Python游戏开发——打砖块

打砖块游戏向来你们也不会很陌生,今天来用python来开发一下这个小游戏python

 1.引用对应数据库数据库

import pygame from pygame.locals import *
import sys,random,time,math

 

2.设计游戏窗口初始数据dom

定义窗口内容,内容主要包括屏幕大小、标题、背景颜色。ide

def __init__(self,*args,**kw): self.window_length = 600 self.window_wide = 500
        #绘制游戏窗口,设置窗口尺寸
        self.game_window = pygame.display.set_mode((self.window_length,self.window_wide)) #设置游戏窗口标题
        pygame.display.set_caption("CatchBallGame") #定义游戏窗口背景颜色参数
        self.window_color = (135,206,250) def backgroud(self): #绘制游戏窗口背景颜色
        self.game_window.fill(self.window_color)

 

3.设计球类函数

class Ball(object): '''建立球类'''
    def __init__(self,*args,**kw): #设置球的半径、颜色、移动速度参数
        self.ball_color = (255,215,0) self.move_x = 1 self.move_y = 1 self.radius = 10

    def ballready(self): #设置球的初始位置、
        self.ball_x = self.mouse_x self.ball_y = self.window_wide-self.rect_wide-self.radius #绘制球,设置反弹触发条件 
 pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius) def ballmove(self): #绘制球,设置反弹触发条件 
 pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius) self.ball_x += self.move_x self.ball_y -= self.move_y #调用碰撞检测函数
 self.ball_window() self.ball_rect() #每接5次球球速增长一倍
        if self.distance < self.radius: self.frequency += 1
            if self.frequency == 5: self.frequency = 0 self.move_x += self.move_x self.move_y += self.move_y self.point += self.point #设置游戏失败条件
        if self.ball_y > 520: self.gameover = self.over_font.render("Game Over",False,(0,0,0)) self.game_window.blit(self.gameover,(100,130)) self.over_sign = 1

 

4.设计球拍类字体

class Rect(object): '''建立球拍类'''
    def __init__(self,*args,**kw): #设置球拍颜色参数
        self.rect_color = (255,0,0) self.rect_length = 100 self.rect_wide = 10

    def rectmove(self): #获取鼠标位置参数
        self.mouse_x,self.mouse_y = pygame.mouse.get_pos() #绘制球拍,限定横向边界 
        if self.mouse_x >= self.window_length-self.rect_length//2: self.mouse_x = self.window_length-self.rect_length//2
        if self.mouse_x <= self.rect_length//2: self.mouse_x = self.rect_length//2 pygame.draw.rect(self.game_window,self.rect_color,((self.mouse_x-self.rect_length//2),(self.window_wide-self.rect_wide),self.rect_length,self.rect_wide))

 

5.设计砖块类spa

class Brick(object): def __init__(self,*args,**kw): #设置砖块颜色参数
        self.brick_color = (139,126,102) self.brick_list = [[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1]] self.brick_length = 80 self.brick_wide = 20

    def brickarrange(self): for i in range(5): for j in range(6): self.brick_x = j*(self.brick_length+24) self.brick_y = i*(self.brick_wide+20)+40
                if self.brick_list[i][j] == 1: #绘制砖块
 pygame.draw.rect(self.game_window,self.brick_color,(self.brick_x,self.brick_y,self.brick_length,self.brick_wide)) #调用碰撞检测函数
 self.ball_brick() if self.distanceb < self.radius: self.brick_list[i][j] = 0 self.score += self.point #设置游戏胜利条件
        if self.brick_list == [[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]]: self.win = self.win_font.render("You Win",False,(0,0,0)) self.game_window.blit(self.win,(100,130)) self.win_sign = 1

 

6.设计分数类设计

class Score(object): '''建立分数类'''
    def __init__(self,*args,**kw): #设置初始分数
        self.score = 0 #设置分数字体
        self.score_font = pygame.font.SysFont('arial',20) #设置初始加分点数
        self.point = 1
        #设置初始接球次数
        self.frequency = 0 def countscore(self): #绘制玩家分数 
        my_score = self.score_font.render(str(self.score),False,(255,255,255)) self.game_window.blit(my_score,(555,15)) class GameOver(object): '''建立游戏结束类'''
    def __init__(self,*args,**kw): #设置Game Over字体
        self.over_font = pygame.font.SysFont('arial',80) #定义GameOver标识
        self.over_sign = 0 class Win(object): '''建立游戏胜利类'''
    def __init__(self,*args,**kw): #设置You Win字体
        self.win_font = pygame.font.SysFont('arial',80) #定义Win标识
        self.win_sign = 0

 

7.设计碰撞事件类code

class Collision(object): '''碰撞检测类'''
    #球与窗口边框的碰撞检测
    def ball_window(self): if self.ball_x <= self.radius or self.ball_x >= (self.window_length-self.radius): self.move_x = -self.move_x if self.ball_y <= self.radius: self.move_y = -self.move_y #球与球拍的碰撞检测
    def ball_rect(self): #定义碰撞标识
        self.collision_sign_x = 0 self.collision_sign_y = 0 if self.ball_x < (self.mouse_x-self.rect_length//2): self.closestpoint_x = self.mouse_x-self.rect_length//2 self.collision_sign_x = 1
        elif self.ball_x > (self.mouse_x+self.rect_length//2): self.closestpoint_x = self.mouse_x+self.rect_length//2 self.collision_sign_x = 2
        else: self.closestpoint_x = self.ball_x self.collision_sign_x = 3

        if self.ball_y < (self.window_wide-self.rect_wide): self.closestpoint_y = (self.window_wide-self.rect_wide) self.collision_sign_y = 1
        elif self.ball_y > self.window_wide: self.closestpoint_y = self.window_wide self.collision_sign_y = 2
        else: self.closestpoint_y = self.ball_y self.collision_sign_y = 3
        #定义球拍到圆心最近点与圆心的距离
        self.distance = math.sqrt(math.pow(self.closestpoint_x-self.ball_x,2)+math.pow(self.closestpoint_y-self.ball_y,2)) #球在球拍上左、上中、上右3种状况的碰撞检测
        if self.distance < self.radius and self.collision_sign_y == 1 and (self.collision_sign_x == 1 or self.collision_sign_x == 2): if self.collision_sign_x == 1 and self.move_x > 0: self.move_x = - self.move_x self.move_y = - self.move_y if self.collision_sign_x == 1 and self.move_x < 0: self.move_y = - self.move_y if self.collision_sign_x == 2 and self.move_x < 0: self.move_x = - self.move_x self.move_y = - self.move_y if self.collision_sign_x == 2 and self.move_x > 0: self.move_y = - self.move_y if self.distance < self.radius and self.collision_sign_y == 1 and self.collision_sign_x == 3: self.move_y = - self.move_y #球在球拍左、右两侧中间的碰撞检测
        if self.distance < self.radius and self.collision_sign_y == 3: self.move_x = - self.move_x #球与砖块的碰撞检测
    def ball_brick(self): #定义碰撞标识
        self.collision_sign_bx = 0 self.collision_sign_by = 0 if self.ball_x < self.brick_x: self.closestpoint_bx = self.brick_x self.collision_sign_bx = 1
        elif self.ball_x > self.brick_x+self.brick_length: self.closestpoint_bx = self.brick_x+self.brick_length self.collision_sign_bx = 2
        else: self.closestpoint_bx = self.ball_x self.collision_sign_bx = 3

        if self.ball_y < self.brick_y: self.closestpoint_by = self.brick_y self.collision_sign_by = 1
        elif self.ball_y > self.brick_y+self.brick_wide: self.closestpoint_by = self.brick_y+self.brick_wide self.collision_sign_by = 2
        else: self.closestpoint_by = self.ball_y self.collision_sign_by = 3
        #定义砖块到圆心最近点与圆心的距离
        self.distanceb = math.sqrt(math.pow(self.closestpoint_bx-self.ball_x,2)+math.pow(self.closestpoint_by-self.ball_y,2)) #球在砖块上左、上中、上右3种状况的碰撞检测
        if self.distanceb < self.radius and self.collision_sign_by == 1 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2): if self.collision_sign_bx == 1 and self.move_x > 0: self.move_x = - self.move_x self.move_y = - self.move_y if self.collision_sign_bx == 1 and self.move_x < 0: self.move_y = - self.move_y if self.collision_sign_bx == 2 and self.move_x < 0: self.move_x = - self.move_x self.move_y = - self.move_y if self.collision_sign_bx == 2 and self.move_x > 0: self.move_y = - self.move_y if self.distanceb < self.radius and self.collision_sign_by == 1 and self.collision_sign_bx == 3: self.move_y = - self.move_y #球在砖块下左、下中、下右3种状况的碰撞检测
        if self.distanceb < self.radius and self.collision_sign_by == 2 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2): if self.collision_sign_bx == 1 and self.move_x > 0: self.move_x = - self.move_x self.move_y = - self.move_y if self.collision_sign_bx == 1 and self.move_x < 0: self.move_y = - self.move_y if self.collision_sign_bx == 2 and self.move_x < 0: self.move_x = - self.move_x self.move_y = - self.move_y if self.collision_sign_bx == 2 and self.move_x > 0: self.move_y = - self.move_y if self.distanceb < self.radius and self.collision_sign_by == 2 and self.collision_sign_bx == 3: self.move_y = - self.move_y #球在砖块左、右两侧中间的碰撞检测
        if self.distanceb < self.radius and self.collision_sign_by == 3: self.move_x = - self.move_x

 

8.主函数blog

class Main(GameWindow,Rect,Ball,Brick,Collision,Score,Win,GameOver): '''建立主程序类'''
    def __init__(self,*args,**kw): super(Main,self).__init__(*args,**kw) super(GameWindow,self).__init__(*args,**kw) super(Rect,self).__init__(*args,**kw) super(Ball,self).__init__(*args,**kw) super(Brick,self).__init__(*args,**kw) super(Collision,self).__init__(*args,**kw) super(Score,self).__init__(*args,**kw) super(Win,self).__init__(*args,**kw) #定义游戏开始标识
        start_sign = 0 while True: self.backgroud() self.rectmove() self.countscore() if self.over_sign == 1 or self.win_sign == 1: break
            #获取游戏窗口状态
            for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() if event.type == MOUSEBUTTONDOWN: pressed_array = pygame.mouse.get_pressed() if pressed_array[0]: start_sign = 1
            if start_sign == 0: self.ballready() else: self.ballmove() self.brickarrange() #更新游戏窗口
 pygame.display.update() #控制游戏窗口刷新频率
            time.sleep(0.010) if __name__ == '__main__': pygame.init() pygame.font.init() catchball = Main()
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