Python遊戲開發——打磚塊

打磚塊遊戲向來你們也不會很陌生,今天來用python來開發一下這個小遊戲python

 1.引用對應數據庫數據庫

import pygame from pygame.locals import *
import sys,random,time,math

 

2.設計遊戲窗口初始數據dom

定義窗口內容,內容主要包括屏幕大小、標題、背景顏色。ide

def __init__(self,*args,**kw): self.window_length = 600 self.window_wide = 500
        #繪製遊戲窗口,設置窗口尺寸
        self.game_window = pygame.display.set_mode((self.window_length,self.window_wide)) #設置遊戲窗口標題
        pygame.display.set_caption("CatchBallGame") #定義遊戲窗口背景顏色參數
        self.window_color = (135,206,250) def backgroud(self): #繪製遊戲窗口背景顏色
        self.game_window.fill(self.window_color)

 

3.設計球類函數

class Ball(object): '''建立球類'''
    def __init__(self,*args,**kw): #設置球的半徑、顏色、移動速度參數
        self.ball_color = (255,215,0) self.move_x = 1 self.move_y = 1 self.radius = 10

    def ballready(self): #設置球的初始位置、
        self.ball_x = self.mouse_x self.ball_y = self.window_wide-self.rect_wide-self.radius #繪製球,設置反彈觸發條件 
 pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius) def ballmove(self): #繪製球,設置反彈觸發條件 
 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 #調用碰撞檢測函數
 self.ball_window() self.ball_rect() #每接5次球球速增長一倍
        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 #設置遊戲失敗條件
        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

 

4.設計球拍類字體

class Rect(object): '''建立球拍類'''
    def __init__(self,*args,**kw): #設置球拍顏色參數
        self.rect_color = (255,0,0) self.rect_length = 100 self.rect_wide = 10

    def rectmove(self): #獲取鼠標位置參數
        self.mouse_x,self.mouse_y = pygame.mouse.get_pos() #繪製球拍,限定橫向邊界 
        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))

 

5.設計磚塊類spa

class Brick(object): def __init__(self,*args,**kw): #設置磚塊顏色參數
        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: #繪製磚塊
 pygame.draw.rect(self.game_window,self.brick_color,(self.brick_x,self.brick_y,self.brick_length,self.brick_wide)) #調用碰撞檢測函數
 self.ball_brick() if self.distanceb < self.radius: self.brick_list[i][j] = 0 self.score += self.point #設置遊戲勝利條件
        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

 

6.設計分數類設計

class Score(object): '''建立分數類'''
    def __init__(self,*args,**kw): #設置初始分數
        self.score = 0 #設置分數字體
        self.score_font = pygame.font.SysFont('arial',20) #設置初始加分點數
        self.point = 1
        #設置初始接球次數
        self.frequency = 0 def countscore(self): #繪製玩家分數 
        my_score = self.score_font.render(str(self.score),False,(255,255,255)) self.game_window.blit(my_score,(555,15)) class GameOver(object): '''建立遊戲結束類'''
    def __init__(self,*args,**kw): #設置Game Over字體
        self.over_font = pygame.font.SysFont('arial',80) #定義GameOver標識
        self.over_sign = 0 class Win(object): '''建立遊戲勝利類'''
    def __init__(self,*args,**kw): #設置You Win字體
        self.win_font = pygame.font.SysFont('arial',80) #定義Win標識
        self.win_sign = 0

 

7.設計碰撞事件類code

class Collision(object): '''碰撞檢測類'''
    #球與窗口邊框的碰撞檢測
    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 #球與球拍的碰撞檢測
    def ball_rect(self): #定義碰撞標識
        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
        #定義球拍到圓心最近點與圓心的距離
        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種狀況的碰撞檢測
        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、右兩側中間的碰撞檢測
        if self.distance < self.radius and self.collision_sign_y == 3: self.move_x = - self.move_x #球與磚塊的碰撞檢測
    def ball_brick(self): #定義碰撞標識
        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
        #定義磚塊到圓心最近點與圓心的距離
        self.distanceb = math.sqrt(math.pow(self.closestpoint_bx-self.ball_x,2)+math.pow(self.closestpoint_by-self.ball_y,2)) #球在磚塊上左、上中、上右3種狀況的碰撞檢測
        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 #球在磚塊下左、下中、下右3種狀況的碰撞檢測
        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 #球在磚塊左、右兩側中間的碰撞檢測
        if self.distanceb < self.radius and self.collision_sign_by == 3: self.move_x = - self.move_x

 

8.主函數blog

class Main(GameWindow,Rect,Ball,Brick,Collision,Score,Win,GameOver): '''建立主程序類'''
    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) #定義遊戲開始標識
        start_sign = 0 while True: self.backgroud() self.rectmove() self.countscore() if self.over_sign == 1 or self.win_sign == 1: break
            #獲取遊戲窗口狀態
            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() #更新遊戲窗口
 pygame.display.update() #控制遊戲窗口刷新頻率
            time.sleep(0.010) if __name__ == '__main__': pygame.init() pygame.font.init() catchball = Main()
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