可以使用from __future__ import print_function, division
import pygame, os, sys
from pygame.locals import *
import random
import effects
from effects import *
import math
GRAD = math.pi / 180
class Brick(pygame.sprite.Sprite):
def __init__(self, pos, image, top, bottom, right, left, bricks):
pygame.sprite.Sprite.__init__(self)
self.rect = image.get_rect(topleft = pos)
self.image = image
self.pos = pos
self.top = top
self.bottom = bottom
self.right = right
self.left = left
self.health = 30
bricks.add(self)
class City(object):
def __init__(self, bricks, level):
self.level = level
self.city = self.level.convert_alpha()
self.brick = pygame.image.load("brick.png").convert_alpha()
self.bricks = bricks
self.x = self.y = 0
collidable = (255, 0, 0, 255)
self.height = self.city.get_height()
self.width = self.city.get_width()
self.vehicle_pos = (0,0)
while self.y < self.height:
color = self.city.get_at((self.x, self.y))
collidable = (255, 0, 0, 255), (0,0,0,255)
top = False
bottom = False
right = False
left = False
if color in collidable:
self.bricks.add(Brick((self.x*30, self.y*30), self.brick, top, bottom, right, left, self.bricks))
print ("brick added!")
print (self.x, self.y)
self.x += 1
if self.x >= self.width:
self.x = 0
self.y += 1
def get_size(self):
return [self.city.get_size()[0]*30, self.city.get_size()[1]*30]
class Tank(pygame.sprite.Sprite):
book = {} # a book of tanks to store all tanks
number = 0 # each tank gets his own number
firekey = (pygame.K_SPACE, pygame.K_RETURN)
forwardkey = (pygame.K_w, pygame.K_i)
backwardkey = (pygame.K_s, pygame.K_k)
tankLeftkey = (pygame.K_a, pygame.K_j)
tankRightkey = (pygame.K_d, pygame.K_l)
color = ((200,200,0), (0,0,200))
def __init__(self, pos, angle, health):
self.number = Tank.number
Tank.number += 1
Tank.book[self.number] = self
pygame.sprite.Sprite.__init__(self)
self.tank_pic = pygame.image.load("tank.png").convert_alpha()
self.image = self.tank_pic
self.image_type = self.tank_pic
self.tank1_pic = pygame.image.load("tank1.png").convert_alpha()
self._image = self.image
self.rect = self.image.get_rect()
self.rect = self.rect.move(pos)
self.tankAngle = angle # tank facing
#---handles controls---#
self.firekey = Tank.firekey[self.number] # main gun
self.forwardkey = Tank.forwardkey[self.number] # move tank
self.backwardkey = Tank.backwardkey[self.number] # reverse tank
self.tankLeftkey = Tank.tankLeftkey[self.number] # rotate tank
self.tankRightkey = Tank.tankRightkey[self.number] # rotat tank
self.health = health
self.alive = True
self.speed = 5
self.angle = angle
self.timer = 3
self.timerstart = 0
self.x, self.y = self.rect.center
self.bullet_s = pygame.mixer.Sound("bullet.wav")
self.bullet_s.set_volume(.25)
def rotate(self):
center = self.rect.center
self.image = pygame.transform.rotozoom(self._image, self.angle, 1.0)
self.rect = self.image.get_rect(center = center)
def update(self, keys, bricks, bullets, booms, bombs):
self.bricks = bricks
self.t = True
self._rect = Rect(self.rect)
self._rect.center = self.x, self.y
self.rotate()
turn_speed = 3
pressedkeys = pygame.key.get_pressed()
if pressedkeys[self.forwardkey]:
self.x += sin(radians(self.angle))*-self.speed
self.y += cos(radians(self.angle))*-self.speed
if pressedkeys[self.backwardkey]:
self.x += sin(radians(self.angle))*self.speed
self.y += cos(radians(self.angle))*self.speed
if pressedkeys[self.tankLeftkey]:
self.angle += turn_speed
if pressedkeys[self.tankRightkey]:
self.angle -= turn_speed
if keys[self.firekey]:
if self.timer >= 3:
self.timer = self.timerstart
self.b_size = "small"
bullets.add(Bullet(self.rect.center, self.angle, self.b_size, "vehicle"))
self.bullet_s.play()
if self.timer < 3:
self.timer += 1
if self.angle > 360:
self.angle = self.angle-360
if self.angle <0:
self.angle = self.angle+360
self.rect.center = self.x, self.y
x = self.rect.centerx
y = self.rect.centery
_x = self._rect.centerx
_y = self._rect.centery
for b in bricks:
if self.rect.colliderect(b.rect):
if _x+21 <= b.rect.left and x+21 > b.rect.left:
if b.left == True:
self.x = b.rect.left-21
if _x-21 >= b.rect.right and x-21 < b.rect.right:
if b.right == True:
self.x = b.rect.right+21
if _y+21 <= b.rect.top and y+21 > b.rect.top:
if b.top == True:
self.y = b.rect.top-21
if _y-21 >= b.rect.bottom and y-21 < b.rect.bottom:
if b.bottom == True:
self.y = b.rect.bottom+21
for b in bullets:
if self.rect.colliderect(b.rect):
b_size = b.get_size()
pygame.sprite.Sprite.kill(b)
if b_size == "small":
booms.add(Boom(b.rect.center, "small"))
self.health -= 1
if b_size == "big":
booms.add(Boom(b.rect.center, "big"))
self.health -=5
for b in bombs:
if self.rect.colliderect(b.rect) and b.timer == 20:
self.health -=5
if self.health <= 0:
booms.add(Boom(self.rect.center, "huge"))
self.alive = False
self.health = 0
'''if self.image_type == self.tank_pic:
self.image = self.tank1_pic
self.image_type = self.tank1_pic
print "switch 1"
if self.image_type == self.tank1_pic:
self.image = self.tank_pic
self.image_type = self.tank_pic
print "switch 2"'''
class Turret(pygame.sprite.Sprite):
def __init__(self, pos, angle, follow):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("turret.png").convert_alpha()
self.timer = 40
self.timer_start = self.timer
self.size = "big"
self.bang_s = pygame.mixer.Sound("bang.wav")
self.speed = 3
self.bang_s.set_volume(1.0)
self._image = self.image
self.rect = self.image.get_rect()
self.rect = self.rect.move(pos)
self.angle = angle
self.timer = 40
self.wait_timer = 5
self.timer_restart = 0
self.x, self.y = self.rect.center
self.follow = follow
def rotate(self):
center = self._rect.center
self.image = pygame.transform.rotozoom(self._image, self.angle, 1.0)
self.rect = self.image.get_rect(center = center)
def update(self, pos, mx, my, keys, booms, tank_angle, bricks, background, city):
self.background = background
self.city_size = city
self.t = True
self.bricks = bricks
self.end = None
self._rect = Rect(self.rect)
self._rect.center = pos
self.tank_angle = tank_angle
t_x, t_y = self.rect.center
if keys[K_m]:
if self.wait_timer >= 5:
self.follow = not self.follow
self.wait_timer = self.timer_restart
if self.follow:
self.mouse_angle = math.atan2(xd, yd)*(180/math.pi)+180 #used atan2(x,y) instead of atan2(y,x). Sprite was origanly drawn along the y axis, gave better results
if self.angle < self.mouse_angle:
if math.fabs(self.angle - self.mouse_angle) < 180:
self.angle +=self.speed
else:
self.angle -=self.speed
else:
if math.fabs(self.angle - self.mouse_angle) < 180:
self.angle -=self.speed
else:
self.angle +=self.speed
if math.fabs(self.angle - self.mouse_angle) < self.speed+.5:
self.angle = self.mouse_angle
if not self.follow:
if self.angle != self.tank_angle:
if self.angle < self.tank_angle:
if math.fabs(self.angle - self.tank_angle) < 180:
self.angle +=self.speed
else:
self.angle -=self.speed
else:
if math.fabs(self.angle - self.tank_angle) < 180:
self.angle -=self.speed
else:
self.angle +=self.speed
if math.fabs(self.angle - self.tank_angle) < self.speed+.5:
self.angle = self.tank_angle
else:
self.angle = self.tank_angle
self.rotate()
if self.angle > 360:
self.angle = self.angle-360
if self.angle <0:
self.angle = self.angle+360
if self.wait_timer < 5:
self.wait_timer += 1
# ---------- END OF CLASSES ---------- #
def main():
pygame.init()
version = "Tank Wars 2.0"
screen = pygame.display.set_mode((1170, 510),0,32)
n = 1
size = screen.get_size()
pygame.mouse.set_visible(False)
map_ = pygame.image.load("c2.png")
health = 40
health_full = health
bricks= pygame.sprite.Group()
bricks_des = pygame.sprite.Group()
bricks_non = pygame.sprite.Group()
bullets = pygame.sprite.Group()
booms = pygame.sprite.Group()
bombers = pygame.sprite.Group()
bombs = pygame.sprite.Group()
tanks = pygame.sprite.Group()
allgroup = pygame.sprite.LayeredUpdates()
#assign default groups to each sprite class
#Tank.groups = tanks, allgroup
#Turret.groups = allgroup
#Bullet.groups = bullets, allgroup
city = City(bricks, map_)
city_size = city.get_size()
clock = pygame.time.Clock()
timer = 0
chance = None
score = 0
player1 = Tank((150, 250), 360, 40)
tanks.add(player1)
player2 = Tank((1100, 250), 360, 40)
tanks.add(player2)
player1_turret = Turret((150, 250), 360, False)
player2_turret = Turret((1100, 250), 360, False)
background = pygame.Surface((city_size), 0, 32)
city.bricks.draw(screen)
font4 = pygame.font.Font("7theb.ttf", 13)
font5 = pygame.font.SysFont("Courier New", 16, bold=True)
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
return
clock.tick(24)
time_passed = clock.tick()
keys = pygame.key.get_pressed()
m_x, m_y = pygame.mouse.get_pos()
background.fill((87, 87, 87))
if player1.alive == True:
player1.update(keys, bricks, bullets, booms, bombs)
player1_turret.update(player1.rect.center, m_x, m_y, keys, booms, 360, bricks, background, city_size)
screen.blit(player1.image, player1.rect)
screen.blit(player1_turret.image, player1_turret.rect)
if player2.alive == True:
player2.update(keys, bricks, bullets, booms, bombs)
player2_turret.update(player2.rect.center, m_x, m_y, keys, booms, 360, bricks, background, city_size)
screen.blit(player2.image, player2.rect)
screen.blit(player2_turret.image, player2_turret.rect)
bullets.update(bricks, booms)
bombs.update(booms, player1)
bombs.update(booms, player2)
booms.update(background)
bombs.draw(screen)
bullets.draw(screen)
bombers.draw(screen)
healthshow = font4.render('Health ', False, (255,255,255))
#---Player 1 Healthbar---#
pygame.draw.ellipse(screen, (255, ((player1.health*255)/health_full),0), (90, 20, 10, 13))
pygame.draw.ellipse(screen, (255, ((player1.health*255)/health_full),0), (92+(100*(float(player1.health)/float(health_full))), 20, 10, 13))
screen.fill((255,((player1.health*255)/health_full),0),(96,20,(100*(float(player1.health)/float(health_full))), 13))
screen.blit(healthshow, (5, 20))
#---Player 2 Healthbar---#
pygame.draw.ellipse(screen, (255, ((player2.health*255)/health_full),0), (90, 20, 10, 13))
pygame.draw.ellipse(screen, (255, ((player2.health*255)/health_full),0), (92+(100*(float(player2.health)/float(health_full))), 20, 10, 13))
screen.fill((255,((player2.health*255)/health_full),0),(96,20,(100*(float(player2.health)/float(health_full))), 13))
screen.blit(healthshow, (500, 20))
allgroup.clear(screen, background)
pygame.display.flip()
if __name__ == "__main__":
main()
使设备振动。但是还有一种方法可以设定振动过程的持续时间吗?我希望它更短。
我想在完全结束之前停止振动,例如0.05秒后。这可能吗?