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坦克大战经典版小游戏:欢乐无穷的双人坦克大战

坦克大战经典版小游戏:欢乐无穷的双人坦克大战中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭完即可进入下一关。双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。没有基础的同学也不用担心:偶尔有Python免费的在线直播互动课哟,大家可以跟着我一起学习,我带大家入门。好啦,总之我所有的文章源码 素材都是可以免费拿的,需要的滴滴我哈!也欢迎大家阅读往期的文章。​

前言

嘿!我是栗子同学,欢迎大家阅读这篇《坦克大战双人版游戏编程》。

坦克大战经典版小游戏:欢乐无穷的双人坦克大战(1)

我相信这个游戏的话对于大家来说可能会比较难,刚开始学习的话这个代码就直接发给大家玩一玩的哈,但是大家可以看看这个代码啦!

当然基础好的话可以考虑看完后尝试做一个类似的游戏,然后遇到不懂的地方可以来我的粉丝裙,

没有基础的同学也不用担心:偶尔有Python免费的在线直播互动课哟,大家可以跟着我一起学习,我带大家入门。

好啦,总之我所有的文章源码 素材都是可以免费拿的,需要的滴滴我哈!也欢迎大家阅读往期的文章。

坦克大战经典版小游戏:欢乐无穷的双人坦克大战(2)

《坦克大战双人版》游戏介绍:

双人版的《坦克大战》的基本规则是玩家消灭出现的敌方坦克保卫我方基地。

中间还会随机出现很多特殊道具吸收可获得相应的功能,消灭完即可进入下一关。

方向键:上下左右移动即可。另一个方向键则是:WSAD。

环境配置:

Python3、 Pycharm 、Pygame。

第三方库的安装:pip install pygame

效果展示:

开始界面一一

开始即可上手玩游戏,还有背景音乐辅助!游戏玩起来更带感!

坦克大战经典版小游戏:欢乐无穷的双人坦克大战(3)

游戏界面——

坦克大战经典版小游戏:欢乐无穷的双人坦克大战(4)

代码演示:

1)游戏主程序

import pygame import sys import traceback import wall import myTank import enemyTank import food 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").convert_alpha() 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() if pygame.sprite.spritecollide(enemy allTankGroup False None): break allEnemyGroup.add(enemy) allTankGroup.add(enemy) enemyNumber = 1 if enemy.isred == True: redEnemyGroup.add(enemy) elif enemy.kind == 3: greenEnemyGroup.add(enemy) else: otherEnemyGroup.add(enemy) if event.type == pygame.KEYDOWN: if event.key == pygame.K_c and pygame.KMOD_CTRL: pygame.quit() sys.exit() if event.key == pygame.K_e: myTank_T1.levelUp() if event.key == pygame.K_q: myTank_T1.levelDown() if event.key == pygame.K_3: myTank_T1.levelUp() myTank_T1.levelUp() myTank_T1.level = 3 if event.key == pygame.K_2: if myTank_T1.speed == 3: myTank_T1.speed = 24 else: myTank_T1.speed = 3 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) 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 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 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 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 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: 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) if __name__ == "__main__": try: main() except SystemExit: pass except: traceback.print_exc() pygame.quit() input()

2)随机出现的特殊道具

import pygame import random class Food(pygame.sprite.Sprite): def __init__(self): self.food_boom = pygame.image.load(r"..\image\food_boom.png").convert_alpha() self.food_clock = pygame.image.load(r"..\image\food_clock.png").convert_alpha() self.food_gun = pygame.image.load(r"..\image\food_gun.png").convert_alpha() self.food_iron = pygame.image.load(r"..\image\food_iron.png").convert_alpha() self.food_protect = pygame.image.load(r"..\image\food_protect.png").convert_alpha() self.food_star = pygame.image.load(r"..\image\food_star.png").convert_alpha() self.food_tank = pygame.image.load(r"..\image\food_tank.png").convert_alpha() self.kind = random.choice([1 2 3 4 5 6 7]) if self.kind == 1: self.image = self.food_boom elif self.kind == 2: self.image = self.food_clock elif self.kind == 3: self.image = self.food_gun elif self.kind == 4: self.image = self.food_iron elif self.kind == 5: self.image = self.food_protect elif self.kind == 6: self.image = self.food_star elif self.kind == 7: self.image = self.food_tank self.rect = self.image.get_rect() self.rect.left = self.rect.top = random.randint(100 500) self.life = False def change(self): self.kind = random.choice([1 2 3 4 5 6 7]) if self.kind == 1: self.image = self.food_boom elif self.kind == 2: self.image = self.food_clock elif self.kind == 3: self.image = self.food_gun elif self.kind == 4: self.image = self.food_iron elif self.kind == 5: self.image = self.food_protect elif self.kind == 6: self.image = self.food_star elif self.kind == 7: self.image = self.food_tank self.rect.left = self.rect.top = random.randint(100 500) self.life = True

3)地图界面

import pygame brickImage = r"..\image\brick.png" ironImage = r"..\image\iron.png" class Brick(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(brickImage) self.rect = self.image.get_rect() class Iron(pygame.sprite.Sprite): def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(ironImage) self.rect = self.image.get_rect() class Map(): def __init__(self): self.brickGroup = pygame.sprite.Group() self.ironGroup = pygame.sprite.Group() # 数字代表地图中的位置 # 画砖块 X1379 = [2 3 6 7 18 19 22 23] Y1379 = [2 3 4 5 6 7 8 9 10 17 18 19 20 21 22 23] X28 = [10 11 14 15] Y28 = [2 3 4 5 6 7 8 11 12 15 16 17 18 19 20] X46 = [4 5 6 7 18 19 20 21] Y46 = [13 14] X5 = [12 13] Y5 = [16 17] X0Y0 = [(11 23) (12 23) (13 23) (14 23) (11 24) (14 24) (11 25) (14 25)] for x in X1379: for y in Y1379: self.brick = Brick() self.brick.rect.left self.brick.rect.top = 3 x * 24 3 y * 24 self.brickGroup.add(self.brick) for x in X28: for y in Y28: self.brick = Brick() self.brick.rect.left self.brick.rect.top = 3 x * 24 3 y * 24 self.brickGroup.add(self.brick) for x in X46: for y in Y46: self.brick = Brick() self.brick.rect.left self.brick.rect.top = 3 x * 24 3 y * 24 self.brickGroup.add(self.brick) for x in X5: for y in Y5: self.brick = Brick() self.brick.rect.left self.brick.rect.top = 3 x * 24 3 y * 24 self.brickGroup.add(self.brick) for x y in X0Y0: self.brick = Brick() self.brick.rect.left self.brick.rect.top = 3 x * 24 3 y * 24 self.brickGroup.add(self.brick) # 画石头 for x y in [(0 14) (1 14) (12 6) (13 6) (12 7) (13 7) (24 14) (25 14)]: self.iron = Iron() self.iron.rect.left self.iron.rect.top = 3 x * 24 3 y * 24 self.ironGroup.add(self.iron) 结尾

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