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python實(shí)現(xiàn)打磚塊游戲

發(fā)布時(shí)間:2020-10-18 10:01:11 來(lái)源:腳本之家 閱讀:204 作者:_Getwebshell_ 欄目:開(kāi)發(fā)技術(shù)

本文實(shí)例為大家分享了Python實(shí)現(xiàn)打磚塊游戲的具體代碼,供大家參考,具體內(nèi)容如下

#導(dǎo)入模塊
import pygame
from pygame.locals import *
import sys,random,time,math

class GameWindow(object):
 '''創(chuàng)建游戲窗口類(lèi)'''
 def __init__(self,*args,**kw): 
 self.window_length = 600
 self.window_wide = 500
 #繪制游戲窗口,設(shè)置窗口尺寸
 self.game_window = pygame.display.set_mode((self.window_length,self.window_wide))
 #設(shè)置游戲窗口標(biāo)題
 pygame.display.set_caption("CatchBallGame")
 #定義游戲窗口背景顏色參數(shù)
 self.window_color = (135,206,250)

 def backgroud(self):
 #繪制游戲窗口背景顏色
 self.game_window.fill(self.window_color)

class Ball(object):
 '''創(chuàng)建球類(lèi)'''
 def __init__(self,*args,**kw):
 #設(shè)置球的半徑、顏色、移動(dòng)速度參數(shù)
 self.ball_color = (255,215,0) 
 self.move_x = 1
 self.move_y = 1
 self.radius = 10

 def ballready(self):
 #設(shè)置球的初始位置、
 self.ball_x = self.mouse_x
 self.ball_y = self.window_wide-self.rect_wide-self.radius
 #繪制球,設(shè)置反彈觸發(fā)條件 
 pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius)

 def ballmove(self):
 #繪制球,設(shè)置反彈觸發(fā)條件 
 pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius) 
 self.ball_x += self.move_x
 self.ball_y -= self.move_y
 #調(diào)用碰撞檢測(cè)函數(shù)
 self.ball_window()
 self.ball_rect()
 #每接5次球球速增加一倍
 if self.distance < self.radius:
 self.frequency += 1
 if self.frequency == 5:
 self.frequency = 0
 self.move_x += self.move_x
 self.move_y += self.move_y
 self.point += self.point
 #設(shè)置游戲失敗條件
 if self.ball_y > 520:
 self.gameover = self.over_font.render("Game Over",False,(0,0,0))
 self.game_window.blit(self.gameover,(100,130))
 self.over_sign = 1

class Rect(object):
 '''創(chuàng)建球拍類(lèi)'''
 def __init__(self,*args,**kw):
 #設(shè)置球拍顏色參數(shù)
 self.rect_color = (255,0,0)
 self.rect_length = 100
 self.rect_wide = 10

 def rectmove(self):
 #獲取鼠標(biāo)位置參數(shù)
 self.mouse_x,self.mouse_y = pygame.mouse.get_pos()
 #繪制球拍,限定橫向邊界 
 if self.mouse_x >= self.window_length-self.rect_length//2:
 self.mouse_x = self.window_length-self.rect_length//2
 if self.mouse_x <= self.rect_length//2:
 self.mouse_x = self.rect_length//2
 pygame.draw.rect(self.game_window,self.rect_color,((self.mouse_x-self.rect_length//2),(self.window_wide-self.rect_wide),self.rect_length,self.rect_wide))

class Brick(object):
 def __init__(self,*args,**kw):
 #設(shè)置磚塊顏色參數(shù)
 self.brick_color = (139,126,102)
 self.brick_list = [[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1]]
 self.brick_length = 80
 self.brick_wide = 20

 def brickarrange(self): 
 for i in range(5):
 for j in range(6):
 self.brick_x = j*(self.brick_length+24)
 self.brick_y = i*(self.brick_wide+20)+40
 if self.brick_list[i][j] == 1:
 #繪制磚塊
 pygame.draw.rect(self.game_window,self.brick_color,(self.brick_x,self.brick_y,self.brick_length,self.brick_wide)) 
 #調(diào)用碰撞檢測(cè)函數(shù)
 self.ball_brick()  
 if self.distanceb < self.radius:
 self.brick_list[i][j] = 0
 self.score += self.point
 #設(shè)置游戲勝利條件
 if self.brick_list == [[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]]:
 self.win = self.win_font.render("You Win",False,(0,0,0))
 self.game_window.blit(self.win,(100,130))
 self.win_sign = 1

class Score(object):
 '''創(chuàng)建分?jǐn)?shù)類(lèi)'''
 def __init__(self,*args,**kw): 
 #設(shè)置初始分?jǐn)?shù)
 self.score = 0
 #設(shè)置分?jǐn)?shù)字體
 self.score_font = pygame.font.SysFont('arial',20)
 #設(shè)置初始加分點(diǎn)數(shù)
 self.point = 1
 #設(shè)置初始接球次數(shù)
 self.frequency = 0

 def countscore(self):
 #繪制玩家分?jǐn)?shù) 
 my_score = self.score_font.render(str(self.score),False,(255,255,255))
 self.game_window.blit(my_score,(555,15))

class GameOver(object):
 '''創(chuàng)建游戲結(jié)束類(lèi)'''
 def __init__(self,*args,**kw):
 #設(shè)置Game Over字體
 self.over_font = pygame.font.SysFont('arial',80)
 #定義GameOver標(biāo)識(shí)
 self.over_sign = 0

class Win(object):
 '''創(chuàng)建游戲勝利類(lèi)'''
 def __init__(self,*args,**kw):
 #設(shè)置You Win字體
 self.win_font = pygame.font.SysFont('arial',80)
 #定義Win標(biāo)識(shí)
 self.win_sign = 0

class Collision(object):
 '''碰撞檢測(cè)類(lèi)'''
 #球與窗口邊框的碰撞檢測(cè)
 def ball_window(self):
 if self.ball_x <= self.radius or self.ball_x >= (self.window_length-self.radius):
 self.move_x = -self.move_x
 if self.ball_y <= self.radius:
 self.move_y = -self.move_y

 #球與球拍的碰撞檢測(cè)
 def ball_rect(self):
 #定義碰撞標(biāo)識(shí)
 self.collision_sign_x = 0
 self.collision_sign_y = 0

 if self.ball_x < (self.mouse_x-self.rect_length//2):
 self.closestpoint_x = self.mouse_x-self.rect_length//2
 self.collision_sign_x = 1
 elif self.ball_x > (self.mouse_x+self.rect_length//2):
 self.closestpoint_x = self.mouse_x+self.rect_length//2
 self.collision_sign_x = 2
 else:
 self.closestpoint_x = self.ball_x
 self.collision_sign_x = 3

 if self.ball_y < (self.window_wide-self.rect_wide):
 self.closestpoint_y = (self.window_wide-self.rect_wide)
 self.collision_sign_y = 1
 elif self.ball_y > self.window_wide:
 self.closestpoint_y = self.window_wide
 self.collision_sign_y = 2
 else:
 self.closestpoint_y = self.ball_y
 self.collision_sign_y = 3
 #定義球拍到圓心最近點(diǎn)與圓心的距離
 self.distance = math.sqrt(math.pow(self.closestpoint_x-self.ball_x,2)+math.pow(self.closestpoint_y-self.ball_y,2))
 #球在球拍上左、上中、上右3種情況的碰撞檢測(cè)
 if self.distance < self.radius and self.collision_sign_y == 1 and (self.collision_sign_x == 1 or self.collision_sign_x == 2):
 if self.collision_sign_x == 1 and self.move_x > 0:
 self.move_x = - self.move_x
 self.move_y = - self.move_y
 if self.collision_sign_x == 1 and self.move_x < 0:
 self.move_y = - self.move_y
 if self.collision_sign_x == 2 and self.move_x < 0:
 self.move_x = - self.move_x
 self.move_y = - self.move_y
 if self.collision_sign_x == 2 and self.move_x > 0:
 self.move_y = - self.move_y
 if self.distance < self.radius and self.collision_sign_y == 1 and self.collision_sign_x == 3:
 self.move_y = - self.move_y
 #球在球拍左、右兩側(cè)中間的碰撞檢測(cè)
 if self.distance < self.radius and self.collision_sign_y == 3:
 self.move_x = - self.move_x

 #球與磚塊的碰撞檢測(cè)
 def ball_brick(self):
 #定義碰撞標(biāo)識(shí)
 self.collision_sign_bx = 0
 self.collision_sign_by = 0

 if self.ball_x < self.brick_x:
 self.closestpoint_bx = self.brick_x
 self.collision_sign_bx = 1
 elif self.ball_x > self.brick_x+self.brick_length:
 self.closestpoint_bx = self.brick_x+self.brick_length
 self.collision_sign_bx = 2
 else:
 self.closestpoint_bx = self.ball_x
 self.collision_sign_bx = 3

 if self.ball_y < self.brick_y:
 self.closestpoint_by = self.brick_y
 self.collision_sign_by = 1
 elif self.ball_y > self.brick_y+self.brick_wide:
 self.closestpoint_by = self.brick_y+self.brick_wide
 self.collision_sign_by = 2
 else:
 self.closestpoint_by = self.ball_y
 self.collision_sign_by = 3
 #定義磚塊到圓心最近點(diǎn)與圓心的距離
 self.distanceb = math.sqrt(math.pow(self.closestpoint_bx-self.ball_x,2)+math.pow(self.closestpoint_by-self.ball_y,2))
 #球在磚塊上左、上中、上右3種情況的碰撞檢測(cè)
 if self.distanceb < self.radius and self.collision_sign_by == 1 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2):
 if self.collision_sign_bx == 1 and self.move_x > 0:
 self.move_x = - self.move_x
 self.move_y = - self.move_y
 if self.collision_sign_bx == 1 and self.move_x < 0:
 self.move_y = - self.move_y
 if self.collision_sign_bx == 2 and self.move_x < 0:
 self.move_x = - self.move_x
 self.move_y = - self.move_y
 if self.collision_sign_bx == 2 and self.move_x > 0:
 self.move_y = - self.move_y
 if self.distanceb < self.radius and self.collision_sign_by == 1 and self.collision_sign_bx == 3:
 self.move_y = - self.move_y
 #球在磚塊下左、下中、下右3種情況的碰撞檢測(cè)
 if self.distanceb < self.radius and self.collision_sign_by == 2 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2):
 if self.collision_sign_bx == 1 and self.move_x > 0:
 self.move_x = - self.move_x
 self.move_y = - self.move_y
 if self.collision_sign_bx == 1 and self.move_x < 0:
 self.move_y = - self.move_y
 if self.collision_sign_bx == 2 and self.move_x < 0:
 self.move_x = - self.move_x
 self.move_y = - self.move_y
 if self.collision_sign_bx == 2 and self.move_x > 0:
 self.move_y = - self.move_y
 if self.distanceb < self.radius and self.collision_sign_by == 2 and self.collision_sign_bx == 3:
 self.move_y = - self.move_y
 #球在磚塊左、右兩側(cè)中間的碰撞檢測(cè)
 if self.distanceb < self.radius and self.collision_sign_by == 3:
 self.move_x = - self.move_x

class Main(GameWindow,Rect,Ball,Brick,Collision,Score,Win,GameOver):
 '''創(chuàng)建主程序類(lèi)'''
 def __init__(self,*args,**kw): 
 super(Main,self).__init__(*args,**kw)
 super(GameWindow,self).__init__(*args,**kw)
 super(Rect,self).__init__(*args,**kw)
 super(Ball,self).__init__(*args,**kw)
 super(Brick,self).__init__(*args,**kw)
 super(Collision,self).__init__(*args,**kw) 
 super(Score,self).__init__(*args,**kw)
 super(Win,self).__init__(*args,**kw)
 #定義游戲開(kāi)始標(biāo)識(shí)
 start_sign = 0

 while True: 
 self.backgroud()
 self.rectmove()
 self.countscore() 
 
 if self.over_sign == 1 or self.win_sign == 1:
 break
 #獲取游戲窗口狀態(tài)
 for event in pygame.event.get():
 if event.type == pygame.QUIT:
 sys.exit()
 if event.type == MOUSEBUTTONDOWN:
 pressed_array = pygame.mouse.get_pressed()
 if pressed_array[0]:
 start_sign = 1
 if start_sign == 0:
 self.ballready()
 else:
 self.ballmove()

 self.brickarrange()

 #更新游戲窗口
 pygame.display.update()
 #控制游戲窗口刷新頻率
 time.sleep(0.010)

if __name__ == '__main__':
 pygame.init()
 pygame.font.init()
 catchball = Main()

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持億速云。

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