class myTank(pygame.sprite.Sprite):
    def __init__(self, player):
        pygame.sprite.Sprite.__init__(self)
        # 玩家编号(1/2)
        self.player = player
        # 不同玩家用不同的坦克(不同等级对应不同的图)
        if player == 1:
            self.Tanks = [
                './images/myTank/tank_T1_0.png',
                './images/myTank/tank_T1_1.png',
                './images/myTank/tank_T1_2.png'
            ]
        elif player == 2:
            self.Tanks = [
                './images/myTank/tank_T2_0.png',
                './images/myTank/tank_T2_1.png',
                './images/myTank/tank_T2_2.png'
            ]
        else:
            raise ValueError('myTank class -> player value error.')
        # 坦克等级(初始0)
        self.level = 0
        # 载入(两个tank是为了轮子特效)
        self.tank = pygame.image.load(self.Tanks[self.level]).convert_alpha()
        self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
        self.rect = self.tank_0.get_rect()
        # 保护罩
        self.protected_mask = pygame.image.load(
            './images/others/protect.png').convert_alpha()
        self.protected_mask1 = self.protected_mask.subsurface((0, 0), (48, 48))
        self.protected_mask2 = self.protected_mask.subsurface((48, 0),
                                                              (48, 48))
        # 坦克方向
        self.direction_x, self.direction_y = 0, -1
        # 不同玩家的出生位置不同
        if player == 1:
            self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
        elif player == 2:
            self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
        else:
            raise ValueError('myTank class -> player value error.')
        # 坦克速度
        self.speed = 3
        # 是否存活
        self.being = True
        # 有几条命
        self.life = 3
        # 是否处于保护状态
        self.protected = False
        # 子弹
        self.Bullet = Bullet()

    # 射击
    def shoot(self):
        self.Bullet.being = True
        self.Bullet.turn(self.direction_x, self.direction_y)
        if self.direction_x == 0 and self.direction_y == -1:
            self.Bullet.rect.left = self.rect.left + 20
            self.Bullet.rect.bottom = self.rect.top - 1
        elif self.direction_x == 0 and self.direction_y == 1:
            self.Bullet.rect.left = self.rect.left + 20
            self.Bullet.rect.top = self.rect.bottom + 1
        elif self.direction_x == -1 and self.direction_y == 0:
            self.Bullet.rect.right = self.rect.left - 1
            self.Bullet.rect.top = self.rect.top + 20
        elif self.direction_x == 1 and self.direction_y == 0:
            self.Bullet.rect.left = self.rect.right + 1
            self.Bullet.rect.top = self.rect.top + 20
        else:
            raise ValueError('myTank class -> direction value error.')
        if self.level == 0:
            self.Bullet.speed = 8
            self.Bullet.stronger = False
        elif self.level == 1:
            self.Bullet.speed = 12
            self.Bullet.stronger = False
        elif self.level == 2:
            self.Bullet.speed = 12
            self.Bullet.stronger = True
        elif self.level == 3:
            self.Bullet.speed = 16
            self.Bullet.stronger = True
        else:
            raise ValueError('myTank class -> level value error.')

    # 等级提升
    def up_level(self):
        if self.level < 3:
            self.level += 1
        try:
            self.tank = pygame.image.load(
                self.Tanks[self.level]).convert_alpha()
        except:
            self.tank = pygame.image.load(self.Tanks[-1]).convert_alpha()

    # 等级降低
    def down_level(self):
        if self.level > 0:
            self.level -= 1
        self.tank = pygame.image.load(self.Tanks[self.level]).convert_alpha()

    # 向上
    def move_up(self, tankGroup, brickGroup, ironGroup, myhome):
        self.direction_x, self.direction_y = 0, -1
        # 先移动后判断
        self.rect = self.rect.move(self.speed * self.direction_x,
                                   self.speed * self.direction_y)
        self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
        # 是否可以移动
        is_move = True
        # 地图顶端
        if self.rect.top < 3:
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 石头/钢墙
        if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
         pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 其他坦克
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 基地
        if pygame.sprite.collide_rect(self, myhome):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        return is_move

    # 向下
    def move_down(self, tankGroup, brickGroup, ironGroup, myhome):
        self.direction_x, self.direction_y = 0, 1
        # 先移动后判断
        self.rect = self.rect.move(self.speed * self.direction_x,
                                   self.speed * self.direction_y)
        self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
        # 是否可以移动
        is_move = True
        # 地图底端
        if self.rect.bottom > 630 - 3:
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 撞石头/钢墙
        if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
         pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 撞其他坦克
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 大本营
        if pygame.sprite.collide_rect(self, myhome):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        return is_move

    # 向左
    def move_left(self, tankGroup, brickGroup, ironGroup, myhome):
        self.direction_x, self.direction_y = -1, 0
        # 先移动后判断
        self.rect = self.rect.move(self.speed * self.direction_x,
                                   self.speed * self.direction_y)
        self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
        # 是否可以移动
        is_move = True
        # 地图左端
        if self.rect.left < 3:
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 撞石头/钢墙
        if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
         pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 撞其他坦克
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 大本营
        if pygame.sprite.collide_rect(self, myhome):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        return is_move

    # 向右
    def move_right(self, tankGroup, brickGroup, ironGroup, myhome):
        self.direction_x, self.direction_y = 1, 0
        # 先移动后判断
        self.rect = self.rect.move(self.speed * self.direction_x,
                                   self.speed * self.direction_y)
        self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
        # 是否可以移动
        is_move = True
        # 地图右端
        if self.rect.right > 630 - 3:
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 撞石头/钢墙
        if pygame.sprite.spritecollide(self, brickGroup, False, None) or \
         pygame.sprite.spritecollide(self, ironGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 撞其他坦克
        if pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        # 基地
        if pygame.sprite.collide_rect(self, myhome):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            is_move = False
        return is_move

    # 死后重置
    def reset(self):
        self.level = 0
        self.protected = False
        self.tank = pygame.image.load(self.Tanks[self.level]).convert_alpha()
        self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
        self.rect = self.tank_0.get_rect()
        self.direction_x, self.direction_y = 0, -1
        if self.player == 1:
            self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
        elif self.player == 2:
            self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
        else:
            raise ValueError('myTank class -> player value error.')
        self.speed = 3
class enemyTank(pygame.sprite.Sprite):
    def __init__(self, x=None, kind=None, is_red=None):
        pygame.sprite.Sprite.__init__(self)
        # 用于给刚生成的坦克播放出生特效
        self.born = True
        self.times = 90
        # 坦克的种类编号
        if kind is None:
            self.kind = random.randint(0, 3)
        else:
            self.kind = kind
        # 所有坦克
        self.Tanks1 = [
            './images/enemyTank/enemy_1_0.png',
            './images/enemyTank/enemy_1_1.png',
            './images/enemyTank/enemy_1_2.png',
            './images/enemyTank/enemy_1_3.png'
        ]
        self.Tanks2 = [
            './images/enemyTank/enemy_2_0.png',
            './images/enemyTank/enemy_2_1.png',
            './images/enemyTank/enemy_2_2.png',
            './images/enemyTank/enemy_2_3.png'
        ]
        self.Tanks3 = [
            './images/enemyTank/enemy_3_0.png',
            './images/enemyTank/enemy_3_1.png',
            './images/enemyTank/enemy_3_2.png',
            './images/enemyTank/enemy_3_3.png'
        ]
        self.Tanks4 = [
            './images/enemyTank/enemy_4_0.png',
            './images/enemyTank/enemy_4_1.png',
            './images/enemyTank/enemy_4_2.png',
            './images/enemyTank/enemy_4_3.png'
        ]
        self.Tanks = [self.Tanks1, self.Tanks2, self.Tanks3, self.Tanks4]
        # 是否携带食物(红色的坦克携带食物)
        if is_red is None:
            self.is_red = random.choice((True, False, False, False, False))
        else:
            self.is_red = is_red
        # 同一种类的坦克具有不同的颜色, 红色的坦克比同类坦克多一点血量
        if self.is_red:
            self.color = 3
        else:
            self.color = random.randint(0, 2)
        # 血量
        self.blood = self.color
        # 载入(两个tank是为了轮子特效)
        self.tank = pygame.image.load(
            self.Tanks[self.kind][self.color]).convert_alpha()
        self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
        self.rect = self.tank_0.get_rect()
        # 坦克位置
        if x is None:
            self.x = random.randint(0, 2)
        else:
            self.x = x
        self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3
        # 坦克是否可以行动
        self.can_move = True
        # 坦克速度
        self.speed = 1
        # 方向
        self.direction_x, self.direction_y = 0, 1
        # 是否存活
        self.being = True
        # 子弹
        self.Bullet = Bullet()

    # 射击
    def shoot(self):
        self.Bullet.being = True
        self.Bullet.turn(self.direction_x, self.direction_y)
        if self.direction_x == 0 and self.direction_y == -1:
            self.Bullet.rect.left = self.rect.left + 20
            self.Bullet.rect.bottom = self.rect.top - 1
        elif self.direction_x == 0 and self.direction_y == 1:
            self.Bullet.rect.left = self.rect.left + 20
            self.Bullet.rect.top = self.rect.bottom + 1
        elif self.direction_x == -1 and self.direction_y == 0:
            self.Bullet.rect.right = self.rect.left - 1
            self.Bullet.rect.top = self.rect.top + 20
        elif self.direction_x == 1 and self.direction_y == 0:
            self.Bullet.rect.left = self.rect.right + 1
            self.Bullet.rect.top = self.rect.top + 20
        else:
            raise ValueError('enemyTank class -> direction value error.')

    # 随机移动
    def move(self, tankGroup, brickGroup, ironGroup, myhome):
        self.rect = self.rect.move(self.speed * self.direction_x,
                                   self.speed * self.direction_y)
        is_move = True
        if self.direction_x == 0 and self.direction_y == -1:
            self.tank_0 = self.tank.subsurface((0, 0), (48, 48))
            self.tank_1 = self.tank.subsurface((48, 0), (48, 48))
            if self.rect.top < 3:
                self.rect = self.rect.move(self.speed * -self.direction_x,
                                           self.speed * -self.direction_y)
                self.direction_x, self.direction_y = random.choice(
                    ([0, 1], [0, -1], [1, 0], [-1, 0]))
                is_move = False
        elif self.direction_x == 0 and self.direction_y == 1:
            self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
            self.tank_1 = self.tank.subsurface((48, 48), (48, 48))
            if self.rect.bottom > 630 - 3:
                self.rect = self.rect.move(self.speed * -self.direction_x,
                                           self.speed * -self.direction_y)
                self.direction_x, self.direction_y = random.choice(
                    ([0, 1], [0, -1], [1, 0], [-1, 0]))
                is_move = False
        elif self.direction_x == -1 and self.direction_y == 0:
            self.tank_0 = self.tank.subsurface((0, 96), (48, 48))
            self.tank_1 = self.tank.subsurface((48, 96), (48, 48))
            if self.rect.left < 3:
                self.rect = self.rect.move(self.speed * -self.direction_x,
                                           self.speed * -self.direction_y)
                self.direction_x, self.direction_y = random.choice(
                    ([0, 1], [0, -1], [1, 0], [-1, 0]))
                is_move = False
        elif self.direction_x == 1 and self.direction_y == 0:
            self.tank_0 = self.tank.subsurface((0, 144), (48, 48))
            self.tank_1 = self.tank.subsurface((48, 144), (48, 48))
            if self.rect.right > 630 - 3:
                self.rect = self.rect.move(self.speed * -self.direction_x,
                                           self.speed * -self.direction_y)
                self.direction_x, self.direction_y = random.choice(
                    ([0, 1], [0, -1], [1, 0], [-1, 0]))
                is_move = False
        else:
            raise ValueError('enemyTank class -> direction value error.')
        if pygame.sprite.spritecollide(self, brickGroup, False, None) \
         or pygame.sprite.spritecollide(self, ironGroup, False, None) \
         or pygame.sprite.spritecollide(self, tankGroup, False, None):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            self.direction_x, self.direction_y = random.choice(
                ([0, 1], [0, -1], [1, 0], [-1, 0]))
            is_move = False
        if pygame.sprite.collide_rect(self, myhome):
            self.rect = self.rect.move(self.speed * -self.direction_x,
                                       self.speed * -self.direction_y)
            self.direction_x, self.direction_y = random.choice(
                ([0, 1], [0, -1], [1, 0], [-1, 0]))
            is_move = False
        return is_move

    # 重新载入坦克
    def reload(self):
        self.tank = pygame.image.load(
            self.Tanks[self.kind][self.color]).convert_alpha()
        self.tank_0 = self.tank.subsurface((0, 48), (48, 48))
        self.tank_1 = self.tank.subsurface((48, 48), (48, 48))