pgzero坦克大战游戏代码
时间: 2023-08-24 11:04:22 浏览: 69
以下是一个基于 PGZero 的坦克大战游戏代码示例,包括了玩家和敌人的坦克、障碍物、子弹等基本元素:
```python
import pgzrun
import random
WIDTH = 800
HEIGHT = 600
player = Actor('tank_player', (WIDTH//2, HEIGHT//2))
player_bullet = None
player_speed = 5
player_angle = 0
enemies = []
enemy_bullets = []
enemy_speed = 3
enemy_fire_rate = 0.02
obstacles = []
for i in range(5):
x = random.randint(50, WIDTH-50)
y = random.randint(50, HEIGHT-50)
obstacles.append(Actor('rock', (x, y)))
def update():
global player_bullet, player_angle
# 玩家移动
dx = player_speed * sin(player_angle)
dy = player_speed * -cos(player_angle)
if keyboard.left:
player_angle += 5
elif keyboard.right:
player_angle -= 5
elif keyboard.up:
player.x += dx
player.y += dy
elif keyboard.down:
player.x -= dx
player.y -= dy
# 玩家开火
if keyboard.space and not player_bullet:
player_bullet = Actor('bullet', (player.x, player.y))
player_bullet.angle = player_angle
# 玩家子弹移动和碰撞检测
if player_bullet:
dx = 10 * sin(player_bullet.angle)
dy = 10 * -cos(player_bullet.angle)
player_bullet.x += dx
player_bullet.y += dy
for obstacle in obstacles:
if player_bullet.colliderect(obstacle):
obstacles.remove(obstacle)
player_bullet = None
return
for enemy in enemies:
if player_bullet.colliderect(enemy):
enemies.remove(enemy)
player_bullet = None
return
if player_bullet.x < 0 or player_bullet.x > WIDTH or player_bullet.y < 0 or player_bullet.y > HEIGHT:
player_bullet = None
# 敌人移动和开火
for enemy in enemies:
angle = atan2(player.y-enemy.y, player.x-enemy.x)
dx = enemy_speed * cos(angle)
dy = enemy_speed * sin(angle)
enemy.x += dx
enemy.y += dy
if random.random() < enemy_fire_rate:
bullet = Actor('bullet', (enemy.x, enemy.y))
bullet.angle = degrees(angle)
enemy_bullets.append(bullet)
# 敌人子弹移动和碰撞检测
for bullet in enemy_bullets:
dx = 10 * cos(radians(bullet.angle))
dy = 10 * sin(radians(bullet.angle))
bullet.x += dx
bullet.y += dy
if bullet.colliderect(player):
player.x = WIDTH//2
player.y = HEIGHT//2
enemy_bullets.remove(bullet)
continue
if bullet.x < 0 or bullet.x > WIDTH or bullet.y < 0 or bullet.y > HEIGHT:
enemy_bullets.remove(bullet)
continue
def draw():
screen.clear()
player.draw()
if player_bullet:
player_bullet.draw()
for obstacle in obstacles:
obstacle.draw()
for enemy in enemies:
enemy.draw()
for bullet in enemy_bullets:
bullet.draw()
def on_key_down(key):
global player_bullet
if key == keys.SPACE and not player_bullet:
player_bullet = Actor('bullet', (player.x, player.y))
player_bullet.angle = player_angle
def on_key_up(key):
pass
def on_mouse_down(pos):
pass
def on_mouse_up(pos):
pass
def on_mouse_move(pos, rel, buttons):
pass
def on_mouse_wheel(pos, delta):
pass
def init():
global player, enemies, obstacles
player.x = WIDTH//2
player.y = HEIGHT//2
player_bullet = None
enemies = []
enemy_bullets = []
enemy_fire_rate = 0.02
obstacles = []
for i in range(5):
x = random.randint(50, WIDTH-50)
y = random.randint(50, HEIGHT-50)
obstacles.append(Actor('rock', (x, y)))
for i in range(5):
x = random.randint(50, WIDTH-50)
y = random.randint(50, HEIGHT-50)
enemy = Actor('tank_enemy', (x, y))
enemies.append(enemy)
init()
pgzrun.go()
```
在此示例中,我们定义了玩家和敌人的坦克、障碍物、子弹等基本元素,并在 `update` 函数中处理它们的移动和碰撞检测。我们还实现了玩家和敌人的开火功能,以及一些回调函数来处理用户输入。最后,我们使用 `pgzrun.go()` 启动游戏循环。
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