-
Notifications
You must be signed in to change notification settings - Fork 0
/
tank.py
290 lines (240 loc) · 9.18 KB
/
tank.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
import pygame
#朝向
LEFT = 0
RIGHT = 1
UP = 2
DOWN = 3
#子弹类
class Bullet(pygame.sprite.Sprite):
#生命值(飞行时间)
LIFE = 25
def __init__(self, player,kill = False):
pygame.sprite.Sprite.__init__(self)
#是否为强化版子弹 设置不同属性
self.strong = player.strongBullet
#一击必杀
self.kill = kill
if self.strong:
self.WIDTH, self.HEIGHT = 128, 128
path = 'image/strongBullet' + str(player.id)
else:
self.WIDTH, self.HEIGHT = 11, 30
path = 'image/bullet' + str(player.id)
#加载图片
self.image = []
self.image.append(pygame.image.load(str(path + 'Left.png')).convert_alpha())
self.image.append(pygame.image.load(str(path + 'Right.png')).convert_alpha())
self.image.append(pygame.image.load(str(path + 'Up.png')).convert_alpha())
self.image.append(pygame.image.load(str(path + 'Down.png')).convert_alpha())
#四个朝向
self.face = player.face
# 完美碰撞检测
self.mask = pygame.mask.from_surface(self.image[0])
# 子弹生命值(持续时间)
self.life = Bullet.LIFE
#子弹速度
self.speed = 12
self.rect = self.image[0].get_rect()
#屏幕大小
self.width, self.height = player.width, player.height
#根据不同朝向计算子弹初始位置
if self.face == UP or self.face == DOWN:
self.rect.left, self.rect.top \
= player.rect.left + Tank.WIDTH // 2 - self.WIDTH // 2, \
player.rect.top + Tank.HEIGHT // 2 - self.HEIGHT // 2
else:
self.rect.left, self.rect.top \
= player.rect.left + Tank.WIDTH // 2 - self.HEIGHT // 2, \
player.rect.top + Tank.HEIGHT // 2 - self.WIDTH // 2
def move(self, mapUsed, enemy):
# 子弹飞行时间 - 1
self.life -= 1
# 检测是否击中敌方坦克
if pygame.sprite.spritecollide(self, pygame.sprite.Group(enemy), \
False, pygame.sprite.collide_mask):
self.life = 0
#非无敌状态时敌方扣血
if enemy.life and enemy.invincible == 0 and enemy.defend == 0:
enemy.life -= 1
if self.strong :
enemy.life -= 1
if self.kill:
enemy.life = 0
# 检测是否击中墙 (强化子弹可穿透墙)
if self.strong:
if pygame.sprite.spritecollide(self, mapUsed.walls, \
True, pygame.sprite.collide_mask):
self.life = self.life
else:
if pygame.sprite.spritecollide(self, mapUsed.walls, \
True, pygame.sprite.collide_mask):
self.life = 0
# 检测是否击中钢板 (强化子弹可破坏钢板)
if self.strong:
if pygame.sprite.spritecollide(self, mapUsed.steels, \
True, pygame.sprite.collide_mask):
self.life = 0
else:
if pygame.sprite.spritecollide(self, mapUsed.steels, \
False, pygame.sprite.collide_mask):
self.life = 0
# 检测是否击中目标
targetShooted = pygame.sprite.spritecollide \
(self, mapUsed.targets, False, pygame.sprite.collide_mask)
for target in targetShooted:
self.life = 0
#目标扣血
if target.life:
target.life -= 1
#超出地图范围
if self.face == LEFT:
if self.rect.left > 10:
self.rect.left -= self.speed
else:
self.life = 0
if self.face == RIGHT:
if self.rect.left < self.width - 70:
self.rect.left += self.speed
else:
self.life = 0
if self.face == UP:
if self.rect.top > 10:
self.rect.top -= self.speed
else:
self.life = 0
if self.face == DOWN:
if self.rect.top < self.height - 70:
self.rect.top += self.speed
else:
self.life = 0
return self.life
def reset(self):
self.life = Bullet.LIFE
#坦克类
class Tank(pygame.sprite.Sprite):
WIDTH, HEIGHT = 60, 60
# 生命值
LIFE = 5
# 无敌时间 这里的无敌是指坦克在被击杀后在出生点复活 为了避免两个坦克重叠的问题 此时会无视碰撞体积
INVINCIBLE = 50
#强化子弹时间
STRONGBULLET = 250
#加速时间
SPEEDUP = 50
#正常速度
SPEED = 5
SKILL_AMOUNT = 3
SKILL_HIDE = 0 # 隐身
SKILL_DEFEND = 1 # 这里也是无敌 但是有碰撞体积
SKILL_KILL = 2 # 下发子弹一击必杀
#单次隐身时间
HIDE = 150
#单次无敌时间
DEFEND = 50
def __init__(self, bgSize, face, location, number):
pygame.sprite.Sprite.__init__(self)
#玩家编号
self.id = number
self.hide = 0
#
self.skill = [3 for i in range(self.SKILL_AMOUNT)]
path = 'image/tank' + str(number)
self.bullet_kill = False
self.image = []
self.image.append(pygame.image.load(str(path + 'Left.png')).convert_alpha())
self.image.append(pygame.image.load(str(path + 'Right.png')).convert_alpha())
self.image.append(pygame.image.load(str(path + 'Up.png')).convert_alpha())
self.image.append(pygame.image.load(str(path + 'Down.png')).convert_alpha())
self.face = face
self.mask = pygame.mask.from_surface(self.image[0])
# 死亡动画
self.dieImage = []
self.dieImageIndex = 0
for i in range(7):
path = 'image/explode' + str(i) + '.png'
self.dieImage.append(pygame.image.load(path).convert_alpha())
#无敌时间
self.invincible = Tank.INVINCIBLE
self.defend = 0
#强化子弹时间
self.strongBullet = 0
#屏幕大小
self.width, self.height = bgSize[0], bgSize[1]
# 坦克位置
self.rect = self.image[0].get_rect()
self.rect.left, self.rect.top = location[0], location[1]
# 坦克速度
self.speed = Tank.SPEED
# 坦克加速时间
self.speedup = 0
# 坦克生命值
self.life = Tank.LIFE
# 坦克所带子弹
self.bullets = []
# 可携带子弹总数量
self.bulletNumber = 2
# 玩家是否胜利
self.win = False
def move(self, face, mapUsed, enemy):
#下一步方向
self.face = face
# 下一步是否会碰撞
moveflag = True
#先移动
if self.face == LEFT :
self.rect.left -= self.speed
if self.face == RIGHT:
self.rect.left += self.speed
if self.face == UP:
self.rect.top -= self.speed
if self.face == DOWN:
self.rect.top += self.speed
# 判断是否与地图元素碰撞
if pygame.sprite.spritecollide(self,mapUsed.targets,\
False, pygame.sprite.collide_mask)\
or pygame.sprite.spritecollide(self,mapUsed.steels,\
False, pygame.sprite.collide_mask)\
or pygame.sprite.spritecollide(self,mapUsed.walls,\
False, pygame.sprite.collide_mask)\
or pygame.sprite.spritecollide(self,mapUsed.rivers,\
False, pygame.sprite.collide_mask):
moveflag = False
# 判断是否与敌方坦克碰撞(非无敌状态)
if pygame.sprite.spritecollide(self,pygame.sprite.Group(enemy), \
False, pygame.sprite.collide_mask)\
and enemy.invincible == 0 :
moveflag = False
# 判断是否超出屏幕范围
if self.rect.left < 10 or self.rect.left > self.width - 70\
or self.rect.top < 10 or self.rect.top > self.height - 70:
moveflag = False
# 若碰撞 则返回上一步
if not moveflag:
if self.face == LEFT :
self.rect.left += self.speed
if self.face == RIGHT:
self.rect.left -= self.speed
if self.face == UP:
self.rect.top += self.speed
if self.face == DOWN:
self.rect.top -= self.speed
def reset(self):
#恢复生命值
self.life = Tank.LIFE
#开启无敌状态
self.invincible = Tank.INVINCIBLE
#关闭子弹强化
self.strongBullet = 0
self.bullet_kill = False
self.hide = 0
#初始化方向
if self.id == 1:
self.face = DOWN
else:
self.face = UP
self.bullets = []
#回到初始位置
if self.id == 1:
self.rect.left, self.rect.top = self.width * 0.05, self.height * 0.1
if self.id == 2:
self.rect.left, self.rect.top = self.width * 0.9, self.height * 0.85