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!

 游戏界面——

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)                
# 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()

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()
# 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)

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