Esempio n. 1
0
def main():
    pygame.init()
    pygame.mixer.init()
    
    resolution = 630, 630
    screen = pygame.display.set_mode(resolution)
    pygame.display.set_caption("Tank War ")
    
    # 加载图片,音乐,音效.
    background_image     = pygame.image.load(r"..\image\background.png")
    home_image           = pygame.image.load(r"..\image\home.png")
    home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png")
    
    bang_sound          = pygame.mixer.Sound(r"..\music\bang.wav")
    bang_sound.set_volume(1)
    fire_sound           = pygame.mixer.Sound(r"..\music\Gunfire.wav")
    start_sound          = pygame.mixer.Sound(r"..\music\start.wav")
    start_sound.play()
    
    # 定义精灵组:坦克,我方坦克,敌方坦克,敌方子弹
    allTankGroup     = pygame.sprite.Group()
    mytankGroup      = pygame.sprite.Group()
    allEnemyGroup    = pygame.sprite.Group()
    redEnemyGroup    = pygame.sprite.Group()
    greenEnemyGroup  = pygame.sprite.Group()
    otherEnemyGroup  = pygame.sprite.Group()  
    enemyBulletGroup = pygame.sprite.Group()
    # 创建地图 
    bgMap = wall.Map()
    # 创建食物/道具 但不显示
    prop = food.Food()
    # 创建我方坦克
    myTank_T1 = myTank.MyTank(1)
    allTankGroup.add(myTank_T1)
    mytankGroup.add(myTank_T1)
    myTank_T2 = myTank.MyTank(2)
    allTankGroup.add(myTank_T2)
    mytankGroup.add(myTank_T2)
    # 创建敌方 坦克
    for i in range(1, 4):
            enemy = enemyTank.EnemyTank(i)
            allTankGroup.add(enemy)
            allEnemyGroup.add(enemy)
            if enemy.isred == True:
                redEnemyGroup.add(enemy)
                continue
            if enemy.kind == 3:
                greenEnemyGroup.add(enemy)
                continue
            otherEnemyGroup.add(enemy)
    # 敌军坦克出现动画
    appearance_image = pygame.image.load(r"..\image\appear.png")
    appearance = []
    appearance.append(appearance_image.subsurface(( 0, 0), (48, 48)))
    appearance.append(appearance_image.subsurface((48, 0), (48, 48)))
    appearance.append(appearance_image.subsurface((96, 0), (48, 48)))
    
    
    
    
    # 自定义事件
    # 创建敌方坦克延迟200
    DELAYEVENT = pygame.constants.USEREVENT
    pygame.time.set_timer(DELAYEVENT, 200)
    # 创建 敌方 子弹延迟1000
    ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
    pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
    # 创建 我方 子弹延迟200
    MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2
    pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
    # 敌方坦克 静止8000
    NOTMOVEEVENT = pygame.constants.USEREVENT + 3
    pygame.time.set_timer(NOTMOVEEVENT, 8000)
    
    
    delay = 100
    moving = 0
    movdir = 0
    moving2 = 0
    movdir2 = 0
    enemyNumber = 3
    enemyCouldMove      = True
    switch_R1_R2_image  = True
    homeSurvive         = True
    running_T1          = True
    running_T2          = True
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            
            # 我方子弹冷却事件
            if event.type == MYBULLETNOTCOOLINGEVENT:
                myTank_T1.bulletNotCooling = True
                
            # 敌方子弹冷却事件
            if event.type == ENEMYBULLETNOTCOOLINGEVENT:
                for each in allEnemyGroup:
                    each.bulletNotCooling = True
            
            # 敌方坦克静止事件
            if event.type == NOTMOVEEVENT:
                enemyCouldMove = True
            
            # 创建敌方坦克延迟
            if event.type == DELAYEVENT:
                if enemyNumber < 4:
                    enemy = enemyTank.EnemyTank()
                    #如果这个精灵创建的位置有其他的坦克,暂时不创建
                    if pygame.sprite.spritecollide(enemy, allTankGroup, False, None):
                        break
                    allEnemyGroup.add(enemy)
                    allTankGroup.add(enemy)
                    enemyNumber += 1
                    #根据创建的坦克的不同特性,分别加入不同的组
                    if enemy.isred == True:
                        redEnemyGroup.add(enemy)
                    elif enemy.kind == 3:
                        greenEnemyGroup.add(enemy)
                    else:
                        otherEnemyGroup.add(enemy)
                                
            if event.type == pygame.KEYDOWN:
                #ctrl+c退出游戏的快捷键
                if event.key == pygame.K_c and pygame.KMOD_CTRL:
                    pygame.quit()
                    sys.exit()
                #按下E键,坦克1升级
                if event.key == pygame.K_e:
                    myTank_T1.levelUp()
                #按下Q键,坦克1降级
                if event.key == pygame.K_q:
                    myTank_T1.levelDown()
                #按下3键,升至3级
                if event.key == pygame.K_3:
                    myTank_T1.levelUp()
                    myTank_T1.levelUp()
                    myTank_T1.level = 3
                    # print(myTank_T1.level)
                #按下2键,改变坦克1速度
                if event.key == pygame.K_2:
                    if myTank_T1.speed == 3:
                        myTank_T1.speed = 24
                    else:
                        myTank_T1.speed = 3
                #将核心区域的保护变为砖块
                if event.key == pygame.K_1:
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.brick = wall.Brick()
                        bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.brickGroup.add(bgMap.brick) 
                #将核心区域的保护变为铁墙               
                if event.key == pygame.K_4:
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add(bgMap.iron)                
                


        # 检查用户的键盘操作
        key_pressed = pygame.key.get_pressed()
        # 玩家一的移动操作
        if moving:
            moving -= 1
            #向上移动
            if movdir == 0:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            #向下移动
            if movdir == 1:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            #向左移动
            if movdir == 2:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            #向右移动
            if movdir == 3:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
                
        if not moving:
            #根据按的方向设置,速度和方向
            if key_pressed[pygame.K_w]:
                moving = 7
                movdir = 0
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_s]:
                moving = 7
                movdir = 1
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_a]:
                moving = 7
                movdir = 2
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_d]:
                moving = 7
                movdir = 3
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
        if key_pressed[pygame.K_j]:
            if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
                fire_sound.play()
                myTank_T1.shoot()
                myTank_T1.bulletNotCooling = False
                
        # 玩家二的移动操作
        if moving2:
            moving2 -= 1
            if movdir2 == 0:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 1:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 2:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 3:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
                
        if not moving2:
            if key_pressed[pygame.K_UP]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 0
                running_T2 = True
            elif key_pressed[pygame.K_DOWN]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 1
                running_T2 = True
            elif key_pressed[pygame.K_LEFT]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 2
                running_T2 = True
            elif key_pressed[pygame.K_RIGHT]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 3
                running_T2 = True
        if key_pressed[pygame.K_KP0]:
            if not myTank_T2.bullet.life:
                # fire_sound.play()
                myTank_T2.shoot()
        
        
        
        
        # 画背景
        screen.blit(background_image, (0, 0))
        # 画砖块
        for each in bgMap.brickGroup:
            screen.blit(each.image, each.rect)        
        # 花石头
        for each in bgMap.ironGroup:
            screen.blit(each.image, each.rect)        
        # 画home
        if homeSurvive:
            screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))
        else:
            screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
        # 画我方坦克1
        if not (delay % 5):
            switch_R1_R2_image = not switch_R1_R2_image
        if switch_R1_R2_image and running_T1:
            screen.blit(myTank_T1.tank_R0, (myTank_T1.rect.left, myTank_T1.rect.top))
            running_T1 = False
        else:
            screen.blit(myTank_T1.tank_R1, (myTank_T1.rect.left, myTank_T1.rect.top))
        # 画我方坦克2
        if switch_R1_R2_image and running_T2:
            screen.blit(myTank_T2.tank_R0, (myTank_T2.rect.left, myTank_T2.rect.top))
            running_T2 = False
        else:
            screen.blit(myTank_T2.tank_R1, (myTank_T2.rect.left, myTank_T2.rect.top))    
        # 画敌方坦克
        for each in allEnemyGroup:
            # 判断5毛钱特效是否播放            
            if each.flash:
                # 判断画左动作还是右动作
                if switch_R1_R2_image:
                    screen.blit(each.tank_R0, (each.rect.left, each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                        allTankGroup.add(each)
                else:
                    screen.blit(each.tank_R1, (each.rect.left, each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup, bgMap.ironGroup)
                        allTankGroup.add(each)                    
            else:
                # 播放5毛钱特效
                if each.times > 0:
                    each.times -= 1
                    if each.times <= 10:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 20:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 30:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 40:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 50:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 60:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 70:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 80:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 90:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                if each.times == 0:
                    each.flash = True
      
                 
        # 绘制我方子弹1
        if myTank_T1.bullet.life:
            myTank_T1.bullet.move()    
            screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
            # 子弹 碰撞 子弹
            for each in enemyBulletGroup:
                if each.life:
                    if pygame.sprite.collide_rect(myTank_T1.bullet, each):
                        myTank_T1.bullet.life = False
                        each.life = False
                        pygame.sprite.spritecollide(myTank_T1.bullet, enemyBulletGroup, True, None)
            # 子弹 碰撞 敌方坦克
            if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup, True, None):
                prop.change()
                bang_sound.play()
                enemyNumber -= 1
                myTank_T1.bullet.life = False
            elif pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, False, None):
                for each in greenEnemyGroup:
                    if pygame.sprite.collide_rect(myTank_T1.bullet, each):
                        if each.life == 1:
                            pygame.sprite.spritecollide(myTank_T1.bullet,greenEnemyGroup, True, None)
                            bang_sound.play()
                            enemyNumber -= 1
                        elif each.life == 2:
                            each.life -= 1
                            each.tank = each.enemy_3_0
                        elif each.life == 3:
                            each.life -= 1
                            each.tank = each.enemy_3_2
                myTank_T1.bullet.life = False
            elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup, True, None):
                bang_sound.play()
                enemyNumber -= 1
                myTank_T1.bullet.life = False    
            #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):
            #    bang_sound.play()
            #    enemyNumber -= 1
            #    myTank_T1.bullet.life = False
            # 子弹 碰撞 brickGroup
            if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup, True, None):
                myTank_T1.bullet.life = False
                myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T1.bullet.strong:
                if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, True, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:    
                if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.ironGroup, False, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
        
        # 绘制我方子弹2
        if myTank_T2.bullet.life:
            myTank_T2.bullet.move()    
            screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
            # 子弹 碰撞 敌方坦克
            if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup, True, None):
                bang_sound.play()
                enemyNumber -= 1
                myTank_T2.bullet.life = False
            # 子弹 碰撞 brickGroup
            if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup, True, None):
                myTank_T2.bullet.life = False
                myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T2.bullet.strong:
                if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, True, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:    
                if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.ironGroup, False, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
        

        # 绘制敌人子弹
        for each in allEnemyGroup:
            # 如果子弹没有生命,则赋予子弹生命
            if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
                enemyBulletGroup.remove(each.bullet)
                each.shoot()
                enemyBulletGroup.add(each.bullet)
                each.bulletNotCooling = False
            # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
            if each.flash:
                if each.bullet.life:
                    # 如果敌人可以移动
                    if enemyCouldMove:
                        each.bullet.move()
                    screen.blit(each.bullet.bullet, each.bullet.rect)
                    # 子弹 碰撞 我方坦克
                    if pygame.sprite.collide_rect(each.bullet, myTank_T1):
                        bang_sound.play()
                        myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24 
                        each.bullet.life = False
                        moving = 0  # 重置移动控制参数
                        for i in range(myTank_T1.level+1):
                            myTank_T1.levelDown()
                    if pygame.sprite.collide_rect(each.bullet, myTank_T2):
                        bang_sound.play()
                        myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24 
                        each.bullet.life = False
                    # 子弹 碰撞 brickGroup
                    if pygame.sprite.spritecollide(each.bullet, bgMap.brickGroup, True, None):
                        each.bullet.life = False
                    # 子弹 碰撞 ironGroup
                    if each.bullet.strong:
                        if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, True, None):
                            each.bullet.life = False
                    else:    
                        if pygame.sprite.spritecollide(each.bullet, bgMap.ironGroup, False, None):
                            each.bullet.life = False
             
        # 最后画食物/道具
        if prop.life:
            screen.blit(prop.image, prop.rect)
            # 我方坦克碰撞 食物/道具
            if pygame.sprite.collide_rect(myTank_T1, prop):
                if prop.kind == 1:  # 敌人全毁
                    for each in allEnemyGroup:
                        if pygame.sprite.spritecollide(each, allEnemyGroup, True, None):
                            bang_sound.play()
                            enemyNumber -= 1
                    prop.life = False
                if prop.kind == 2:  # 敌人静止
                    enemyCouldMove = False
                    prop.life = False
                if prop.kind == 3:  # 子弹增强
                    myTank_T1.bullet.strong = True
                    prop.life = False
                if prop.kind == 4:  # 家得到保护
                    for x, y in [(11,23),(12,23),(13,23),(14,23),(11,24),(14,24),(11,25),(14,25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add(bgMap.iron)                
                    prop.life = False
                if prop.kind == 5:  # 坦克无敌
                    prop.life = False
                    pass
                if prop.kind == 6:  # 坦克升级
                    myTank_T1.levelUp()
                    prop.life = False
                if prop.kind == 7:  # 坦克生命+1
                    myTank_T1.life += 1
                    prop.life = False
                    
            
             
                     
        # 延迟
        delay -= 1
        if not delay:
            delay = 100    
        
        pygame.display.flip()
        clock.tick(60)
Esempio n. 2
0
def main():
    # 初始化pygame
    pygame.init()
    # 初始化音频
    pygame.mixer.init()

    # 设置窗口,定义窗口大小
    resolution = 630, 630
    screen = pygame.display.set_mode(resolution)
    # 设置窗口的名字
    pygame.display.set_caption("Tank War ")

    # 加载图片,音乐,音效.
    background_image = pygame.image.load(r"..\image\background.png")
    home_image = pygame.image.load(r"..\image\home.png")
    home_destroyed_image = pygame.image.load(r"..\image\home_destroyed.png")

    bang_sound = pygame.mixer.Sound(r"..\music\bang.wav")
    # 设置音量大小为1
    bang_sound.set_volume(1)
    fire_sound = pygame.mixer.Sound(r"..\music\Gunfire.wav")
    start_sound = pygame.mixer.Sound(r"..\music\start.wav")
    # 开始播放声音
    start_sound.play()

    # 定义精灵组:所有坦克,我方坦克,敌方坦克,敌方子弹
    allTankGroup = pygame.sprite.Group()
    mytankGroup = pygame.sprite.Group()
    allEnemyGroup = pygame.sprite.Group()
    redEnemyGroup = pygame.sprite.Group()
    greenEnemyGroup = pygame.sprite.Group()
    otherEnemyGroup = pygame.sprite.Group()
    enemyBulletGroup = pygame.sprite.Group()
    # 创建地图(也就是显示砖块和铁块),其实就是实例化wall.py中的Map方法
    bgMap = wall.Map()
    # 创建食物/道具 但不显示
    prop = food.Food()
    # 创建我方坦克,把坦克加入到相应组当中去
    myTank_T1 = myTank.MyTank(1)
    allTankGroup.add(myTank_T1)
    mytankGroup.add(myTank_T1)
    myTank_T2 = myTank.MyTank(2)
    allTankGroup.add(myTank_T2)
    mytankGroup.add(myTank_T2)
    # 循环创建敌方 坦克,把坦克加入到相应组当中去
    for i in range(1, 4):
        enemy = enemyTank.EnemyTank(i)
        allTankGroup.add(enemy)
        allEnemyGroup.add(enemy)
        if enemy.isred == True:
            redEnemyGroup.add(enemy)
            continue
        if enemy.kind == 3:
            greenEnemyGroup.add(enemy)
            continue
        otherEnemyGroup.add(enemy)
    # 敌军坦克出现动画
    appearance_image = pygame.image.load(r"..\image\appear.png")
    appearance = []
    appearance.append(appearance_image.subsurface((0, 0), (48, 48)))
    appearance.append(appearance_image.subsurface((48, 0), (48, 48)))
    appearance.append(appearance_image.subsurface((96, 0), (48, 48)))

    # 自定义事件
    # 创建敌方坦克延迟200毫秒,创建一个然后技能冷却为false,当200毫秒触发这个延迟事件则设置为true
    # 比如pygame.constants.USEREVENT定义了一个用户事件,这事件是延时事件
    # constants是一个常量,这里得到的是一个id,用户的id
    DELAYEVENT = pygame.constants.USEREVENT
    # 这个就像setInterval间隔函数,就是每200毫秒触发这个延迟事件,循环的200毫秒就为true,就等于设置了一个冷却时间
    # pygame.time.set_timer在队列中循环创建一个事件
    pygame.time.set_timer(DELAYEVENT, 200)
    # 创建 敌方 子弹延迟1000
    ENEMYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 1
    pygame.time.set_timer(ENEMYBULLETNOTCOOLINGEVENT, 1000)
    # 创建 我方 子弹延迟200
    MYBULLETNOTCOOLINGEVENT = pygame.constants.USEREVENT + 2
    pygame.time.set_timer(MYBULLETNOTCOOLINGEVENT, 200)
    # 敌方坦克 静止8000
    NOTMOVEEVENT = pygame.constants.USEREVENT + 3
    pygame.time.set_timer(NOTMOVEEVENT, 8000)

    # 这都是我们需要定义的初始值
    #
    # 这里定义delay用于下面计算判断真假是程序运行用的,初始值可修改
    delay = 100
    # 坦克1的移动的距离
    moving = 0
    # 坦克1移动的方向
    movdir = 0
    # 坦克2的移动的距离
    moving2 = 0
    # 坦克2移动的方向
    movdir2 = 0
    # 敌方坦克数量
    enemyNumber = 3
    # 敌军是否可以动
    enemyCouldMove = True
    # 是否切换左右两张图
    switch_R1_R2_image = True
    # 老家,核心区域是否还在
    homeSurvive = True
    # 这两个坦克(t1,t2)是否能走动
    running_T1 = True
    running_T2 = True
    # pygame.time.Clock()会控制每个循环多长时间运行一次
    # 定义时间戳,方便我们计算时间
    clock = pygame.time.Clock()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            # 我方子弹冷却事件,这个就是上面的自定义事件
            if event.type == MYBULLETNOTCOOLINGEVENT:
                myTank_T1.bulletNotCooling = True

            # 敌方子弹冷却事件
            if event.type == ENEMYBULLETNOTCOOLINGEVENT:
                for each in allEnemyGroup:
                    each.bulletNotCooling = True

            # 敌方坦克静止事件
            if event.type == NOTMOVEEVENT:
                enemyCouldMove = True

            # 创建敌方坦克延迟,坦克生成冷却
            if event.type == DELAYEVENT:
                if enemyNumber < 4:
                    enemy = enemyTank.EnemyTank()
                    #如果这个精灵创建的位置有其他的坦克,暂时不创建
                    if pygame.sprite.spritecollide(enemy, allTankGroup, False,
                                                   None):
                        break
                    allEnemyGroup.add(enemy)
                    allTankGroup.add(enemy)
                    enemyNumber += 1
                    #根据创建的坦克的不同特性,分别加入不同的组
                    if enemy.isred == True:
                        redEnemyGroup.add(enemy)
                    elif enemy.kind == 3:
                        greenEnemyGroup.add(enemy)
                    else:
                        otherEnemyGroup.add(enemy)
            # 这是一些按键事件,用于测试玩的
            if event.type == pygame.KEYDOWN:
                #ctrl+c退出游戏的快捷键
                if event.key == pygame.K_c and pygame.KMOD_CTRL:
                    pygame.quit()
                    sys.exit()
                #按下E键,坦克1升级
                if event.key == pygame.K_e:
                    myTank_T1.levelUp()
                #按下Q键,坦克1降级
                if event.key == pygame.K_q:
                    myTank_T1.levelDown()
                #按下3键,升至3级
                if event.key == pygame.K_3:
                    myTank_T1.levelUp()
                    myTank_T1.levelUp()
                    myTank_T1.level = 3
                    # print(myTank_T1.level)
                #按下2键,改变坦克1速度
                if event.key == pygame.K_2:
                    if myTank_T1.speed == 3:
                        myTank_T1.speed = 24
                    else:
                        myTank_T1.speed = 3
                #将核心区域的保护变为砖块
                if event.key == pygame.K_1:
                    for x, y in [(11, 23), (12, 23), (13, 23), (14, 23),
                                 (11, 24), (14, 24), (11, 25), (14, 25)]:
                        bgMap.brick = wall.Brick()
                        bgMap.brick.rect.left, bgMap.brick.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.brickGroup.add(bgMap.brick)
                #将核心区域的保护变为铁墙
                if event.key == pygame.K_4:
                    for x, y in [(11, 23), (12, 23), (13, 23), (14, 23),
                                 (11, 24), (14, 24), (11, 25), (14, 25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add(bgMap.iron)

        # 检查用户的键盘操作,获得这个键然后根据来实现相应动作
        key_pressed = pygame.key.get_pressed()
        # 玩家一的移动操作
        if moving:
            moving -= 1
            #向上移动
            if movdir == 0:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup,
                                    bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            #向下移动
            if movdir == 1:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup,
                                      bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            #向左移动
            if movdir == 2:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup,
                                      bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True
            #向右移动
            if movdir == 3:
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup,
                                       bgMap.ironGroup):
                    moving += 1
                allTankGroup.add(myTank_T1)
                running_T1 = True

        if not moving:
            #根据按的方向设置,速度和方向
            if key_pressed[pygame.K_w]:
                moving = 7
                movdir = 0
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveUp(allTankGroup, bgMap.brickGroup,
                                    bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_s]:
                moving = 7
                movdir = 1
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveDown(allTankGroup, bgMap.brickGroup,
                                      bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_a]:
                moving = 7
                movdir = 2
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveLeft(allTankGroup, bgMap.brickGroup,
                                      bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
            elif key_pressed[pygame.K_d]:
                moving = 7
                movdir = 3
                running_T1 = True
                allTankGroup.remove(myTank_T1)
                if myTank_T1.moveRight(allTankGroup, bgMap.brickGroup,
                                       bgMap.ironGroup):
                    moving = 0
                allTankGroup.add(myTank_T1)
        if key_pressed[pygame.K_j]:
            if not myTank_T1.bullet.life and myTank_T1.bulletNotCooling:
                fire_sound.play()
                myTank_T1.shoot()
                myTank_T1.bulletNotCooling = False

        # 玩家二的移动操作
        if moving2:
            moving2 -= 1
            if movdir2 == 0:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup,
                                 bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 1:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup,
                                   bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 2:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup,
                                   bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True
            if movdir2 == 3:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup,
                                    bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                running_T2 = True

        if not moving2:
            if key_pressed[pygame.K_UP]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveUp(allTankGroup, bgMap.brickGroup,
                                 bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 0
                running_T2 = True
            elif key_pressed[pygame.K_DOWN]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveDown(allTankGroup, bgMap.brickGroup,
                                   bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 1
                running_T2 = True
            elif key_pressed[pygame.K_LEFT]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveLeft(allTankGroup, bgMap.brickGroup,
                                   bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 2
                running_T2 = True
            elif key_pressed[pygame.K_RIGHT]:
                allTankGroup.remove(myTank_T2)
                myTank_T2.moveRight(allTankGroup, bgMap.brickGroup,
                                    bgMap.ironGroup)
                allTankGroup.add(myTank_T2)
                moving2 = 7
                movdir2 = 3
                running_T2 = True
        if key_pressed[pygame.K_KP0]:
            if not myTank_T2.bullet.life:
                # fire_sound.play()
                myTank_T2.shoot()

        # 画背景
        screen.blit(background_image, (0, 0))
        # 画砖块
        # 也可以用pygame.sprite。Group中的update和draw方法实现这个渲染
        for each in bgMap.brickGroup:
            screen.blit(each.image, each.rect)
        # 花石头
        for each in bgMap.ironGroup:
            screen.blit(each.image, each.rect)
        # 画home
        if homeSurvive:
            screen.blit(home_image, (3 + 12 * 24, 3 + 24 * 24))
        else:
            screen.blit(home_destroyed_image, (3 + 12 * 24, 3 + 24 * 24))
        # 画我方坦克1
        if not (delay % 5):
            switch_R1_R2_image = not switch_R1_R2_image
        if switch_R1_R2_image and running_T1:
            screen.blit(myTank_T1.tank_R0,
                        (myTank_T1.rect.left, myTank_T1.rect.top))
            running_T1 = False
        else:
            screen.blit(myTank_T1.tank_R1,
                        (myTank_T1.rect.left, myTank_T1.rect.top))
        # 画我方坦克2
        if switch_R1_R2_image and running_T2:
            screen.blit(myTank_T2.tank_R0,
                        (myTank_T2.rect.left, myTank_T2.rect.top))
            running_T2 = False
        else:
            screen.blit(myTank_T2.tank_R1,
                        (myTank_T2.rect.left, myTank_T2.rect.top))
        # 画敌方坦克
        for each in allEnemyGroup:
            # 判断5毛钱特效是否播放
            if each.flash:
                # 判断画左动作还是右动作
                if switch_R1_R2_image:
                    screen.blit(each.tank_R0, (each.rect.left, each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup,
                                  bgMap.ironGroup)
                        allTankGroup.add(each)
                else:
                    screen.blit(each.tank_R1, (each.rect.left, each.rect.top))
                    if enemyCouldMove:
                        allTankGroup.remove(each)
                        each.move(allTankGroup, bgMap.brickGroup,
                                  bgMap.ironGroup)
                        allTankGroup.add(each)
            else:
                # 播放5毛钱特效
                if each.times > 0:
                    each.times -= 1
                    if each.times <= 10:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 20:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 30:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 40:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 50:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 60:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 70:
                        screen.blit(appearance[2], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 80:
                        screen.blit(appearance[1], (3 + each.x * 12 * 24, 3))
                    elif each.times <= 90:
                        screen.blit(appearance[0], (3 + each.x * 12 * 24, 3))
                if each.times == 0:
                    each.flash = True

        # 绘制我方子弹1
        if myTank_T1.bullet.life:
            myTank_T1.bullet.move()
            screen.blit(myTank_T1.bullet.bullet, myTank_T1.bullet.rect)
            # 子弹 碰撞 子弹
            for each in enemyBulletGroup:
                if each.life:
                    if pygame.sprite.collide_rect(myTank_T1.bullet, each):
                        myTank_T1.bullet.life = False
                        each.life = False
                        pygame.sprite.spritecollide(myTank_T1.bullet,
                                                    enemyBulletGroup, True,
                                                    None)
            # 子弹 碰撞 敌方坦克
            if pygame.sprite.spritecollide(myTank_T1.bullet, redEnemyGroup,
                                           True, None):
                prop.change()
                bang_sound.play()
                enemyNumber -= 1
                myTank_T1.bullet.life = False
            elif pygame.sprite.spritecollide(myTank_T1.bullet, greenEnemyGroup,
                                             False, None):
                for each in greenEnemyGroup:
                    if pygame.sprite.collide_rect(myTank_T1.bullet, each):
                        if each.life == 1:
                            pygame.sprite.spritecollide(
                                myTank_T1.bullet, greenEnemyGroup, True, None)
                            bang_sound.play()
                            enemyNumber -= 1
                        elif each.life == 2:
                            each.life -= 1
                            each.tank = each.enemy_3_0
                        elif each.life == 3:
                            each.life -= 1
                            each.tank = each.enemy_3_2
                myTank_T1.bullet.life = False
            elif pygame.sprite.spritecollide(myTank_T1.bullet, otherEnemyGroup,
                                             True, None):
                bang_sound.play()
                enemyNumber -= 1
                myTank_T1.bullet.life = False
            #if pygame.sprite.spritecollide(myTank_T1.bullet, allEnemyGroup, True, None):
            #    bang_sound.play()
            #    enemyNumber -= 1
            #    myTank_T1.bullet.life = False
            # 子弹 碰撞 brickGroup
            if pygame.sprite.spritecollide(myTank_T1.bullet, bgMap.brickGroup,
                                           True, None):
                myTank_T1.bullet.life = False
                myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T1.bullet.strong:
                if pygame.sprite.spritecollide(myTank_T1.bullet,
                                               bgMap.ironGroup, True, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:
                if pygame.sprite.spritecollide(myTank_T1.bullet,
                                               bgMap.ironGroup, False, None):
                    myTank_T1.bullet.life = False
                    myTank_T1.bullet.rect.left, myTank_T1.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

        # 绘制我方子弹2
        if myTank_T2.bullet.life:
            myTank_T2.bullet.move()
            screen.blit(myTank_T2.bullet.bullet, myTank_T2.bullet.rect)
            # 子弹 碰撞 敌方坦克
            if pygame.sprite.spritecollide(myTank_T2.bullet, allEnemyGroup,
                                           True, None):
                bang_sound.play()
                enemyNumber -= 1
                myTank_T2.bullet.life = False
            # 子弹 碰撞 brickGroup
            if pygame.sprite.spritecollide(myTank_T2.bullet, bgMap.brickGroup,
                                           True, None):
                myTank_T2.bullet.life = False
                myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            # 子弹 碰撞 brickGroup
            if myTank_T2.bullet.strong:
                if pygame.sprite.spritecollide(myTank_T2.bullet,
                                               bgMap.ironGroup, True, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
            else:
                if pygame.sprite.spritecollide(myTank_T2.bullet,
                                               bgMap.ironGroup, False, None):
                    myTank_T2.bullet.life = False
                    myTank_T2.bullet.rect.left, myTank_T2.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24

        # 绘制敌人子弹
        for each in allEnemyGroup:
            # 如果子弹没有生命,则赋予子弹生命
            if not each.bullet.life and each.bulletNotCooling and enemyCouldMove:
                enemyBulletGroup.remove(each.bullet)
                each.shoot()
                enemyBulletGroup.add(each.bullet)
                each.bulletNotCooling = False
            # 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹
            if each.flash:
                if each.bullet.life:
                    # 如果敌人可以移动
                    if enemyCouldMove:
                        each.bullet.move()
                    screen.blit(each.bullet.bullet, each.bullet.rect)
                    # 子弹 碰撞 我方坦克
                    if pygame.sprite.collide_rect(each.bullet, myTank_T1):
                        bang_sound.play()
                        myTank_T1.rect.left, myTank_T1.rect.top = 3 + 8 * 24, 3 + 24 * 24
                        each.bullet.life = False
                        moving = 0  # 重置移动控制参数
                        for i in range(myTank_T1.level + 1):
                            myTank_T1.levelDown()
                    if pygame.sprite.collide_rect(each.bullet, myTank_T2):
                        bang_sound.play()
                        myTank_T2.rect.left, myTank_T2.rect.top = 3 + 16 * 24, 3 + 24 * 24
                        each.bullet.life = False
                    # 子弹 碰撞 brickGroup
                    if pygame.sprite.spritecollide(each.bullet,
                                                   bgMap.brickGroup, True,
                                                   None):
                        each.bullet.life = False
                    # 子弹 碰撞 ironGroup
                    if each.bullet.strong:
                        if pygame.sprite.spritecollide(each.bullet,
                                                       bgMap.ironGroup, True,
                                                       None):
                            each.bullet.life = False
                    else:
                        if pygame.sprite.spritecollide(each.bullet,
                                                       bgMap.ironGroup, False,
                                                       None):
                            each.bullet.life = False

        # 最后画食物/道具
        if prop.life:
            screen.blit(prop.image, prop.rect)
            # 我方坦克碰撞 食物/道具
            if pygame.sprite.collide_rect(myTank_T1, prop):
                if prop.kind == 1:  # 敌人全毁
                    for each in allEnemyGroup:
                        if pygame.sprite.spritecollide(each, allEnemyGroup,
                                                       True, None):
                            bang_sound.play()
                            enemyNumber -= 1
                    prop.life = False
                if prop.kind == 2:  # 敌人静止
                    enemyCouldMove = False
                    prop.life = False
                if prop.kind == 3:  # 子弹增强
                    myTank_T1.bullet.strong = True
                    prop.life = False
                if prop.kind == 4:  # 家得到保护
                    for x, y in [(11, 23), (12, 23), (13, 23), (14, 23),
                                 (11, 24), (14, 24), (11, 25), (14, 25)]:
                        bgMap.iron = wall.Iron()
                        bgMap.iron.rect.left, bgMap.iron.rect.top = 3 + x * 24, 3 + y * 24
                        bgMap.ironGroup.add(bgMap.iron)
                    prop.life = False
                if prop.kind == 5:  # 坦克无敌
                    prop.life = False
                    pass
                if prop.kind == 6:  # 坦克升级
                    myTank_T1.levelUp()
                    prop.life = False
                if prop.kind == 7:  # 坦克生命+1
                    myTank_T1.life += 1
                    prop.life = False

        # 延迟
        delay -= 1
        if not delay:
            delay = 100

        pygame.display.flip()
        clock.tick(60)