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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: