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武汉网站建设网站推广,潮州网站建设,自己制作视频的app,网站手机客户端生成学习 Python 之 Pygame 开发坦克大战(三)坦克大战物体碰撞检测编写1. 实现敌方坦克与我方坦克间的碰撞2. 实现敌方坦克间的碰撞3. 实现玩家子弹与敌方坦克间的碰撞4. 实现敌方子弹与我方坦克间的碰撞 和 玩家复活5. 爆炸效果类6. 为子弹爆炸添加爆炸效果…

学习 Python 之 Pygame 开发坦克大战(三)

    • 坦克大战物体碰撞检测编写
      • 1. 实现敌方坦克与我方坦克间的碰撞
      • 2. 实现敌方坦克间的碰撞
      • 3. 实现玩家子弹与敌方坦克间的碰撞
      • 4. 实现敌方子弹与我方坦克间的碰撞 和 玩家复活
      • 5. 爆炸效果类
      • 6. 为子弹爆炸添加爆炸效果
      • 7. 为坦克爆炸添加爆炸效果
        • 完整的敌方坦克类代码
        • 完整的我方坦克类代码
        • 完整的主类代码
        • 完整的子弹类代码

坦克大战物体碰撞检测编写

我的素材放到了百度网盘里,里面还有原版坦克大战素材,我都放在一起来,我的素材是从原版改的,各位小伙伴可以直接用或者自己改一下再用,做出适合自己的素材

素材链接:百度网盘
链接:https://pan.baidu.com/s/19sCyH7rp37f6DzRj0iXDCA?pwd=tkdz
提取码:tkdz

那我们就继续编写坦克大战吧

1. 实现敌方坦克与我方坦克间的碰撞

由于已经完成了屏幕中出现敌方和我方坦克,现在的问题就是如果我方坦克碰到了敌方坦克,应该是走不动的,即不能穿模

在敌方坦克类和我方坦克类中加入两个属性,用来记录上一次的位置,如果是你用的是继承,那么在父类加入

# 碰撞前的坐标
self.prvX = self.rect.left
self.prvY = self.rect.top

修改我方坦克类move()函数

def move(self):if self.accumulation >= 1:self.accumulation = 0# 记录上一次的位置self.prvX = self.rect.leftself.prvY = self.rect.topif self.direction == 'LEFT':if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == 'UP':if self.rect.top > 0:self.rect.top -= self.speedelif self.direction == 'DOWN':if self.rect.top < 555:self.rect.top += self.speedelif self.direction == 'RIGHT':if self.rect.left < 855:self.rect.left += self.speedelse:self.accumulation += 0.20

修改敌方坦克类move()函数

def move(self):"""新增步数变量, 当坦克移动时, 步数进行减少, 当步数小于等于0的时候, 修改地方坦克的方向:return: None"""if self.stop:if self.step <= 0:self.direction = self.randDirection()self.step = 30else:if self.accumulationMax >= 1:self.accumulationMax = 0# 记录上一次的位置self.prvX = self.rect.leftself.prvY = self.rect.topif self.direction == 'LEFT':if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == 'UP':if self.rect.top > 0:self.rect.top -= self.speedelif self.direction == 'DOWN':if self.rect.top < 555:self.rect.top += self.speedelif self.direction == 'RIGHT':if self.rect.left < 855:self.rect.left += self.speedself.step -= 1else:self.accumulationMax += self.accumulation

加入碰撞检测函数
在两个类中都加入

pygame.sprite.collide_rect()函数用来检测物体碰撞,该物体必须继承pygame.sprite.Sprite类

def collideEnemyTank(self, enemyTankList):# 遍历全部敌方坦克,检查有没有碰撞for enemyTank in enemyTankList:if pygame.sprite.collide_rect(self, enemyTank):# 如果碰撞了,就保持原来的位置self.rect.left = self.prvXself.rect.top = self.prvY
def collidePlayerTank(self, playerTank):# 遍历全部敌方坦克,检查有没有碰撞if pygame.sprite.collide_rect(self, playerTank):# 如果碰撞了,就保持原来的位置self.rect.left = self.prvXself.rect.top = self.prvY

在坦克移动下面调用该函数

while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件self.getPlayingModeEvent()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:MainGame.playerTank.move()MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList)# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 展示敌方坦克self.drawEnemyTank()# 展示敌方坦克子弹self.drawEnemyBullet()# 更新窗口pygame.display.update()
# 遍历坦克列表,展示坦克并且移动
for tank in MainGame.enemyTankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.window)tank.move()tank.collidePlayerTank(MainGame.playerTank)bullet = tank.shot()if bullet is not None:MainGame.enemyTankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除else:MainGame.enemyTankCurrentCount -= 1MainGame.enemyTankList.remove(tank)

完整的我方坦克代码

import pygame as pg
import pygame.image
from ParentObject import ParentObject
from Teach.Bullet import Bulletclass PlayerTank(ParentObject):def __init__(self, x, y, order, amour):""":param x: 坦克横坐标:param y: 坦克纵坐标:param order: 玩家坦克序号,1表示一号玩家,2表示二号玩家:param amour: 坦克初始护甲"""super().__init__()self.images = []if order == 1:self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP1.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN1.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT1.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT1.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP2.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN2.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT2.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT2.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP3.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN3.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT3.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT3.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP4.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN4.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT4.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT4.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP5.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN5.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT5.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT5.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP6.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN6.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT6.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT6.png')})# 生命self.life = 3# 装甲self.armor = amour# 方向self.direction = 'UP'# 根据护甲选择坦克的样子self.image: pg.Surface = self.images[max(self.armor - 1, 0)][self.direction]self.rect = self.image.get_rect()self.rect.left = xself.rect.top = y# 速度self.accumulation: float = 0self.speed = 2# 移动开关self.stop = True# 重生self.isResurrecting = False# 碰撞前的坐标self.prvX = self.rect.leftself.prvY = self.rect.top# 等级self.level = 1# 伤害self.damage = 1def move(self):if self.accumulation >= 1:self.accumulation = 0# 记录上一次的位置self.prvX = self.rect.leftself.prvY = self.rect.topif self.direction == 'LEFT':if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == 'UP':if self.rect.top > 0:self.rect.top -= self.speedelif self.direction == 'DOWN':if self.rect.top < 555:self.rect.top += self.speedelif self.direction == 'RIGHT':if self.rect.left < 855:self.rect.left += self.speedelse:self.accumulation += 0.20def shot(self):return Bullet(self)def draw(self, window):# 坦克生命中为0,表示已经死亡,不再展示坦克if self.life <= 0:return# 获取展示的对象self.image = self.images[max(self.armor - 1, 0)][self.direction]# 画出图片window.blit(self.image, self.rect)def collideEnemyTank(self, enemyTankList):# 遍历全部敌方坦克,检查有没有碰撞for enemyTank in enemyTankList:if pygame.sprite.collide_rect(self, enemyTank):# 如果碰撞了,就保持原来的位置self.rect.left = self.prvXself.rect.top = self.prvY

完整的敌方坦克代码

import random
import pygame
import pygame.imagefrom ParentObject import ParentObject
from Bullet import Bulletclass EnemyTank(ParentObject):def __init__(self, x, y):super().__init__()types = [(1, 3), (2, 1), (3, 2), (4, 10)]# 随机产生一种坦克self.type = types[random.randint(0, len(types) - 1)]up = []down = []left = []right = []for i in range(1, self.type[1] + 1):up.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank'+ str(self.type[0]) + 'Lv' + str(i) + '(UP).png'))down.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank'+ str(self.type[0]) + 'Lv' + str(i) + '(DOWN).png'))left.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank' + str(self.type[0]) + 'Lv' + str(i) + '(LEFT).png'))right.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank' + str(self.type[0]) + 'Lv' + str(i) + '(RIGHT).png'))self.images = {'UP': up,'DOWN': down,'LEFT': left,'RIGHT': right}# 生命self.life = self.type[1]# 方向self.direction = 'DOWN'self.image: pygame.Surface = self.images[self.direction][self.life - 1]self.rect = self.image.get_rect()self.rect.left = xself.rect.top = y# 碰撞前的坐标self.prvX = self.rect.leftself.prvY = self.rect.top# 速度self.accumulationMax: float = 0self.accumulation = 0.1speed = 0maxBulletCount = 0damage = 1# 每种坦克都有不同的属性if self.type[0] == 1:speed = 3self.level = 1maxBulletCount = 1elif self.type[0] == 2:speed = 5self.level = 2maxBulletCount = 1damage = 3elif self.type[0] == 3:speed = 7self.level = 1maxBulletCount = 3damage = 2elif self.type[0] == 4:speed = 6self.level = 2maxBulletCount = 3damage = 1self.speed = speed# 移动开关self.stop = True# 开火开关self.fire = True# 步数self.step = 30# 伤害self.damage = damage# 子弹个数self.bulletCount = 0self.maxBulletCount = maxBulletCountdef loseLife(self, value = 1):self.life -= valuedef move(self):"""新增步数变量, 当坦克移动时, 步数进行减少, 当步数小于等于0的时候, 修改地方坦克的方向:return: None"""if self.stop:if self.step <= 0:self.direction = self.randDirection()self.step = 30else:if self.accumulationMax >= 1:self.accumulationMax = 0# 记录上一次的位置self.prvX = self.rect.leftself.prvY = self.rect.topif self.direction == 'LEFT':if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == 'UP':if self.rect.top > 0:self.rect.top -= self.speedelif self.direction == 'DOWN':if self.rect.top < 555:self.rect.top += self.speedelif self.direction == 'RIGHT':if self.rect.left < 855:self.rect.left += self.speedself.step -= 1else:self.accumulationMax += self.accumulationdef shot(self):if self.fire:if self.bulletCount < self.maxBulletCount:num = random.randint(0, 100)if num == 5 or num == 6:self.bulletCount += 1return Bullet(self)return Nonedef draw(self, window):# 获取展示的对象self.image = self.images[self.direction][self.life - 1]window.blit(self.image, self.rect)def randDirection(self):directions = ['UP', 'DOWN', 'LEFT', 'RIGHT']index = random.randint(0, 3)return directions[index]def collidePlayerTank(self, playerTank):# 遍历全部敌方坦克,检查有没有碰撞if pygame.sprite.collide_rect(self, playerTank):# 如果碰撞了,就保持原来的位置self.rect.left = self.prvXself.rect.top = self.prvY

完整的主类代码

import pygame
import sysfrom PlayerTank import PlayerTank
from EnemyTank import EnemyTankSCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_COLOR = pygame.Color(0, 0, 0)
FONT_COLOR = (255, 255, 255)
PLAYER_TANK_POSITION = (325, 550)class MainGame:# 窗口Surface对象window = None# 玩家坦克playerTank = None# 玩家子弹playerBulletList = []playerBulletNumber = 3# 敌人坦克enemyTankList = []enemyTankTotalCount = 5# 用来给玩家展示坦克的数量enemyTankCurrentCount = 5# 敌人坦克子弹enemyTankBulletList = []def __init__(self):passdef startGame(self):# 初始化展示模块pygame.display.init()# 设置窗口大小size = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(size)# 设置窗口标题pygame.display.set_caption('Tank Battle')# 初始化我方坦克MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1)while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件self.getPlayingModeEvent()# 展示敌方坦克self.drawEnemyTank()# 显示我方坦克MainGame.playerTank.draw(MainGame.window)# 我方坦克移动if not MainGame.playerTank.stop:MainGame.playerTank.move()MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList)# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 展示敌方坦克子弹self.drawEnemyBullet()# 更新窗口pygame.display.update()def getPlayingModeEvent(self):# 获取所有事件eventList = pygame.event.get()for event in eventList:if event.type == pygame.QUIT:sys.exit()"""stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动"""if event.type == pygame.KEYDOWN:if event.key == pygame.K_w:MainGame.playerTank.direction = 'UP'MainGame.playerTank.stop = Falseelif event.key == pygame.K_s:MainGame.playerTank.direction = 'DOWN'MainGame.playerTank.stop = Falseelif event.key == pygame.K_a:MainGame.playerTank.direction = 'LEFT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_d:MainGame.playerTank.direction = 'RIGHT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_j:# 判断子弹数量是否超过指定的个数if len(MainGame.playerBulletList) < MainGame.playerBulletNumber:bullet = MainGame.playerTank.shot()MainGame.playerBulletList.append(bullet)if event.type == pygame.KEYUP:if event.key == pygame.K_w:MainGame.playerTank.stop = Trueelif event.key == pygame.K_s:MainGame.playerTank.stop = Trueelif event.key == pygame.K_a:MainGame.playerTank.stop = Trueelif event.key == pygame.K_d:MainGame.playerTank.stop = Truedef drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move()else:playerBulletList.remove(bullet)def drawEnemyTank(self):# 如果当前坦克为0,那么就该重新生成坦克if len(MainGame.enemyTankList) == 0:# 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个n = min(3, MainGame.enemyTankTotalCount)# 如果最小是0,就说明敌人坦克没有了,那么就赢了if n == 0:print('赢了')return# 没有赢的话,就产生n个坦克self.initEnemyTank(n)# 总个数减去产生的个数MainGame.enemyTankTotalCount -= n# 遍历坦克列表,展示坦克并且移动for tank in MainGame.enemyTankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.window)tank.move()tank.collidePlayerTank(MainGame.playerTank)bullet = tank.shot()if bullet is not None:MainGame.enemyTankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除else:MainGame.enemyTankCurrentCount -= 1MainGame.enemyTankList.remove(tank)def initEnemyTank(self, number):y = 0position = [0, 425, 850]index = 0for i in range(number):x = position[index]enemyTank = EnemyTank(x, y)MainGame.enemyTankList.append(enemyTank)index += 1def drawEnemyBullet(self):for bullet in MainGame.enemyTankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move()else:bullet.source.bulletCount -= 1MainGame.enemyTankBulletList.remove(bullet)if __name__ == '__main__':MainGame().startGame()

运行一下,看看结果

2. 实现敌方坦克间的碰撞

敌方坦克与敌方坦克也是不能穿模的,需要实现一下
这个的代码跟上面的差不多

在敌方坦克类中添加敌方坦克间碰撞检测函数

def collideEnemyTank(self, enemyTankList):for tank in enemyTankList:if pygame.sprite.collide_rect(self, tank) and tank != self:self.rect.left = self.prvXself.rect.top = self.prvY

在主类中的drawEnemyTank()函数中调用

# 遍历坦克列表,展示坦克并且移动
for tank in MainGame.enemyTankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.window)tank.move()tank.collidePlayerTank(MainGame.playerTank)tank.collideEnemyTank(MainGame.enemyTankList)bullet = tank.shot()if bullet is not None:MainGame.enemyTankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除else:MainGame.enemyTankCurrentCount -= 1MainGame.enemyTankList.remove(tank)

完整的drawEnemyTank()函数

def drawEnemyTank(self):# 如果当前坦克为0,那么就该重新生成坦克if len(MainGame.enemyTankList) == 0:# 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个n = min(3, MainGame.enemyTankTotalCount)# 如果最小是0,就说明敌人坦克没有了,那么就赢了if n == 0:print('赢了')return# 没有赢的话,就产生n个坦克self.initEnemyTank(n)# 总个数减去产生的个数MainGame.enemyTankTotalCount -= n# 遍历坦克列表,展示坦克并且移动for tank in MainGame.enemyTankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.window)tank.move()tank.collidePlayerTank(MainGame.playerTank)tank.collideEnemyTank(MainGame.enemyTankList)bullet = tank.shot()if bullet is not None:MainGame.enemyTankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除else:MainGame.enemyTankCurrentCount -= 1MainGame.enemyTankList.remove(tank)

运行一下,看看结果

发现实现啦

3. 实现玩家子弹与敌方坦克间的碰撞

在两个坦克类中增加生命值减少函数,默认情况下,每次减少一点生命值

def loseLife(self, value = 1):self.life -= value

在子弹类中增加碰撞检测函数

def playerBulletCollideEnemyTank(self, enemyTankList):# 循环遍历坦克列表,检查是否发生了碰撞for tank in enemyTankList:if pygame.sprite.collide_rect(tank, self):# 坦克被击中就扣减生命值tank.loseLife(self.damage)# 把子弹设置为销毁状态self.isDestroy = True

在drawPlayerBullet()函数中调用

def drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move()bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList)else:playerBulletList.remove(bullet)

运行一下,我们就可以看到击中敌方坦克时,敌方坦克会变色,因为生命值发生了变化

在这里插入图片描述

4. 实现敌方子弹与我方坦克间的碰撞 和 玩家复活

首先我们要考虑到,当玩家生命值不为0时,被击中了需要在出生的复活,此时需要给玩家坦克类添加一个属性,用来判断此时玩家是否要复活

# 重生
self.isResurrecting = False

在子弹类中增加碰撞检测函数

def enemyBulletCollidePlayerTank(self, playerTank):# 玩家坦克生命值为0,不用检测if playerTank.life <= 0:return# 检测是否发生碰撞if pygame.sprite.collide_rect(playerTank, self):# 发生碰撞先减少护甲,护甲为0时扣减生命值if playerTank.armor > 0:playerTank.armor -= self.damageplayerTank.armor = max(0, playerTank.armor)else:playerTank.loseLife(self.damage)playerTank.life = max(0, playerTank.life)if playerTank.life != 0:playerTank.isResurrecting = True# 让子弹销毁self.isDestroy = True

在drawEnemyBullet()函数中调用

def drawEnemyBullet(self):for bullet in MainGame.enemyTankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move()bullet.enemyBulletCollidePlayerTank(MainGame.playerTank)else:bullet.source.bulletCount -= 1MainGame.enemyTankBulletList.remove(bullet)

修改我方坦克类的draw()函数

def draw(self, window, x, y):# 坦克生命中为0,表示已经死亡,不再展示坦克if self.life <= 0:return# 判断坦克是否复合if self.isResurrecting:# 把坦克位置设置为指定的重生位置self.rect.left = xself.rect.top = yself.isResurrecting = Falseself.direction = 'UP'# 获取展示的对象self.image = self.images[max(self.armor - 1, 0)][self.direction]# 画出图片window.blit(self.image, self.rect)

在while循环中修改draw()函数参数

# 显示我方坦克
MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1])

测试一下,看看能不能实现玩家死亡

5. 爆炸效果类

现在敌方坦克和我方坦克都可以被消灭了,但是消灭的效果不是很好,下面增加一个爆炸效果类,更好地看到坦克被消灭

import pygame.imageclass Explode:def __init__(self, object, size):# 获取爆炸对象的位置self.rect = object.rectself.images = []self.images.append([pygame.image.load('../Image/Explode/Explode50x50.png'),pygame.image.load('../Image/Explode/Explode50x50.png'),pygame.image.load('../Image/Explode/Explode50x50.png'),pygame.image.load('../Image/Explode/Explode50x50.png'),pygame.image.load('../Image/Explode/Explode50x50.png')])self.images.append([pygame.image.load('../Image/Explode/Explode25x25.png'),pygame.image.load('../Image/Explode/Explode25x25.png'),pygame.image.load('../Image/Explode/Explode25x25.png'),pygame.image.load('../Image/Explode/Explode25x25.png'),pygame.image.load('../Image/Explode/Explode25x25.png')])self.mode = 0if size == 25:self.mode = 1self.index = 0self.image = self.images[self.mode][self.index]self.isDestroy = Falsedef draw(self, window):pass

这里我分为了两种爆炸效果,它们的烦恼不同,即爆炸效果的图片大小不一样,为了让爆炸效果能看到,而不是一闪而过,我让图片加载五次

修改draw()函数

def draw(self, window):# 根据索引获取爆炸对象, 添加到主窗口# 让图像加载五次,这里可以换成五张大小不一样的爆炸图片,可以实现让爆炸效果从小变大的效果if self.index < len(self.images):self.image = self.images[self.mode][self.index]self.index += 1window.blit(self.image, self.rect)else:self.isDestroy = Trueself.index = 0

在主类中添加爆炸列表

class MainGame:...# 爆炸列表explodeList = []...

在主类中增加显示爆炸效果函数

def drawExplode(self):for e in MainGame.explodeList:if e.isDestroy:MainGame.explodeList.remove(e)else:e.draw(MainGame.window)

在while循环中调用drawExplode()

while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件self.getPlayingModeEvent()# 展示敌方坦克self.drawEnemyTank()# 显示我方坦克MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1])# 我方坦克移动if not MainGame.playerTank.stop:MainGame.playerTank.move()MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList)# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 展示敌方坦克子弹self.drawEnemyBullet()# 展示爆炸效果self.drawExplode()# 更新窗口pygame.display.update()

6. 为子弹爆炸添加爆炸效果

子弹爆炸添加爆炸效果

修改子弹类的move()函数

def move(self, explodeList):if self.accumulation >= 1:self.accumulation = 0if self.direction == 'LEFT':self.rect.left -= self.speedelif self.direction == 'UP':self.rect.top -= self.speedelif self.direction == 'DOWN':self.rect.top += self.speedelif self.direction == 'RIGHT':self.rect.left += self.speed# 检查子弹是否出界self.checkBullet(explodeList)else:self.accumulation += 0.20def checkBullet(self, explodeList):toDestroy = False# 如果出界,就设置为销毁if self.rect.top < 0 or self.rect.top > 600:toDestroy = Trueif self.rect.left < 0 or self.rect.right > 900:toDestroy = Trueif toDestroy:explode = Explode(self, 25)explodeList.append(explode)self.isDestroy = True

此时如果子弹击中边界,就会出现爆炸效果

修改调用处

def drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move(MainGame.explodeList)bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList)else:playerBulletList.remove(bullet)
def drawEnemyBullet(self):for bullet in MainGame.enemyTankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move(MainGame.explodeList)bullet.enemyBulletCollidePlayerTank(MainGame.playerTank)else:bullet.source.bulletCount -= 1MainGame.enemyTankBulletList.remove(bullet)

试一试效果,看看子弹出界有没有爆炸效果

7. 为坦克爆炸添加爆炸效果

修改 子弹类中 playerBulletCollideEnemyTank() 函数和 enemyBulletCollidePlayerTank() 函数

def playerBulletCollideEnemyTank(self, enemyTankList, explodeList):# 循环遍历坦克列表,检查是否发生了碰撞for tank in enemyTankList:if pygame.sprite.collide_rect(tank, self):tank.loseLife(self.damage)# 把子弹设置为销毁状态self.isDestroy = Trueif tank.life == 0:# 增加爆炸效果explode = Explode(tank, 50)explodeList.append(explode)def enemyBulletCollidePlayerTank(self, playerTank, explodeList):# 玩家坦克生命值为0,不用检测if playerTank.life <= 0:return# 检测是否发生碰撞if pygame.sprite.collide_rect(playerTank, self):# 发生碰撞先减少护甲,护甲为0时扣减生命值if playerTank.armor > 0:playerTank.armor -= self.damageplayerTank.armor = max(0, playerTank.armor)else:playerTank.loseLife(self.damage)# 增加爆炸效果explode = Explode(playerTank, 50)explodeList.append(explode)playerTank.life = max(0, playerTank.life)if playerTank.life != 0:playerTank.isResurrecting = True# 让子弹销毁self.isDestroy = True

修改调用处

def drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move(MainGame.explodeList)bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList, MainGame.explodeList)else:playerBulletList.remove(bullet)
def drawEnemyBullet(self):for bullet in MainGame.enemyTankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move(MainGame.explodeList)bullet.enemyBulletCollidePlayerTank(MainGame.playerTank, MainGame.explodeList)else:bullet.source.bulletCount -= 1MainGame.enemyTankBulletList.remove(bullet)

完整的敌方坦克类代码

import random
import pygame
import pygame.imagefrom ParentObject import ParentObject
from Bullet import Bulletclass EnemyTank(ParentObject):def __init__(self, x, y):super().__init__()types = [(1, 3), (2, 1), (3, 2), (4, 10)]# 随机产生一种坦克self.type = types[random.randint(0, len(types) - 1)]up = []down = []left = []right = []for i in range(1, self.type[1] + 1):up.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank'+ str(self.type[0]) + 'Lv' + str(i) + '(UP).png'))down.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank'+ str(self.type[0]) + 'Lv' + str(i) + '(DOWN).png'))left.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank' + str(self.type[0]) + 'Lv' + str(i) + '(LEFT).png'))right.append(pygame.image.load('../Image/Enemy/EnemyTank' + str(self.type[0]) + '/EnemyTank' + str(self.type[0]) + 'Lv' + str(i) + '(RIGHT).png'))self.images = {'UP': up,'DOWN': down,'LEFT': left,'RIGHT': right}# 生命self.life = self.type[1]# 方向self.direction = 'DOWN'self.image: pygame.Surface = self.images[self.direction][self.life - 1]self.rect = self.image.get_rect()self.rect.left = xself.rect.top = y# 碰撞前的坐标self.prvX = self.rect.leftself.prvY = self.rect.top# 速度self.accumulationMax: float = 0self.accumulation = 0.1speed = 0maxBulletCount = 0damage = 1# 每种坦克都有不同的属性if self.type[0] == 1:speed = 3self.level = 1maxBulletCount = 1elif self.type[0] == 2:speed = 5self.level = 2maxBulletCount = 1damage = 3elif self.type[0] == 3:speed = 7self.level = 1maxBulletCount = 3damage = 2elif self.type[0] == 4:speed = 6self.level = 2maxBulletCount = 3damage = 1self.speed = speed# 移动开关self.stop = False# 开火开关self.fire = False# 步数self.step = 30# 伤害self.damage = damage# 子弹个数self.bulletCount = 0self.maxBulletCount = maxBulletCountdef loseLife(self, value = 1):self.life -= valuedef move(self):"""新增步数变量, 当坦克移动时, 步数进行减少, 当步数小于等于0的时候, 修改地方坦克的方向:return: None"""if self.stop:if self.step <= 0:self.direction = self.randDirection()self.step = 30else:if self.accumulationMax >= 1:self.accumulationMax = 0# 记录上一次的位置self.prvX = self.rect.leftself.prvY = self.rect.topif self.direction == 'LEFT':if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == 'UP':if self.rect.top > 0:self.rect.top -= self.speedelif self.direction == 'DOWN':if self.rect.top < 555:self.rect.top += self.speedelif self.direction == 'RIGHT':if self.rect.left < 855:self.rect.left += self.speedself.step -= 1else:self.accumulationMax += self.accumulationdef shot(self):if self.fire:if self.bulletCount < self.maxBulletCount:num = random.randint(0, 100)if num == 5 or num == 6:self.bulletCount += 1return Bullet(self)return Nonedef draw(self, window):# 获取展示的对象self.image = self.images[self.direction][self.life - 1]window.blit(self.image, self.rect)def randDirection(self):directions = ['UP', 'DOWN', 'LEFT', 'RIGHT']index = random.randint(0, 3)return directions[index]def collidePlayerTank(self, playerTank):# 遍历全部敌方坦克,检查有没有碰撞if pygame.sprite.collide_rect(self, playerTank):# 如果碰撞了,就保持原来的位置self.rect.left = self.prvXself.rect.top = self.prvYdef collideEnemyTank(self, enemyTankList):for tank in enemyTankList:if pygame.sprite.collide_rect(self, tank) and tank != self:self.rect.left = self.prvXself.rect.top = self.prvY

完整的我方坦克类代码

import pygame
import pygame.image
from ParentObject import ParentObject
from Bullet import Bulletclass PlayerTank(ParentObject):def __init__(self, x, y, order, amour):""":param x: 坦克横坐标:param y: 坦克纵坐标:param order: 玩家坦克序号,1表示一号玩家,2表示二号玩家:param amour: 坦克初始护甲"""super().__init__()self.images = []if order == 1:self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP1.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN1.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT1.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT1.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP2.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN2.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT2.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT2.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP3.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN3.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT3.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT3.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP4.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN4.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT4.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT4.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP5.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN5.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT5.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT5.png')})self.images.append({'UP': pygame.image.load('../Image/Player1/45x45/UP6.png'),'DOWN': pygame.image.load('../Image/Player1/45x45/DOWN6.png'),'LEFT': pygame.image.load('../Image/Player1/45x45/LEFT6.png'),'RIGHT': pygame.image.load('../Image/Player1/45x45/RIGHT6.png')})# 生命self.life = 3# 装甲self.armor = amour# 方向self.direction = 'UP'# 根据护甲选择坦克的样子self.image: pygame.Surface = self.images[max(self.armor - 1, 0)][self.direction]self.rect = self.image.get_rect()self.rect.left = xself.rect.top = y# 速度self.accumulation: float = 0self.speed = 2# 移动开关self.stop = True# 重生self.isResurrecting = False# 碰撞前的坐标self.prvX = self.rect.leftself.prvY = self.rect.top# 等级self.level = 1# 伤害self.damage = 1def move(self):if self.accumulation >= 1:self.accumulation = 0# 记录上一次的位置self.prvX = self.rect.leftself.prvY = self.rect.topif self.direction == 'LEFT':if self.rect.left > 0:self.rect.left -= self.speedelif self.direction == 'UP':if self.rect.top > 0:self.rect.top -= self.speedelif self.direction == 'DOWN':if self.rect.top < 555:self.rect.top += self.speedelif self.direction == 'RIGHT':if self.rect.left < 855:self.rect.left += self.speedelse:self.accumulation += 0.20def shot(self):return Bullet(self)def draw(self, window, x, y):# 坦克生命中为0,表示已经死亡,不再展示坦克if self.life <= 0:return# 判断坦克是否复合if self.isResurrecting:# 把坦克位置设置为指定的重生位置self.rect.left = xself.rect.top = yself.isResurrecting = Falseself.direction = 'UP'# 获取展示的对象self.image = self.images[max(self.armor - 1, 0)][self.direction]# 画出图片window.blit(self.image, self.rect)def collideEnemyTank(self, enemyTankList):# 遍历全部敌方坦克,检查有没有碰撞for enemyTank in enemyTankList:if pygame.sprite.collide_rect(self, enemyTank):# 如果碰撞了,就保持原来的位置self.rect.left = self.prvXself.rect.top = self.prvYdef loseLife(self, value = 1):self.life -= value

完整的主类代码

import pygame
import sysfrom PlayerTank import PlayerTank
from EnemyTank import EnemyTankSCREEN_WIDTH = 1100
SCREEN_HEIGHT = 600
BACKGROUND_COLOR = pygame.Color(0, 0, 0)
FONT_COLOR = (255, 255, 255)
PLAYER_TANK_POSITION = (325, 550)class MainGame:# 窗口Surface对象window = None# 玩家坦克playerTank = None# 玩家子弹playerBulletList = []playerBulletNumber = 3# 敌人坦克enemyTankList = []enemyTankTotalCount = 5# 用来给玩家展示坦克的数量enemyTankCurrentCount = 5# 敌人坦克子弹enemyTankBulletList = []# 爆炸列表explodeList = []def __init__(self):passdef startGame(self):# 初始化展示模块pygame.display.init()# 设置窗口大小size = (SCREEN_WIDTH, SCREEN_HEIGHT)# 初始化窗口MainGame.window = pygame.display.set_mode(size)# 设置窗口标题pygame.display.set_caption('Tank Battle')# 初始化我方坦克MainGame.playerTank = PlayerTank(PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1], 1, 1)while 1:# 设置背景颜色MainGame.window.fill(BACKGROUND_COLOR)# 获取窗口事件self.getPlayingModeEvent()# 展示敌方坦克self.drawEnemyTank()# 显示我方坦克MainGame.playerTank.draw(MainGame.window, PLAYER_TANK_POSITION[0], PLAYER_TANK_POSITION[1])# 我方坦克移动if not MainGame.playerTank.stop:MainGame.playerTank.move()MainGame.playerTank.collideEnemyTank(MainGame.enemyTankList)# 显示我方坦克子弹self.drawPlayerBullet(MainGame.playerBulletList)# 展示敌方坦克子弹self.drawEnemyBullet()# 展示爆炸效果self.drawExplode()# 更新窗口pygame.display.update()def getPlayingModeEvent(self):# 获取所有事件eventList = pygame.event.get()for event in eventList:if event.type == pygame.QUIT:sys.exit()"""stop属性用来控制坦克移动,当键盘按键按下时,坦克可以移动,一直按住一直移动,当按键抬起时,停止移动如果没有该属性,按一下按键移动一次,按一下移动一下,不能一直按住一直移动"""if event.type == pygame.KEYDOWN:if event.key == pygame.K_w:MainGame.playerTank.direction = 'UP'MainGame.playerTank.stop = Falseelif event.key == pygame.K_s:MainGame.playerTank.direction = 'DOWN'MainGame.playerTank.stop = Falseelif event.key == pygame.K_a:MainGame.playerTank.direction = 'LEFT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_d:MainGame.playerTank.direction = 'RIGHT'MainGame.playerTank.stop = Falseelif event.key == pygame.K_j:# 判断子弹数量是否超过指定的个数if len(MainGame.playerBulletList) < MainGame.playerBulletNumber:bullet = MainGame.playerTank.shot()MainGame.playerBulletList.append(bullet)if event.type == pygame.KEYUP:if event.key == pygame.K_w:MainGame.playerTank.stop = Trueelif event.key == pygame.K_s:MainGame.playerTank.stop = Trueelif event.key == pygame.K_a:MainGame.playerTank.stop = Trueelif event.key == pygame.K_d:MainGame.playerTank.stop = Truedef drawPlayerBullet(self, playerBulletList):# 遍历整个子弹列表,如果是没有被销毁的状态,就把子弹显示出来,否则从列表中删除for bullet in playerBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move(MainGame.explodeList)bullet.playerBulletCollideEnemyTank(MainGame.enemyTankList, MainGame.explodeList)else:playerBulletList.remove(bullet)def drawEnemyTank(self):# 如果当前坦克为0,那么就该重新生成坦克if len(MainGame.enemyTankList) == 0:# 一次性产生三个,如果剩余坦克数量超过三,那只能产生三个n = min(3, MainGame.enemyTankTotalCount)# 如果最小是0,就说明敌人坦克没有了,那么就赢了if n == 0:print('赢了')return# 没有赢的话,就产生n个坦克self.initEnemyTank(n)# 总个数减去产生的个数MainGame.enemyTankTotalCount -= n# 遍历坦克列表,展示坦克并且移动for tank in MainGame.enemyTankList:# 坦克还有生命值if tank.life > 0:tank.draw(MainGame.window)tank.move()tank.collidePlayerTank(MainGame.playerTank)tank.collideEnemyTank(MainGame.enemyTankList)bullet = tank.shot()if bullet is not None:MainGame.enemyTankBulletList.append(bullet)# 坦克生命值为0,就从列表中剔除else:MainGame.enemyTankCurrentCount -= 1MainGame.enemyTankList.remove(tank)def initEnemyTank(self, number):y = 0position = [0, 425, 850]index = 0for i in range(number):x = position[index]enemyTank = EnemyTank(x, y)MainGame.enemyTankList.append(enemyTank)index += 1def drawEnemyBullet(self):for bullet in MainGame.enemyTankBulletList:if not bullet.isDestroy:bullet.draw(MainGame.window)bullet.move(MainGame.explodeList)bullet.enemyBulletCollidePlayerTank(MainGame.playerTank, MainGame.explodeList)else:bullet.source.bulletCount -= 1MainGame.enemyTankBulletList.remove(bullet)def drawExplode(self):for e in MainGame.explodeList:if e.isDestroy:MainGame.explodeList.remove(e)else:e.draw(MainGame.window)if __name__ == '__main__':MainGame().startGame()

完整的子弹类代码

import pygame
from ParentObject import ParentObject
from Explode import Explodeclass Bullet(ParentObject):def __init__(self, tank):super().__init__()self.images = {'UP': pygame.image.load('../Image/Bullet/Bullet(UP).png'),'DOWN': pygame.image.load('../Image/Bullet/Bullet(DOWN).png'),'LEFT': pygame.image.load('../Image/Bullet/Bullet(LEFT).png'),'RIGHT': pygame.image.load('../Image/Bullet/Bullet(RIGHT).png')}# 方向self.direction = tank.directionself.image: pygame.Surface = self.images[self.direction]self.rect = self.image.get_rect()# 坦克发射子弹的位置if self.direction == 'UP':self.rect.left = tank.rect.left + 17.5self.rect.top = tank.rect.top - 25elif self.direction == 'DOWN':self.rect.left = tank.rect.left + 17.5self.rect.top = tank.rect.top + 25elif self.direction == 'LEFT':self.rect.left = tank.rect.left - 25self.rect.top = tank.rect.top + 17.5elif self.direction == 'RIGHT':self.rect.left = tank.rect.left + 25self.rect.top = tank.rect.top + 17.5# 速度self.accumulationMax: float = 0self.accumulation = 0.25self.speed = 10# 销毁开关self.isDestroy = False# 发射源self.source = tank# 伤害self.damage = tank.damagedef move(self, explodeList):if self.accumulation >= 1:self.accumulation = 0if self.direction == 'LEFT':self.rect.left -= self.speedelif self.direction == 'UP':self.rect.top -= self.speedelif self.direction == 'DOWN':self.rect.top += self.speedelif self.direction == 'RIGHT':self.rect.left += self.speed# 检查子弹是否出界self.checkBullet(explodeList)else:self.accumulation += 0.20def checkBullet(self, explodeList):toDestroy = False# 如果出界,就设置为销毁if self.rect.top < 0 or self.rect.top > 600:toDestroy = Trueif self.rect.left < 0 or self.rect.right > 900:toDestroy = Trueif toDestroy:explode = Explode(self, 25)explodeList.append(explode)self.isDestroy = Truedef draw(self, window):window.blit(self.image, self.rect)def playerBulletCollideEnemyTank(self, enemyTankList, explodeList):# 循环遍历坦克列表,检查是否发生了碰撞for tank in enemyTankList:if pygame.sprite.collide_rect(tank, self):tank.loseLife(self.damage)# 把子弹设置为销毁状态self.isDestroy = Trueif tank.life == 0:# 增加爆炸效果explode = Explode(tank, 50)explodeList.append(explode)def enemyBulletCollidePlayerTank(self, playerTank, explodeList):# 玩家坦克生命值为0,不用检测if playerTank.life <= 0:return# 检测是否发生碰撞if pygame.sprite.collide_rect(playerTank, self):# 发生碰撞先减少护甲,护甲为0时扣减生命值if playerTank.armor > 0:playerTank.armor -= self.damageplayerTank.armor = max(0, playerTank.armor)else:playerTank.loseLife(self.damage)# 增加爆炸效果explode = Explode(playerTank, 50)explodeList.append(explode)playerTank.life = max(0, playerTank.life)if playerTank.life != 0:playerTank.isResurrecting = True# 让子弹销毁self.isDestroy = True
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