background.png&39;)
加载音效
add_sound = pygame.mixer.Sound(&34;./audios/add.wav&34;)
add_sound.set_volume(1)
bang_sound = pygame.mixer.Sound(&34;./audios/bang.wav&34;)
bang_sound.set_volume(1)
blast_sound = pygame.mixer.Sound(&34;./audios/blast.wav&34;)
blast_sound.set_volume(1)
fire_sound = pygame.mixer.Sound(&34;./audios/fire.wav&34;)
fire_sound.set_volume(1)
Gunfire_sound = pygame.mixer.Sound(&34;./audios/Gunfire.wav&34;)
Gunfire_sound.set_volume(1)
hit_sound = pygame.mixer.Sound(&34;./audios/hit.wav&34;)
hit_sound.set_volume(1)
start_sound = pygame.mixer.Sound(&34;./audios/start.wav&34;)
start_sound.set_volume(1)
开始界面
num_player = show_start_interface(screen, 630, 630)
播放游戏开始的音乐
start_sound.play()
关卡
stage = 0
num_stage = 2
游戏是否结束
is_gameover = False
时钟
clock = pygame.time.Clock()
主循环
while not is_gameover:
关卡
stage += 1
if stage > num_stage:
break
show_switch_stage(screen, 630, 630, stage)
该关卡坦克总数量
enemytanks_total = min(stage * 18, 80)
场上存在的敌方坦克总数量
enemytanks_now = 0
场上可以存在的敌方坦克总数量
enemytanks_now_max = min(max(stage * 2, 4), 8)
精灵组,独立运行的动画组
tanksGroup = pygame.sprite.Group()
mytanksGroup = pygame.sprite.Group()
enemytanksGroup = pygame.sprite.Group()
bulletsGroup = pygame.sprite.Group()
mybulletsGroup = pygame.sprite.Group()
enemybulletsGroup = pygame.sprite.Group()
myfoodsGroup = pygame.sprite.Group()
自定义事件
-生成敌方坦克事件
genEnemyEvent = pygame.constants.USEREVENT
pygame.time.set_timer(genEnemyEvent, 100)
-敌方坦克静止恢复事件
recoverEnemyEvent = pygame.constants.USEREVENT
pygame.time.set_timer(recoverEnemyEvent, 8000)
-我方坦克无敌恢复事件
noprotectMytankEvent = pygame.constants.USEREVENT
pygame.time.set_timer(noprotectMytankEvent, 8000)
关卡地图
map_stage = scene.Map(stage)
我方坦克
tank_player1 = tanks.myTank(1)
tanksGroup.add(tank_player1)
mytanksGroup.add(tank_player1)
if num_player > 1:
tank_player2 = tanks.myTank(2)
tanksGroup.add(tank_player2)
mytanksGroup.add(tank_player2)
is_switch_tank = True
player1_moving = False
player2_moving = False
为了轮胎的动画效果
time = 0
敌方坦克
for i in range(0, 3):
if enemytanks_total > 0:
enemytank = tanks.enemyTank(i)
tanksGroup.add(enemytank)
enemytanksGroup.add(enemytank)
enemytanks_now += 1
enemytanks_total -= 1
大本营
myhome = home.Home()
出场特效
appearance_img = pygame.image.load(&34;./images/others/appear.png&34;).convert_alpha()
appearances = []
appearances.append(appearance_img.subsurface((0, 0), (48, 48)))
appearances.append(appearance_img.subsurface((48, 0), (48, 48)))
appearances.append(appearance_img.subsurface((96, 0), (48, 48)))
关卡主循环
while True:
if is_gameover is True:
break
if enemytanks_total < 1 and enemytanks_now < 1:
is_gameover = False
break
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == genEnemyEvent:
if enemytanks_total > 0:
if enemytanks_now < enemytanks_now_max:
enemytank = tanks.enemyTank()
if not pygame.sprite.spritecollide(enemytank, tanksGroup, False, None):
tanksGroup.add(enemytank)
enemytanksGroup.add(enemytank)
enemytanks_now += 1
enemytanks_total -= 1
if event.type == recoverEnemyEvent:
for each in enemytanksGroup:
each.can_move = True
if event.type == noprotectMytankEvent:
for each in mytanksGroup:
mytanksGroup.protected = False
检查用户键盘操作
key_pressed = pygame.key.get_pressed()
玩家一
WSAD -> 上下左右
空格键射击
if key_pressed[pygame.K_w]:
tanksGroup.remove(tank_player1)
tank_player1.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_s]:
tanksGroup.remove(tank_player1)
tank_player1.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_a]:
tanksGroup.remove(tank_player1)
tank_player1.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_d]:
tanksGroup.remove(tank_player1)
tank_player1.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player1)
player1_moving = True
elif key_pressed[pygame.K_SPACE]:
if not tank_player1.bullet.being:
fire_sound.play()
tank_player1.shoot()
玩家二
↑↓←→ -> 上下左右
小键盘0键射击
if num_player > 1:
if key_pressed[pygame.K_UP]:
tanksGroup.remove(tank_player2)
tank_player2.move_up(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_DOWN]:
tanksGroup.remove(tank_player2)
tank_player2.move_down(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_LEFT]:
tanksGroup.remove(tank_player2)
tank_player2.move_left(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_RIGHT]:
tanksGroup.remove(tank_player2)
tank_player2.move_right(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(tank_player2)
player2_moving = True
elif key_pressed[pygame.K_KP0]:
if not tank_player2.bullet.being:
fire_sound.play()
tank_player2.shoot()
背景
screen.blit(bg_img, (0, 0))
石头墙
for each in map_stage.brickGroup:
screen.blit(each.brick, each.rect)
钢墙
for each in map_stage.ironGroup:
screen.blit(each.iron, each.rect)
冰
for each in map_stage.iceGroup:
screen.blit(each.ice, each.rect)
河流
for each in map_stage.riverGroup:
screen.blit(each.river, each.rect)
树
for each in map_stage.treeGroup:
screen.blit(each.tree, each.rect)
time += 1
if time == 5:
time = 0
is_switch_tank = not is_switch_tank
我方坦克
if tank_player1 in mytanksGroup:
if is_switch_tank and player1_moving:
screen.blit(tank_player1.tank_0, (tank_player1.rect.left, tank_player1.rect.top))
player1_moving = False
else:
screen.blit(tank_player1.tank_1, (tank_player1.rect.left, tank_player1.rect.top))
if tank_player1.protected:
screen.blit(tank_player1.protected_mask1, (tank_player1.rect.left, tank_player1.rect.top))
if num_player > 1:
if tank_player2 in mytanksGroup:
if is_switch_tank and player2_moving:
screen.blit(tank_player2.tank_0, (tank_player2.rect.left, tank_player2.rect.top))
player1_moving = False
else:
screen.blit(tank_player2.tank_1, (tank_player2.rect.left, tank_player2.rect.top))
if tank_player2.protected:
screen.blit(tank_player1.protected_mask1, (tank_player2.rect.left, tank_player2.rect.top))
敌方坦克
for each in enemytanksGroup:
出生特效
if each.born:
if each.times > 0:
each.times -= 1
if each.times <= 10:
screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
elif each.times <= 20:
screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
elif each.times <= 30:
screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
elif each.times <= 40:
screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
elif each.times <= 50:
screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
elif each.times <= 60:
screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
elif each.times <= 70:
screen.blit(appearances[2], (3 + each.x * 12 * 24, 3))
elif each.times <= 80:
screen.blit(appearances[1], (3 + each.x * 12 * 24, 3))
elif each.times <= 90:
screen.blit(appearances[0], (3 + each.x * 12 * 24, 3))
else:
each.born = False
else:
if is_switch_tank:
screen.blit(each.tank_0, (each.rect.left, each.rect.top))
else:
screen.blit(each.tank_1, (each.rect.left, each.rect.top))
if each.can_move:
tanksGroup.remove(each)
each.move(tanksGroup, map_stage.brickGroup, map_stage.ironGroup, myhome)
tanksGroup.add(each)
我方子弹
for tank_player in mytanksGroup:
if tank_player.bullet.being:
tank_player.bullet.move()
screen.blit(tank_player.bullet.bullet, tank_player.bullet.rect)
子弹碰撞敌方子弹
for each in enemybulletsGroup:
if each.being:
if pygame.sprite.collide_rect(tank_player.bullet, each):
tank_player.bullet.being = False
each.being = False
enemybulletsGroup.remove(each)
break
else:
enemybulletsGroup.remove(each)
子弹碰撞敌方坦克
for each in enemytanksGroup:
if each.being:
if pygame.sprite.collide_rect(tank_player.bullet, each):
if each.is_red == True:
myfood = food.Food()
myfood.generate()
myfoodsGroup.add(myfood)
each.is_red = False
each.blood -= 1
each.color -= 1
if each.blood < 0:
bang_sound.play()
each.being = False
enemytanksGroup.remove(each)
enemytanks_now -= 1
tanksGroup.remove(each)
else:
each.reload()
tank_player.bullet.being = False
break
else:
enemytanksGroup.remove(each)
tanksGroup.remove(each)
子弹碰撞石头墙
if pygame.sprite.spritecollide(tank_player.bullet, map_stage.brickGroup, True, None):
tank_player.bullet.being = False
子弹碰钢墙
if tank_player.bullet.stronger:
if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, True, None):
tank_player.bullet.being = False
else:
if pygame.sprite.spritecollide(tank_player.bullet, map_stage.ironGroup, False, None):
tank_player.bullet.being = False
子弹碰大本营
if pygame.sprite.collide_rect(tank_player.bullet, myhome):
tank_player.bullet.being = False
myhome.set_dead()
is_gameover = True
敌方子弹
for each in enemytanksGroup:
if each.being:
if each.can_move and not each.bullet.being:
enemybulletsGroup.remove(each.bullet)
each.shoot()
enemybulletsGroup.add(each.bullet)
if not each.born:
if each.bullet.being:
each.bullet.move()
screen.blit(each.bullet.bullet, each.bullet.rect)
子弹碰撞我方坦克
for tank_player in mytanksGroup:
if pygame.sprite.collide_rect(each.bullet, tank_player):
if not tank_player.protected:
bang_sound.play()
tank_player.life -= 1
if tank_player.life < 0:
mytanksGroup.remove(tank_player)
tanksGroup.remove(tank_player)
if len(mytanksGroup) < 1:
is_gameover = True
else:
tank_player.reset()
each.bullet.being = False
enemybulletsGroup.remove(each.bullet)
break
子弹碰撞石头墙
if pygame.sprite.spritecollide(each.bullet, map_stage.brickGroup, True, None):
each.bullet.being = False
enemybulletsGroup.remove(each.bullet)
子弹碰钢墙
if each.bullet.stronger:
if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, True, None):
each.bullet.being = False
else:
if pygame.sprite.spritecollide(each.bullet, map_stage.ironGroup, False, None):
each.bullet.being = False
子弹碰大本营
if pygame.sprite.collide_rect(each.bullet, myhome):
each.bullet.being = False
myhome.set_dead()
is_gameover = True
else:
enemytanksGroup.remove(each)
tanksGroup.remove(each)
家
screen.blit(myhome.home, myhome.rect)
食物
for myfood in myfoodsGroup:
if myfood.being and myfood.time > 0:
screen.blit(myfood.food, myfood.rect)
myfood.time -= 1
for tank_player in mytanksGroup:
if pygame.sprite.collide_rect(tank_player, myfood):
消灭当前所有敌人
if myfood.kind == 0:
for _ in enemytanksGroup:
bang_sound.play()
enemytanksGroup = pygame.sprite.Group()
enemytanks_total -= enemytanks_now
enemytanks_now = 0
敌人静止
if myfood.kind == 1:
for each in enemytanksGroup:
each.can_move = False
子弹增强
if myfood.kind == 2:
add_sound.play()
tank_player.bullet.stronger = True
使得大本营的墙变为钢板
if myfood.kind == 3:
map_stage.protect_home()
坦克获得一段时间的保护罩
if myfood.kind == 4:
add_sound.play()
for tank_player in mytanksGroup:
tank_player.protected = True
坦克升级
if myfood.kind == 5:
add_sound.play()
tank_player.up_level()
坦克生命+1
if myfood.kind == 6:
add_sound.play()
tank_player.life += 1
myfood.being = False
myfoodsGroup.remove(myfood)
break
else:
myfood.being = False
myfoodsGroup.remove(myfood)
pygame.display.flip()
clock.tick(60)
if not is_gameover:
show_end_interface(screen, 630, 630, True)
else:
show_end_interface(screen, 630, 630, False)
if __name__ == &39;__main__&39;:
main()
?4)效果展示
视频展示效果——
【Pygame实战】经典的坦克大战游戏,勾起童年无限回忆!
静态截图效果——
游戏界面:
?第一关单人游戏:
?
双人第一关游戏:
?
总结
?好啦!中文版的坦克大战都看的懂了哈,想咋玩儿咋玩儿。
?这是程序员的浪漫,这也是我们的浪漫。
?往期也有更多好玩儿的游戏,欢迎阅读哦?如有帮助到你,记得三连的啦
完整的素材、安装环境、源码等看文末即可啦!
往期推荐阅读——
目1.0 超级玛丽
程序员自制游戏:超级玛丽100%真实版,能把你玩哭了?【附源码】
项目1.2 红心纸牌大战游戏
【Pygame实战】曾经风靡全国的游戏,终于复活了,你小时候玩过嘛?(纸牌红心大战游戏)
项目1.1 扫雷
Pygame实战:据说这是史上最难扫雷游戏,没有之一,你们感受下......
项目1.3 大富翁小游戏
Pygame小游戏:“长沙版”大富翁开局了,敢不敢约?(附多份游戏源码)
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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