py射点点游戏

colleague:作为一名编程之人,是肯定不能玩游戏的……

colleague:嗯?不行!我要玩!

me:好……好吧……等一下……好……射点点游戏。

import pygame
import random

colleague:嗯……好! 

# 初始化游戏
pygame.init()

# 设置游戏窗口
width, height = 800, 600
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption("Shoot the Blox")

# 游戏界面
bg_color = (255, 255, 255)  # 设置背景颜色

clock = pygame.time.Clock()  # 游戏时钟# 定义小点
dot_radius = 10
dot_color = (255, 0, 0)
dot_speed = 5

me:接着>>


# 定义方块
blox_width = 50
blox_height = 50
blox_color = (0, 0, 255)
blox_speed = 2

# 定义点点的坐标和速度
dot_x = width // 2
dot_y = height // 2
dot_speed_x = 0
dot_speed_y = 0

# 定义方块的坐标和速度
blox_x = width
blox_y = random.randint(0, height - blox_height)
blox_speed_x = -blox_speed
blox_speed_y = 0
# 游戏循环
running = True
while running:
    # 处理退出事件
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

    # 鼠标点击事件
    if pygame.mouse.get_pressed()[0] == 1:
        # 获取鼠标点击位置的坐标
        mouse_x, mouse_y = pygame.mouse.get_pos()
        # 计算小点的速度
        dot_speed_x = (mouse_x - dot_x) / dot_speed
        dot_speed_y = (mouse_y - dot_y) / dot_speed

    # 更新小点的坐标
    dot_x += dot_speed_x
    dot_y += dot_speed_y

    # 更新方块的坐标
    blox_x += blox_speed_x
    blox_y += blox_speed_y

    # 绘制游戏界面
    screen.fill(bg_color)

    # 绘制小点
    pygame.draw.circle(screen, dot_color, (int(dot_x), int(dot_y)), dot_radius)

    # 绘制方块
    pygame.draw.rect(screen, blox_color, (blox_x, blox_y, blox_width, blox_height))

    # 小点射中方块时,方块会碎裂
    if dot_x + dot_radius >= blox_x and dot_x - dot_radius <= blox_x + blox_width \
        and dot_y + dot_radius >= blox_y and dot_y - dot_radius <= blox_y + blox_height:
        blox_x = width
        blox_y = random.randint(0, height - blox_height)

    pygame.display.update()
    clock.tick(60)

me:哦,还有那个。

# 游戏结束
pygame.quit()

———————————————————————————————————————————

colleague:合并一下!

me:呃呃呃呃呃呃呃呃,好吧。(?-?)

import pygame
import random

WIDTH = 800
HEIGHT = 600
FPS = 60

# 定义颜色
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)

pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("射击游戏")
clock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((50, 40))
        self.image.fill(BLACK)
        self.rect = self.image.get_rect()
        self.rect.centerx = WIDTH / 2
        self.rect.bottom = HEIGHT - 10
        self.speedx = 0

    def update(self):
        self.speedx = 0
        keystate = pygame.key.get_pressed()
        if keystate[pygame.K_LEFT]:
            self.speedx = -5
        if keystate[pygame.K_RIGHT]:
            self.speedx = 5
        self.rect.x += self.speedx
        if self.rect.right > WIDTH:
            self.rect.right = WIDTH
        if self.rect.left < 0:
            self.rect.left = 0

    def shoot(self, pos):
        bullet = Bullet(self.rect.centerx, self.rect.top, pos[0], pos[1])
        all_sprites.add(bullet)
        bullets.add(bullet)

class Mob(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((30, 40))
        self.image.fill(RED)
        self.rect = self.image.get_rect()
        self.rect.x = random.randrange(WIDTH - self.rect.width)
        self.rect.y = random.randrange(-100, -40)
        self.speedy = random.randrange(1, 8)

    def update(self):
        self.rect.y += self.speedy
        if self.rect.top > HEIGHT + 10:
            self.rect.x = random.randrange(WIDTH - self.rect.width)
            self.rect.y = random.randrange(-100, -40)
            self.speedy = random.randrange(1, 8)

class Bullet(pygame.sprite.Sprite):
    def __init__(self, x, y, target_x, target_y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((10, 20))
        self.image.fill(WHITE)
        self.rect = self.image.get_rect()
        self.rect.centerx = x
        self.rect.bottom = y
        self.speed = 8

        dx = target_x - x
        dy = target_y - y
        distance = max(abs(dx), abs(dy))
        self.speedx = dx / distance * self.speed
        self.speedy = dy / distance * self.speed

    def update(self):
        self.rect.x += self.speedx
        self.rect.y += self.speedy
        if self.rect.bottom < 0 or self.rect.top > HEIGHT or self.rect.right < 0 or self.rect.left > WIDTH:
            self.kill()

all_sprites = pygame.sprite.Group()
mobs = pygame.sprite.Group()
bullets = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
for i in range(8):
    m = Mob()
    all_sprites.add(m)
    mobs.add(m)

score = 0
font_name = pygame.font.match_font('arial')

def draw_text(surf, text, size, x, y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, WHITE)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    surf.blit(text_surface, text_rect)

running = True
while running:
    clock.tick(FPS)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.MOUSEBUTTONDOWN:
            pos = pygame.mouse.get_pos()
            player.shoot(pos)

    all_sprites.update()

    hits = pygame.sprite.groupcollide(mobs, bullets, True, True)
    for hit in hits:
        score += 10
        m = Mob()
        all_sprites.add(m)
        mobs.add(m)

    hits = pygame.sprite.spritecollide(player, mobs, False)
    if hits:
        running = False

    screen.fill(BLACK)
    all_sprites.draw(screen)
    draw_text(screen, "Score: " + str(score), 18, WIDTH / 2, 10)
    pygame.display.flip()

pygame.quit()

colleague:试一下啊。

me:好……好吧(>_<)

py射点点游戏

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