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发表于 2018-6-3 10:38:53
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- 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()
-
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