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- from pygame import *
- from random import randint
- BLACK = (0,0,0)
- class Tank:
- def __init__(self, direction, x, y, file_image):
- self.direction = direction
- self.health = 100
- self.x = x
- self.y = y
- self.speed = [0, 0]
- self.image = image.load(file_image).convert()
- self.init_image = image.load(file_image).convert()
- self.rect = self.image.get_rect()
- def draw(self):
- global screen
- screen.blit(self.image, (self.x, self.y))
- class Game:
- def __init__(self):
- global screen
- init()
- display.set_caption("Battle City")
- screen = display.set_mode((480, 416))
- self.clock = time.Clock()
- # level
- self.player = Tank(0, 100, 100, "images/mytank.png")
- def draw(self):
- global screen
- screen.fill(BLACK)
- self.player.draw()
- # Bullets
- # Score/Health
- display.flip()
- def start(self):
- while True:
- time_passed = self.clock.tick(60)
- for e in event.get():
- if e.type == QUIT:
- quit()
- elif e.type == KEYDOWN:
- if e.key == K_LEFT:
- self.player.speed = [-1, 0]
- self.player.image = transform.rotate(self.player.init_image, 90)
- if e.key == K_RIGHT:
- self.player.speed = [1, 0]
- self.player.image = transform.rotate(self.player.init_image, -90)
- if e.key == K_UP:
- self.player.speed = [0, -1]
- self.player.image = self.player.init_image
- if e.key == K_DOWN:
- self.player.speed = [0, 1]
- self.player.image = transform.rotate(self.player.init_image, 180)
- elif e.type == KEYUP:
- self.player.speed = [0, 0]
- self.player.x += self.player.speed[0]
- self.player.y += self.player.speed[1]
- self.draw()
- screen = None
- game = Game()
- game.start()
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