使用python pygame庫實(shí)現(xiàn)一個(gè)雙人彈球小游戲,兩人分別控制一個(gè)左右移動(dòng)的擋板用來攔截小球,小球會(huì)在兩板間不停彈跳,攔截失敗的一方輸?shù)粲螒颍?guī)則類似于簡(jiǎn)化版的乒乓球。
因?yàn)槭堑谝淮斡胮ygame寫python小游戲并且只用了兩三個(gè)小時(shí),所以有些粗糙,部分方面有些bug,比如板子可以移動(dòng)出屏幕外,游戲結(jié)束后的提示顯示不全。
但是關(guān)鍵部分如小球的移動(dòng)和基本功能等,還算比較完善。
代碼如下:
運(yùn)行環(huán)境為python 3.7,需要安裝pygame庫
import pygame,sys,time,randomfrom pygame.locals import *# 定義顏色變量redColour = pygame.Color(255,0,0)blackColour = pygame.Color(0,0,0)whiteColour = pygame.Color(255,255,255)greyColour = pygame.Color(150,150,150)# 定義gameOver函數(shù)def gameOver(playSurface,board): gameOverFont = pygame.font.Font('C:/Windows/Fonts/consola.ttf',72) if board[0][1]==0: gameOverSurf = gameOverFont.render('board_2 win!', True, greyColour) if board[0][1]==460: gameOverSurf = gameOverFont.render('board_1 win!', True, greyColour) gameOverRect = gameOverSurf.get_rect() gameOverRect.midtop = (320, 10) playSurface.blit(gameOverSurf, gameOverRect) againFont = pygame.font.Font('C:/Windows/Fonts/consola.ttf',24) againSurf = gameOverFont.render('Do you want to try again? y/n', True, whiteColour) againRect=againSurf.get_rect() againRect.midtop=(20,100) playSurface.blit(againSurf, againRect) pygame.display.flip() time.sleep(3) for event in pygame.event.get(): if event.key == ord("y"): main() if event.key==ord("n"): pygame.quit() sys.exit() pygame.quit() sys.exit()# 定義main函數(shù)def main(): # 初始化pygame pygame.init() fpsClock = pygame.time.Clock() # 創(chuàng)建pygame顯示層 playSurface = pygame.display.set_mode((640,480)) pygame.display.set_caption('ping pang ball') # 初始化變量 #兩塊板子為5塊正方形組成的矩形,小球?yàn)?塊正方形,正方形大小為20x20 board_1 = [[100,0],[120,0],[140,0],[160,0],[180,0]] board_2 = [[100,460],[120,460],[140,460],[160,460],[180,460]] ball = [100,100] direction=3 #控制小球X軸的移動(dòng)方向及速度 direction_x=0 #判斷小球沿X軸正向還是反向移動(dòng) 0反向 1正向,2沒有速度 direction_y=1 #控制小球Y軸的移動(dòng)方向及速度 0反向,1正向 # 檢測(cè)例如按鍵等pygame事件 while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: # 判斷鍵盤事件控制板子移動(dòng) if event.key == K_RIGHT: for i in board_1: i[0]+=20 if event.key == K_LEFT: for i in board_1: i[0]-=20 if event.key == ord("a"): for i in board_2: i[0]-=20 if event.key == ord("d"): for i in board_2: i[0]+=20 if event.key == K_ESCAPE: pygame.event.post(pygame.event.Event(QUIT)) # 判斷小球擊中board_1的位置,范圍為板子的左角到右角 if ball[1] == board_1[0][1]+20 and board_1[0][0]-20<=ball[0]<=board_1[4][0]+20: direction_y=1 #若擊中板子,則Y軸方向正向移動(dòng) #判斷小球擊中板子左角的狀態(tài),如果小球擊中板子左角并且移動(dòng)方向?yàn)檎颍瑒t: if ball[0]==board_1[0][0]-20 and direction_x==1: direction=0 #設(shè)此刻方向改為0 #如果小球擊中板子左數(shù)第一塊,則: if ball[0]==board_1[0][0]: direction=1 #設(shè)此刻方向改為1 #如果小球擊中板子左數(shù)第二塊,則: if ball[0]==board_1[1][0]: direction=2 #設(shè)此刻方向改為2 #如果小球擊中板子正中間,則: if ball[0]==board_1[2][0]: direction=3 #設(shè)此刻方向改為3 #如果小球擊中板子左數(shù)第四塊,則: if ball[0]==board_1[3][0]: direction=4 #設(shè)此刻方向改為4 #如果小球擊中板子左數(shù)第五塊,則: if ball[0]==board_1[4][0]: direction=5 #設(shè)此刻方向改為5 #如果小球擊中板子右角并且移動(dòng)方向?yàn)榉聪颍? if ball[0]==board_1[4][0]+20 and direction_x==0: direction=6 #設(shè)此刻方向改為6 #如果小球擊中板子兩角但是沒有速度,即豎直移動(dòng) if direction_x==2 and (ball[0]==board_1[0][0]-20 or ball[0]==board_1[4][0]+20): direction_y=0 #設(shè)此刻Y軸方向改為0 #判斷小球擊中board_2的位置,與擊中board_1時(shí)相比只改變Y軸的方向,X軸不變 if ball[1]==board_2[0][1]-20 and board_2[0][0]-20<=ball[0]<=board_2[4][0]+20: direction_y=0 if ball[0]==board_2[0][0]-20 and direction_x==1: direction=0 if ball[0]==board_2[0][0]: direction=1 if ball[0]==board_2[1][0]: direction=2 if ball[0]==board_2[2][0]: direction=3 if ball[0]==board_2[3][0]: direction=4 if ball[0]==board_2[4][0]: direction=5 if ball[0]==board_2[4][0]+20 and direction_x==0: direction=6 if direction_x==2 and (ball[0]==board_2[0][0]-20 or ball[0]==board_2[4][0]+20): direction_y=1 if ball[0]<=0: direction=4 if ball[0]>=620: direction=2 #設(shè)置小球Y軸的移動(dòng)速度 if direction_y==0: ball[1]-=20 if direction_y==1: ball[1]+=20 #設(shè)置小球X軸的移動(dòng)速度,X,Y軸速度的改變形成角度 if direction==0: ball[0]-=40 direction_x=0 if direction==1: ball[0]-=40 direction_x=0 if direction==2: ball[0]-=20 direction_x=0 if direction==3: direction_x=2 if direction==4: ball[0]+=20 direction_x=1 if direction==5: ball[0]+=40 direction_x=1 if direction==6: ball[0]+=40 direction_x=1 # 繪制pygame顯示層 playSurface.fill(blackColour) pygame.draw.rect(playSurface,whiteColour,Rect(board_1[0],(100,20))) pygame.draw.rect(playSurface,whiteColour,Rect(board_2[0],(100,20))) pygame.draw.rect(playSurface,redColour,Rect(ball,(20,20))) # 刷新pygame顯示層 pygame.display.flip() # 判斷勝利 if ball[1]==board_1[0][1] and (ball[0]<board_1[0][0] or ball[0]>board_1[4][0]): gameOver(playSurface,board_1) if ball[1]==board_2[0][1] and (ball[0]<board_2[0][0] or ball[0]>board_2[4][0]): gameOver(playSurface,board_2) # 控制游戲速度 fpsClock.tick(5)if __name__ == "__main__": main()
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