Python中实现乒乓球效果

Python既有脚本语言的灵活性,又有丰富的类库与面向对象的特点,开发起来很方便,

 Python中写一个乒乓球类的游戏

 

  游戏的规则和乒乓球一样,如果妙蛙种子掉地上了就算输,你可以用蓝色的跷跷板弹它,使他不落到地面上,Game Over后可按任意键继续游戏或选择退出;

  把下面这段代码贴到你的IDLE中,找到下面这两行替换成你机器中的图片路径,按F5就可以运行了。

  img_player = "C:\Users\dswu\Desktop\player.png"

  img_ref_path = "C:\Users\dswu\Desktop\Reflector.png"

 

 代码如下:

import sys, pygame from random import * 

from pygame.locals import * 

from pygame.font import * 



class MyPlayer(pygame.sprite.Sprite): def __init__(self, image_file, location, speed): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(image_file) self.rect = self.image.get_rect() self.rect.left, self.rect.top = location self.speed = speed self.status = True def move(self): self.rect = self.rect.move(self.speed) if self.rect.left < 0 or self.rect.right > width: self.speed[0] = -self.speed[0] if self.rect.top < 0: self.speed[1] = -self.speed[1] if self.rect.bottom > height: #Game over 

            self.status = False class Reflector(pygame.sprite.Sprite): def __init__(self, image_file, location, speed): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load(image_file) self.rect = self.image.get_rect() self.rect.left, self.rect.top = location self.speed = speed def move(self): self.rect = self.rect.move(self.speed) if self.rect.left < 0 or self.rect.right > width: self.speed[0] = -self.speed[0] if self.rect.top < 0 or self.rect.bottom > height: self.speed[1] = -self.speed[1] def animate(players): screen.fill([255,255,255]) for player in players: player.move() for player in players: players.remove(player) if pygame.sprite.spritecollide(player,players,False): player.speed[0] = -player.speed[0] player.speed[1] = -player.speed[1] players.add(player) player.move() screen.blit(player.image,player.rect) pygame.display.flip() pygame.time.delay(10) pygame.init() size = width,height = 640,480 screen = pygame.display.set_mode(size) screen.fill([255,255,255]) pygame.display.set_caption("MiaoWa Game") def play(): img_player = "C:\Users\dswu\Desktop\player.png" players = pygame.sprite.Group() for row in range(0,1): for column in range(0,1): playerLocation = [column*250+10,row*250+10] playerSpeed = [choice([-2,2]), choice([-2,2])] player = MyPlayer(img_player, playerLocation, playerSpeed) players.add(player) img_ref_path = "C:\Users\dswu\Desktop\Reflector.png" ref_pos = [0,464] ref_speed = [0,0] reflector = Reflector(img_ref_path, ref_pos, ref_speed) players.add(reflector) running = True while running: key_pressed = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: game.quit() if event.type == KEYDOWN: if event.key == K_LEFT: ref_speed[0] = -2 

                elif event.key == K_RIGHT: ref_speed[0] = +2 animate(players) if player.status == False: running = False final_text = "Game Over!" ft_font = pygame.font.Font(None, 100) ft_surf = ft_font.render(final_text, 1, (0,0,0)) screen.blit(ft_surf, [screen.get_width()/2 - ft_surf.get_width()/2, 100]) tip_text = "Type any key to continue" tip_font = pygame.font.Font(None, 50) tip_surf = tip_font.render(tip_text, 1, (0,0,0)) screen.blit(tip_surf, [screen.get_width()/2 - tip_surf.get_width()/2, 200]) pygame.display.flip() keepOn = True while keepOn: key_pressed = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == KEYDOWN: play() play()

 

  主要是通过pygame.sprite.Sprite类实现碰撞的监控,通过事件的捕捉及判断实现这种弹力球类的游戏,其中涉及到文字在界面上的显示,游戏中的循环控制,以及重新开始游戏等。

  代码运行一下应该就差不多明白了,如果有不明白的地方请给我留言,方便一起学习与进步。

 

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