Código de Python - Juego de destruir el tanque con pygame

20201106
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Publicado el 6 de Noviembre del 2020gráfica de visualizaciones de la versión: 20201106
1.316 visualizaciones desde el 6 de Noviembre del 2020
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Forma parte de Tank Destroyer Game
 
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import pygame
import time
import random
 
pygame.init()
 
display_width = 800
display_height = 600
 
gameDisplay = pygame.display.set_mode((display_width, display_height))
 
 
pygame.display.set_caption('Tank Destroyer Game')
 
 
wheat=(245,222,179)
 
white = (255, 255, 255)
black = (0, 0, 0)
blue = (0,0,255)
 
red = (200, 0, 0)
light_red = (255, 0, 0)
pink=(255,192,203)
yellow = (200, 200, 0)
light_yellow = (255, 255, 0)
 
green = (34, 177, 76)
light_green = (0, 255, 0)
 
clock = pygame.time.Clock()
 
tankWidth = 40
tankHeight = 20
 
turretWidth = 5
wheelWidth = 5
 
ground_height = 35
 
smallfont = pygame.font.SysFont("comicsansms", 25)
medfont = pygame.font.SysFont("comicsansms", 50)
largefont = pygame.font.SysFont("Times new Roman", 85)
vsmallfont = pygame.font.SysFont("Times new Roman", 25)
 
def score(score):
    text = smallfont.render("Score: " + str(score), True, white)
    gameDisplay.blit(text, [0, 0])
 
def text_objects(text, color, size="small"):
    if size == "small":
        textSurface = smallfont.render(text, True, color)
    if size == "medium":
        textSurface = medfont.render(text, True, color)
    if size == "large":
        textSurface = largefont.render(text, True, color)
    if size == "vsmall":
        textSurface = vsmallfont.render(text, True, color)
 
    return textSurface, textSurface.get_rect()
 
def text_to_button(msg, color, buttonx, buttony, buttonwidth, buttonheight, size="vsmall"):
    textSurf, textRect = text_objects(msg, color, size)
    textRect.center = ((buttonx + (buttonwidth / 2)), buttony + (buttonheight / 2))
    gameDisplay.blit(textSurf, textRect)
 
def message_to_screen(msg, color, y_displace=0, size="small"):
    textSurf, textRect = text_objects(msg, color, size)
    textRect.center = (int(display_width / 2), int(display_height / 2) + y_displace)
    gameDisplay.blit(textSurf, textRect)
 
def tank(x, y, turPos):
    x = int(x)
    y = int(y)
 
    possibleTurrets = [(x - 27, y - 2),
                       (x - 26, y - 5),
                       (x - 25, y - 8),
                       (x - 23, y - 12),
                       (x - 20, y - 14),
                       (x - 18, y - 15),
                       (x - 15, y - 17),
                       (x - 13, y - 19),
                       (x - 11, y - 21)
                       ]
 
    pygame.draw.circle(gameDisplay, pink, (x, y), int(tankHeight / 2))
    pygame.draw.rect(gameDisplay, pink, (x - tankHeight, y, tankWidth, tankHeight))
 
    pygame.draw.line(gameDisplay, pink, (x, y), possibleTurrets[turPos], turretWidth)
 
    pygame.draw.circle(gameDisplay, pink, (x - 15, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x - 10, y + 20), wheelWidth)
 
    pygame.draw.circle(gameDisplay, pink, (x - 15, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x - 10, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x - 5, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x + 5, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x + 10, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, pink, (x + 15, y + 20), wheelWidth)
 
    return possibleTurrets[turPos]
 
def enemy_tank(x, y, turPos):
    x = int(x)
    y = int(y)
 
    possibleTurrets = [(x + 27, y - 2),
                       (x + 26, y - 5),
                       (x + 25, y - 8),
                       (x + 23, y - 12),
                       (x + 20, y - 14),
                       (x + 18, y - 15),
                       (x + 15, y - 17),
                       (x + 13, y - 19),
                       (x + 11, y - 21)
                       ]
 
    pygame.draw.circle(gameDisplay, blue, (x, y), int(tankHeight / 2))
    pygame.draw.rect(gameDisplay, blue, (x - tankHeight, y, tankWidth, tankHeight))
 
    pygame.draw.line(gameDisplay, blue, (x, y), possibleTurrets[turPos], turretWidth)
 
    pygame.draw.circle(gameDisplay, blue, (x - 15, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x - 10, y + 20), wheelWidth)
 
    pygame.draw.circle(gameDisplay, blue, (x - 15, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x - 10, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x - 5, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x + 5, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x + 10, y + 20), wheelWidth)
    pygame.draw.circle(gameDisplay, blue, (x + 15, y + 20), wheelWidth)
 
    return possibleTurrets[turPos]
 
def game_controls():
    gcont = True
 
    while gcont:
        for event in pygame.event.get():
 
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
        gameDisplay.fill(black)
        message_to_screen("Controls", white, -100, size="large")
        message_to_screen("Fire: Spacebar", wheat, -30)
        message_to_screen("Move Turret: Up and Down arrows", wheat, 10)
        message_to_screen("Move Tank: Left and Right arrows", wheat, 50)
        message_to_screen("Press D to raise Power % AND Press A to lower Power % ", wheat, 140)
        message_to_screen("Pause: P", wheat, 90)
 
        button("Play", 150, 500, 100, 50, green, light_green, action="play")
        button("Main", 350, 500, 100, 50, yellow, light_yellow, action="main")
        button("Quit", 550, 500, 100, 50, red, light_red, action="quit")
 
        pygame.display.update()
 
        clock.tick(15)
 
def button(text, x, y, width, height, inactive_color, active_color, action=None,size=" "):
    cur = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
 
    if x + width > cur[0] > x and y + height > cur[1] > y:
        pygame.draw.rect(gameDisplay, active_color, (x, y, width, height))
        if click[0] == 1 and action != None:
            if action == "quit":
                pygame.quit()
                quit()
 
            if action == "controls":
                game_controls()
 
            if action == "play":
                gameLoop()
 
            if action == "main":
                game_intro()
 
    else:
        pygame.draw.rect(gameDisplay, inactive_color, (x, y, width, height))
 
    text_to_button(text, black, x, y, width, height)
 
def pause():
    paused = True
    message_to_screen("Paused", white, -100, size="large")
    message_to_screen("Press C to continue playing or Q to quit", wheat, 25)
    pygame.display.update()
    while paused:
 
        for event in pygame.event.get():
 
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_c:
                    paused = False
                elif event.key == pygame.K_q:
                    pygame.quit()
                    quit()
 
        clock.tick(5)
 
def barrier(xlocation, randomHeight, barrier_width):
    pygame.draw.rect(gameDisplay, green, [xlocation, display_height - randomHeight, barrier_width, randomHeight])
 
def explosion(x, y, size=50):
 
    explode = True
 
    while explode:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
        startPoint = x, y
 
        colorChoices = [red, light_red, yellow, light_yellow]
 
        magnitude = 1
 
        while magnitude < size:
            exploding_bit_x = x + random.randrange(-1 * magnitude, magnitude)
            exploding_bit_y = y + random.randrange(-1 * magnitude, magnitude)
 
            pygame.draw.circle(gameDisplay, colorChoices[random.randrange(0, 4)], (exploding_bit_x, exploding_bit_y),
                               random.randrange(1, 5))
            magnitude += 1
 
            pygame.display.update()
            clock.tick(100)
 
        explode = False
 
def fireShell(xy, tankx, tanky, turPos, gun_power, xlocation, barrier_width, randomHeight, enemyTankX, enemyTankY):
 
    fire = True
    damage = 0
 
    startingShell = list(xy)
 
    print("FIRE!", xy)
 
    while fire:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
        pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5)
 
        startingShell[0] -= (12 - turPos) * 2
 
 
        startingShell[1] += int(
            (((startingShell[0] - xy[0]) * 0.015 / (gun_power / 50)) ** 2) - (turPos + turPos / (12 - turPos)))
 
        if startingShell[1] > display_height - ground_height:
            print("Last shell:", startingShell[0], startingShell[1])
            hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1])
            hit_y = int(display_height - ground_height)
            print("Impact:", hit_x, hit_y)
 
            if enemyTankX + 10 > hit_x > enemyTankX - 10:
                print("Critical Hit!")
                damage = 25
            elif enemyTankX + 15 > hit_x > enemyTankX - 15:
                print("Hard Hit!")
                damage = 18
            elif enemyTankX + 25 > hit_x > enemyTankX - 25:
                print("Medium Hit")
                damage = 10
            elif enemyTankX + 35 > hit_x > enemyTankX - 35:
                print("Light Hit")
                damage = 5
 
            explosion(hit_x, hit_y)
            fire = False
 
        check_x_1 = startingShell[0] <= xlocation + barrier_width
        check_x_2 = startingShell[0] >= xlocation
 
        check_y_1 = startingShell[1] <= display_height
        check_y_2 = startingShell[1] >= display_height - randomHeight
 
        if check_x_1 and check_x_2 and check_y_1 and check_y_2:
            print("Last shell:", startingShell[0], startingShell[1])
            hit_x = int((startingShell[0]))
            hit_y = int(startingShell[1])
            print("Impact:", hit_x, hit_y)
            explosion(hit_x, hit_y)
            fire = False
 
        pygame.display.update()
        clock.tick(60)
    return damage
 
def e_fireShell(xy, tankx, tanky, turPos, gun_power, xlocation, barrier_width, randomHeight, ptankx, ptanky):
 
    damage = 0
    currentPower = 1
    power_found = False
 
    while not power_found:
        currentPower += 1
        if currentPower > 100:
            power_found = True
        # print(currentPower)
 
        fire = True
        startingShell = list(xy)
 
        while fire:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    quit()
 
 
            startingShell[0] += (12 - turPos) * 2
            startingShell[1] += int(
                (((startingShell[0] - xy[0]) * 0.015 / (currentPower / 50)) ** 2) - (turPos + turPos / (12 - turPos)))
 
            if startingShell[1] > display_height - ground_height:
                hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1])
                hit_y = int(display_height - ground_height)
 
                if ptankx + 15 > hit_x > ptankx - 15:
                    print("target acquired!")
                    power_found = True
                fire = False
 
            check_x_1 = startingShell[0] <= xlocation + barrier_width
            check_x_2 = startingShell[0] >= xlocation
 
            check_y_1 = startingShell[1] <= display_height
            check_y_2 = startingShell[1] >= display_height - randomHeight
 
            if check_x_1 and check_x_2 and check_y_1 and check_y_2:
                hit_x = int((startingShell[0]))
                hit_y = int(startingShell[1])
 
                fire = False
 
    fire = True
    startingShell = list(xy)
    print("FIRE!", xy)
 
    while fire:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
        pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5)
 
        startingShell[0] += (12 - turPos) * 2
 
 
 
        gun_power = random.randrange(int(currentPower * 0.90), int(currentPower * 1.10))
 
        startingShell[1] += int(
            (((startingShell[0] - xy[0]) * 0.015 / (gun_power / 50)) ** 2) - (turPos + turPos / (12 - turPos)))
 
        if startingShell[1] > display_height - ground_height:
            print("last shell:", startingShell[0], startingShell[1])
            hit_x = int((startingShell[0] * display_height - ground_height) / startingShell[1])
            hit_y = int(display_height - ground_height)
            print("Impact:", hit_x, hit_y)
 
            if ptankx + 10 > hit_x > ptankx - 10:
                print("Critical Hit!")
                damage = 25
            elif ptankx + 15 > hit_x > ptankx - 15:
                print("Hard Hit!")
                damage = 18
            elif ptankx + 25 > hit_x > ptankx - 25:
                print("Medium Hit")
                damage = 10
            elif ptankx + 35 > hit_x > ptankx - 35:
                print("Light Hit")
                damage = 5
 
            explosion(hit_x, hit_y)
            fire = False
 
        check_x_1 = startingShell[0] <= xlocation + barrier_width
        check_x_2 = startingShell[0] >= xlocation
 
        check_y_1 = startingShell[1] <= display_height
        check_y_2 = startingShell[1] >= display_height - randomHeight
 
        if check_x_1 and check_x_2 and check_y_1 and check_y_2:
            print("Last shell:", startingShell[0], startingShell[1])
            hit_x = int((startingShell[0]))
            hit_y = int(startingShell[1])
            print("Impact:", hit_x, hit_y)
            explosion(hit_x, hit_y)
            fire = False
 
        pygame.display.update()
        clock.tick(60)
    return damage
 
def power(level):
    text = smallfont.render("Power: " + str(level) + "%", True, wheat)
    gameDisplay.blit(text, [display_width / 2, 0])
 
def game_intro():
    intro = True
 
    while intro:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_c:
                    intro = False
                elif event.key == pygame.K_q:
 
                    pygame.quit()
                    quit()
 
        gameDisplay.fill(black)
        message_to_screen("Tank Destroyer Game", white, -100, size="large")
        message_to_screen("Shoot and dominate your enemy tank", wheat, 15)
        message_to_screen("Bring glory for your homeland", wheat, 45)
        button("Play", 150, 500, 100, 50, wheat, light_green, action="play",size="vsmall")
        button("Controls", 350, 500, 100, 50, wheat, light_yellow, action="controls",size="vsmall")
        button("Quit", 550, 500, 100, 50, wheat, light_red, action="quit",size="vsmall")
 
        pygame.display.update()
 
        clock.tick(15)
 
def game_over():
    game_over = True
 
    while game_over:
        for event in pygame.event.get():
 
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
        gameDisplay.fill(black)
        message_to_screen("Game Over", white, -100, size="large")
        message_to_screen("You died.", wheat, -30)
 
        button("Play Again", 150, 500, 150, 50, wheat, light_green, action="play")
        button("Controls", 350, 500, 100, 50, wheat, light_yellow, action="controls")
        button("Quit", 550, 500, 100, 50, wheat, light_red, action="quit")
 
        pygame.display.update()
 
        clock.tick(15)
 
def you_win():
    win = True
 
    while win:
        for event in pygame.event.get():
 
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
 
        gameDisplay.fill(black)
        message_to_screen("You won!", white, -100, size="large")
        message_to_screen("Congratulations!", wheat, -30)
 
        button("Play Again", 150, 500, 150, 50, wheat, light_green, action="play")
        button("Controls", 350, 500, 100, 50, wheat, light_yellow, action="controls")
        button("Quit", 550, 500, 100, 50, wheat, light_red, action="quit")
 
        pygame.display.update()
 
        clock.tick(15)
 
def health_bars(player_health, enemy_health):
    if player_health > 75:
        player_health_color = white
    elif player_health > 50:
        player_health_color = yellow
    else:
        player_health_color = red
 
    if enemy_health > 75:
        enemy_health_color = white
    elif enemy_health > 50:
        enemy_health_color = yellow
    else:
        enemy_health_color = red
 
    pygame.draw.rect(gameDisplay, player_health_color, (680, 25, player_health, 25))
    pygame.draw.rect(gameDisplay, enemy_health_color, (20, 25, enemy_health, 25))
 
def gameLoop():
    gameExit = False
    gameOver = False
    FPS = 15
 
    player_health = 100
    enemy_health = 100
 
    barrier_width = 50
 
    mainTankX = display_width * 0.9
    mainTankY = display_height * 0.9
    tankMove = 0
    currentTurPos = 0
    changeTur = 0
 
    enemyTankX = display_width * 0.1
    enemyTankY = display_height * 0.9
 
    fire_power = 50
    power_change = 0
 
    xlocation = (display_width / 2) + random.randint(-0.1 * display_width, 0.1 * display_width)
    randomHeight = random.randrange(display_height * 0.1, display_height * 0.6)
 
    while not gameExit:
 
        if gameOver == True:
 
            message_to_screen("Game Over", red, -50, size="large")
            message_to_screen("Press C to play again or Q to exit", black, 50)
            pygame.display.update()
            while gameOver == True:
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        gameExit = True
                        gameOver = False
 
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_c:
                            gameLoop()
                        elif event.key == pygame.K_q:
 
                            gameExit = True
                            gameOver = False
 
        for event in pygame.event.get():
 
            if event.type == pygame.QUIT:
                gameExit = True
 
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    tankMove = -5
 
                elif event.key == pygame.K_RIGHT:
                    tankMove = 5
 
                elif event.key == pygame.K_UP:
                    changeTur = 1
 
                elif event.key == pygame.K_DOWN:
                    changeTur = -1
 
                elif event.key == pygame.K_p:
                    pause()
 
                elif event.key == pygame.K_SPACE:
 
                    damage = fireShell(gun, mainTankX, mainTankY, currentTurPos, fire_power, xlocation, barrier_width,
                                       randomHeight, enemyTankX, enemyTankY)
                    enemy_health -= damage
 
                    possibleMovement = ['f', 'r']
                    moveIndex = random.randrange(0, 2)
 
                    for x in range(random.randrange(0, 10)):
 
                        if display_width * 0.3 > enemyTankX > display_width * 0.03:
                            if possibleMovement[moveIndex] == "f":
                                enemyTankX += 5
                            elif possibleMovement[moveIndex] == "r":
                                enemyTankX -= 5
 
                            gameDisplay.fill(black)
                            health_bars(player_health, enemy_health)
                            gun = tank(mainTankX, mainTankY, currentTurPos)
                            enemy_gun = enemy_tank(enemyTankX, enemyTankY, 8)
                            fire_power += power_change
 
                            power(fire_power)
 
                            barrier(xlocation, randomHeight, barrier_width)
                            gameDisplay.fill(green,
                                             rect=[0, display_height - ground_height, display_width, ground_height])
                            pygame.display.update()
 
                            clock.tick(FPS)
 
                    damage = e_fireShell(enemy_gun, enemyTankX, enemyTankY, 8, 50, xlocation, barrier_width,
                                         randomHeight, mainTankX, mainTankY)
                    player_health -= damage
 
                elif event.key == pygame.K_a:
                    power_change = -1
                elif event.key == pygame.K_d:
                    power_change = 1
 
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    tankMove = 0
 
                if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
                    changeTur = 0
 
                if event.key == pygame.K_a or event.key == pygame.K_d:
                    power_change = 0
 
        mainTankX += tankMove
 
        currentTurPos += changeTur
 
        if currentTurPos > 8:
            currentTurPos = 8
        elif currentTurPos < 0:
            currentTurPos = 0
 
        if mainTankX - (tankWidth / 2) < xlocation + barrier_width:
            mainTankX += 5
 
        gameDisplay.fill(black)
        health_bars(player_health, enemy_health)
        gun = tank(mainTankX, mainTankY, currentTurPos)
        enemy_gun = enemy_tank(enemyTankX, enemyTankY, 8)
 
        fire_power += power_change
 
        if fire_power > 100:
            fire_power = 100
        elif fire_power < 1:
            fire_power = 1
 
        power(fire_power)
 
        barrier(xlocation, randomHeight, barrier_width)
        gameDisplay.fill(green, rect=[0, display_height - ground_height, display_width, ground_height])
        pygame.display.update()
 
        if player_health < 1:
            game_over()
        elif enemy_health < 1:
            you_win()
        clock.tick(FPS)
 
    pygame.quit()
    quit()
 
game_intro()
gameLoop()



Comentarios sobre la versión: 20201106 (1)

Imágen de perfil
9 de Noviembre del 2020
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