Pygame实现简易版趣味小游戏之反弹球
导语
宅在家里能干什么呢?突然想起了乒乓球?,要不约个好友一起去打打球也行啊,从尘封多年的纸箱子找到了羽毛球跟球拍,不知道着乒乓球去哪儿了? 算了,算了???不,说好的一起玩游戏呢,怎么能放弃!
肝了几个小时 这款反弹球——仿制乒乓球小游戏终于出炉了,是单打、双打混合都可以!
重要的是:不用出门自己家里都能玩儿。这游戏我能玩一整天~简单好玩,让我们一起在家里动起来吧!
一、准备中
1)游戏规则
比平常的乒乓球?更简单,玩家只要接住球打回去即可,谁先获得10球就胜利(可修改)。
单人操作:方向键上下即可;双人模式:一个是方向键上下没错,还有一个就是WS上下。
2)素材准备
3)环境安装
本文用到的环境:Python3、Pycharm、Pygame模块部分自带。
pip install -i https://pypi.douban.com/simple/ +模块名
二、敲代码
1)配置文件
配置文件:背景颜色、界面大小、界面的一些背景音乐等等下面代码很简单都看的懂哈。
import os '''屏幕长宽''' WIDTH = 500 HEIGHT = 500 '''游戏素材路径''' 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') '''颜色''' WHITE = (255, 255, 255)
2)设置球的反弹、移动规则
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() '''移动''' 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() # 撞到上侧的墙 elif self.rect.top == 0: self.direction_y = 1 self.speed += 1 scores = [0, 0] # 撞到下侧的墙 elif self.rect.top == self.cfg.HEIGHT - self.rect.height: self.direction_y = -1 self.speed += 1 scores = [0, 0] # 撞到左边的墙 elif self.rect.left < 0: self.reset() racket_left.reset() racket_right.reset() scores = [0, 1] goal_sound.play() # 撞到右边的墙 elif self.rect.right > self.cfg.WIDTH: self.reset() racket_left.reset() racket_right.reset() scores = [1, 0] goal_sound.play() # 普通情况 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 '''绑定到屏幕上''' def draw(self, screen): screen.blit(self.image, self.rect)
3)设置球拍电脑的移动等
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() '''移动''' 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')) '''电脑自动移动''' 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/右边的拍 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 '''绑定到屏幕上''' def draw(self, screen): screen.blit(self.image, self.rect)
4)设置游戏开始界面
?开始界面分单、双人游戏。
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)定义游戏结束页面
谁先胜利达到10个球,结束界面设置。
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)运行游戏Demo
def runDemo(screen): # 加载游戏素材 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) # 开始界面 game_mode = startInterface(screen) # 游戏主循环 # --左边球拍(ws控制, 仅双人模式时可控制) score_left = 0 racket_left = Racket(cfg.RACKETPICPATH, 'LEFT', cfg) # --右边球拍(↑↓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) # 球运动 scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound) score_left += scores[0] score_right += scores[1] # 显示 # --分隔线 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)主函数、标题名称等
'''主函数''' def main(): # 初始化 pygame.init() pygame.mixer.init() screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT)) pygame.display.set_caption('反弹球小游戏') # 开始游戏 while True: score_left, score_right = runDemo(screen) endInterface(screen, score_left, score_right)
三、效果展示
嗯哼想着感觉视频不需要,这个很简单界面,就直接截图展示吧~懒.jpg
游戏开始界面——
开始游戏——
上一篇:深入理解Tensorflow中的masking和padding
栏 目:Python代码
本文标题:Pygame实现简易版趣味小游戏之反弹球
本文地址:http://www.codeinn.net/misctech/209894.html