1.实现了方块一组组的生成,在Manager类中实现逻辑,Hard类不变
这样的话地形更加美观,方块也不太会叠加
2.敌方坦克用计时器生成

两个计时器应该不能用同一个id,因为event。type要选择计时器的id
计时器应该不能在同一个函数里被调用

3.一段时间(一般为5秒)生成一个砖块和一个敌人
4.一段时间(一般为30秒)清除并展示新方块

以后应该需要Map类

`
class Tank(pygame.sprite.Sprite):
my_all_bullet = pygame.sprite.Group()
enemy_all_bullet = pygame.sprite.Group()

def __init__(self,screen,team=0):
    pygame.sprite.Sprite.__init__(self)
    self.screen = screen
    self.all_bullet = pygame.sprite.Group()
    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()
    self.ran = [0, 4]
    if team == 0:
        self.speed = 5
        self.rect.topleft = [random.randrange(30,SCREEN_X,80),random.randrange(30,SCREEN_Y,20)]
    else:
        self.speed = random.randint(1, 5)
        self.rect.topleft = [random.random()*SCREEN_X, random.random()*SCREEN_Y]

def __boundary(self):
    # 地图是上下左右贯通的
    # up
    if self.rect.top <= 0-20:
        self.rect.top = SCREEN_Y + 10
    # down
    if self.rect.top >= SCREEN_Y + 20:
        self.rect.top = 0 - 20
    # left
    if self.rect.left <= 0-20:
        self.rect.left = SCREEN_X + 10
    # right
    if self.rect.left >= SCREEN_X + 20:
        self.rect.left = 0 - 20

def control(self):
    self.__boundary()
    # 按键控制(键盘连续监听)
    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]:
        #控制子弹发射的频率
        rrr = random.randint(1, 5)
        if rrr == 3:
            b = Bullet(self.direction, self.rect)
            self.all_bullet.add(b)
            Tank.my_all_bullet.add(b)

def ai(self):
    self.__boundary()
    self.ran[0] += 1
    if self.ran[0] % 30 == 0:
        bb = Bullet(self.direction, self.rect)
        self.all_bullet.add(bb)
        Tank.enemy_all_bullet.add(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()
    self.all_bullet.draw(self.screen)

@classmethod
# 清空子弹
def clear(cls):
    cls.my_all_bullet.empty()
    cls.enemy_all_bullet.empty()

class Bullet(pygame.sprite.Sprite):
def init(self,dir,rect):
pygame.sprite.Sprite.init(self)
self.image = pygame.image.load('E:/图片/bullet.png')
self.direction = dir
self.r = rect
self.rect = self.image.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 = 10
self.distance = 200

def move(self):
    # 子弹距离坦克的位置太远则会消失
    if (abs(self.rect.top - self.r.top) > self.distance
            or abs(self.rect.left - self.r.left) > self.distance):
        self.kill()
    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

class Hard(pygame.sprite.Sprite):
hard_wall = pygame.sprite.Group()

def __init__(self,screen):
    pygame.sprite.Sprite.__init__(self)
    self.img = pygame.image.load('E:/图片/0.png')
    self.rect = self.img.get_rect()
    self.rect.topleft = [random.random() * SCREEN_X,random.random() * SCREEN_Y]
    self.screen = screen

def show(self):
    self.screen.blit(self.img, self.rect)

@classmethod
def clear(cls):
    cls.hard_wall.empty()

class Map:
pass

class Sound:
def init(self):
pygame.mixer.init()
pygame.mixer.music.load("E:/图片/back.mp3")
pygame.mixer.music.set_volume(0.3)
# 音量大小
self.__bomb = pygame.mixer.Sound("E:/图片/gunfire.mp3")
self.__horry = pygame.mixer.Sound("E:/图片/oo.mp3")
self.__hit = pygame.mixer.Sound("E:/图片/hit.mp3")

def back(self):
    pygame.mixer.music.play(-1)
    # 背景音乐,-1为循环播放

def boost(self):
    pygame.mixer.Sound.play(self.__bomb)

def horry(self):
    pygame.mixer.Sound.play(self.__horry)

def hit(self):
    pygame.mixer.Sound.play(self.__hit)

class Manager:
#计时器的id(id是什么数字不重要)
id = 0
id2 = 0

def __init__(self):
    self.screen = pygame.display.set_mode((SCREEN_X,SCREEN_Y))
    self.title = pygame.display.set_caption('坦克大战')
    self.players = pygame.sprite.Group()
    self.enemys = pygame.sprite.Group()
    self.maps = pygame.sprite.Group()
    self.sound = Sound()

def player(self):
    #生成1辆我方坦克
    p = Tank(self.screen)
    self.players.add(p)

def enemy(self,x=1):
    #生成x辆敌方坦克
    e = [Tank(self.screen, 1) for _ in range(x)]
    self.enemys.add(e)

def map(self,a=1):
    mm = [Hard(self.screen) for _ in range(a)]
    self.maps.add(mm)
    Hard.hard_wall.add(mm)

def map1(self,a=2):
    mm = [Hard(self.screen) for _ in range(a)]
    for i in range(a):
        #能生成一组方块
        if i % 2 != 0:
            mm[i].rect.top = mm[i-1].rect.top + 55
            mm[i].rect.left = mm[i-1].rect.left
    self.maps.add(mm)
    Hard.hard_wall.add(mm)

def map2(self,b=3):
    mm = [Hard(self.screen) for _ in range(b)]
    for i in range(b):
        # 能生成一组方块(这个逻辑不够好)
        if i % 3 == 0:
            mm[i].rect.top = mm[i - 1].rect.top + 55
            mm[i].rect.left = mm[i - 1].rect.left
            mm[i+1].rect.top = mm[i].rect.top
            mm[i+1].rect.left = mm[i].rect.left+55
    self.maps.add(mm)
    Hard.hard_wall.add(mm)

def remain(self):
    self.sound.horry()
    print('!!')
    Tank.clear()
    Hard.clear()
    mm = Manager()
    mm.main()

def re(self,x):
    pygame.time.set_timer(Manager.id2, 100000)
    self.map(x)

def main(self):
    pygame.init()
    self.sound.back()
    self.player()
    self.map2(12)
    pygame.time.set_timer(Manager.id,5500)
    while True:
        self.screen.fill(BACK)
        for i in self.players:
            i.control()
            i.display()
        for j in self.enemys:
            j.ai()
            j.display()
        for k in self.maps:
            k.show()
        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()
            elif e.type == Manager.id:
                self.enemy()
                self.map()
            elif e.type == Manager.id2:
                self.re(5)
        #我方坦克与敌方坦克的碰撞(碰撞后坦克会消失)
        tanks_pump = pygame.sprite.groupcollide(self.players, self.enemys, True, True)
        if tanks_pump:
            self.remain()
            self.sound.boost()
        #玩家子弹打敌方坦克
        i_hit_e = pygame.sprite.groupcollide(Tank.my_all_bullet, self.enemys, True, True)
        if i_hit_e:
            print(1)
            self.sound.boost()
        #敌方子弹打玩家坦克
        e_hit_i = pygame.sprite.groupcollide(self.players, Tank.enemy_all_bullet, True, True)
        if e_hit_i:
            print(2)
            self.remain()
            self.sound.boost()
        #我方子弹碰到敌方子弹
        bullet_pump = pygame.sprite.groupcollide(Tank.my_all_bullet,Tank.enemy_all_bullet,True,True)
        if bullet_pump:
            print(3)
            self.sound.hit()
        #我方坦克撞墙
        i_hit_wall = pygame.sprite.groupcollide(Hard.hard_wall,self.players,False,True)
        if i_hit_wall:
            print(4)
            self.remain()
            self.sound.boost()
        #敌方坦克撞墙
        e_hit_wall = pygame.sprite.groupcollide(Hard.hard_wall, self.enemys, False, True)
        if e_hit_wall:
            print(5)
            self.sound.boost()
        #我方子弹撞墙
        i_bullet_wall = pygame.sprite.groupcollide(Hard.hard_wall, Tank.my_all_bullet, False, True)
        if i_bullet_wall:
            print(6)
            self.sound.hit()
        #敌方子弹撞墙
        e_bullet_wall = pygame.sprite.groupcollide(Hard.hard_wall,
                                                   Tank.enemy_all_bullet, False, True)
        if e_bullet_wall:
            print(7)
            self.sound.hit()

`

细节:子弹之前速度7,有点慢,所以我改成了10.还有这个子弹比较大,可以改小一点