与之前相比实现了坦克的射击功能
写了一个子弹类
1.己方坦克按j射击,可以连发子弹
2.敌方坦克有ai,随机发射子弹
`
import pygame
import sys
import time
import random
BACK = (250,250,250)
SCREEN_X = 1400
SCREEN_Y = 750
class Tank:
def init(self,screen,team=0):
self.screen = screen
self.all_bullet = []
if team == 0:
self.imgs = {
'w': pygame.image.load('E:/图片/heroW.png'),
's': pygame.image.load('E:/图片/heroS.png'),
'a': pygame.image.load('E:/图片/heroA.png'),
'd': pygame.image.load('E:/图片/heroD.png')
}
else:
self.imgs = {
'w': pygame.image.load('E:/图片/eW.png'),
's': pygame.image.load('E:/图片/eS.png'),
'a': pygame.image.load('E:/图片/eA.png'),
'd': pygame.image.load('E:/图片/eD.png')
}
self.team = team
self.direction = 'w'
self.img = self.imgs[self.direction]
# tank初始化位置
self.rect = self.img.get_rect()
if team == 0:
self.speed = 5
self.rect.topleft = [300, 600]
else:
self.ran = [0, 4]
self.speed = random.randint(1, 5)
self.rect.topleft = [random.random()SCREEN_X, random.random()SCREEN_Y]
def control(self):
# 按键控制
key_pressed = pygame.key.get_pressed()
if key_pressed[pygame.K_w]:
self.direction = 'w'
self.rect.top -= self.speed
if key_pressed[pygame.K_s]:
self.direction = 's'
self.rect.top += self.speed
if key_pressed[pygame.K_a]:
self.direction = 'a'
self.rect.left -= self.speed
if key_pressed[pygame.K_d]:
self.direction = 'd'
self.rect.left += self.speed
if key_pressed[pygame.K_j]:
b = Bullet(self.screen,self.direction,self.rect)
self.all_bullet.append(b)
def ai(self):
self.ran[0] += 1
if self.ran[0] % 30 == 0:
bb = Bullet(self.screen, self.direction, self.rect)
self.all_bullet.append(bb)
if self.ran[1] % 4 == 0:
self.direction = 'w'
self.rect.top -= self.speed
if self.ran[0] % 20 == 0:
self.ran[1] = random.randint(4,7)
elif self.ran[1] % 4 == 1:
self.direction = 's'
self.rect.top += self.speed
if self.ran[0] % 20 == 0:
self.ran[1] = random.randint(4,7)
elif self.ran[1] % 4 == 2:
self.direction = 'a'
self.rect.left -= self.speed
if self.ran[0] % 20 == 0:
self.ran[1] = random.randint(4,7)
elif self.ran[1] % 4 == 3:
self.direction = 'd'
self.rect.left += self.speed
if self.ran[0] % 20 == 0:
self.ran[1] = random.randint(4,7)
def display(self):
self.img = self.imgs[self.direction]
self.screen.blit(self.img, self.rect)
for i in self.all_bullet:
i.move()
i.display()
class Bullet:
def init(self,screen,dir,rect):
self.img = pygame.image.load('E:/图片/bullet.png')
self.direction = dir
self.rect = self.img.get_rect()
if self.direction == 'w':
self.rect.left = rect.left + rect.width/2 - self.rect.width/2
self.rect.top = rect.top - self.rect.top
elif self.direction == 's':
self.rect.left = rect.left + rect.width / 2 - self.rect.width / 2
self.rect.top = rect.top + rect.height
elif self.direction == 'a':
self.rect.left = rect.left - rect.width / 2 - self.rect.width / 2
self.rect.top = rect.top + rect.width/2 - self.rect.width/2
elif self.direction == 'd':
self.rect.left = rect.left + rect.width
self.rect.top = rect.top + rect.width/2 - self.rect.width/2
self.speed = 7
self.screen = screen
def move(self):
if self.direction == 'w':
self.rect.top -= self.speed
elif self.direction == 's':
self.rect.top += self.speed
elif self.direction == 'a':
self.rect.left -= self.speed
elif self.direction == 'd':
self.rect.left += self.speed
def display(self):
self.screen.blit(self.img, self.rect)
class Manager:
def init(self):
self.screen = pygame.display.set_mode((SCREEN_X,SCREEN_Y))
def main(self):
pygame.init()
t1 = Tank(self.screen)
enemy = [Tank(self.screen, 1) for _ in range(17)]
while True:
self.screen.fill(BACK)
t1.control()
t1.display()
for i in range(16):
enemy[i].ai()
enemy[i].display()
time.sleep(0.1)#防止坦克跑得太快
pygame.display.update()
for e in pygame.event.get():
if e.type == pygame.QUIT:
pygame.quit()
sys.exit()
m = Manager()
m.main()
`