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Pygame實(shí)現(xiàn)簡(jiǎn)易版趣味小游戲之反彈球

 更新時(shí)間:2022年03月30日 16:47:21   作者:顧木子吖  
這篇文章主要為大家詳細(xì)介紹了python實(shí)現(xiàn)簡(jiǎn)易版趣味反彈球游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

導(dǎo)語(yǔ)

宅在家里能干什么呢?突然想起了乒乓球??,要不約個(gè)好友一起去打打球也行啊,從塵封多年的紙箱子找到了羽毛球跟球拍,不知道著乒乓球去哪兒了? 算了,算了???不,說(shuō)好的一起玩游戲呢,怎么能放棄!

肝了幾個(gè)小時(shí) 這款反彈球——仿制乒乓球小游戲終于出爐了,是單打、雙打混合都可以!

重要的是:不用出門(mén)自己家里都能玩兒。這游戲我能玩一整天~簡(jiǎn)單好玩,讓我們一起在家里動(dòng)起來(lái)吧!

一、準(zhǔn)備中

1)游戲規(guī)則

比平常的乒乓球??更簡(jiǎn)單,玩家只要接住球打回去即可,誰(shuí)先獲得10球就勝利(可修改)。

單人操作:方向鍵上下即可;雙人模式:一個(gè)是方向鍵上下沒(méi)錯(cuò),還有一個(gè)就是WS上下。

2)素材準(zhǔn)備

3)環(huán)境安裝

本文用到的環(huán)境:Python3、Pycharm、Pygame模塊部分自帶。

pip install -i https://pypi.douban.com/simple/ +模塊名

二、敲代碼

1)配置文件

配置文件:背景顏色、界面大小、界面的一些背景音樂(lè)等等下面代碼很簡(jiǎn)單都看的懂哈。

import os
 
'''屏幕長(zhǎng)寬'''
WIDTH = 500
HEIGHT = 500
'''游戲素材路徑'''
CURRPATH = os.getcwd()
RESOURCESDIRPATH = os.path.join(CURRPATH, 'resources')
AUDIOSDIRPATH = os.path.join(RESOURCESDIRPATH, 'audios')
FONTDIRPATH = os.path.join(RESOURCESDIRPATH, 'font')
IMAGESDIRPATH = os.path.join(RESOURCESDIRPATH, 'images')
BALLPICPATH = os.path.join(IMAGESDIRPATH, 'ball.png')
RACKETPICPATH = os.path.join(IMAGESDIRPATH, 'racket.png')
FONTPATH = os.path.join(FONTDIRPATH, 'font.TTF')
GOALSOUNDPATH = os.path.join(AUDIOSDIRPATH, 'goal.wav')
HITSOUNDPATH = os.path.join(AUDIOSDIRPATH, 'hit.wav')
BGMPATH = os.path.join(AUDIOSDIRPATH, 'bgm.mp3')
'''顏色'''
WHITE = (255, 255, 255)

2)設(shè)置球的反彈、移動(dòng)規(guī)則

class Ball(pygame.sprite.Sprite):
    def __init__(self, imgpath, cfg, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.cfg = cfg
        self.image = loadImage(imgpath)
        self.rect = self.image.get_rect()
        self.reset()
    '''移動(dòng)'''
    def move(self, ball, racket_left, racket_right, hit_sound, goal_sound):
        self.rect.left = self.rect.left + self.speed * self.direction_x
        self.rect.top = min(max(self.rect.top + self.speed * self.direction_y, 0), self.cfg.HEIGHT - self.rect.height)
        # 撞到球拍
        if pygame.sprite.collide_rect(ball, racket_left) or pygame.sprite.collide_rect(ball, racket_right):
            self.direction_x, self.direction_y = -self.direction_x, random.choice([1, -1])
            self.speed += 1
            scores = [0, 0]
            hit_sound.play()
        # 撞到上側(cè)的墻
        elif self.rect.top == 0:
            self.direction_y = 1
            self.speed += 1
            scores = [0, 0]
        # 撞到下側(cè)的墻
        elif self.rect.top == self.cfg.HEIGHT - self.rect.height:
            self.direction_y = -1
            self.speed += 1
            scores = [0, 0]
        # 撞到左邊的墻
        elif self.rect.left < 0:
            self.reset()
            racket_left.reset()
            racket_right.reset()
            scores = [0, 1]
            goal_sound.play()
        # 撞到右邊的墻
        elif self.rect.right > self.cfg.WIDTH:
            self.reset()
            racket_left.reset()
            racket_right.reset()
            scores = [1, 0]
            goal_sound.play()
        # 普通情況
        else:
            scores = [0, 0]
        return scores
    '''初始化'''
    def reset(self):
        self.rect.centerx = self.cfg.WIDTH // 2
        self.rect.centery = random.randrange(self.rect.height // 2, self.cfg.HEIGHT - self.rect.height // 2)
        self.direction_x = random.choice([1, -1])
        self.direction_y = random.choice([1, -1])
        self.speed = 1
    '''綁定到屏幕上'''
    def draw(self, screen):
        screen.blit(self.image, self.rect)

3)設(shè)置球拍電腦的移動(dòng)等

class Racket(pygame.sprite.Sprite):
    def __init__(self, imgpath, type_, cfg, **kwargs):
        pygame.sprite.Sprite.__init__(self)
        self.cfg = cfg
        self.type_ = type_
        self.image = loadImage(imgpath, False)
        self.rect = self.image.get_rect()
        self.reset()
    '''移動(dòng)'''
    def move(self, direction):
        if direction == 'UP':
            self.rect.top = max(0, self.rect.top - self.speed)
        elif direction == 'DOWN':
            self.rect.bottom = min(self.cfg.HEIGHT, self.rect.bottom + self.speed)
        else:
            raise ValueError('[direction] in Racket.move is %s, expect %s or %s...' % (direction, 'UP', 'DOWN'))
    '''電腦自動(dòng)移動(dòng)'''
    def automove(self, ball):
        if ball.rect.centery - 25 > self.rect.centery:
            self.move('DOWN')
        if ball.rect.centery + 25 < self.rect.centery:
            self.move('UP')
    '''初始化'''
    def reset(self):
        # 左/右邊的拍
        self.rect.centerx = self.cfg.WIDTH - self.rect.width // 2 if self.type_ == 'RIGHT' else self.rect.width // 2
        self.rect.centery = self.cfg.HEIGHT // 2
        # 速度
        self.speed = 5
    '''綁定到屏幕上'''
    def draw(self, screen):
        screen.blit(self.image, self.rect)

4)設(shè)置游戲開(kāi)始界面

?開(kāi)始界面分單、雙人游戲。

def startInterface(screen):
    clock = pygame.time.Clock()
    while True:
        screen.fill((41, 36, 33))
        button_1 = Button(screen, (150, 175), '1 Player')
        button_2 = Button(screen, (150, 275), '2 Player')
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if button_1.collidepoint(pygame.mouse.get_pos()):
                    return 1
                elif button_2.collidepoint(pygame.mouse.get_pos()):
                    return 2
        clock.tick(10)
        pygame.display.update()

5)定義游戲結(jié)束頁(yè)面

誰(shuí)先勝利達(dá)到10個(gè)球,結(jié)束界面設(shè)置。

def endInterface(screen, score_left, score_right):
    clock = pygame.time.Clock()
    font1 = pygame.font.Font(cfg.FONTPATH, 30)
    font2 = pygame.font.Font(cfg.FONTPATH, 20)
    msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'
    texts = [font1.render(msg, True, cfg.WHITE),
            font2.render('Press ESCAPE to quit.', True, cfg.WHITE),
            font2.render('Press ENTER to continue or play again.', True, cfg.WHITE)]
    positions = [[120, 200], [155, 270], [80, 300]]
    while True:
        screen.fill((41, 36, 33))
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    return
                elif event.key == pygame.K_ESCAPE:
                    sys.exit()
                    pygame.quit()
        for text, pos in zip(texts, positions):
            screen.blit(text, pos)
        clock.tick(10)
        pygame.display.update()

6)運(yùn)行游戲Demo

def runDemo(screen):
    # 加載游戲素材
    hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)
    goal_sound = pygame.mixer.Sound(cfg.GOALSOUNDPATH)
    pygame.mixer.music.load(cfg.BGMPATH)
    pygame.mixer.music.play(-1, 0.0)
    font = pygame.font.Font(cfg.FONTPATH, 50)
    # 開(kāi)始界面
    game_mode = startInterface(screen)
    # 游戲主循環(huán)
    # --左邊球拍(ws控制, 僅雙人模式時(shí)可控制)
    score_left = 0
    racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg)
    # --右邊球拍(↑↓控制)
    score_right = 0
    racket_right = Racket(cfg.RACKETPICPATH, 'RIGHT', cfg)
    # --球
    ball = Ball(cfg.BALLPICPATH, cfg)
    clock = pygame.time.Clock()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit(-1)
        screen.fill((41, 36, 33))
        # 玩家操作
        pressed_keys = pygame.key.get_pressed()
        if pressed_keys[pygame.K_UP]:
            racket_right.move('UP')
        elif pressed_keys[pygame.K_DOWN]:
            racket_right.move('DOWN')
        if game_mode == 2:
            if pressed_keys[pygame.K_w]:
                racket_left.move('UP')
            elif pressed_keys[pygame.K_s]:
                racket_left.move('DOWN')
        else:
            racket_left.automove(ball)
        # 球運(yùn)動(dòng)
        scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
        score_left += scores[0]
        score_right += scores[1]
        # 顯示
        # --分隔線(xiàn)
        pygame.draw.rect(screen, cfg.WHITE, (247, 0, 6, 500))
        # --球
        ball.draw(screen)
        # --拍
        racket_left.draw(screen)
        racket_right.draw(screen)
        # --得分
        screen.blit(font.render(str(score_left), False, cfg.WHITE), (150, 10))
        screen.blit(font.render(str(score_right), False, cfg.WHITE), (300, 10))
        if score_left == 11 or score_right == 11:
            return score_left, score_right
        clock.tick(100)
        pygame.display.update()

7)主函數(shù)、標(biāo)題名稱(chēng)等

'''主函數(shù)'''
def main():
    # 初始化
    pygame.init()
    pygame.mixer.init()
    screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))
    pygame.display.set_caption('反彈球小游戲')
    # 開(kāi)始游戲
    while True:
        score_left, score_right = runDemo(screen)
        endInterface(screen, score_left, score_right)

三、效果展示

嗯哼想著感覺(jué)視頻不需要,這個(gè)很簡(jiǎn)單界面,就直接截圖展示吧~懶.jpg

游戲開(kāi)始界面——

開(kāi)始游戲——

以上就是Pygame實(shí)現(xiàn)簡(jiǎn)易版趣味小游戲之反彈球的詳細(xì)內(nèi)容,更多關(guān)于Pygame反彈球的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!

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