上代码和注释
#继承了pygame.sprite.Sprite(精灵 之后,有很多东西是它带来的
#例如 self.rect 它规定了精灵的position
#block_list = pygame.sprite.Group() 加入小组的东西 ,先当于变成了一组,直接处理组
#精灵之间,可以执行碰撞处理
import pygame
# Define some colorsimport random
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
class Block(pygame.sprite.Sprite):
"""
This class represents the ball.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self, color, width, height):
""" Constructor. Pass in the color of the block,
and its x and y position. """
# Call the parent class (Sprite) constructor
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.Surface([width, height])
#底下两行,选择精灵的背景颜色 , 然后把他隐藏,效果是把方块隐藏了,
#换成第三行期望的椭圆(椭圆颜色和RED不一样才能显示
self.image.fill(RED)
self.image.set_colorkey(RED)
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
pygame.draw.ellipse(self.image, color, [0, 0, width, height])
self.rect = self.image.get_rect()
def reset_pos(self):
self.rect.y = random.randrange(-300,-20)
self.rect.x = random.randrange(0,screen_width)
def update(self):
self.rect.y += 1
if self.rect.y >screen_height:
self.reset_pos()
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width = 700
screen_height = 400
screen = pygame.display.set_mode([screen_width, screen_height])
# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
#创建两个空列表,用于存放精灵,这是固定写法,就是必须这么写
#它的作用是,把很多精灵变成组,然后成组处理(避免了for去遍历
block_list = pygame.sprite.Group()
# This is a list of every sprite.
# All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()
for i in range(50):
# This represents a block
block = Block(BLACK, 20, 15)
# Set a random location for the block
block.rect.x = random.randrange(screen_width)#取随机值成坐标
block.rect.y = random.randrange(screen_height)
# Add the block to the list of objects
block_list.add(block)
all_sprites_list.add(block)
# Create a RED player block
player = Block(RED, 20, 15)
all_sprites_list.add(player)
# Loop until the user clicks the close button.
done = False
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
score = 0
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
# Clear the screen
screen.fill(WHITE)
# Get the current mouse position. This returns the position
# as a list of two numbers.
pos = pygame.mouse.get_pos()
# Fetch the x and y out of the list,
# just like we'd fetch letters out of a string.
# Set the player object to the mouse location
player.rect.x = pos[0]
player.rect.y = pos[1]
# See if the player block has collided with anything.
#返回和player碰撞的精灵,True不会加入已经碰撞过的
#加入列表的,将不会继续显示出来
#all_sprites_list.update()
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, False)
# Check the list of collisions.
for block in blocks_hit_list:
score += 1
print(score)
block.reset_pos()
block_list.update()
# Draw all the spites
all_sprites_list.draw(screen)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(60)
pygame.quit()
类也可以这样做,导入图片,这样的话宽度颜色等参数就是图片自带的参数
class Block(pygame.sprite.Sprite):
"""
This class represents the ball.
It derives from the "Sprite" class in Pygame.
"""
def __init__(self):
""" Constructor. Pass in the color of the block,
and its x and y position. """
# Call the parent class (Sprite) constructor
super().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.image.load(r'').convert()
#设置图片,也可以本地导入
self.image.set_colorkey(WHITE)
#设某颜色为透明(不显示
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
self.rect = self.image.get_rect()