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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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