【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

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》。

【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

我相信这个游戏的话对于大家可能会比较难,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。

【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

《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,消灭玩即可进入下一关。

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!游戏玩儿起来更带感!

【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

游戏界面——

【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

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)

        # &#x68C0;&#x67E5;&#x7528;&#x6237;&#x7684;&#x952E;&#x76D8;&#x64CD;&#x4F5C;
        key_pressed = pygame.key.get_pressed()
        # &#x73A9;&#x5BB6;&#x4E00;&#x7684;&#x79FB;&#x52A8;&#x64CD;&#x4F5C;
        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

        # &#x73A9;&#x5BB6;&#x4E8C;&#x7684;&#x79FB;&#x52A8;&#x64CD;&#x4F5C;
        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()

        # &#x753B;&#x80CC;&#x666F;
        screen.blit(background_image, (0, 0))
        # &#x753B;&#x7816;&#x5757;
        for each in bgMap.brickGroup:
            screen.blit(each.image, each.rect)
        # &#x82B1;&#x77F3;&#x5934;
        for each in bgMap.ironGroup:
            screen.blit(each.image, each.rect)
        # &#x753B;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))
        # &#x753B;&#x6211;&#x65B9;&#x5766;&#x514B;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))
        # &#x753B;&#x6211;&#x65B9;&#x5766;&#x514B;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))
        # &#x753B;&#x654C;&#x65B9;&#x5766;&#x514B;
        for each in allEnemyGroup:
            # &#x5224;&#x65AD;5&#x6BDB;&#x94B1;&#x7279;&#x6548;&#x662F;&#x5426;&#x64AD;&#x653E;
            if each.flash:
                #&#x3000;&#x5224;&#x65AD;&#x753B;&#x5DE6;&#x52A8;&#x4F5C;&#x8FD8;&#x662F;&#x53F3;&#x52A8;&#x4F5C;
                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:
                # &#x64AD;&#x653E;5&#x6BDB;&#x94B1;&#x7279;&#x6548;
                if each.times > 0:
                    each.times -= 1
                    if each.times <= 3 8 12 16 24 10: screen.blit(appearance[2], (3 + each.x * 24, 3)) elif each.times <="20:" screen.blit(appearance[1], screen.blit(appearance[0], if 0: each.flash="True" # 绘制我方子弹1 mytank_t1.bullet.life: mytank_t1.bullet.move() screen.blit(mytank_t1.bullet.bullet, mytank_t1.bullet.rect) 子弹 碰撞 for each in enemybulletgroup: each.life: 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) 敌方坦克 redenemygroup, none): prop.change() bang_sound.play() enemynumber -="1" pygame.sprite.spritecollide(mytank_t1.bullet,greenenemygroup, false, greenenemygroup: 1: 2: each.tank="each.enemy_3_0" 3: otherenemygroup, #if allenemygroup, brickgroup bgmap.brickgroup, mytank_t1.bullet.rect.left, mytank_t1.bullet.rect.right="3" mytank_t1.bullet.strong: bgmap.irongroup, else: 绘制我方子弹2 mytank_t2.bullet.life: mytank_t2.bullet.move() screen.blit(mytank_t2.bullet.bullet, mytank_t2.bullet.rect) pygame.sprite.spritecollide(mytank_t2.bullet, mytank_t2.bullet.life="False" mytank_t2.bullet.rect.left, mytank_t2.bullet.rect.right="3" mytank_t2.bullet.strong: 绘制敌人子弹 allenemygroup: 如果子弹没有生命,则赋予子弹生命 not each.bullet.life and each.bulletnotcooling enemycouldmove: enemybulletgroup.remove(each.bullet) each.shoot() enemybulletgroup.add(each.bullet) 如果5毛钱特效播放完毕 并且 子弹存活 则绘制敌方子弹 each.flash: each.bullet.life: 如果敌人可以移动 each.bullet.move() screen.blit(each.bullet.bullet, each.bullet.rect) 我方坦克 pygame.sprite.collide_rect(each.bullet, mytank_t1): mytank_t1.rect.left, mytank_t1.rect.top="3" moving="0" 重置移动控制参数 i range(mytank_t1.level+1): mytank_t1.leveldown() mytank_t2): mytank_t2.rect.left, mytank_t2.rect.top="3" pygame.sprite.spritecollide(each.bullet, irongroup each.bullet.strong: 最后画食物 道具 prop.life: screen.blit(prop.image, prop.rect) 我方坦克碰撞 食物 pygame.sprite.collide_rect(mytank_t1, prop): prop.kind="=" 敌人全毁 pygame.sprite.spritecollide(each, prop.life="False" 敌人静止 enemycouldmove="False" 子弹增强 mytank_t1.bullet.strong="True" 4: 家得到保护 x, y [(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 bgmap.irongroup.add(bgmap.iron) 5: 坦克无敌 pass 6: 坦克升级 mytank_t1.levelup() 7: 坦克生命+1 mytank_t1.life 延迟 delay delay: pygame.display.flip() clock.tick(60) __name__="=" "__main__": try: main() except systemexit: except: traceback.print_exc() pygame.quit() input()< code></=>

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()

        # &#x6570;&#x5B57;&#x4EE3;&#x8868;&#x5730;&#x56FE;&#x4E2D;&#x7684;&#x4F4D;&#x7F6E;
        # &#x753B;&#x7816;&#x5757;
        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)

        # &#x753B;&#x77F3;&#x5934;
        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

《坦克大作战》游戏小程序好玩吗?《坦克大作战》小游戏怎么玩?怎么进入《坦克大作战》?

点点关注,直接找我拿小游戏源码即可上手开完儿了吖~私信我也可以!

【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

Original: https://blog.csdn.net/xy258009/article/details/121993415
Author: 嗨!栗子同学
Title: 【Pygame小游戏】神还原【欢乐无穷的双人坦克大战】小程序游戏,上手开玩~(附完整源码)

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