Python玩个球

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Python玩个球

学习小甲鱼的教程,终于完成了,玩个球。

/**
*author:creator
*date:2018/4/10
*/

import  pygame
import sys
#将pygame的所有常量名导入
from pygame.locals import  *
from random import *
import math

#球类继承自Sprite类
class Ball(pygame.sprite.Sprite):
    def __init__(self, grayball_image, greenball_image, position, speed, bg_size, target):
        #初始化动画精灵
        pygame.sprite.Sprite.__init__(self)
        self.grayball_image = pygame.image.load(grayball_image).convert_alpha()
        self.greenball_image = pygame.image.load(greenball_image).convert_alpha()
        self.rect = self.grayball_image.get_rect()
        #将小球放在指定位置
        self.rect.left, self.rect.top = position
        #半径
        self.radius = self.rect.width / 2
        self.width, self.height = bg_size[0], bg_size[1]
        self.speed = speed
        self.target = target
        self.control = False
        #小球运动方向
        self.side = [choice([-1, 1]), choice([-1, 1])]
        #小球是否发生碰撞
        self.collide = False

    def check(self, motion):
        #要求匹配100%是很难的,所以还是降低难度吧
        if self.target < motion < self.target + 5:
            return True
        else:
            return False

    #小球移动
    def move(self):
        if self.control:
            self.rect = self.rect.move(self.speed)
        else:
            self.rect = self.rect.move((self.side[0] * self.speed[0], self.side[1] * self.speed[1]))
        if self.rect.right < 0:
            self.rect.left = self.width
        elif self.rect.left > self.width:
            self.rect.right = 0
        elif self.rect.bottom < 0:
            self.rect.top = self.height
        elif self.rect.top > self.height:
            self.rect.bottom = 0


#定义表示玻璃面板
class Glass(pygame.sprite.Sprite):
    def __init__(self, glass_image, mouse_image, bg_size):
        pygame.sprite.Sprite.__init__(self)
        self.glass_image = pygame.image.load(glass_image).convert_alpha()
        self.glass_rect = self.glass_image.get_rect()
        self.glass_rect.left, self.glass_rect.top = \
        (bg_size[0] - self.glass_rect.width) // 2, \
        bg_size[1] - self.glass_rect.height

        #自定义鼠标光标
        self.mouse_image = pygame.image.load(mouse_image).convert_alpha()
        self.mouse_rect = self.mouse_image.get_rect()
        self.mouse_rect.left, self.mouse_rect.top = \
        self.glass_rect.left, self.glass_rect.top
        #初始化鼠标的位置于左上角
        pygame.mouse.set_pos([self.glass_rect.left, self.glass_rect.top])
        pygame.mouse.set_visible(False)

def main():
    pygame.init()
    #设置持续按下键盘的重复响应
    pygame.key.set_repeat(100, 100)
    #灰色小球图片位置
    grayball_image = "./materials/pictures/gray_ball.png"
    #绿色小球
    greenball_image = "materials/pictures/green_ball.png"
    #背景图片位置
    bg_image = "./materials/pictures/background.png"
    #玻璃面板
    glass_image = "materials/pictures/glass.png"
    running = True
    #小手图片
    mouse_image = "materials/pictures/hand.png"

    #初始化混音器模块
    pygame.mixer.init()
    #加载背景音乐
    pygame.mixer.music.load("materials/musics/bg_music.ogg")
    pygame.mixer.music.play()
    #添加音效
    loser_sound = pygame.mixer.Sound("materials/musics/loser.wav")
    laugh_sound = pygame.mixer.Sound("materials/musics/laugh.wav")
    winner_sound = pygame.mixer.Sound("materials/musics/winner.wav")
    hole_sound = pygame.mixer.Sound("materials/musics/hole.wav")
    #音乐放完时游戏结束
    GAMEOVER = USEREVENT

    #五个黑洞的范围
    #每个元素:(x1, x2, y1, y2)
    hole = [(117, 119, 199, 201), (255, 227, 390, 392), (503, 505, 320, 322),
    (698, 700, 192, 194), (906, 908, 419, 421)]

    # 存放要打印的消息
    msgs = []

    #根据背景图片指定游戏界面尺寸
    bg_size = width, height = 1024, 681
    screen = pygame.display.set_mode(bg_size)
    pygame.display.set_caption("Play the ball")
    background = pygame.image.load(bg_image).convert_alpha()
    #用来存放小球对象的列表
    balls = []
    group = pygame.sprite.Group()
    #创建5个小球
    BALL_NUM = 5
    for i in range(BALL_NUM):
        #位置随机,速度随机
        position = randint(0, width-100), randint(0, height-100)
        speed = [randint(1, 10), randint(1, 10)]
        ball = Ball(grayball_image, greenball_image, position, speed, bg_size, 5*(i+1))
        #测试诞生小球的位置是否卡住其他小球
        while pygame.sprite.spritecollide(ball, group, False,pygame.sprite.collide_circle):
            ball.rect.left, ball.rect.top = randint(0, width-100),\
            randint(0, height-100)
        balls.append(ball)
        group.add(ball)

    clock = pygame.time.Clock()

    #生成用于摩擦摩擦的玻璃面板
    area = Glass(glass_image, mouse_image, bg_size)
    #motion记录鼠标在玻璃面板产生的事件数量
    motion = 0
    #1秒检查1次摩擦摩擦
    MYTIMER = USEREVENT + 1
    pygame.time.set_timer(MYTIMER, 1000)

    while running:
        pygame.mixer.music.set_endevent(GAMEOVER)
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == MOUSEMOTION:
                motion += 1
            elif event.type == KEYDOWN:
                if event.key == K_w:
                    for each in group:
                        if each.control:
                            each.speed[1] -= 1
                if event.key == K_s:
                    for each in group:
                        if each.control:
                            each.speed[1] += 1
                if event.key == K_a:
                    for each in group:
                        if each.control:
                            each.speed[0] -= 1
                if event.key == K_d:
                    for each in group:
                        if each.control:
                            each.speed[0] += 1
                if event.key == K_SPACE:
                    #判断小球是否在坑内
                    for each in group:
                        if each.control:
                            for i in hole:
                                if i[0] <= each.rect.left <= i[1] and i[2] \
                                <= each.rect.top <=i[3]:
                                    #播放音效
                                    hole_sound.play()
                                    each.speed = [0, 0]
                                    #从group中移出,这样其他球就会忽视它
                                    group.remove(each)
                                    #放到balls列表的前面,也就是第一个绘制的球
                                    #这样当球在坑里时,其他球会从它上边过去,而不是下边
                                    temp = balls.pop(balls.index(each))
                                    balls.insert(0, temp)
                                    #一个坑一个球
                                    hole.remove(i)
                            #坑都补完了,游戏结束
                            if not hole:
                                pygame.mixer.music.stop()
                                #播放胜利音乐
                                winner_sound.play()
                                pygame.time.delay(3000)
                                #打印,然并卵
                                msg = pygame.image.load("materials/pictures/win.png").convert_alpha()
                                msg_pos = (width - msg.get_width()) // 2, \
                                (height - msg.get_height()) // 2
                                msgs.append((msg, msg_pos))
                                #播放嘲笑
                                laugh_sound.play()
            elif event.type == MYTIMER:
                if motion:
                    for each in group:
                        if each.check(motion):
                            each.speed = [0, 0]
                            each.control = True
                    motion = 0
            elif event.type == GAMEOVER:
                loser_sound.play()
                pygame.time.delay(2000)
                laugh_sound.play()
                running = False

        screen.blit(background, (0, 0))
        #用于绘制摩擦摩擦的玻璃面板
        screen.blit(area.glass_image, area.glass_rect)
        #获取鼠标的当前位置,并设置代替光标的图片
        area.mouse_rect.left, area.mouse_rect.top = pygame.mouse.get_pos()
        #限制鼠标只能在玻璃板内摩擦摩擦
        if area.mouse_rect.left < area.glass_rect.left:
            area.mouse_rect.left = area.glass_rect.left
        if area.mouse_rect.left > area.glass_rect.right - area.mouse_rect.width:
            area.mouse_rect.left = area.glass_rect.right - area.mouse_rect.width
        if area.mouse_rect.top < area.glass_rect.top:
            area.mouse_rect.top = area.glass_rect.top
        if area.mouse_rect.top > area.glass_rect.bottom - area.mouse_rect.height:
            area.mouse_rect.top = area.glass_rect.bottom - area.mouse_rect.height
        screen.blit(area.mouse_image, area.mouse_rect)

        for each in balls:
            each.move()
            if each.collide:
                each.speed = [randint(1, 10), randint(1, 10)]
                each.collide = False

            if each.control:
                screen.blit(each.greenball_image, each.rect)
            else:
                screen.blit(each.grayball_image, each.rect)
        #检测各个小球是否发生碰撞
        for each in group:
            #先从族中移出当前球
            group.remove(each)
            #判断当前球与其他球是否相撞
            if pygame.sprite.spritecollide(each, group,False,pygame.sprite.collide_circle):
                #修改小球方向
                each.side[0] = -each.side[0]
                each.side[1] = -each.side[1]
                each.collide = True
                if each.control:
                    each.side[0] = -1
                    each.side[1] = -1
                    each.control = False
            #将当前球添加回组中
            group.add(each)

        for msg in msgs:
            screen.blit(msg[0], msg[1])
        pygame.display.flip()
        clock.tick(30)

if __name__ == '__main__':
    try:
        main()
    except SystemExit:
        pass
    except:
        traceback.print_exc()
        pygame.quit()
        input()

运行效果:

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转载自blog.csdn.net/qq_35028612/article/details/79933236