Esempio n. 1
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 def need_transform(self, stats):
     if self.moving_right and self.rect.right >= self.screen_rect.right:
         return True
     if self.moving_left and self.rect.left <= 0:
         return True
     if self.moving_up and self.rect.top <= 0:
         return True
     if self.moving_down and self.rect.bottom >= self.screen_rect.bottom - 20:
         return True
     # 随机改变行走方向
     rand_int = random.randint(0, 1000)
     if rand_int > 900:
         self.ai_settings.enemy_transform += 1
         if self.ai_settings.enemy_transform > 10:
             # 转向太过频繁,再次均衡
             self.ai_settings.enemy_transform = 0
             return True
     collisions = pygame.sprite.spritecollide(
         self, tank_map.get_map(MapType.brick.name), False)
     if len(collisions) > 0:
         self.back_for_collide(stats)
         return True
     collisions = pygame.sprite.spritecollide(
         self, tank_map.get_map(MapType.steel.name), False)
     if len(collisions) > 0:
         self.back_for_collide(stats)
         return True
     collisions = pygame.sprite.spritecollide(
         self, tank_map.get_map(MapType.seawater.name), False)
     if len(collisions) > 0:
         self.back_for_collide(stats)
         return True
     return False
Esempio n. 2
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    def must_stop(self):
        if self.moving_right and self.rect.right >= self.screen_rect.right:
            return True
        if self.moving_left and self.rect.left <= 0:
            return True
        if self.moving_up and self.rect.top <= 0:
            return True
        if self.moving_down and self.rect.bottom >= self.screen_rect.bottom - 20:
            return True

        # if self.hasCollide:
        #    self.hasCollide = False
        # else:
        collisions = pygame.sprite.spritecollide(
            self, tank_map.get_map(MapType.brick.name), False)
        if len(collisions) > 0:
            return self.back_for_collide(collisions)
        collisions = pygame.sprite.spritecollide(
            self, tank_map.get_map(MapType.steel.name), False)
        if len(collisions) > 0:
            self.back_for_collide(collisions)
            return True
        collisions = pygame.sprite.spritecollide(
            self, tank_map.get_map(MapType.seawater.name), False)
        if len(collisions) > 0:
            self.back_for_collide(collisions)
            return True
        return False
Esempio n. 3
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def check_events(ai_settings, screen, tank, tank2, bullets, stats):
    """相应键盘和鼠标事件"""
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        elif event.type == pygame.KEYDOWN:
            check_keydown_events(event, ai_settings, screen, tank, tank2,
                                 bullets, stats)
        elif event.type == pygame.KEYUP:
            check_keyup_events(event, tank, tank2, stats)
        elif event.type == pygame.MOUSEBUTTONDOWN:
            pos = pygame.mouse.get_pos()
            if stats.game_step == GameStep.login:
                if 150 < pos[0] < 360 and 300 < pos[1] < 430:
                    user_id = tank_map.get_map("user_id")
                    if len(user_id) == 0:
                        user_id = "defaultUser"
                        tank_map.set_map("user_id", user_id)
                    run_register(user_id)
                    # register(user_id)
                    if stats.game_step == GameStep.login:
                        stats.game_step = GameStep.init
            elif stats.game_step == GameStep.total:
                if 40 < pos[0] < 220 and 440 < pos[1] < 490:
                    stats.game_step = GameStep.init
                    stats.level = 1
                    score = tank_map.get_map("score")
                    score = 0
                    tank_map.set_map("score", score)

                    init_tank(tank, 0, screen)
                    tank.x = 120
                    tank.y = 280
                    if tank2 is not None:
                        init_tank(tank2, 1, screen)
                elif 300 < pos[0] < 480 and 440 < pos[1] < 490:
                    stats.game_active = False
Esempio n. 4
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def update_score():
    sql = "select * from  user_info WHERE user_id = %s and double_flg = %s"
    args = (tank_map.get_map("user_id"), tank_map.get_map("double_flg"))
    results = coonDB.query(sql, args)
    score = 0
    for row in results:
        score = row[1]

    if score < tank_map.get_map("score"):
        sql = "update user_info set score = %s where user_id = %s and double_flg = %s"
        args = (tank_map.get_map("score"), tank_map.get_map("user_id"),
                tank_map.get_map("double_flg"))
        update(sql, args)
Esempio n. 5
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def run_game():
    # 初期化一个
    pygame.init()
    ai_settings = Settings()
    tank_map.set_map("user_id", "")
    tank_map.set_map("score", 0)
    tank_map.set_map("double_flg", 0)

    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Tank Battle")

    # 创建一个坦克
    tank = Tank(ai_settings, screen)
    tank2 = None

    # 创建一个子弹分组
    bullets = Group()
    # 创建一个敌人子弹分组
    enemy_bullets = Group()
    # 创建一个敌人编组
    enemies = Group()
    # 创建一个敌人
    # enemy = Enemy(ai_settings, screen)
    # 创建外敌人群
    gf.create_fleet(ai_settings, screen, enemies)

    # 创建一个砖墙编组
    gf.create_map(ai_settings, screen)
    # 创建一个炸弹的编组
    booms = Group()
    # bg_color = (230, 230, 230)

    stats = GameStats(ai_settings)
    # 创建一个Font对象
    font = pygame.font.SysFont("arial", 36)
    font.set_bold(True)

    clock = pygame.time.Clock()

    wait_count = 0
    invincible_count = 0
    ranking_is_show = False
    # 开启游戏主循环
    while True:
        clock.tick(100)
        # 监视键盘鼠标
        gf.check_events(ai_settings, screen, tank, tank2, bullets, stats)

        if stats.game_active:
            if stats.game_step == GameStep.login:
                wait_count += 1
                user_id = tank_map.get_map("user_id")
                gf.login(screen, wait_count, user_id)
                if wait_count > 100:
                    wait_count = 0
            elif stats.game_step == GameStep.init:
                wait_count = 0
                gf.start_image_update(tank, screen)

            elif stats.game_step == GameStep.ready:
                gf.init_home(ai_settings, screen)
                # 关卡信息显示
                wait_count += 1
                text_surface = font.render(u'level {0}'.format(stats.level),
                                           False, ai_settings.failed_color)
                text_rect = text_surface.get_rect()
                text_rect.centerx = screen.get_rect().centerx
                text_rect.centery = screen.get_rect().centery
                screen.fill(ai_settings.bg_color)
                screen.blit(text_surface, text_rect)
                pygame.display.flip()
                if wait_count == 100:
                    wait_count = 0
                    stats.game_step = GameStep.start
            elif stats.game_step == GameStep.start:
                ranking_is_show = False
                # 显示第二个英雄
                if ai_settings.has_tank2 and tank2 is None:
                    tank2 = Tank(ai_settings, screen, 2)
                    tank2.x = 300
                    tank2.rect.bottom = screen.get_rect().bottom - 20
                    tank2.y = tank2.rect.y
                    tank2.moving_image = tank2.image
                    tank_map.set_map("double_flg", 1)
                if not ai_settings.has_tank2:
                    tank2 = None

                wait_count += 1
                # 每隔500,刷出敌人
                if wait_count == 500:
                    wait_count = 0
                    if len(enemies) < ai_settings.enemies_allowed:
                        gf.create_fleet(ai_settings, screen, enemies)

                # 无敌的计算
                if tank.is_invincible or (tank2 is not None
                                          and tank2.is_invincible):
                    invincible_count += 1
                if invincible_count == 400:
                    invincible_count = 0
                    tank.is_invincible = False
                    if tank2 is not None:
                        tank2.is_invincible = False

                # 刷新英雄坦克位置
                tank.update()
                if tank2 is not None:
                    tank2.update()
                # enemy.upadte(bullets)

                # 其他显示精灵刷新
                gf.update_bullets(ai_settings, enemies, tank, tank2, bullets,
                                  enemy_bullets, screen, stats, booms)
                gf.update_enemies(enemies, enemy_bullets, stats)
                gf.update_booms(booms)
                gf.update_screen(ai_settings, screen, tank, tank2, enemies,
                                 bullets, enemy_bullets, booms)
                # print(len(enemy_bullets))
            elif stats.game_step == GameStep.levelChange:
                wait_count = 0
                stats.level += 1
                tank.x = 120
                tank.y = 280
                stats.game_step = GameStep.init
                ai_settings.enemies_allowed = ai_settings.enemies_all * stats.level
                gf.init_tank(tank, 0, screen)
                if tank2 is not None:
                    gf.init_tank(tank2, 1, screen)
                stats.game_step = GameStep.ready
            elif stats.game_step == GameStep.total:
                # 显示排行榜
                if not ranking_is_show:
                    ranking_is_show = True
                    gf.show_ranking_list(screen)
        else:
            gf.over_image_update(screen)
Esempio n. 6
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def init_home(ai_settings, screen):
    # 创建一个砖墙编组
    create_map(ai_settings, screen)

    home = tank_map.get_map(MapType.home.name)
    WallHome.normal_home(home)
Esempio n. 7
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def update_screen(ai_settings, screen, tank, tank2, enemies, bullets,
                  enemy_bullets, booms):
    """更新屏幕上的图像,并切换到新屏幕"""
    # 每次循环时都重绘屏幕
    screen.fill(ai_settings.bg_color)
    # 后面重绘所有子弹
    for bullet in bullets.sprites():
        bullet.draw_bullet()
    # 后面重绘所有子弹
    for bullet in enemy_bullets.sprites():
        bullet.draw_bullet()
    # 重绘所有敌人
    for enemy in enemies.sprites():
        enemy.blit_me()
    tank.blit_me()
    tank.blit_invincible()
    if tank2 is not None:
        tank2.blit_me()
        tank2.blit_invincible()
    # enemy.blitme()
    # enemies.draw(screen)

    # 重绘所有炸弹
    for boom in booms.sprites():
        boom.blit_me()

    # 重绘地图
    bricks = tank_map.get_map(MapType.brick.name)
    bricks.draw(screen)
    steels = tank_map.get_map(MapType.steel.name)
    steels.draw(screen)
    seawater = tank_map.get_map(MapType.seawater.name)
    seawater.draw(screen)
    grassland = tank_map.get_map(MapType.grassland.name)
    grassland.draw(screen)
    home = tank_map.get_map(MapType.home.name)
    home.blit_me()

    # 积分维护
    font = pygame.font.SysFont("arial", 20)
    area_y = screen.get_rect().bottom - 20

    rect = pygame.Rect(0, area_y, screen.get_rect().width, 20)
    pygame.draw.rect(screen, (60, 60, 60), rect)

    text_user_id_lbl = font.render("User :"******"user_id")
    text_user_id = font.render(user_id, False, (255, 255, 255))
    text_rect = text_user_id.get_rect()
    text_rect.x = 80
    text_rect.y = area_y

    text_score_lbl = font.render("Score :", False, (255, 255, 255))
    score_rect_lbl = text_score_lbl.get_rect()
    score_rect_lbl.x = 220
    score_rect_lbl.y = area_y

    score = tank_map.get_map("score")
    text_score = font.render(str(score), False, (255, 255, 255))
    score_rect = text_score.get_rect()
    score_rect.x = 300
    score_rect.y = area_y

    screen.blit(text_user_id_lbl, text_rect_lbl)
    screen.blit(text_user_id, text_rect)
    screen.blit(text_score_lbl, score_rect_lbl)
    screen.blit(text_score, score_rect)

    # 让最近绘制的屏幕可见
    pygame.display.flip()
Esempio n. 8
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def input_text(value):
    user_id = tank_map.get_map("user_id")
    if len(user_id) < 10:
        user_id = user_id + str(value)
        tank_map.set_map("user_id", user_id)
Esempio n. 9
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def delete_bullets(ai_settings, enemies, tank, tank2, bullets, enemy_bullets,
                   screen, stats, booms):
    # 删除已消失的子弹
    for bullet in bullets.copy():
        if bullet.rect.top <= 0:
            bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # 显示爆炸
            show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
            # print(len(bullets))
        if bullet.rect.right >= screen.get_rect().right:
            bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # 显示爆炸
            show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
            # print(len(bullets))
        if bullet.rect.left <= 0:
            bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # 显示爆炸
            show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
            # print(len(bullets))
        if bullet.rect.bottom >= screen.get_rect().bottom:
            bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # 显示爆炸
            show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
            # print(len(bullets))
    # 删除已消失的子弹
    for bullet in enemy_bullets.copy():
        if bullet.rect.top <= 0:
            enemy_bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # print(len(bullets))
        if bullet.rect.right >= screen.get_rect().right:
            enemy_bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # print(len(bullets))
        if bullet.rect.left <= 0:
            enemy_bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # print(len(bullets))
        if bullet.rect.bottom >= screen.get_rect().bottom:
            enemy_bullets.remove(bullet)
            bullet.owner.bullet_count -= 1
            # print(len(bullets))
    # 碰撞检测,如果有碰撞,删掉碰撞的精灵
    # 子弹碰到后抵消
    collisions = pygame.sprite.groupcollide(bullets, enemy_bullets, True, True)
    for collide_bullet, collide_enemy_bullets in collisions.items():
        collide_bullet.owner.bullet_count -= 1
        for enemy_bullet in collide_enemy_bullets:
            enemy_bullet.owner.bullet_count -= 1
    # 子弹攻击到敌人后,一起消失
    collisions = pygame.sprite.groupcollide(bullets, enemies, True, True)
    # if len(collisions) > 0:
    #     print(collisions)
    for bullet, kill_enemies in collisions.items():
        score = tank_map.get_map("score")
        score += 100 * stats.level
        tank_map.set_map("score", score)
        bullet.owner.bullet_count -= 1
        # 显示爆炸
        show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
        for enemy in kill_enemies:
            enemies.remove(enemy)
            ai_settings.enemies_allowed -= 1
        if ai_settings.enemies_allowed == 0:
            bullets.empty()
            enemy_bullets.empty()
            booms.empty()
            stats.game_step = GameStep.levelChange

    # 子弹打到砖墙时动作
    bricks = tank_map.get_map(MapType.brick.name)
    collisions = pygame.sprite.groupcollide(bullets, bricks, True, True)
    for bullet in collisions.keys():
        bullet.owner.bullet_count -= 1
        # 显示爆炸
        show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
    collisions = pygame.sprite.groupcollide(enemy_bullets, bricks, True, True)
    for bullet in collisions.keys():
        bullet.owner.bullet_count -= 1
    # 子弹打到钢铁墙时动作
    steels = tank_map.get_map(MapType.steel.name)
    collisions = pygame.sprite.groupcollide(bullets, steels, True, False)
    for bullet in collisions.keys():
        bullet.owner.bullet_count -= 1
        # 显示爆炸
        show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
    collisions = pygame.sprite.groupcollide(enemy_bullets, steels, True, False)
    for bullet in collisions.keys():
        bullet.owner.bullet_count -= 1
    # 被敌人子弹攻击后触发
    collisions = pygame.sprite.spritecollide(tank, enemy_bullets, True)
    if len(collisions) > 0 and not tank.is_invincible:
        for bullet in collisions:
            bullet.owner.bullet_count -= 1
            # 显示爆炸
            show_boom(ai_settings, screen, booms, bullet.x, bullet.y)
        score = tank_map.get_map("score")
        score -= 200
        tank_map.set_map("score", score)
        init_tank(tank, 0, screen)
        # tank.is_invincible = True

    if tank2 is not None:
        collisions = pygame.sprite.spritecollide(tank2, enemy_bullets, True)
        if len(collisions) > 0 and not tank2.is_invincible:
            score = tank_map.get_map("score")
            score -= 200
            tank_map.set_map("score", score)
            init_tank(tank2, 1, screen)

    # 老家被打到
    home = tank_map.get_map(MapType.home.name)
    collisions = pygame.sprite.spritecollide(home, enemy_bullets, True)
    if len(collisions) > 0:
        WallHome.break_home(home)
        update_score()
        stats.game_step = GameStep.total
        bullets.empty()
        enemy_bullets.empty()
        booms.empty()
    collisions = pygame.sprite.spritecollide(home, bullets, True)
    if len(collisions) > 0:
        WallHome.break_home(home)
        update_score()
        stats.game_step = GameStep.total
        bullets.empty()
        enemy_bullets.empty()
        booms.empty()
Esempio n. 10
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def check_keydown_events(event, ai_settings, screen, tank, tank2, bullets,
                         stats):
    if stats.game_step == GameStep.login:
        key = event.key
        unicode = event.unicode
        # print(key)
        # 只有
        if pygame.K_0 <= key <= pygame.K_9 or pygame.K_a <= key <= pygame.K_z:
            if unicode != "":
                char = unicode
            else:
                char = chr(key)
            input_text(char)
        elif key == pygame.K_BACKSPACE:
            user_id = tank_map.get_map("user_id")
            print(user_id)
            print(type(user_id))
            print(user_id[0:-1])
            user_id = user_id[0:-1]
            tank_map.set_map("user_id", user_id)
    elif stats.game_step == GameStep.init:
        if event.key == pygame.K_UP:
            if tank.y == 280:
                tank.y = 385
            tank.y -= 35
        elif event.key == pygame.K_DOWN:
            if tank.y == 350:
                tank.y = 245
            tank.y += 35
        elif event.key == pygame.K_SPACE:
            if tank.y > 280:
                ai_settings.has_tank2 = True
            else:
                ai_settings.has_tank2 = False
            tank.x = 180
            tank.rect.bottom = screen.get_rect().bottom - 20
            tank.y = tank.rect.y
            tank.moving_image = tank.image
            stats.game_step = GameStep.ready
    elif stats.game_step == GameStep.start:
        if event.key == pygame.K_RIGHT:
            # 坦克右移
            tank.moving_right = True
            tank.direction_priority.append(Direction.right)
        elif event.key == pygame.K_LEFT:
            tank.moving_left = True
            tank.direction_priority.append(Direction.left)
        elif event.key == pygame.K_UP:
            tank.moving_up = True
            tank.direction_priority.append(Direction.up)
        elif event.key == pygame.K_DOWN:
            tank.moving_down = True
            tank.direction_priority.append(Direction.down)
        elif event.key == pygame.K_SPACE:
            fire_bullet(ai_settings, screen, tank, bullets)

        if tank2 is not None:
            if event.key == pygame.K_d:
                # 坦克右移
                tank2.moving_right = True
                tank2.direction_priority.append(Direction.right)
            elif event.key == pygame.K_a:
                tank2.moving_left = True
                tank2.direction_priority.append(Direction.left)
            elif event.key == pygame.K_w:
                tank2.moving_up = True
                tank2.direction_priority.append(Direction.up)
            elif event.key == pygame.K_s:
                tank2.moving_down = True
                tank2.direction_priority.append(Direction.down)
            elif event.key == pygame.K_j:
                fire_bullet(ai_settings, screen, tank2, bullets)