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之前的课程
pygame课程 | 课程名称 |
---|---|
第1课:pygame安装 |
链接:https://blog.csdn.net/weixin_42636075/article/details/130512509 |
第2课:pygame加载图片 |
链接:https://blog.csdn.net/weixin_42636075/article/details/130562606 |
第3课:画图小程序 |
链接:https://blog.csdn.net/weixin_42636075/article/details/130801371 |
第4课:颜色监测(迷宫小游戏) |
链接:https://blog.csdn.net/weixin_42636075/article/details/130804267 |
第5课:音乐播放器 |
链接:https://blog.csdn.net/weixin_42636075/article/details/130811078 |
第6课:贪吃蛇小游戏 |
链接:https://blog.csdn.net/weixin_42636075/article/details/132341210 |
第7课:打砖块游戏 |
链接:https://blog.csdn.net/weixin_42636075/article/details/137239564 |
1、小球类设计
1、小球的大小(球的半径)、初始坐标、速度
self.radius,半径
self.pos = [x,y],初始坐标
self.velocity = [2, -2],速度self.velocity[0]--x轴移动,self.velocity[1]--y轴移动,
2、小球绘制方法
pygame.draw.circle(窗口对象, 颜色(RGB-元组), 初始位置(列表[x,y]), 半径(整数))
3、小球的移动方法(x轴、y轴的移动)
如果小球的x轴坐标 < 小球半径,或者,小球的x轴坐标 > 屏幕的宽度就设置方向相反
同理y轴
# 球体类
class Ball:
def __init__(self, radius):
self.radius = radius
self.pos = [screen_width // 2, screen_height - 20 - radius]
self.velocity = [2, -2]
def draw(self, surface):
pygame.draw.circle(surface, WHITE, self.pos, self.radius)
def update(self):
self.pos[0] += self.velocity[0]
self.pos[1] += self.velocity[1]
# print(self.pos)
# 碰到墙壁反弹
# print(screen_width - self.radius)
if self.pos[0] < self.radius or self.pos[0] > (screen_width - self.radius):
# self.pos[0] = -self.pos[0]
self.velocity[0] *= -1
# if self.pos[0] < 0:
# self.pos[0] = -self.pos[0]
# print(screen_height - self.radius)
if self.pos[1] <= self.radius or self.pos[1] > (screen_height - self.radius):
self.velocity[1] *= -1
# if self.pos[1] < 0:
# self.pos[1] = -self.pos[1]
2、挡板类的设计
1、挡板的宽x高
self.width = width
self.height = height
2、挡板的初始坐标
self.pos = [screen_width // 2 - width // 2, screen_height - 20]
3、挡板的速度,因为只在x轴运动,所以y轴为0
self.velocity = [-5, 0]
4、挡板的绘制,x1,y1矩形左上角坐标点, x2,y2矩形右下角坐标点
pygame.draw.rect((窗口对象, 颜色(RGB-元组), (x1,y1, x2,y2), 0, 0)
5、挡板的移动
接收键盘的事件(左键和右键),设置限制不可以超出屏幕外面
# 挡板类
class Paddle:
def __init__(self, width, height):
self.width = width
self.height = height
self.pos = [screen_width // 2 - width // 2, screen_height - 20]
self.velocity = [-5, 0]
def draw(self, surface):
pygame.draw.rect(surface, WHITE, (self.pos[0], self.pos[1], self.width, self.height), 0, 0)
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.pos[0] > 0:
self.pos[0] += self.velocity[0]
if keys[pygame.K_RIGHT] and self.pos[0] < screen_width - self.width:
self.pos[0] -= self.velocity[0]
3、砖块类
1、砖块的摆放坐标,宽、高、 颜色
2、绘制砖块
pygame.draw.rect(surface, self.color, self.rect)
class Brick:
def __init__(self, x, y, width, height, color):
self.rect = pygame.Rect(x, y, width, height)
self.color = color
def draw(self, surface):
pygame.draw.rect(surface, self.color, self.rect)
4、砖块与小球的边界碰撞检测
def check_collision(ball, brick):
# 检查球与砖块的左右边界碰撞
if (brick.rect.x - ball.radius <= ball.pos[0] <= brick.rect.x + brick.rect.width + ball.radius) and (
brick.rect.y <= ball.pos[1] <= brick.rect.y + brick.rect.height):
return 1 # 返回1表示碰撞发生在砖块的左右边界
# 检查球与砖块的上下边界碰撞
if (brick.rect.y - ball.radius <= ball.pos[1] <= brick.rect.y + brick.rect.height + ball.radius) and (
brick.rect.x <= ball.pos[0] <= brick.rect.x + brick.rect.width):
return 2 # 返回2表示碰撞发生在砖块的上下边界
return 0
5、检测到碰撞,删除砖块,改变运动方向
def update_bricks(ball, bricks):
score = 0
for brick in bricks[:]:
if check_collision(ball, brick) == 1:
# 处理碰撞效果,比如删除砖块或改变球的方向
bricks.remove(brick)
ball.velocity[0] *= -1
score += 10
break
elif check_collision(ball, brick) == 2:
bricks.remove(brick)
ball.velocity[1] *= -1
score += 10
break
# 可能还需要更新分数或其他游戏状态
return score
完整版代码
import math
import random
import pygame
import sys
# 球体类
class Ball:
def __init__(self, radius):
self.radius = radius
self.pos = [screen_width // 2, screen_height - 20 - radius]
self.velocity = [2, -2]
def draw(self, surface):
pygame.draw.circle(surface, WHITE, self.pos, self.radius)
def update(self):
self.pos[0] += self.velocity[0]
self.pos[1] += self.velocity[1]
# print(self.pos)
# 碰到墙壁反弹
# print(screen_width - self.radius)
if self.pos[0] < self.radius or self.pos[0] > (screen_width - self.radius):
# self.pos[0] = -self.pos[0]
self.velocity[0] *= -1
# if self.pos[0] < 0:
# self.pos[0] = -self.pos[0]
# print(screen_height - self.radius)
if self.pos[1] <= self.radius or self.pos[1] > (screen_height - self.radius):
self.velocity[1] *= -1
# if self.pos[1] < 0:
# self.pos[1] = -self.pos[1]
# 挡板类
class Paddle:
def __init__(self, width, height):
self.width = width
self.height = height
self.pos = [screen_width // 2 - width // 2, screen_height - 20]
self.velocity = [-5, 0]
def draw(self, surface):
pygame.draw.rect(surface, WHITE, (self.pos[0], self.pos[1], self.width, self.height), 0, 0)
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and self.pos[0] > 0:
self.pos[0] += self.velocity[0]
if keys[pygame.K_RIGHT] and self.pos[0] < screen_width - self.width:
self.pos[0] -= self.velocity[0]
class Brick:
def __init__(self, x, y, width, height, color):
self.rect = pygame.Rect(x, y, width, height)
self.color = color
def draw(self, surface):
pygame.draw.rect(surface, self.color, self.rect)
def check_collision(ball, brick):
# 检查球与砖块的左右边界碰撞
if (brick.rect.x - ball.radius <= ball.pos[0] <= brick.rect.x + brick.rect.width + ball.radius) and (
brick.rect.y <= ball.pos[1] <= brick.rect.y + brick.rect.height):
return 1 # 返回1表示碰撞发生在砖块的左右边界
# 检查球与砖块的上下边界碰撞
if (brick.rect.y - ball.radius <= ball.pos[1] <= brick.rect.y + brick.rect.height + ball.radius) and (
brick.rect.x <= ball.pos[0] <= brick.rect.x + brick.rect.width):
return 2 # 返回2表示碰撞发生在砖块的上下边界
return 0
def update_bricks(ball, bricks):
score = 0
for brick in bricks[:]:
if check_collision(ball, brick) == 1:
# 处理碰撞效果,比如删除砖块或改变球的方向
bricks.remove(brick)
ball.velocity[0] *= -1
score += 10
break
elif check_collision(ball, brick) == 2:
bricks.remove(brick)
ball.velocity[1] *= -1
score += 10
break
# 可能还需要更新分数或其他游戏状态
return score
def create_explosion(brick):
# 创建一个表示爆炸效果的对象或动画
pass
def update_explosions(explosions, bricks):
for explosion in explosions[:]:
# 更新爆炸效果
if explosion.is_finished():
explosions.remove(explosion)
# 如果爆炸与砖块碰撞,移除砖块
if explosion.intersects(brick):
bricks.remove(brick)
if __name__ == '__main__':
# 初始化Pygame
pygame.init()
# 设置屏幕大小
screen_width, screen_height = 640, 480
screen = pygame.display.set_mode((screen_width, screen_height))
# 设置标题和时钟
pygame.display.set_caption('Bounce Game')
clock = pygame.time.Clock()
# 定义颜色
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
# 创建球体和挡板
ball = Ball(10)
paddle = Paddle(80, 10)
# 创建砖块
bricks = []
for x in range(0, screen_width, 80): # 假设每个砖块宽度为80像素
for y in range(0, screen_height // 4, 20): # 假设每个砖块高度为40像素
brick = Brick(x + 2, y + 2, 80 - 2, 20 - 2, (255, 255, 255)) # 白色砖块
bricks.append(brick)
# 得分变量
score = 0
# 游戏主循环
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 更新球体和挡板的位置
ball.update()
paddle.update()
# print(ball.pos, paddle.pos)
# 检测球体是否碰到挡板
if ball.pos[1] + ball.radius > paddle.pos[1]:
if ball.pos[0] < paddle.pos[0] or ball.pos[0] > paddle.pos[0] + paddle.width:
# running = False
score -= 1
else:
ss = abs(ball.pos[0] - (paddle.pos[0]+paddle.width//2)) / 20
ball.velocity[0] = 2+ss*2
ball.velocity[1] *= -1
# screen.fill(BLACK)
# 渲染背景
screen.fill(BLACK)
# 绘制球体和挡板
ball.draw(screen)
paddle.draw(screen)
xx = random.randint(0, 255)
# 绘制砖块
for brick in bricks:
# 渐变ß
# r = math.sqrt((ball.pos[0] - brick.rect.x) ** 2 + (ball.pos[1] - brick.rect.y) ** 2)
# brick.color = ((r)/720 *255 % 255, 255, (r)/720*255 % 255)
brick.draw(screen)
if ball.pos[1] <= screen_height//2:
score += update_bricks(ball, bricks)
# 显示得分
font = pygame.font.Font(None, 36)
score_text = font.render('Score: ' + str(score), True, RED)
screen.blit(score_text, (10, 10))
# 更新屏幕显示
pygame.display.flip()
# 设置帧率
clock.tick(60)
# 退出游戏
pygame.quit()
sys.exit()
本文转载至:https://blog.csdn.net/u010095372/article/details/137205814?spm=1001.2014.3001.5506
总结
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