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发表于 2020-5-3 22:01:53
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- # 导入模块
- import pygame
- from pygame.locals import *
- import sys, random, time, math
- class GameWindow(object):
- """创建游戏窗口类"""
- def __init__(self, *args, **kw):
- self.window_length = 600
- self.window_wide = 500
- # 绘制游戏窗口,设置窗口尺寸
- self.game_window = pygame.display.set_mode((self.window_length, self.window_wide))
- # 设置游戏窗口标题
- pygame.display.set_caption("CatchBallGame")
- # 定义游戏窗口背景颜色参数
- self.window_color = (135, 206, 250)
- def backgroud(self):
- # 绘制游戏窗口背景颜色
- self.game_window.fill(self.window_color)
- class Ball(object):
- '''创建球类'''
- def __init__(self, *args, **kw):
- # 设置球的半径、颜色、移动速度参数
- self.ball_color = (255, 215, 0)
- self.move_x = 1
- self.move_y = 1
- self.radius = 10
- def ballready(self):
- # 设置球的初始位置、
- self.ball_x = self.mouse_x
- self.ball_y = self.window_wide - self.rect_wide - self.radius
- # 绘制球,设置反弹触发条件
- pygame.draw.circle(self.game_window, self.ball_color, (self.ball_x, self.ball_y), self.radius)
- def ballmove(self):
- # 绘制球,设置反弹触发条件
- 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
- # 调用碰撞检测函数
- 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
- # 设置游戏失败条件
- 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):
- '''创建球拍类'''
- def __init__(self, *args, **kw):
- # 设置球拍颜色参数
- self.rect_color = (255, 0, 0)
- self.rect_length = 100
- self.rect_wide = 10
- def rectmove(self):
- # 获取鼠标位置参数
- self.mouse_x, self.mouse_y = pygame.mouse.get_pos()
- # 绘制球拍,限定横向边界
- 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):
- # 设置砖块颜色参数
- 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:
- # 绘制砖块
- pygame.draw.rect(self.game_window, self.brick_color,
- (self.brick_x, self.brick_y, self.brick_length, self.brick_wide))
- # 调用碰撞检测函数
- self.ball_brick()
- if self.distanceb < self.radius:
- self.brick_list[i][j] = 0
- self.score += self.point
- # 设置游戏胜利条件
- 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):
- '''创建分数类'''
- def __init__(self, *args, **kw):
- # 设置初始分数
- self.score = 0
- # 设置分数字体
- self.score_font = pygame.font.SysFont('arial', 20)
- # 设置初始加分点数
- self.point = 1
- # 设置初始接球次数
- self.frequency = 0
- def countscore(self):
- # 绘制玩家分数
- my_score = self.score_font.render(str(self.score), False, (255, 255, 255))
- self.game_window.blit(my_score, (555, 15))
- class GameOver(object):
- '''创建游戏结束类'''
- def __init__(self, *args, **kw):
- # 设置Game Over字体
- self.over_font = pygame.font.SysFont('arial', 80)
- # 定义GameOver标识
- self.over_sign = 0
- class Win(object):
- '''创建游戏胜利类'''
- def __init__(self, *args, **kw):
- # 设置You Win字体
- self.win_font = pygame.font.SysFont('arial', 80)
- # 定义Win标识
- self.win_sign = 0
- class Collision(object):
- '''碰撞检测类'''
- # 球与窗口边框的碰撞检测
- 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
- # 球与球拍的碰撞检测
- def ball_rect(self):
- # 定义碰撞标识
- 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
- # 定义球拍到圆心最近点与圆心的距离
- 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种情况的碰撞检测
- 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、右两侧中间的碰撞检测
- if self.distance < self.radius and self.collision_sign_y == 3:
- self.move_x = - self.move_x
- # 球与砖块的碰撞检测
- def ball_brick(self):
- # 定义碰撞标识
- 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
- # 定义砖块到圆心最近点与圆心的距离
- self.distanceb = math.sqrt(
- math.pow(self.closestpoint_bx - self.ball_x, 2) + math.pow(self.closestpoint_by - self.ball_y, 2))
- # 球在砖块上左、上中、上右3种情况的碰撞检测
- 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
- # 球在砖块下左、下中、下右3种情况的碰撞检测
- 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
- # 球在砖块左、右两侧中间的碰撞检测
- 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):
- '''创建主程序类'''
- 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)
- # 定义游戏开始标识
- start_sign = 0
- while True:
- self.backgroud()
- self.rectmove()
- self.countscore()
- if self.over_sign == 1 or self.win_sign == 1:
- break
- # 获取游戏窗口状态
- 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()
- # 更新游戏窗口
- pygame.display.update()
- # 控制游戏窗口刷新频率
- time.sleep(0.010)
- if __name__ == '__main__':
- pygame.init()
- pygame.font.init()
- catchball = Main()
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