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python pygame实现挡板弹球游戏

2020-07-28 14:02:54
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学了一天pygame,用python和pygame写一个简单的挡板弹球游戏

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EasyBaffleBallGame

# -*- coding:utf-8 -*-from sys import exitimport pygamefrom pygame.locals import *pygame.init()# 创建窗口ScreenWidth = 500ScreenHright = 720ScreenSize = (ScreenWidth, ScreenHright)Screen = pygame.display.set_mode(ScreenSize, 0, 32)pygame.display.set_caption("Ly's Easy Ball Game")# 背景音乐pygame.mixer.music.load('Sugar.mp3')pygame.mixer.music.play(-1, 0.0)# 碰撞音效CollisionMusic = pygame.mixer.Sound('collision.wav')# 重新开始按钮音效ButtonMusic = pygame.mixer.Sound('button.wav')# 游戏结束音效GameOverMusic = pygame.mixer.Sound('over.wav')def GameStart():  # 游戏背景Surface对象  Background = pygame.image.load('GameBackground.jpg').convert()  # 挡板Surface对象  Baffle = pygame.image.load('Baffle.png').convert_alpha()  # 球Surface对象  Ball = pygame.image.load('Ball.png').convert_alpha()  # 挡板位置信息  BaffleX = 140  BaffleY = 600  BaffleSpeed = 1000  BaffleXSpeed = BaffleSpeed  BaffleYSpeed = BaffleSpeed  BaffleMove = {K_LEFT: 0, K_RIGHT: 0, K_UP: 0, K_DOWN: 0}  # 球位置信息  BallX = 235  BallY = 0  BallSpeed = 1000.  BallXSpeed = BallSpeed  BallYSpeed = BallSpeed  # 帧率控制Clock对象  FPSClock = pygame.time.Clock()  # 时间显示Clock对象  ProgramRunClock = pygame.time.get_ticks()  # 时间显示Font对象  RunTimeFont = pygame.font.Font('Jura-DemiBold.ttf', 24)  # 游戏结果  GameResult = ''  while True:    # 接收信息处理    for event in pygame.event.get():      if event.type == QUIT:        exit()      if event.type == KEYDOWN:        if event.key in BaffleMove:          BaffleMove[event.key] = 1      elif event.type == KEYUP:        if event.key in BaffleMove:          BaffleMove[event.key] = 0    # 绘制背景    Screen.blit(Background, (0, 0))    RunTimeStr = str((pygame.time.get_ticks() - ProgramRunClock) / 1000.0)    # print(RunTimeStr)    # 使用render方法显示时间字体    RunTimeSurface = RunTimeFont.render(RunTimeStr, True, (255, 52, 179))    # 显示时间    Screen.blit(RunTimeSurface, (0, 0))    # 距上次调用clock对象时间    SecondTimePassed = FPSClock.tick(60) / 1000.0    # 绘制球    Screen.blit(Ball, (BallX, BallY))    BallX += BallXSpeed * SecondTimePassed    BallY += BallYSpeed * SecondTimePassed    # 判断球边界条件    if BallX > 500 - Ball.get_width():      BallXSpeed = -BallXSpeed      BallX = 500 - Ball.get_width()    elif BallX < 0:      BallXSpeed = -BallXSpeed      BallX = 0    if BallY > 720 - Ball.get_width():      BallYSpeed = -BallYSpeed      BallY = 720 - Ball.get_width()    elif BallY < 0:      BallYSpeed = -BallYSpeed      BallY = 0    # 定位挡板移动后坐标    BaffleX -= BaffleMove[K_LEFT] * BaffleXSpeed * SecondTimePassed    BaffleX += BaffleMove[K_RIGHT] * BaffleXSpeed * SecondTimePassed    BaffleY -= BaffleMove[K_UP] * BaffleYSpeed * SecondTimePassed    BaffleY += BaffleMove[K_DOWN] * BaffleYSpeed * SecondTimePassed    # 判断挡板边界条件    if BaffleX > 500 - Baffle.get_width():      BaffleX = 500 - Baffle.get_width()    elif BaffleX < 0:      BaffleX = 0    if BaffleY > 720 - 45 - Baffle.get_height():      BaffleY = 720 - 45 - Baffle.get_height()    elif BaffleY < 720 - Baffle.get_height() * 3:      BaffleY = 720 - Baffle.get_height() * 3    # 绘制挡板    Screen.blit(Baffle, (BaffleX, BaffleY))    # 判断球碰撞挡板条件    # 挡板左上角    if BallX == BaffleX - Ball.get_width() and BallY == BaffleY - Ball.get_height():      BallXSpeed = -BallXSpeed      BallYSpeed = -BallYSpeed      CollisionMusic.play()    # 挡板左下角    elif BallX == BaffleX - Ball.get_width() and BallY == BaffleY + Baffle.get_height():      BallXSpeed = -BallXSpeed      BallYSpeed = -BallYSpeed      CollisionMusic.play()    # 挡板右上角    elif BallX == BaffleX + Baffle.get_width() and BallY == BaffleY - Ball.get_height():      BallXSpeed = -BallXSpeed      BallYSpeed = -BallYSpeed      CollisionMusic.play()    # 挡板右下角    elif BallX == BaffleX + Baffle.get_width() and BallY == BaffleY + Baffle.get_height():      BallXSpeed = -BallXSpeed      BallYSpeed = -BallYSpeed      CollisionMusic.play()    # 挡板上表面    elif BallX > BaffleX and BallX < BaffleX + Baffle.get_width() and BallY > BaffleY - Ball.get_height() and BallY < BaffleY:      BallYSpeed = -BallYSpeed      BallY = BaffleY - Ball.get_height()      CollisionMusic.play()    # 挡板下表面    elif BallX > BaffleX and BallX < BaffleX + Baffle.get_width() and BallY < BaffleY + Baffle.get_height() and BallY > BaffleY:      BallYSpeed = -BallYSpeed      BallY = BaffleY + Baffle.get_height()      CollisionMusic.play()    # 挡板左侧面    elif BallY > BaffleY and BallY < BaffleY + Baffle.get_height() and BallX > BaffleX - Ball.get_width() and BallX < BaffleX:      BallXSpeed = -BallXSpeed      BallX = BaffleX      CollisionMusic.play()    # 挡板右侧面    elif BallY > BaffleY and BallY < BaffleY + Baffle.get_height() and BallX > BaffleX + Baffle.get_width() - Ball.get_width() and BallX < BaffleX + Baffle.get_width():      BallXSpeed = -BallXSpeed      BallX = BaffleX + Baffle.get_width()      CollisionMusic.play()    if BallY > 720 - 45:      GameResult = RunTimeStr      GameOverMusic.play()      return GameResult    # 刷新显示    pygame.display.update()def GameResult(GameResult):  # 游戏结果背景Surface对象  GameResultBackground = pygame.image.load('GameResultBackground.png').convert()  # 游戏结果引导  ResultHint = pygame.image.load('ResultFont.png').convert_alpha()  # 游戏结果Font对象  GameResultFont = pygame.font.Font('EuroBold.ttf', 100)  # 重新开始按钮  ReStartButton = pygame.image.load('ReStartButton.png').convert_alpha()  # 重新开始Hover按钮  ReStartButtonHover = pygame.image.load('ReStartButtonHover.png').convert_alpha()  while True:    for event in pygame.event.get():      if event.type == QUIT:        exit()      if event.type == pygame.MOUSEBUTTONDOWN and 150 <= event.pos[        0] <= 150 + ReStartButton.get_width() and 450 <= event.pos[1] <= 450 + ReStartButton.get_height():        ButtonMusic.play()        return True    # 游戏结果背景    Screen.blit(GameResultBackground, (0, 0))    # 游戏结果引导    Screen.blit(ResultHint, (45, 200))    RunTimeSurface = GameResultFont.render(GameResult, True, (255, 69, 0))    Screen.blit(RunTimeSurface, (90, 270))    # 重新开始游戏按钮    MouseX, MouseY = pygame.mouse.get_pos()    if 150 <= MouseX <= 150 + ReStartButton.get_width() and 450 <= MouseY <= 450 + ReStartButton.get_height():      Screen.blit(ReStartButtonHover, (150, 450))    else:      Screen.blit(ReStartButton, (150, 450))    # 游戏结果    pygame.display.update()if __name__ == '__main__':  flag = True  while flag:    GameResultStr = GameStart()    if GameResultStr != '':      flag = GameResult(GameResultStr)
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