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爷青回!用Python复刻童年“坦克大战”小游戏

  • 2026-03-25 13:57:25
爷青回!用Python复刻童年“坦克大战”小游戏

还记得小时候守着电视机,手柄搓得发烫,只为守护基地的那份激动吗?今天,我们不谈复杂的算法,只用Python和一个叫pygame的库,花10分钟,把经典的《坦克大战》搬进你的电脑里。

一、准备工作:只需两步工欲善其事,必先利其器。

  1. 确保你安装了Python。
  2. 打开终端,输入一行命令安装游戏引擎:
pip install pygame

二、游戏代码 

这个版本包含了核心玩法:

  1. 玩家坦克:使用方向键移动,空格键射击。
  2. 敌方坦克:自动生成,随机移动并射击。
  3. 子弹系统:双方都可以发射子弹,击中对方销毁。
  4. 基地保护:如果敌人击中底部中间的“基地”,游戏结束。
  5. 简单地形:包含不可摧毁的钢墙和可摧毁的砖墙。
import pygameimport randomimport sys# --- 常量定义 ---SCREEN_WIDTH = 800SCREEN_HEIGHT = 600FPS = 60BLOCK_SIZE = 40  # 坦克和墙壁的大小# 颜色定义BLACK = (000)WHITE = (255255255)GREEN = (02550)       # 玩家颜色RED = (25500)         # 敌人颜色GRAY = (128128128)    # 钢墙BROWN = (1654242)     # 砖墙BLUE = (00255)        # 基地YELLOW = (2552550)    # 子弹# 方向定义UP = 0DOWN = 1LEFT = 2RIGHT = 3# --- 类定义 ---class Bullet(pygame.sprite.Sprite):    def __init__(self, x, y, direction, owner):        super().__init__()        self.image = pygame.Surface((66))        self.image.fill(YELLOW)        self.rect = self.image.get_rect()        self.rect.center = (x, y)        self.direction = direction        self.speed = 7        self.owner = owner  # 'player' or 'enemy'    def update(self):        if self.direction == UP:            self.rect.y -= self.speed        elif self.direction == DOWN:            self.rect.y += self.speed        elif self.direction == LEFT:            self.rect.x -= self.speed        elif self.direction == RIGHT:            self.rect.x += self.speed        # 超出屏幕移除        if (self.rect.bottom < 0 or self.rect.top > SCREEN_HEIGHT or            self.rect.right < 0 or self.rect.left > SCREEN_WIDTH):            self.kill()class Tank(pygame.sprite.Sprite):    def __init__(self, x, y, color, is_player=True):        super().__init__()        self.image = pygame.Surface((BLOCK_SIZE - 4, BLOCK_SIZE - 4))        self.image.fill(color)        self.rect = self.image.get_rect()        self.rect.topleft = (x, y)        self.color = color        self.is_player = is_player        self.speed = 3        self.direction = UP        self.cooldown = 0        self.original_image = self.image.copy()        # 绘制一个简单的炮管指示方向        self._draw_barrel()    def _draw_barrel(self):        self.image = self.original_image.copy()        center = (self.image.get_width() // 2self.image.get_height() // 2)        if self.direction == UP:            pygame.draw.line(self.image, BLACK, center, (center[0], center[1] - 15), 4)        elif self.direction == DOWN:            pygame.draw.line(self.image, BLACK, center, (center[0], center[1] + 15), 4)        elif self.direction == LEFT:            pygame.draw.line(self.image, BLACK, center, (center[0] - 15, center[1]), 4)        elif self.direction == RIGHT:            pygame.draw.line(self.image, BLACK, center, (center[0] + 15, center[1]), 4)    def move(self, dx, dy, direction, walls):        old_x, old_y = self.rect.x, self.rect.y        self.direction = direction        self.rect.x += dx        self.rect.y += dy        # 边界检查        if self.rect.left < 0self.rect.left = 0        if self.rect.right > SCREEN_WIDTH: self.rect.right = SCREEN_WIDTH        if self.rect.top < 0self.rect.top = 0        if self.rect.bottom > SCREEN_HEIGHT: self.rect.bottom = SCREEN_HEIGHT        # 墙壁碰撞检查        hit_list = pygame.sprite.spritecollide(self, walls, False)        if hit_list:            self.rect.x, self.rect.y = old_x, old_y            return False # 移动失败        self._draw_barrel()        return True # 移动成功    def shoot(self):        if self.cooldown == 0:            self.cooldown = 30 # 射击冷却帧数            center_x = self.rect.centerx            center_y = self.rect.centery            return Bullet(center_x, center_y, self.direction, 'player' if self.is_player else 'enemy')        return None    def update(self):        if self.cooldown > 0:            self.cooldown -= 1class Player(Tank):    def __init__(self, x, y):        super().__init__(x, y, GREEN, is_player=True)        self.speed = 4    def update(self, keys, walls):        super().update()        dx, dy = 00        moved = False        if keys[pygame.K_UP]:            dy = -self.speed            self.move(0, dy, UP, walls)            moved = True        elif keys[pygame.K_DOWN]:            dy = self.speed            self.move(0, dy, DOWN, walls)            moved = True        elif keys[pygame.K_LEFT]:            dx = -self.speed            self.move(dx, 0, LEFT, walls)            moved = True        elif keys[pygame.K_RIGHT]:            dx = self.speed            self.move(dx, 0, RIGHT, walls)            moved = True        # 如果没有按键,保持当前朝向但不移动(可选逻辑,这里为了流畅性不做处理)class Enemy(Tank):    def __init__(self, x, y):        super().__init__(x, y, RED, is_player=False)        self.speed = 2        self.move_timer = 0        self.current_move_duration = 0    def ai_move(self, walls):        super().update()        if self.move_timer <= 0:            # 改变方向和移动时长            self.direction = random.choice([UP, DOWN, LEFT, RIGHT])            self.current_move_duration = random.randint(3090)            self.move_timer = self.current_move_duration            self._draw_barrel()        dx, dy = 00        if self.direction == UP: dy = -self.speed        elif self.direction == DOWN: dy = self.speed        elif self.direction == LEFT: dx = -self.speed        elif self.direction == RIGHT: dx = self.speed        if not self.move(dx, dy, self.direction, walls):            # 撞墙了,立即换方向            self.move_timer = 0        self.move_timer -= 1class Wall(pygame.sprite.Sprite):    def __init__(self, x, y, type='brick'):        super().__init__()        self.type = type        self.image = pygame.Surface((BLOCK_SIZE, BLOCK_SIZE))        if type == 'steel':            self.image.fill(GRAY)            # 画个边框表示钢墙            pygame.draw.rect(self.image, WHITE, (0,0, BLOCK_SIZE, BLOCK_SIZE), 2)        else# brick            self.image.fill(BROWN)            # 画点砖块纹理            for i in range(0, BLOCK_SIZE, 10):                pygame.draw.line(self.image, BLACK, (0, i), (BLOCK_SIZE, i))        self.rect = self.image.get_rect()        self.rect.topleft = (x, y)class Base(pygame.sprite.Sprite):    def __init__(self, x, y):        super().__init__()        self.image = pygame.Surface((BLOCK_SIZE, BLOCK_SIZE))        self.image.fill(BLUE)        # 画个星星或标志        pygame.draw.polygon(self.image, WHITE, [(205), (3535), (535)])        self.rect = self.image.get_rect()        self.rect.topleft = (x, y)        self.alive = True# --- 主游戏逻辑 ---def create_map():    walls = pygame.sprite.Group()    # 简单的地图布局    # 0: 空, 1: 砖, 2: 钢    layout = [        "00000000000000000000",        "01100110000011001100",        "01100110000011001100",        "01100110022001100110",        "00000000022000000000",        "01100110000011001100",        "01100110000011001100",        "00000000000000000000",        "01100001111000001100",        "01100001001000001100",        "000000010B0100000000"# B is base placeholder        "00000001111100000000",    ]    # 由于布局较小,我们重复填充或拉伸以适应屏幕,这里简单生成    # 重新设计一个适合 800x600 (20x15 blocks) 的地图    map_data = []    for r in range(15):        row = ""        for c in range(20):            if r == 14 and 9 <= c <= 10# 基地位置                if c == 9continue # 左边围墙                if c == 10continue # 右边围墙            if r == 13 and 9 <= c <= 10# 基地上方                 row += "1"            elif r == 14 and c == 9# 基地左护墙                 row += "1"            elif r == 14 and c == 10# 基地右护墙                 row += "1"            elif r == 14 and c == 8# 基地左侧                 row += "1"            elif r == 14 and c == 11# 基地右侧                 row += "1"            elif r == 14 and c == 9# 基地本身 handled separately                pass            else:                if random.random() < 0.15:                    row += "2" if random.random() < 0.2 else "1"                else:                    row += "0"        map_data.append(row)    # 手动修正基地区域    base_x, base_y = 10 * BLOCK_SIZE, 14 * BLOCK_SIZE    for r, row in enumerate(map_data):        for c, cell in enumerate(row):            x, y = c * BLOCK_SIZE, r * BLOCK_SIZE            if cell == '1':                walls.add(Wall(x, y, 'brick'))            elif cell == '2':                walls.add(Wall(x, y, 'steel'))    return walls, Base(base_x, base_y)def main():    pygame.init()    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))    pygame.display.set_caption("Python 坦克大战简易版")    clock = pygame.time.Clock()    # 精灵组    all_sprites = pygame.sprite.Group()    walls = pygame.sprite.Group()    bullets = pygame.sprite.Group()    enemies = pygame.sprite.Group()    # 创建地图和基地    walls, base = create_map()    all_sprites.add(walls)    all_sprites.add(base)    # 创建玩家    player = Player(4 * BLOCK_SIZE, 12 * BLOCK_SIZE)    all_sprites.add(player)    # 敌人生成计时器    enemy_spawn_timer = 0    enemy_spawn_interval = 180 # 每3秒生成一个敌人    running = True    game_over = False    win = False    while running:        clock.tick(FPS)        # 1. 事件处理        for event in pygame.event.get():            if event.type == pygame.QUIT:                running = False            if event.type == pygame.KEYDOWN:                if event.key == pygame.K_SPACE and not game_over:                    bullet = player.shoot()                    if bullet:                        bullets.add(bullet)                        all_sprites.add(bullet)                if event.key == pygame.K_r and game_over:                    # 重启游戏                    main()                    return        if not game_over:            # 2. 更新逻辑            # 玩家移动            keys = pygame.key.get_pressed()            player.update(keys, walls)            # 敌人生成            enemy_spawn_timer += 1            if enemy_spawn_timer >= enemy_spawn_interval and len(enemies) < 4:                spawn_x = random.choice([0, SCREEN_WIDTH - BLOCK_SIZE, SCREEN_WIDTH//2])                enemy = Enemy(spawn_x, 0)                # 防止生成在墙上                if not pygame.sprite.spritecollide(enemy, walls, Falseand not pygame.sprite.spritecollide(enemy, all_sprites, False):                    enemies.add(enemy)                    all_sprites.add(enemy)                    enemy_spawn_timer = 0                else:                    enemy.kill()            # 敌人行动            for enemy in enemies:                enemy.ai_move(walls)                # 敌人射击                if random.randint(0100) < 2# 2% 概率每帧射击                    bullet = enemy.shoot()                    if bullet:                        bullets.add(bullet)                        all_sprites.add(bullet)            bullets.update()            # 3. 碰撞检测            # 子弹击中墙壁            for bullet in bullets:                hit_walls = pygame.sprite.spritecollide(bullet, walls, False)                for wall in hit_walls:                    if wall.type == 'brick':                        wall.kill()                        bullet.kill()                    elif wall.type == 'steel':                        bullet.kill() # 钢墙不毁,只毁子弹            # 子弹击中坦克            # 玩家子弹击毁敌人            for bullet in bullets:                if bullet.owner == 'player':                    hits = pygame.sprite.spritecollide(bullet, enemies, True# True 表示销毁敌人                    if hits:                        bullet.kill()                # 敌人子弹击毁玩家                if bullet.owner == 'enemy':                    if pygame.sprite.collide_rect(bullet, player):                        player.kill()                        bullet.kill()                        game_over = True            # 子弹击中基地            for bullet in bullets:                if pygame.sprite.collide_rect(bullet, base):                    base.kill()                    bullet.kill()                    base.alive = False                    game_over = True            # 敌人撞到基地 (虽然少见,但也算输)            if pygame.sprite.spritecollide(base, enemies, False):                base.kill()                base.alive = False                game_over = True            # 胜利条件:消灭一定数量的敌人(这里简化为存活且无敌人,或者无限模式)            # 这里设为无限模式,直到玩家死或基地爆        # 4. 绘图        screen.fill(BLACK)        all_sprites.draw(screen)        # 绘制UI        font = pygame.font.SysFont('Arial'24)        if game_over:            if not base.alive or player.alive == False:                text = font.render("GAME OVER - Press 'R' to Restart"True, WHITE)                text_rect = text.get_rect(center=(SCREEN_WIDTH/2, SCREEN_HEIGHT/2))                screen.blit(text, text_rect)        pygame.display.flip()    pygame.quit()    sys.exit()if __name__ == "__main__":    main()

如何玩

  • 保存文件:将上述代码保存为 tank_battle.py
  • 运行游戏:在终端或命令行中运行 python tank_battle.py。
  • 操作方式
    • 方向键 (↑ ↓ ← →):移动坦克。
    • 空格键 (Space):发射子弹。
    • R 键:游戏结束后重新开始。
  • 游戏规则:
    • 你是绿色坦克。
    • 敌人是红色坦克,会不断从顶部生成。
    • 棕色方块是砖墙,可以被子弹摧毁。
    • 灰色方块是钢墙,不可摧毁。
  • 蓝色方块是你的基地,如果被击中或敌人接触,游戏结束。

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  1. CONNECT:[ UseTime:0.000555s ] mysql:host=127.0.0.1;port=3306;dbname=f_mffb;charset=utf8mb4
  2. SHOW FULL COLUMNS FROM `fenlei` [ RunTime:0.000579s ]
  3. SELECT * FROM `fenlei` WHERE `fid` = 0 [ RunTime:0.010330s ]
  4. SELECT * FROM `fenlei` WHERE `fid` = 63 [ RunTime:0.003551s ]
  5. SHOW FULL COLUMNS FROM `set` [ RunTime:0.001453s ]
  6. SELECT * FROM `set` [ RunTime:0.007149s ]
  7. SHOW FULL COLUMNS FROM `article` [ RunTime:0.001551s ]
  8. SELECT * FROM `article` WHERE `id` = 480826 LIMIT 1 [ RunTime:0.013306s ]
  9. UPDATE `article` SET `lasttime` = 1774576559 WHERE `id` = 480826 [ RunTime:0.034399s ]
  10. SELECT * FROM `fenlei` WHERE `id` = 66 LIMIT 1 [ RunTime:0.000410s ]
  11. SELECT * FROM `article` WHERE `id` < 480826 ORDER BY `id` DESC LIMIT 1 [ RunTime:0.000584s ]
  12. SELECT * FROM `article` WHERE `id` > 480826 ORDER BY `id` ASC LIMIT 1 [ RunTime:0.001632s ]
  13. SELECT * FROM `article` WHERE `id` < 480826 ORDER BY `id` DESC LIMIT 10 [ RunTime:0.007474s ]
  14. SELECT * FROM `article` WHERE `id` < 480826 ORDER BY `id` DESC LIMIT 10,10 [ RunTime:0.010858s ]
  15. SELECT * FROM `article` WHERE `id` < 480826 ORDER BY `id` DESC LIMIT 20,10 [ RunTime:0.012003s ]
0.198059s