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python写一个打砖块

用户:老黑喵老黑喵查看: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


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DBsMarioDBsMario

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
start

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