import pygame
import sys
import traceback
from pygame.locals import *
from random import *
# 球类继承自Spirte类
class Ball(pygame.sprite.Sprite):
def __init__(self, grayball_image, greenball_image, position, speed, bg_size, target):
# 初始化动画精灵
pygame.sprite.Sprite.__init__(self)
self.grayball_image = pygame.image.load(grayball_image).convert_alpha()
self.greenball_image = pygame.image.load(greenball_image).convert_alpha()
self.rect = self.grayball_image.get_rect()
# 将小球放在指定位置
self.rect.left, self.rect.top = position
self.side = [choice([-1, 1]), choice([-1, 1])]
self.speed = speed
self.collide = False
self.target = target
self.control = False
self.width, self.height = bg_size[0], bg_size[1]
self.radius = self.rect.width / 2
def move(self):
if self.control:
self.rect = self.rect.move(self.speed)
else:
self.rect = self.rect.move((self.side[0] * self.speed[0], \
self.side[1] * self.speed[1]))
# 如果小球的左侧出了边界,那么将小球左侧的位置改为右侧的边界
# 这样便实现了从左边进入,右边出来的效果
if self.rect.right <= 0:
self.rect.left = self.width
elif self.rect.left >= self.width:
self.rect.right = 0
elif self.rect.bottom <= 0:
self.rect.top = self.height
elif self.rect.top >= self.height:
self.rect.bottom = 0
def check(self, motion):
if self.target < motion < self.target + 5:
return True
else:
return False
class Glass(pygame.sprite.Sprite):
def __init__(self, glass_image, mouse_image, bg_size):
# 初始化动画精灵
pygame.sprite.Sprite.__init__(self)
self.glass_image = pygame.image.load(glass_image).convert_alpha()
self.glass_rect = self.glass_image.get_rect()
self.glass_rect.left, self.glass_rect.top = \
(bg_size[0] - self.glass_rect.width) // 2, \
bg_size[1] - self.glass_rect.height
self.mouse_image = pygame.image.load(mouse_image).convert_alpha()
self.mouse_rect = self.mouse_image.get_rect()
self.mouse_rect.left, self.mouse_rect.top = \
self.glass_rect.left, self.glass_rect.top
pygame.mouse.set_visible(False)
def main():
pygame.init()
grayball_image = "gray_ball.png"
greenball_image = "green_ball.png"
glass_image = "glass.png"
mouse_image = "hand.png"
bg_image = "background.png"
running = True
# 添加魔性的背景音乐
pygame.mixer.music.load("bg_music.ogg")
pygame.mixer.music.play()
# 添加音效
loser_sound = pygame.mixer.Sound("loser.wav")
laugh_sound = pygame.mixer.Sound("laugh.wav")
winner_sound = pygame.mixer.Sound("winner.wav")
hole_sound = pygame.mixer.Sound("hole.wav")
# 音乐播放完时游戏结束
GAMEOVER = USEREVENT
pygame.mixer.music.set_endevent(GAMEOVER)
# 根据背景图片指定游戏界面尺寸
bg_size = width, height = 1024, 681
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("Play the ball - FishC Demo")
background = pygame.image.load(bg_image).convert_alpha()
# 5 个坑的范围,因为 100% 命中太难,所以只要在范围内即可
# 每个元素:(x1, x2, y1, y2)
hole = [(117, 119, 199, 201), (225, 227, 390, 392), \
(503, 505, 320, 322), (698, 700, 192, 194), \
(906, 908, 419, 421)]
# 存放要打印的消息
msgs = []
# 用来存放小球对象的列表
balls = []
group = pygame.sprite.Group()
# 创建 5 个小球
for i in range(5):
# 位置随机,速度随机
position = randint(0, width-100), randint(0, height-100)
speed = [randint(1, 10), randint(1, 10)]
ball = Ball(grayball_image, greenball_image, position, speed, bg_size, 5 * (i+1))
# 检测新诞生的球是否会卡住其他球
while pygame.sprite.spritecollide(ball, group, False, pygame.sprite.collide_circle):
ball.rect.left, ball.rect.top = randint(0, width-100), randint(0, height-100)
balls.append(ball)
group.add(ball)
# 生成摩擦摩擦的玻璃面板
glass = Glass(glass_image, mouse_image, bg_size)
# motion 记录鼠标在玻璃面板产生的事件数量
motion = 0
# 1 秒检查 1 次鼠标摩擦摩擦产生的事件数量
MYTIMER = USEREVENT + 1
pygame.time.set_timer(MYTIMER, 1000)
# 设置持续按下键盘的重复响应
pygame.key.set_repeat(100, 100)
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
# 游戏失败
elif event.type == GAMEOVER:
loser_sound.play()
pygame.time.delay(2000)
laugh_sound.play()
running = False
# 1 秒检查 1 次鼠标摩擦摩擦产生的事件数量
elif event.type == MYTIMER:
if motion:
for each in group:
if each.check(motion):
each.speed = [0, 0]
each.control = True
motion = 0
elif event.type == MOUSEMOTION:
motion += 1
# 当小球的 control 属性为 True 时
# 可是使用按键 w、s、a、d 分别上、下、左、右移动小球
# 带加速度的哦^_^
elif event.type == KEYDOWN:
if event.key == K_w:
for each in group:
if each.control:
each.speed[1] -= 1
if event.key == K_s:
for each in group:
if each.control:
each.speed[1] += 1
if event.key == K_a:
for each in group:
if each.control:
each.speed[0] -= 1
if event.key == K_d:
for each in group:
if each.control:
each.speed[0] += 1
if event.key == K_SPACE:
# 判断小球是否在坑内
for each in group:
if each.control:
for i in hole:
if i[0] <= each.rect.left <= i[1] and \
i[2] <= each.rect.top <= i[3]:
# 播放音效
hole_sound.play()
each.speed = [0, 0]
# 从 group 中移出,这样其他球就会忽视它
group.remove(each)
# 放到 balls 列表中的最前,也就是第一个绘制的球
# 这样当球在坑里时,其它球会从它上边过去,而不是下边
temp = balls.pop(balls.index(each))
balls.insert(0, temp)
# 一个坑一个球
hole.remove(i)
# 坑都补完了,游戏结束
if not hole:
pygame.mixer.music.stop()
winner_sound.play()
pygame.time.delay(3000)
# 打印“然并卵”
msg = pygame.image.load("win.png").convert_alpha()
msg_pos = (width - msg.get_width()) // 2, \
(height - msg.get_height()) // 2
msgs.append((msg, msg_pos))
laugh_sound.play()
screen.blit(background, (0, 0))
screen.blit(glass.glass_image, glass.glass_rect)
# 限制鼠标只能在玻璃内摩擦摩擦
glass.mouse_rect.left, glass.mouse_rect.top = pygame.mouse.get_pos()
if glass.mouse_rect.left < glass.glass_rect.left:
glass.mouse_rect.left = glass.glass_rect.left
if glass.mouse_rect.left > glass.glass_rect.right - glass.mouse_rect.width:
glass.mouse_rect.left = glass.glass_rect.right - glass.mouse_rect.width
if glass.mouse_rect.top < glass.glass_rect.top:
glass.mouse_rect.top = glass.glass_rect.top
if glass.mouse_rect.top > glass.glass_rect.bottom - glass.mouse_rect.height:
glass.mouse_rect.top = glass.glass_rect.bottom - glass.mouse_rect.height
screen.blit(glass.mouse_image, glass.mouse_rect)
for each in balls:
each.move()
if each.collide:
each.speed = [randint(1, 10), randint(1, 10)]
each.collide = False
if each.control:
screen.blit(each.greenball_image, each.rect)
else:
screen.blit(each.grayball_image, each.rect)
for each in group:
# 先从组中移出当前球
group.remove(each)
# 判断当前球与其他球是否相撞
if pygame.sprite.spritecollide(each, group, False, pygame.sprite.collide_circle):
each.side[0] = -each.side[0]
each.side[1] = -each.side[1]
each.collide = True
if each.control:
each.side[0] = -1
each.side[1] = -1
each.control = False
# 将当前球添加回组中
group.add(each)
for msg in msgs:
screen.blit(msg[0], msg[1])
pygame.display.flip()
clock.tick(30)
if __name__ == "__main__":
# 这样做的好处是双击打开时如果出现异常可以报告异常,而不是一闪而过!
try:
main()
except SystemExit:
pass
except:
traceback.print_exc()
pygame.quit()
input()