How to realize the Tank Battle Game of two-player version by python
This article mainly explains "python how to achieve a two-player version of the tank war game", interested friends may wish to take a look. The method introduced in this paper is simple, fast and practical. Next let the editor to take you to learn "python how to achieve a two-player version of the tank war game" it!
Game introduction:
The basic rule of the two-player version of "Tank Battle" is that players destroy enemy tanks that appear to defend our base.
In the middle will also randomly appear a lot of special props absorption can obtain the corresponding function, eliminate play can enter the next level.
Key: move up and down and around. Another key is: WSAD.
Environment configuration:
Python3 、 Pycharm 、 Pygame .
Installation of third-party libraries: pip install pygame
Effect display:
Start the interface one by one
You can start playing games with background music! The game is more enjoyable to play!
Game interface--
Code demonstration:
1) Game main program
Import pygameimport sysimport tracebackimport wallimport myTankimport enemyTankimport food def main (): pygame.init () pygame.mixer.init () resolution = 630,630 screen = pygame.display.set_mode (resolution) pygame.display.set_caption ("Tank War") # load pictures, music, sound effects. Background_image = pygame.image.load (r "..\ image\ background.png") home_image = pygame.image.load (r "..\ image\ home.png") home_destroyed_image = pygame.image.load (r "..\ image\ home_destroyed.png") bang_sound = pygame.mixer.Sound (r "..\ music\ bang.wav") bang_sound.set_volume (1) fire_sound = pygame.mixer.Sound (r "..\ music\ Gunfire.wav") start_sound = pygame.mixer.Sound (r "..\ music\ start.wav") start_sound.play () # define the spirit group: tank Our tanks, enemy tanks. Enemy bullet allTankGroup = pygame.sprite.Group () mytankGroup = pygame.sprite.Group () allEnemyGroup = pygame.sprite.Group () redEnemyGroup = pygame.sprite.Group () greenEnemyGroup = pygame.sprite.Group () otherEnemyGroup = pygame.sprite.Group () enemyBulletGroup = pygame.sprite.Group () # create map bgMap = wall.Map () # create food / props but not show Show prop = food.Food () # create our tank myTank_T1 = myTank.MyTank (1) allTankGroup.add (myTank_T1) mytankGroup.add (myTank_T1) myTank_T2 = myTank.MyTank (2) allTankGroup.add (myTank_T2) mytankGroup.add (myTank_T2) # create enemy tank 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 otherEnemyGroup.add (enemy) # Animation of enemy tanks appearance_image = pygame.image.load (r "..\ image\ appear.png") .convert_alpha () appearance = [] appearance.append (appearance_image.subsurface ((0)) 0), (48,48)) appearance.append (appearance_image.subsurface ((48,0), (48,48) appearance.append (appearance_image.subsurface ((96,0), (48,48) # Custom event # creation delay of enemy tanks 200DELAYEVENT = pygame.constants.USEREVENT pygame.time.set_timer (DELAYEVENT ) # create enemy bullet delay 1000 ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1 pygame.time.set_timer (ENEMYBULLETNOTCOOLINGEVENT, 1000) # create our bullet delay 200 MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2 pygame.time.set_timer (MYBULLETNOTCOOLINGEVENT, 200) # enemy tank stationary 8000 NOTMOVEEVENT = pygame.constants.USEREVENT + 3 pygame.time.set_timer (NOTMOVEEVENT 8000) delay = 100moving = 0 movdir = 0 moving2 = 0 movdir2 = 0 enemyNumber = 3 enemyCouldMove = True switch_R1_R2_image = True homeSurvive = True running_T1 = True clock = pygame.time.Clock () while True: for event in pygame.event.get (): if event.type = = pygame.QUIT: Pygame.quit () sys.exit () # our bullet cooling event if event.type = = MYBULLETNOTCOOLINGEVENT: myTank_T1.bulletNotCooling = True # enemy bullet cooling event if event.type = = ENEMYBULLETNOTCOOLINGEVENT: For each in allEnemyGroup: each.bulletNotCooling = True # enemy tank static event if event.type = = NOTMOVEEVENT: enemyCouldMove = True # create enemy tank delay if event.type = = DELAYEVENT: if enemyNumber
< 4: enemy = enemyTank.EnemyTank() if pygame.sprite.spritecollide(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: otherEnemyGroup.add(enemy) if event.type == pygame.KEYDOWN: if event.key == pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key == pygame.K_e: myTank_T1.levelUp() if event.key == pygame.K_q: myTank_T1.levelDown() if event.key == pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key == pygame.K_2: if myTank_T1.speed == 3: myTank_T1.speed = 24 else: myTank_T1.speed = 3 if event.key == pygame.K_1: 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(bgMap.brick) if event.key == pygame.K_4: 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(bgMap.iron) # 检查用户的键盘操作 key_pressed = pygame.key.get_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[pygame.K_w]: 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[pygame.K_s]: 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[pygame.K_a]: 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[pygame.K_d]: 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[pygame.K_j]: if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling: fire_sound.play() 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[pygame.K_UP]: 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[pygame.K_DOWN]: 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[pygame.K_LEFT]: 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[pygame.K_RIGHT]: 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[pygame.K_KP0]: if not myTank_T2.bullet.life: # fire_sound.play() myTank_T2.shoot() # 画背景 screen.blit(background_image, (0, 0)) # 画砖块 for each in bgMap.brickGroup: screen.blit(each.image, each.rect) # 花石头 for each in bgMap.ironGroup: screen.blit(each.image, each.rect) # 画home if homeSurvive: screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24)) else: screen.blit(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: screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top)) running_T1 = False else: screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top)) # 画我方坦克2 if switch_R1_R2_image and running_T2: screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top)) running_T2 = False else: screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, 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: screen.blit(each.tank_R0, (each.rect.left, each.rect.top)) if enemyCouldMove: allTankGroup.remove(each) each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup) allTankGroup.add(each) else: screen.blit(each.tank_R1, (each.rect.left, 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