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基于 Python 的坦克大战小程序,使用 Pygame 库开发

坦克大战程序代码

首先,确保您已安装 Pygame 库,如果没有安装,可以使用以下命令安装:

pip install pygame

以下是完整的程序代码:

import pygame
import random
import sys
import math# 初始化pygame
pygame.init()# 确保中文正常显示
pygame.font.init()
chinese_fonts = ["SimHei", "WenQuanYi Micro Hei", "Heiti TC", "simsun"]
font_name = None
for font in chinese_fonts:if font in pygame.font.get_fonts():font_name = fontbreak
if not font_name:font_name = pygame.font.get_default_font()  #  fallback to default font# 游戏常量
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
GRID_SIZE = 40
FPS = 60
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
GRAY = (150, 150, 150)
YELLOW = (255, 255, 0)
BROWN = (139, 69, 19)# 创建游戏窗口
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
pygame.display.set_caption("坦克大战")
clock = pygame.time.Clock()class Tank:def __init__(self, x, y, color, is_player=False, speed=2, health=1):self.x = xself.y = yself.width = 30self.height = 30self.color = colorself.direction = "up"  # 初始方向self.speed = speedself.is_player = is_playerself.shoot_cooldown = 30  # 射击冷却时间(帧)self.last_shot = 0self.health = healthself.invincible = Falseself.invincible_timer = 0self.invincible_duration = 180  # 无敌状态持续时间(帧)def move(self, direction, obstacles, tanks):self.direction = directionold_x, old_y = self.x, self.yif direction == "up":self.y -= self.speedelif direction == "down":self.y += self.speedelif direction == "left":self.x -= self.speedelif direction == "right":self.x += self.speed# 边界检测if self.x < 0:self.x = 0if self.x > SCREEN_WIDTH - self.width:self.x = SCREEN_WIDTH - self.widthif self.y < 0:self.y = 0if self.y > SCREEN_HEIGHT - self.height:self.y = SCREEN_HEIGHT - self.height# 与障碍物碰撞检测tank_rect = pygame.Rect(self.x, self.y, self.width, self.height)collision = Falsefor obstacle in obstacles:if tank_rect.colliderect(obstacle.rect):collision = Truebreak# 与其他坦克碰撞检测for tank in tanks:if tank != self and tank_rect.colliderect(pygame.Rect(tank.x, tank.y, tank.width, tank.height)):collision = Truebreakif collision:self.x, self.y = old_x, old_ydef shoot(self, bullets):current_time = pygame.time.get_ticks()if current_time - self.last_shot > self.shoot_cooldown * 10:  # 转换为毫秒self.last_shot = current_timeif self.direction == "up":bullet = Bullet(self.x + self.width // 2 - 2, self.y, "up", self.color, self.is_player)elif self.direction == "down":bullet = Bullet(self.x + self.width // 2 - 2, self.y + self.height, "down", self.color, self.is_player)elif self.direction == "left":bullet = Bullet(self.x, self.y + self.height // 2 - 2, "left", self.color, self.is_player)elif self.direction == "right":bullet = Bullet(self.x + self.width, self.y + self.height // 2 - 2, "right", self.color, self.is_player)bullets.append(bullet)return Truereturn Falsedef draw(self, surface):# 处理无敌状态闪烁效果if self.invincible:self.invincible_timer += 1if self.invincible_timer > self.invincible_duration:self.invincible = Falseself.invincible_timer = 0elif self.invincible_timer % 10 < 5:  # 每10帧闪烁一次return# 绘制坦克主体pygame.draw.rect(surface, self.color, (self.x, self.y, self.width, self.height))# 绘制坦克炮管if self.direction == "up":pygame.draw.rect(surface, BLACK, (self.x + self.width // 2 - 2, self.y - 10, 4, 10))elif self.direction == "down":pygame.draw.rect(surface, BLACK, (self.x + self.width // 2 - 2, self.y + self.height, 4, 10))elif self.direction == "left":pygame.draw.rect(surface, BLACK, (self.x - 10, self.y + self.height // 2 - 2, 10, 4))elif self.direction == "right":pygame.draw.rect(surface, BLACK, (self.x + self.width, self.y + self.height // 2 - 2, 10, 4))# 绘制生命值(仅玩家)if self.is_player:for i in range(self.health):color = GREEN if i < self.health else GRAYpygame.draw.rect(surface, color, (self.x + i * 10, self.y - 15, 8, 8))def get_rect(self):return pygame.Rect(self.x, self.y, self.width, self.height)class Bullet:def __init__(self, x, y, direction, color, is_player_owned):self.x = xself.y = yself.width = 4self.height = 4self.direction = directionself.speed = 6self.color = colorself.is_player_owned = is_player_ownedself.damage = 1def move(self):if self.direction == "up":self.y -= self.speedelif self.direction == "down":self.y += self.speedelif self.direction == "left":self.x -= self.speedelif self.direction == "right":self.x += self.speeddef is_out_of_bounds(self):return (self.x < 0 or self.x > SCREEN_WIDTH or self.y < 0 or self.y > SCREEN_HEIGHT)def draw(self, surface):pygame.draw.rect(surface, self.color, (self.x, self.y, self.width, self.height))def get_rect(self):return pygame.Rect(self.x, self.y, self.width, self.height)class Obstacle:def __init__(self, x, y, width=GRID_SIZE, height=GRID_SIZE, is_destructible=True, is_brick=True):self.x = xself.y = yself.width = widthself.height = heightself.is_destructible = is_destructibleself.is_brick = is_brick  # 区分砖块和钢铁self.rect = pygame.Rect(x, y, width, height)if is_brick:self.color = BROWN if not is_destructible else GRAYelse:self.color = BLACK if not is_destructible else (80, 80, 80)def draw(self, surface):pygame.draw.rect(surface, self.color, self.rect)# 钢铁障碍物添加纹理if not self.is_brick:for i in range(0, self.width, 10):pygame.draw.line(surface, (120, 120, 120), (self.x + i, self.y), (self.x + i, self.y + self.height), 1)class Explosion:def __init__(self, x, y, size=20):self.x = xself.y = yself.radius = 5self.max_radius = sizeself.growth_rate = 1.5self.active = Truedef update(self):self.radius += self.growth_rateif self.radius > self.max_radius:self.active = Falsedef draw(self, surface):alpha = 255 - int(255 * (self.radius / self.max_radius))explosion_surf = pygame.Surface((self.max_radius * 2, self.max_radius * 2), pygame.SRCALPHA)pygame.draw.circle(explosion_surf, (255, 255, 0, alpha), (self.max_radius, self.max_radius), self.radius)pygame.draw.circle(explosion_surf, (255, 165, 0, alpha), (self.max_radius, self.max_radius), self.radius * 0.7)pygame.draw.circle(explosion_surf, (255, 0, 0, alpha), (self.max_radius, self.max_radius), self.radius * 0.4)surface.blit(explosion_surf, (self.x - self.max_radius, self.y - self.max_radius))class PowerUp:def __init__(self, x, y, power_type):self.x = xself.y = yself.width = 20self.height = 20self.power_type = power_type  # "speed", "power", "health", "shield"self.colors = {"speed": BLUE,"power": YELLOW,"health": GREEN,"shield": (100, 100, 255)}self.active = Trueself.lifetime = 180  # 存在时间(帧)self.timer = 0def update(self):self.timer += 1if self.timer > self.lifetime:self.active = Falsedef draw(self, surface):# 闪烁效果(即将消失时)if self.lifetime - self.timer < 30 and self.timer % 5 < 2:returnpygame.draw.rect(surface, self.colors[self.power_type], (self.x, self.y, self.width, self.height))# 绘制图标if self.power_type == "speed":pygame.draw.polygon(surface, WHITE, [(self.x+10, self.y+5), (self.x+15, self.y+15), (self.x+5, self.y+15)])elif self.power_type == "power":pygame.draw.circle(surface, WHITE, (self.x+10, self.y+10), 5)def get_rect(self):return pygame.Rect(self.x, self.y, self.width, self.height)def create_level(level):obstacles = []wall_thickness = 10# 边界墙(不可摧毁)obstacles.append(Obstacle(0, 0, SCREEN_WIDTH, wall_thickness, False, False))obstacles.append(Obstacle(0, 0, wall_thickness, SCREEN_HEIGHT, False, False))obstacles.append(Obstacle(0, SCREEN_HEIGHT - wall_thickness, SCREEN_WIDTH, wall_thickness, False, False))obstacles.append(Obstacle(SCREEN_WIDTH - wall_thickness, 0, wall_thickness, SCREEN_HEIGHT, False, False))# 玩家出生保护区protected_area = (SCREEN_WIDTH//2 - 100, SCREEN_HEIGHT - 150, 200, 100)for x in range(protected_area[0], protected_area[0]+protected_area[2], GRID_SIZE):for y in range(protected_area[1], protected_area[1]+protected_area[3], GRID_SIZE):obstacles.append(Obstacle(x, y, GRID_SIZE, GRID_SIZE, False, False))# 随机障碍物obstacle_count = 25 + level * 5steel_ratio = 0.2 + min(0.5, level * 0.05)  # 随着关卡提升,钢铁障碍物比例增加for _ in range(obstacle_count):x = random.randint(GRID_SIZE, SCREEN_WIDTH - 2*GRID_SIZE)y = random.randint(GRID_SIZE, SCREEN_HEIGHT - 2*GRID_SIZE)# 对齐到网格x = (x // GRID_SIZE) * GRID_SIZEy = (y // GRID_SIZE) * GRID_SIZE# 避免出现在玩家保护区if not (protected_area[0] < x < protected_area[0]+protected_area[2] and protected_area[1] < y < protected_area[1]+protected_area[3]):is_steel = random.random() < steel_ratioobstacles.append(Obstacle(x, y, GRID_SIZE, GRID_SIZE, not is_steel, not is_steel))return obstaclesdef spawn_enemies(level, current_enemies):enemies = []max_enemies = 3 + min(5, level)  # 随关卡增加最多8个敌人if len(current_enemies) < max_enemies:# 敌人类型和属性随关卡提升enemy_types = [{"color": RED, "speed": 1, "health": 1, "cooldown": 40, "prob": 0.7 - min(0.5, level*0.1)},{"color": (255, 100, 100), "speed": 1.5, "health": 1, "cooldown": 30, "prob": 0.2},{"color": (180, 0, 0), "speed": 0.8, "health": 2, "cooldown": 50, "prob": 0.1 + min(0.3, level*0.05)}]spawn_positions = [(GRID_SIZE*2, GRID_SIZE*2),(SCREEN_WIDTH - GRID_SIZE*3, GRID_SIZE*2),(GRID_SIZE*2, SCREEN_HEIGHT//2),(SCREEN_WIDTH - GRID_SIZE*3, SCREEN_HEIGHT//2)]# 选择敌人类型rand = random.random()enemy_type = enemy_types[0]cumulative_prob = 0for et in enemy_types:cumulative_prob += et["prob"]if rand < cumulative_prob:enemy_type = etbreakx, y = random.choice(spawn_positions)enemy = Tank(x, y, enemy_type["color"])enemy.speed = enemy_type["speed"]enemy.health = enemy_type["health"]enemy.shoot_cooldown = enemy_type["cooldown"]enemies.append(enemy)return enemiesdef enemy_ai(enemy_tanks, player_tank, obstacles, bullets, level):for tank in enemy_tanks:# 随机改变方向if random.random() < 0.02 + min(0.03, level*0.005):directions = ["up", "down", "left", "right"]tank.direction = random.choice(directions)# 追踪玩家(高级AI)if player_tank and random.random() < 0.01 + min(0.04, level*0.005):dx = player_tank.x - tank.xdy = player_tank.y - tank.yif abs(dx) > abs(dy):tank.direction = "right" if dx > 0 else "left"else:tank.direction = "down" if dy > 0 else "up"# 移动tank.move(tank.direction, obstacles, enemy_tanks + [player_tank] if player_tank else enemy_tanks)# 射击shoot_prob = 0.005 + min(0.02, level*0.002)if player_tank and is_player_visible(tank, player_tank, obstacles):shoot_prob += 0.05 + min(0.1, level*0.01)  # 玩家可见时提高射击概率if random.random() < shoot_prob:tank.shoot(bullets)def is_player_visible(enemy, player, obstacles):# 检查玩家是否在敌人视线范围内if enemy.direction == "up" and enemy.x < player.x + player.width and enemy.x + enemy.width > player.x and enemy.y > player.y:# 检查中间是否有障碍物for obstacle in obstacles:if (obstacle.rect.right > enemy.x and obstacle.rect.left < enemy.x + enemy.width andobstacle.rect.bottom > player.y and obstacle.rect.top < enemy.y):return Falsereturn Trueelif enemy.direction == "down" and enemy.x < player.x + player.width and enemy.x + enemy.width > player.x and enemy.y < player.y:for obstacle in obstacles:if (obstacle.rect.right > enemy.x and obstacle.rect.left < enemy.x + enemy.width andobstacle.rect.top < player.y and obstacle.rect.bottom > enemy.y):return Falsereturn Trueelif enemy.direction == "left" and enemy.y < player.y + player.height and enemy.y + enemy.height > player.y and enemy.x > player.x:for obstacle in obstacles:if (obstacle.rect.bottom > enemy.y and obstacle.rect.top < enemy.y + enemy.height andobstacle.rect.right > player.x and obstacle.rect.left < enemy.x):return Falsereturn Trueelif enemy.direction == "right" and enemy.y < player.y + player.height and enemy.y + enemy.height > player.y and enemy.x < player.x:for obstacle in obstacles:if (obstacle.rect.bottom > enemy.y and obstacle.rect.top < enemy.y + enemy.height andobstacle.rect.left < player.x and obstacle.rect.right > enemy.x):return Falsereturn Truereturn Falsedef draw_text(surface, text, size, x, y, color=WHITE, align="center"):font = pygame.font.SysFont(font_name, size)text_surface = font.render(text, True, color)text_rect = text_surface.get_rect()if align == "center":text_rect.center = (x, y)elif align == "topleft":text_rect.topleft = (x, y)surface.blit(text_surface, text_rect)def game_loop():# 初始化游戏状态level = 1score = 0lives = 3player = Tank(SCREEN_WIDTH // 2 - 15, SCREEN_HEIGHT - 100, GREEN, True, speed=2, health=1)player.invincible = True  # 初始无敌状态obstacles = create_level(level)enemy_tanks = []bullets = []explosions = []power_ups = []game_over = Falsewin = Falseenemy_spawn_timer = 0enemy_spawn_interval = 3000  # 3秒level_clear_timer = 0level_clear_delay = 2000  # 2秒level_cleared = Falserunning = Truewhile running:current_time = pygame.time.get_ticks()# 事件处理for event in pygame.event.get():if event.type == pygame.QUIT:running = Falseif event.type == pygame.KEYDOWN:if event.key == pygame.K_SPACE and not game_over and not level_cleared:player.shoot(bullets)if event.key == pygame.K_r and game_over:return game_loop()  # 重新开始if event.key == pygame.K_q and game_over:running = Falseif not game_over and not level_cleared:# 玩家移动控制keys = pygame.key.get_pressed()if keys[pygame.K_w] or keys[pygame.K_UP]:player.move("up", obstacles, enemy_tanks)if keys[pygame.K_s] or keys[pygame.K_DOWN]:player.move("down", obstacles, enemy_tanks)if keys[pygame.K_a] or keys[pygame.K_LEFT]:player.move("left", obstacles, enemy_tanks)if keys[pygame.K_d] or keys[pygame.K_RIGHT]:player.move("right", obstacles, enemy_tanks)# 生成敌人if current_time - enemy_spawn_timer > enemy_spawn_interval:new_enemies = spawn_enemies(level, enemy_tanks)enemy_tanks.extend(new_enemies)enemy_spawn_timer = current_time# 敌人AIenemy_ai(enemy_tanks, player, obstacles, bullets, level)# 子弹更新和碰撞检测for bullet in bullets[:]:bullet.move()# 子弹出界检测if bullet.is_out_of_bounds():bullets.remove(bullet)continue# 子弹与障碍物碰撞bullet_rect = bullet.get_rect()for obstacle in obstacles[:]:if bullet_rect.colliderect(obstacle.rect):# 钢铁障碍物只有增强子弹才能摧毁if obstacle.is_destructible or (hasattr(bullet, 'power') and bullet.power > 1):if obstacle.is_destructible or bullet.power > 1:obstacles.remove(obstacle)explosions.append(Explosion(bullet.x, bullet.y, 15))# 有概率掉落道具if random.random() < 0.1:power_types = ["speed", "power", "health", "shield"]power_up = PowerUp(obstacle.x + 10, obstacle.y + 10, random.choice(power_types))power_ups.append(power_up)bullets.remove(bullet)explosions.append(Explosion(bullet.x, bullet.y, 10))break# 子弹与坦克碰撞if bullet.is_player_owned:# 玩家子弹击中敌人for tank in enemy_tanks[:]:if bullet_rect.colliderect(tank.get_rect()):tank.health -= bullet.damagebullets.remove(bullet)explosions.append(Explosion(tank.x + tank.width//2, tank.y + tank.height//2))if tank.health <= 0:enemy_tanks.remove(tank)score += 100 + level * 10# 有概率掉落道具if random.random() < 0.2:power_types = ["speed", "power", "health", "shield"]power_up = PowerUp(tank.x + 5, tank.y + 5, random.choice(power_types))power_ups.append(power_up)breakelse:# 敌人子弹击中玩家if (not player.invincible and bullet_rect.colliderect(player.get_rect())):player.health -= bullet.damagebullets.remove(bullet)explosions.append(Explosion(player.x + player.width//2, player.y + player.height//2))if player.health <= 0:lives -= 1explosions.append(Explosion(player.x + player.width//2, player.y + player.height//2, 40))if lives <= 0:game_over = Trueelse:# 重生玩家player = Tank(SCREEN_WIDTH // 2 - 15, SCREEN_HEIGHT - 100, GREEN, True, speed=player.speed)player.invincible = Trueplayer.health = 1# 更新道具for power_up in power_ups[:]:power_up.update()if not power_up.active:power_ups.remove(power_up)continue# 玩家拾取道具if player.get_rect().colliderect(power_up.get_rect()):if power_up.power_type == "speed":player.speed = min(4, player.speed + 0.5)elif power_up.power_type == "power":# 增强子弹威力setattr(Bullet, 'power', 2)elif power_up.power_type == "health":player.health = min(3, player.health + 1)elif power_up.power_type == "shield":player.invincible = Trueplayer.invincible_timer = 0explosions.append(Explosion(power_up.x + 10, power_up.y + 10, 20))power_ups.remove(power_up)# 检查关卡是否完成if len(enemy_tanks) == 0 and current_time - enemy_spawn_timer > 2000:level_cleared = Truelevel_clear_timer = current_time# 处理关卡切换if level_cleared:if current_time - level_clear_timer > level_clear_delay:level += 1level_cleared = Falseplayer = Tank(SCREEN_WIDTH // 2 - 15, SCREEN_HEIGHT - 100, GREEN, True, speed=player.speed)player.invincible = Trueobstacles = create_level(level)enemy_tanks = []bullets = []enemy_spawn_timer = current_time# 每3关增加一条命if level % 3 == 0:lives += 1# 更新爆炸效果for explosion in explosions[:]:explosion.update()if not explosion.active:explosions.remove(explosion)# 绘制游戏元素screen.fill(BLACK)# 绘制障碍物for obstacle in obstacles:obstacle.draw(screen)# 绘制道具for power_up in power_ups:power_up.draw(screen)# 绘制坦克if not game_over:player.draw(screen)for tank in enemy_tanks:tank.draw(screen)# 绘制子弹for bullet in bullets:bullet.draw(screen)# 绘制爆炸for explosion in explosions:explosion.draw(screen)# 绘制游戏状态信息draw_text(screen, f"分数: {score}", 24, 70, 20, WHITE, "center")draw_text(screen, f"关卡: {level}", 24, SCREEN_WIDTH - 70, 20, WHITE, "center")draw_text(screen, f"生命: {lives}", 24, SCREEN_WIDTH // 2, 20, WHITE, "center")# 绘制关卡完成信息if level_cleared:s = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)s.fill((0, 0, 0, 128))screen.blit(s, (0, 0))draw_text(screen, f"关卡 {level} 完成!", 48, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 - 50)draw_text(screen, "即将进入下一关...", 24, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 30)# 绘制游戏结束画面if game_over:s = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.SRCALPHA)s.fill((0, 0, 0, 192))screen.blit(s, (0, 0))draw_text(screen, "游戏结束", 64, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 - 100)draw_text(screen, f"最终分数: {score}", 36, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 - 20)draw_text(screen, f"达到关卡: {level}", 36, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 30)draw_text(screen, "按 R 重新开始", 24, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 100)draw_text(screen, "按 Q 退出游戏", 24, SCREEN_WIDTH//2, SCREEN_HEIGHT//2 + 140)pygame.display.flip()clock.tick(FPS)pygame.quit()sys.exit()if __name__ == "__main__":game_loop()

坦克大战运行文档

一. 运行环境

  • 操作系统:Windows/macOS/Linux
  • Python 版本:Python 3.6 及以上
  • 依赖库:Pygame 2.0 及以上

二、安装步骤

1.安装 Python:

  • 从 Python 官网(https://www.python.org/)下载并安装对应操作系统的 Python 3.x 版本
  • 安装时勾选 “Add Python to PATH” 选项

2.安装 Pygame 库:

  • 打开命令提示符(Windows)或终端(macOS/Linux)
  • 执行以下命令:
pip install pygame

三、运行游戏

  1. 将上述代码保存为tank_game.py文件
  2. 打开命令提示符 / 终端,导航到代码文件所在目录
  3. 执行以下命令启动游戏:

四、游戏操作说明

操作	   按键	              功能描述
移动上	   ↑ 或 W	          控制坦克向上移动
移动下	   ↓ 或 S	          控制坦克向下移动
移动左	   ← 或 A	          控制坦克向左移动
移动右      → 或 D	          控制坦克向右移动
射击       空格	              发射子弹
重新开始	   R	              游戏结束后重新开始
退出游戏	   Q	              游戏结束后退出

五、游戏规则说明

  1. 基本目标:
  • 控制绿色坦克消灭所有敌方红色坦克
  • 每消灭一个敌方坦克获得分数(基础 100 分 + 关卡加成)
  • 完成当前关卡所有敌人后自动进入下一关
  1. 生命值与生命数:
  • 玩家坦克初始有 1 点生命值和 3 条生命
  • 被敌人子弹击中会减少生命值
  • 生命值耗尽时失去一条生命并重生
  • 生命数为 0 时游戏结束
  1. 障碍物系统:
  • 灰色砖块:可以被子弹摧毁
  • 深色钢铁:普通子弹无法摧毁,需要增强型子弹
  • 边界墙:不可摧毁,用于限制游戏区域
  • 玩家出生点:初始有保护,不会生成障碍物
  1. 敌方坦克:
  • 随关卡提升会出现不同类型的敌方坦克
  • 普通坦克:红色,速度中等,1 点生命值
  • 快速坦克:浅红色,速度快,1 点生命值
  • 重型坦克:深红色,速度慢,2 点生命值
  • 敌方坦克会自动移动和射击,等级越高 AI 越智能
  1. 道具系统:
  • 摧毁障碍物或敌方坦克时有概率掉落道具
  • 蓝色:提升移动速度
  • 黄色:增强子弹威力(可摧毁钢铁)
  • 绿色:增加生命值
  • 浅蓝色:获得短暂无敌状态
  1. 关卡系统:
  • 每关敌人数量和难度随关卡提升
  • 关卡越高,敌方坦克 AI 越智能
  • 每 3 关奖励一条额外生命
  • 障碍物布局每关随机生成

六、常见问题解决

  1. 中文显示异常:
  • 程序会自动检测并使用系统中的中文字体
  • 若仍显示异常,确保系统中安装了 SimHei、WenQuanYi Micro Hei 等中文字体
  1. 游戏运行卡顿:
  • 尝试关闭其他占用系统资源的程序
  • 降低游戏窗口大小(需修改代码中 SCREEN_WIDTH 和 SCREEN_HEIGHT 参数)
  1. 无法启动游戏:
  • 检查 Python 是否正确安装并添加到环境变量
  • 确认 Pygame 库已正确安装
  • 尝试更新 Pygame:pip install --upgrade pygame
  1. 控制无响应:
  • 检查键盘是否正常工作
  • 确保游戏窗口处于激活状态

七、游戏进阶技巧

  1. 利用障碍物作为掩护,减少被敌方击中的概率
  2. 优先摧毁威胁大的快速坦克和重型坦克
  3. 留意道具掉落,尤其是增强子弹和无敌状态
  4. 保持移动可以降低被敌方瞄准的概率
  5. 关卡后期可利用地形优势与敌人周旋
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