创建子弹类

import pygame

class Bullet(pygame.sprite.Sprite):

def __init__(self):

pygame.sprite.Sprite.__init__(self)

self.bullet_up = pygame.image.load(r"..\image\bullet_up.png")

self.bullet_down = pygame.image.load(r"..\image\bullet_down.png")

self.bullet_left = pygame.image.load(r"..\image\bullet_left.png")

self.bullet_right = pygame.image.load(r"..\image\bullet_right.png")

# 子弹方向 速度 生命 碎石

self.dir_x, self.dir_y = 0, 0

self.speed = 6

self.life = False

self.strong = False

self.bullet = self.bullet_up

self.rect = self.bullet.get_rect()

self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

def changeImage(self, dir_x, dir_y):

self.dir_x, self.dir_y = dir_x, dir_y

if self.dir_x == 0 and self.dir_y == -1:

self.bullet = self.bullet_up

elif self.dir_x == 0 and self.dir_y == 1:

self.bullet = self.bullet_down

elif self.dir_x == -1 and self.dir_y == 0:

self.bullet = self.bullet_left

elif self.dir_x == 1 and self.dir_y == 0:

self.bullet = self.bullet_right

def move(self):

self.rect = self.rect.move(self.speed * self.dir_x,

self.speed * self.dir_y)

# 碰撞地图边缘

if self.rect.top < 3:

self.life = False

# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

if self.rect.bottom > 630 - 3:

self.life = False

# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

if self.rect.left < 3:

self.life = False

# self.rect.left, self.rect.right = 3 + 12 * 24, 3 + 24 * 24

if self.rect.right > 630 - 3:

self.life = False

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

创建敌军坦克

import pygame

import random

import bulletClass

  • class EnemyTank(pygame.sprite.Sprite):
  • def __init__(self, x = None, kind = None, isred = None):
  • pygame.sprite.Sprite.__init__(self)
  • # 坦克出现前动画是否播放
  • self.flash = False
  • self.times = 90
  • # 参数:坦克种类
  • self.kind = kind
  • if not kind:
  • self.kind = random.choice([1, 2, 3, 4])
  • # 选择敌军坦克种类
  • if self.kind == 1:
  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_1_0.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_1_3.png").convert_alpha()
  • if self.kind == 2:
  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_2_0.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_2_3.png").convert_alpha()
  • if self.kind == 3:
  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_3_1.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
  • if self.kind == 4:
  • self.enemy_x_0 = pygame.image.load(r"..\image\enemy_4_0.png").convert_alpha()
  • self.enemy_x_3 = pygame.image.load(r"..\image\enemy_4_3.png").convert_alpha()
  • self.enemy_3_0 = pygame.image.load(r"..\image\enemy_3_0.png").convert_alpha()
  • self.enemy_3_2 = pygame.image.load(r"..\image\enemy_3_2.png").convert_alpha()
  • # 参数:是否携带食物
  • self.isred = isred
  • if not None:
  • self.isred = random.choice((True, False, False, False, False))
  • if self.isred:
  • self.tank = self.enemy_x_3
  • else:
  • self.tank = self.enemy_x_0
  • # 参数:坦克位置
  • self.x = x
  • if not self.x:
  • self.x = random.choice([1, 2, 3])
  • self.x -= 1
  • # 运动中的两种图片
  • self.tank_R0 = self.tank.subsurface(( 0, 48), (48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 48), (48, 48))
  • self.rect = self.tank_R0.get_rect()
  • self.rect.left, self.rect.top = 3 + self.x * 12 * 24, 3 + 0 * 24
  • # 坦克速度 方向 生命 子弹生命 子弹延迟
  • self.speed = 1
  • self.dir_x, self.dir_y = 0, 1
  • self.life = 1
  • self.bulletNotCooling = True
  • self.bullet = bulletClass.Bullet()
  • # 是否撞墙,撞墙则改变方向
  • self.dirChange = False
  • # 每种坦克不同的属性
  • if self.kind == 2:
  • self.speed = 3
  • if self.kind == 3:
  • self.life = 3
  • def shoot(self):
  • # 赋予子弹生命
  • self.bullet.life = True
  • self.bullet.changeImage(self.dir_x, self.dir_y)
  • if self.dir_x == 0 and self.dir_y == -1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.bottom = self.rect.top + 1
  • elif self.dir_x == 0 and self.dir_y == 1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.top = self.rect.bottom - 1
  • elif self.dir_x == -1 and self.dir_y == 0:
  • self.bullet.rect.right = self.rect.left - 1
  • self.bullet.rect.top = self.rect.top + 20
  • elif self.dir_x == 1 and self.dir_y == 0:
  • self.bullet.rect.left = self.rect.right + 1
  • self.bullet.rect.top = self.rect.top + 20
  • def move(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * self.dir_x, self.speed * self.dir_y)
  • if self.dir_x == 0 and self.dir_y == -1:
  • self.tank_R0 = self.tank.subsurface(( 0, 0),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
  • elif self.dir_x == 0 and self.dir_y == 1:
  • self.tank_R0 = self.tank.subsurface(( 0, 48),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
  • elif self.dir_x == -1 and self.dir_y == 0:
  • self.tank_R0 = self.tank.subsurface(( 0, 96),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
  • elif self.dir_x == 1 and self.dir_y == 0:
  • self.tank_R0 = self.tank.subsurface(( 0, 144),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
  • # 碰撞地图边缘
  • if self.rect.top < 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • elif self.rect.bottom > 630 - 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • elif self.rect.left < 3:
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • elif self.rect.right > 630 - 3:
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • # 碰撞墙体 和坦克
  • 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.dir_x, self.speed * -self.dir_y)
  • self.dir_x, self.dir_y = random.choice(([0,1],[0,-1],[1,0],[-1,0]))
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 创建食物类
  • 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
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 创建我的坦克
  • import pygame
  • import bulletClass
  • tank_T1_0 = r"..\image\tank_T1_0.png"
  • tank_T1_1 = r"..\image\tank_T1_1.png"
  • tank_T1_2 = r"..\image\tank_T1_2.png"
  • tank_T2_0 = r"..\image\tank_T2_0.png"
  • tank_T2_1 = r"..\image\tank_T2_1.png"
  • tank_T2_2 = r"..\image\tank_T2_2.png"
  • class MyTank(pygame.sprite.Sprite):
  • def __init__(self, playerNumber):
  • pygame.sprite.Sprite.__init__(self)
  • self.life = True
  • if playerNumber == 1:
  • self.tank_L0_image = pygame.image.load(tank_T1_0).convert_alpha()
  • self.tank_L1_image = pygame.image.load(tank_T1_1).convert_alpha()
  • self.tank_L2_image = pygame.image.load(tank_T1_2).convert_alpha()
  • if playerNumber == 2:
  • self.tank_L0_image = pygame.image.load(tank_T2_0).convert_alpha()
  • self.tank_L1_image = pygame.image.load(tank_T2_1).convert_alpha()
  • self.tank_L2_image = pygame.image.load(tank_T2_2).convert_alpha()
  • self.level = 0
  • self.tank = self.tank_L0_image
  • self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
  • self.rect = self.tank_R0.get_rect()
  • if playerNumber == 1:
  • self.rect.left, self.rect.top = 3 + 24 * 8, 3 + 24 * 24
  • if playerNumber == 2:
  • self.rect.left, self.rect.top = 3 + 24 * 16, 3 + 24 * 24
  • self.speed = 3
  • self.dir_x, self.dir_y = 0, -1
  • self.life = 3
  • self.bulletNotCooling = True
  • self.bullet = bulletClass.Bullet()
  • #self.bullet.rect.left, self.bullet.rect.right = 3 + 12 * 24, 3 + 24 * 24
  • def shoot(self):
  • self.bullet.life = True
  • self.bullet.changeImage(self.dir_x, self.dir_y)
  • if self.dir_x == 0 and self.dir_y == -1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.bottom = self.rect.top + 1
  • elif self.dir_x == 0 and self.dir_y == 1:
  • self.bullet.rect.left = self.rect.left + 20
  • self.bullet.rect.top = self.rect.bottom - 1
  • elif self.dir_x == -1 and self.dir_y == 0:
  • self.bullet.rect.right = self.rect.left - 1
  • self.bullet.rect.top = self.rect.top + 20
  • elif self.dir_x == 1 and self.dir_y == 0:
  • self.bullet.rect.left = self.rect.right + 1
  • self.bullet.rect.top = self.rect.top + 20
  • if self.level == 1:
  • self.bullet.speed = 16
  • self.bullet.strong = False
  • if self.level == 2:
  • self.bullet.speed = 16
  • self.bullet.strong = True
  • if self.level == 3:
  • self.bullet.speed = 48
  • self.bullet.strong = True
  • def levelUp(self):
  • if self.level < 2:
  • self.level += 1
  • if self.level == 0:
  • self.tank = self.tank_L0_image
  • if self.level == 1:
  • self.tank = self.tank_L1_image
  • if self.level == 2:
  • self.tank = self.tank_L2_image
  • if self.level == 3:
  • self.tank = self.tank_L2_image
  • def levelDown(self):
  • if self.level > 0:
  • self.level -= 1
  • if self.level == 0:
  • self.tank = self.tank_L0_image
  • self.bullet.speed = 6
  • self.bullet.strong = False
  • if self.level == 1:
  • self.tank = self.tank_L1_image
  • if self.level == 2:
  • self.tank = self.tank_L2_image
  • def moveUp(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • self.tank_R0 = self.tank.subsurface((0, 0),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 0),(48, 48))
  • self.dir_x, self.dir_y = 0, -1
  • if self.rect.top < 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • return True
  • return False
  • def moveDown(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * 0, self.speed * 1)
  • self.tank_R0 = self.tank.subsurface((0, 48),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 48),(48, 48))
  • self.dir_x, self.dir_y = 0, 1
  • if self.rect.bottom > 630 - 3:
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * 0, self.speed * -1)
  • return True
  • return False
  • def moveLeft(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • self.tank_R0 = self.tank.subsurface((0, 96),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 96),(48, 48))
  • self.dir_x, self.dir_y = -1, 0
  • if self.rect.left < 3:
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • function(){ //点值计算器 http://www.fx61.com/dotpoint.html
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • return True
  • return False
  • def moveRight(self, tankGroup, brickGroup, ironGroup):
  • self.rect = self.rect.move(self.speed * 1, self.speed * 0)
  • self.tank_R0 = self.tank.subsurface((0, 144),(48, 48))
  • self.tank_R1 = self.tank.subsurface((48, 144),(48, 48))
  • self.dir_x, self.dir_y = 1, 0
  • if self.rect.right > 630 - 3:
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, brickGroup, False, None) \
  • or pygame.sprite.spritecollide(self, ironGroup, False, None):
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • return True
  • if pygame.sprite.spritecollide(self, tankGroup, False, None):
  • self.rect = self.rect.move(self.speed * -1, self.speed * 0)
  • return True
  • return False
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 创建墙体类
  • 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)
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 主函数
  • # -*- coding: utf-8 -*-
  • 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()

python制作坦克对战的更多相关文章

  1. Python制作AI贪吃蛇,很多很多细节、思路都写下来了!

    前提:本文实现AI贪吃蛇自行对战,加上人机对战,读者可再次基础上自行添加电脑VS电脑和玩家VS玩家(其实把人机对战写完,这2个都没什么了,思路都一样) 实现效果: 很多人学习python,不知道从何学 ...

  2. 使用python制作ArcGIS插件(5)其他技巧

    使用python制作ArcGIS插件(5)其他技巧 by 李远祥 使用python做插件开发,除了了解ArcToolBox工具之外,还需要在了解ArcPy的相关函数和接口.只有掌握了这些,才可以顺利的 ...

  3. 使用python制作ArcGIS插件(4)界面交互

    使用python制作ArcGIS插件(4)界面交互 by 李远祥 插件界面部分,除了一开始在设计器中设计的这些界面元素之外,还可以与操作系统进行一些输入输出的交互,这部分的实现全部在pythonadd ...

  4. 使用python制作ArcGIS插件(3)ArcPy的使用说明

    使用python制作ArcGIS插件(3)ArcPy的使用说明 by 李远祥 ArcPy 是一个以成功的 arcgisscripting 模块为基础并继承了 arcgisscripting 功能进而构 ...

  5. 使用python制作ArcGIS插件(2)代码编写

    使用python制作ArcGIS插件(2)代码编写 by 李远祥 上一章节已经介绍了如何去搭建AddIn的界面,接下来要实现具体的功能,则到了具体的编程环节.由于使用的是python语言进行编程,则开 ...

  6. 使用python制作ArcGIS插件(1)工具介绍

    使用python制作ArcGIS插件(1)工具介绍 by 李远祥 ArcGIS从10.0开始支持addin(ArcGIS软件中又叫作加载项)的方式进行插件制作.相对于以往9.x系列,addin的无论是 ...

  7. python制作pdf电子书

    python制作pdf电子书 准备 制作电子书使用的是python的pdfkit这个库,pdfkit是 wkhtmltopdf 的Python封装包,因此在安装这个之前要安装wkhtmltopdf 安 ...

  8. Java实现简易联网坦克对战小游戏

    目录 介绍 本项目的Github地址 基础版本 游戏的原理, 图形界面(非重点) 游戏逻辑 网络联机 客户端连接上服务器 定义应用层协议 TankNewMsg TankMoveMsg MissileN ...

  9. 使用python制作时间戳转换工具

    使用python制作时间戳转换工具 python 时间戳转日期 日期转时间戳 前言:作为一个程序员一般情况下,json和时间戳是常用的两个工具,我咨询过很多个朋友,他们一般都是通过在线工具对json进 ...

随机推荐

  1. day02 html body中的标签

    day02 html   一.body中的标签     a标签: <!DOCTYPE html> <html lang="en"> <head> ...

  2. 人脸识别课件需要安装的python模块

    Python3.6安装face_recognition人脸识别库 https://www.jianshu.com/p/8296f2aac1aa

  3. Java网络编程:IP地址和端口号

    1)IP地址 用来标志网络中的一个通信实体的地址.通信实体可以是计算机,路由器等. 2)IP地址分类 IPV4:32位地址,以点分十进制表示,如192.168.0.1 IPV6:128位(16个字节) ...

  4. Tornado中异步框架的使用

    tornado的同步框架与其他web框架相同都是处理先来的请求,如果先来的请求阻塞,那么后面的请求也会处理不了.一直处于等待过程中.但是请求一旦得到响应,那么: 请求发送过来后,将需要的本站资源直接返 ...

  5. 【软工项目Beta阶段】绝不划水队OUC-Market版本测试报告

    我们在开发APP的时候进行了软件的测试,同时发现了一些BUG,如下: bug 我的:与各种页面之间的交互不灵活 登录与注册:记住密码功能不完善 商场主界面:搜索功能还没有完善 收藏功能:与数据库的交互 ...

  6. AcWing 208. 开关问题 (高斯消元+状压)打卡

    有N个相同的开关,每个开关都与某些开关有着联系,每当你打开或者关闭某个开关的时候,其他的与此开关相关联的开关也会相应地发生变化,即这些相联系的开关的状态如果原来为开就变为关,如果为关就变为开. 你的目 ...

  7. LR之-参数化

    1.改变参数化主要在于select next now和update value on这个二个选项 sequential:顺序取值 random:随机取值 unique:唯一取值 same line a ...

  8. 无法在要求对象展开的函数中使用 __try

    解决方案: 单独把try里面的代码封装成一个函数,然后再在try里面调用

  9. (54) C# 调用 kernel32.dll

    https://www.cnblogs.com/cwy173/archive/2010/10/02/1841321.html Kernel32 API AddAtom 向本地原子表添加一个字符串 Al ...

  10. main()和代码块

    main方法 * main()方法的使用说明 * main方法是程序的主入口(一个主程序 先从main开始进行执行) * * * main方法也可以是一个普通的静态方法 代码块 代码块也是类的成员变量 ...