用户:老黑喵查看:2 回复:1 评论:2 创建时间:2020-05-06T08:17:28
from sys import exit
import pygame
from pygame.locals import *
pygame.init()
# 创建窗口
ScreenWidth = 500
ScreenHright = 720
ScreenSize = (ScreenWidth, ScreenHright)
Screen = pygame.display.set_mode(ScreenSize, 0, 32)
pygame.display.set_caption("Ly's Easy Ball Game")
def GameStart():
# 游戏背景Surface对象
Background = pygame.image.load('GameBackground.jpg').convert()
# 挡板Surface对象
Baffle = pygame.image.load('Baffle.png').convert_alpha()
# 球Surface对象
Ball = pygame.image.load('Ball.png').convert_alpha()
# 挡板位置信息
BaffleX = 140
BaffleY = 600
BaffleSpeed = 1000
BaffleXSpeed = BaffleSpeed
BaffleYSpeed = BaffleSpeed
BaffleMove = {K_LEFT: 0, K_RIGHT: 0, K_UP: 0, K_DOWN: 0}
# 球位置信息
BallX = 235
BallY = 0
BallSpeed = 1000.
BallXSpeed = BallSpeed
BallYSpeed = BallSpeed
# 帧率控制Clock对象
FPSClock = pygame.time.Clock()
# 时间显示Clock对象
ProgramRunClock = pygame.time.get_ticks()
# 时间显示Font对象
RunTimeFont = pygame.font.Font('Jura-DemiBold.ttf', 24)
# 游戏结果
GameResult = ''
while True:
# 接收信息处理
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key in BaffleMove:
BaffleMove[event.key] = 1
elif event.type == KEYUP:
if event.key in BaffleMove:
BaffleMove[event.key] = 0
# 绘制背景
Screen.blit(Background, (0, 0))
RunTimeStr = str((pygame.time.get_ticks() - ProgramRunClock) / 1000.0)
# print(RunTimeStr)
# 使用render方法显示时间字体
RunTimeSurface = RunTimeFont.render(RunTimeStr, True, (255, 52, 179))
# 显示时间
Screen.blit(RunTimeSurface, (0, 0))
# 距上次调用clock对象时间
SecondTimePassed = FPSClock.tick(60) / 1000.0
# 绘制球
Screen.blit(Ball, (BallX, BallY))
BallX += BallXSpeed * SecondTimePassed
BallY += BallYSpeed * SecondTimePassed
# 判断球边界条件
if BallX > 500 - Ball.get_width():
BallXSpeed = -BallXSpeed
BallX = 500 - Ball.get_width()
elif BallX < 0:
BallXSpeed = -BallXSpeed
BallX = 0
if BallY > 720 - Ball.get_width():
BallYSpeed = -BallYSpeed
BallY = 720 - Ball.get_width()
elif BallY < 0:
BallYSpeed = -BallYSpeed
BallY = 0
# 定位挡板移动后坐标
BaffleX -= BaffleMove[K_LEFT] * BaffleXSpeed * SecondTimePassed
BaffleX += BaffleMove[K_RIGHT] * BaffleXSpeed * SecondTimePassed
BaffleY -= BaffleMove[K_UP] * BaffleYSpeed * SecondTimePassed
BaffleY += BaffleMove[K_DOWN] * BaffleYSpeed * SecondTimePassed
# 判断挡板边界条件
if BaffleX > 500 - Baffle.get_width():
BaffleX = 500 - Baffle.get_width()
elif BaffleX < 0:
BaffleX = 0
if BaffleY > 720 - 45 - Baffle.get_height():
BaffleY = 720 - 45 - Baffle.get_height()
elif BaffleY < 720 - Baffle.get_height() * 3:
BaffleY = 720 - Baffle.get_height() * 3
# 绘制挡板
Screen.blit(Baffle, (BaffleX, BaffleY))
# 判断球碰撞挡板条件
# 挡板左上角
if BallX == BaffleX - Ball.get_width() and BallY == BaffleY - Ball.get_height():
BallXSpeed = -BallXSpeed
BallYSpeed = -BallYSpeed
CollisionMusic.play()
# 挡板左下角
elif BallX == BaffleX - Ball.get_width() and BallY == BaffleY + Baffle.get_height():
BallXSpeed = -BallXSpeed
BallYSpeed = -BallYSpeed
CollisionMusic.play()
# 挡板右上角
elif BallX == BaffleX + Baffle.get_width() and BallY == BaffleY - Ball.get_height():
BallXSpeed = -BallXSpeed
BallYSpeed = -BallYSpeed
CollisionMusic.play()
# 挡板右下角
elif BallX == BaffleX + Baffle.get_width() and BallY == BaffleY + Baffle.get_height():
BallXSpeed = -BallXSpeed
BallYSpeed = -BallYSpeed
CollisionMusic.play()
# 挡板上表面
elif BallX > BaffleX and BallX < BaffleX + Baffle.get_width() and BallY > BaffleY - Ball.get_height() and BallY < BaffleY:
BallYSpeed = -BallYSpeed
BallY = BaffleY - Ball.get_height()
CollisionMusic.play()
# 挡板下表面
elif BallX > BaffleX and BallX < BaffleX + Baffle.get_width() and BallY < BaffleY + Baffle.get_height() and BallY > BaffleY:
BallYSpeed = -BallYSpeed
BallY = BaffleY + Baffle.get_height()
CollisionMusic.play()
# 挡板左侧面
elif BallY > BaffleY and BallY < BaffleY + Baffle.get_height() and BallX > BaffleX - Ball.get_width() and BallX < BaffleX:
BallXSpeed = -BallXSpeed
BallX = BaffleX
CollisionMusic.play()
# 挡板右侧面
elif BallY > BaffleY and BallY < BaffleY + Baffle.get_height() and BallX > BaffleX + Baffle.get_width() - Ball.get_width() and BallX < BaffleX + Baffle.get_width():
BallXSpeed = -BallXSpeed
BallX = BaffleX + Baffle.get_width()
CollisionMusic.play()
if BallY > 720 - 45:
GameResult = RunTimeStr
GameOverMusic.play()
return GameResult
# 刷新显示
pygame.display.update()
def GameResult(GameResult):
# 游戏结果背景Surface对象
GameResultBackground = pygame.image.load('GameResultBackground.png').convert()
# 游戏结果引导
ResultHint = pygame.image.load('ResultFont.png').convert_alpha()
# 游戏结果Font对象
GameResultFont = pygame.font.Font('EuroBold.ttf', 100)
# 重新开始按钮
ReStartButton = pygame.image.load('ReStartButton.png').convert_alpha()
# 重新开始Hover按钮
ReStartButtonHover = pygame.image.load('ReStartButtonHover.png').convert_alpha()
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == pygame.MOUSEBUTTONDOWN and 150 <= event.pos[
0] <= 150 + ReStartButton.get_width() and 450 <= event.pos[1] <= 450 + ReStartButton.get_height():
ButtonMusic.play()
return True
# 游戏结果背景
Screen.blit(GameResultBackground, (0, 0))
# 游戏结果引导
Screen.blit(ResultHint, (45, 200))
RunTimeSurface = GameResultFont.render(GameResult, True, (255, 69, 0))
Screen.blit(RunTimeSurface, (90, 270))
# 重新开始游戏按钮
MouseX, MouseY = pygame.mouse.get_pos()
if 150 <= MouseX <= 150 + ReStartButton.get_width() and 450 <= MouseY <= 450 + ReStartButton.get_height():
Screen.blit(ReStartButtonHover, (150, 450))
else:
Screen.blit(ReStartButton, (150, 450))
# 游戏结果
pygame.display.update()
if __name__ == '__main__':
flag = True
while flag:
GameResultStr = GameStart()
if GameResultStr != '':
flag = GameResult(GameResultStr)
真的可以,自己试一试
python贪吃蛇程序:
#!/usr/bin/python
# -*- coding: UTF-8 -*-
import random
import pygame
import sys
from pygame.locals import *
Snakespeed = 17
Window_Width = 800
Window_Height = 500
Cell_Size = 20 # Width and height of the cells
# Ensuring that the cells fit perfectly in the window. eg if cell size was
# 10 and window width or windowheight were 15 only 1.5 cells would
# fit.
assert Window_Width % Cell_Size == 0, "Window width must be a multiple of cell size."
# Ensuring that only whole integer number of cells fit perfectly in the window.
assert Window_Height % Cell_Size == 0, "Window height must be a multiple of cell size."
Cell_W = int(Window_Width / Cell_Size) # Cell Width
Cell_H = int(Window_Height / Cell_Size) # Cellc Height
White = (255, 255, 255)
Black = (0, 0, 0)
Red = (255, 0, 0) # Defining element colors for the program.
Green = (0, 255, 0)
DARKGreen = (0, 155, 0)
DARKGRAY = (40, 40, 40)
YELLOW = (255, 255, 0)
Red_DARK = (150, 0, 0)
BLUE = (0, 0, 255)
BLUE_DARK = (0, 0, 150)
BGCOLOR = Black # Background color
UP = 'up'
DOWN = 'down' # Defining keyboard keys.
LEFT = 'left'
RIGHT = 'right'
HEAD = 0 # Syntactic sugar: index of the snake's head
def main():
global SnakespeedCLOCK, DISPLAYSURF, BASICFONT
pygame.init()
SnakespeedCLOCK = pygame.time.Clock()
DISPLAYSURF = pygame.display.set_mode((Window_Width, Window_Height))
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
pygame.display.set_caption('Snake')
showStartScreen()
while True:
runGame()
showGameOverScreen()
def runGame():
# Set a random start point.
startx = random.randint(5, Cell_W - 6)
starty = random.randint(5, Cell_H - 6)
wormCoords = [{'x': startx, 'y': starty},
{'x': startx - 1, 'y': starty},
{'x': startx - 2, 'y': starty}]
direction = RIGHT
# Start the apple in a random place.
apple = getRandomLocation()
while True: # main game loop
for event in pygame.event.get(): # event handling loop
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if (event.key == K_LEFT) and direction != RIGHT:
direction = LEFT
elif (event.key == K_RIGHT) and direction != LEFT:
direction = RIGHT
elif (event.key == K_UP) and direction != DOWN:
direction = UP
elif (event.key == K_DOWN) and direction != UP:
direction = DOWN
elif event.key == K_ESCAPE:
terminate()
# check if the Snake has hit itself or the edge
if wormCoords[HEAD]['x'] == -1 or wormCoords[HEAD]['x'] == Cell_W or wormCoords[HEAD]['y'] == -1 or wormCoords[HEAD]['y'] == Cell_H:
return # game over
for wormBody in wormCoords[1:]:
if wormBody['x'] == wormCoords[HEAD]['x'] and wormBody['y'] == wormCoords[HEAD]['y']:
return # game over
# check if Snake has eaten an apply
if wormCoords[HEAD]['x'] == apple['x'] and wormCoords[HEAD]['y'] == apple['y']:
# don't remove worm's tail segment
apple = getRandomLocation() # set a new apple somewhere
else:
del wormCoords[-1] # remove worm's tail segment
# move the worm by adding a segment in the direction it is moving
if direction == UP:
newHead = {'x': wormCoords[HEAD]['x'],
'y': wormCoords[HEAD]['y'] - 1}
elif direction == DOWN:
newHead = {'x': wormCoords[HEAD]['x'],
'y': wormCoords[HEAD]['y'] + 1}
elif direction == LEFT:
newHead = {'x': wormCoords[HEAD][
'x'] - 1, 'y': wormCoords[HEAD]['y']}
elif direction == RIGHT:
newHead = {'x': wormCoords[HEAD][
'x'] + 1, 'y': wormCoords[HEAD]['y']}
wormCoords.insert(0, newHead)
DISPLAYSURF.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoords)
drawApple(apple)
drawScore(len(wormCoords) - 3)
pygame.display.update()
SnakespeedCLOCK.tick(Snakespeed)
def drawPressKeyMsg():
pressKeySurf = BASICFONT.render('Press a key to play.', True, White)
pressKeyRect = pressKeySurf.get_rect()
pressKeyRect.topleft = (Window_Width - 200, Window_Height - 30)
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
def checkForKeyPress():
if len(pygame.event.get(QUIT)) > 0:
terminate()
keyUpEvents = pygame.event.get(KEYUP)
if len(keyUpEvents) == 0:
return None
if keyUpEvents[0].key == K_ESCAPE:
terminate()
return keyUpEvents[0].key
def showStartScreen():
titleFont = pygame.font.Font('freesansbold.ttf', 100)
titleSurf1 = titleFont.render('Snake!', True, White, DARKGreen)
degrees1 = 0
degrees2 = 0
while True:
DISPLAYSURF.fill(BGCOLOR)
rotatedSurf1 = pygame.transform.rotate(titleSurf1, degrees1)
rotatedRect1 = rotatedSurf1.get_rect()
rotatedRect1.center = (Window_Width / 2, Window_Height / 2)
DISPLAYSURF.blit(rotatedSurf1, rotatedRect1)
drawPressKeyMsg()
if checkForKeyPress():
pygame.event.get() # clear event queue
return
pygame.display.update()
SnakespeedCLOCK.tick(Snakespeed)
degrees1 += 3 # rotate by 3 degrees each frame
degrees2 += 7 # rotate by 7 degrees each frame
def terminate():
pygame.quit()
sys.exit()
def getRandomLocation():
return {'x': random.randint(0, Cell_W - 1), 'y': random.randint(0, Cell_H - 1)}
def showGameOverScreen():
gameOverFont = pygame.font.Font('freesansbold.ttf', 100)
gameSurf = gameOverFont.render('Game', True, White)
overSurf = gameOverFont.render('Over', True, White)
gameRect = gameSurf.get_rect()
overRect = overSurf.get_rect()
gameRect.midtop = (Window_Width / 2, 10)
overRect.midtop = (Window_Width / 2, gameRect.height + 10 + 25)
DISPLAYSURF.blit(gameSurf, gameRect)
DISPLAYSURF.blit(overSurf, overRect)
drawPressKeyMsg()
pygame.display.update()
pygame.time.wait(500)
checkForKeyPress() # clear out any key presses in the event queue
while True:
if checkForKeyPress():
pygame.event.get() # clear event queue
return
def drawScore(score):
scoreSurf = BASICFONT.render('Score: %s' % (score), True, White)
scoreRect = scoreSurf.get_rect()
scoreRect.topleft = (Window_Width - 120, 10)
DISPLAYSURF.blit(scoreSurf, scoreRect)
def drawWorm(wormCoords):
for coord in wormCoords:
x = coord['x'] * Cell_Size
y = coord['y'] * Cell_Size
wormSegmentRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
pygame.draw.rect(DISPLAYSURF, DARKGreen, wormSegmentRect)
wormInnerSegmentRect = pygame.Rect(
x + 4, y + 4, Cell_Size - 8, Cell_Size - 8)
pygame.draw.rect(DISPLAYSURF, Green, wormInnerSegmentRect)
def drawApple(coord):
x = coord['x'] * Cell_Size
y = coord['y'] * Cell_Size
appleRect = pygame.Rect(x, y, Cell_Size, Cell_Size)
pygame.draw.rect(DISPLAYSURF, Red, appleRect)
def drawGrid():
for x in range(0, Window_Width, Cell_Size): # draw vertical lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (x, 0), (x, Window_Height))
for y in range(0, Window_Height, Cell_Size): # draw horizontal lines
pygame.draw.line(DISPLAYSURF, DARKGRAY, (0, y), (Window_Width, y))
if __name__ == '__main__':
try:
main()
except SystemExit:
pass
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