如何把程序封装成函数def

如何把下面的程序封装成一个def函数,python的急急急!!!救救孩子
#导入模块
import pygame
from pygame.locals import *
import sys,random,time,math

class GameWindow(object):
‘’‘创建游戏窗口类’’’

def __init__(self,*args,**kw):		
	self.window_length = 700
	self.window_wide = 500
	#绘制游戏窗口,设置窗口尺寸
	self.game_window = pygame.display.set_mode((self.window_length,self.window_wide))
	#设置游戏窗口标题
	pygame.display.set_caption("CatchBallGame")
	#定义游戏窗口背景颜色参数
	self.window_color = (135,206,250)

def backgroud(self):
	#绘制游戏窗口背景颜色
	self.game_window.fill(self.window_color)

class Ball(object):
‘’‘创建球类’’’
def init(self,*args,**kw):
#设置球的半径、颜色、移动速度参数
self.ball_color = (255,215,0)
self.move_x = 1
self.move_y = 1
self.radius = 10

def ballready(self):
	#设置球的初始位置、
	self.ball_x = self.mouse_x
	self.ball_y = self.window_wide-self.rect_wide-self.radius
	#绘制球,设置反弹触发条件			
	pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius)

def ballmove(self):
	#绘制球,设置反弹触发条件			
	pygame.draw.circle(self.game_window,self.ball_color,(self.ball_x,self.ball_y),self.radius)		
	self.ball_x += self.move_x
	self.ball_y -= self.move_y
	#调用碰撞检测函数
	self.ball_window()
	self.ball_rect()
	#每接5次球球速增加一倍
	if self.distance < self.radius:
		self.frequency += 1
		if self.frequency == 5:
			self.frequency = 0
			self.move_x += self.move_x
			self.move_y += self.move_y
			self.point += self.point
	#设置游戏失败条件
	if self.ball_y > 520:
		self.gameover = self.over_font.render("Game Over",False,(0,0,0))
		self.game_window.blit(self.gameover,(100,130))
		self.over_sign = 1

class Rect(object):
‘’‘创建球拍类’’’
def init(self,*args,**kw):
#设置球拍颜色参数
self.rect_color = (255,0,0)
self.rect_length = 100
self.rect_wide = 20

def rectmove(self):
	#获取鼠标位置参数
	self.mouse_x,self.mouse_y = pygame.mouse.get_pos()
	#绘制球拍,限定横向边界					
	if self.mouse_x >= self.window_length-self.rect_length//2:
		self.mouse_x = self.window_length-self.rect_length//2
	if self.mouse_x <= self.rect_length//2:
		self.mouse_x = self.rect_length//2
	pygame.draw.rect(self.game_window,self.rect_color,((self.mouse_x-self.rect_length//2),(self.window_wide-self.rect_wide),self.rect_length,self.rect_wide))

class Brick(object):
def init(self,*args,**kw):
#设置砖块颜色参数
self.brick_color = (139,126,102)
self.brick_list = [[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1],[1,1,1,1,1,1]]
self.brick_length = 80
self.brick_wide = 20

def brickarrange(self):		
	for i in range(5):
		for j in range(6):
			self.brick_x = j*(self.brick_length+30)
			self.brick_y = i*(self.brick_wide+20)+40
			if self.brick_list[i][j] == 1:
				#绘制砖块
				pygame.draw.rect(self.game_window,self.brick_color,(self.brick_x,self.brick_y,self.brick_length,self.brick_wide))					
				#调用碰撞检测函数
				self.ball_brick()										
				if self.distanceb < self.radius:
					self.brick_list[i][j] = 0
					self.score += self.point
	#设置游戏胜利条件
	if self.brick_list == [[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0],[0,0,0,0,0,0]]:
		self.win = self.win_font.render("You Win",False,(0,0,0))
		self.game_window.blit(self.win,(100,130))
		self.win_sign = 1

class Score(object):
‘’‘创建分数类’’’
def init(self,*args,**kw):
#设置初始分数
self.score = 0
#设置分数字体
self.score_font = pygame.font.SysFont(‘arial’,20)
#设置初始加分点数
self.point = 1
#设置初始接球次数
self.frequency = 0

def countscore(self):
	#绘制玩家分数			
	my_score = self.score_font.render(str(self.score),False,(255,255,255))
	self.game_window.blit(my_score,(555,15))

class GameOver(object):
‘’‘创建游戏结束类’’’
def init(self,*args,**kw):
#设置Game Over字体
self.over_font = pygame.font.SysFont(‘arial’,80)
#定义GameOver标识
self.over_sign = 0

class Win(object):
‘’‘创建游戏胜利类’’’
def init(self,*args,**kw):
#设置You Win字体
self.win_font = pygame.font.SysFont(‘arial’,80)
#定义Win标识
self.win_sign = 0

class Collision(object):
‘’‘碰撞检测类’’’
#球与窗口边框的碰撞检测
def ball_window(self):
if self.ball_x <= self.radius or self.ball_x >= (self.window_length-self.radius):
self.move_x = -self.move_x
if self.ball_y <= self.radius:
self.move_y = -self.move_y

#球与球拍的碰撞检测
def ball_rect(self):
	#定义碰撞标识
	self.collision_sign_x = 0
	self.collision_sign_y = 0

	if self.ball_x < (self.mouse_x-self.rect_length//2):
		self.closestpoint_x = self.mouse_x-self.rect_length//2
		self.collision_sign_x = 1
	elif self.ball_x > (self.mouse_x+self.rect_length//2):
		self.closestpoint_x = self.mouse_x+self.rect_length//2
		self.collision_sign_x = 2
	else:
		self.closestpoint_x = self.ball_x
		self.collision_sign_x = 3

	if self.ball_y < (self.window_wide-self.rect_wide):
		self.closestpoint_y = (self.window_wide-self.rect_wide)
		self.collision_sign_y = 1
	elif self.ball_y > self.window_wide:
		self.closestpoint_y = self.window_wide
		self.collision_sign_y = 2
	else:
		self.closestpoint_y = self.ball_y
		self.collision_sign_y = 3
	#定义球拍到圆心最近点与圆心的距离
	self.distance = math.sqrt(math.pow(self.closestpoint_x-self.ball_x,2)+math.pow(self.closestpoint_y-self.ball_y,2))
	#球在球拍上左、上中、上右3种情况的碰撞检测
	if self.distance < self.radius and self.collision_sign_y == 1 and (self.collision_sign_x == 1 or self.collision_sign_x == 2):
		if self.collision_sign_x == 1 and self.move_x > 0:
			self.move_x = - self.move_x
			self.move_y = - self.move_y
		if self.collision_sign_x == 1 and self.move_x < 0:
			self.move_y = - self.move_y
		if self.collision_sign_x == 2 and self.move_x < 0:
			self.move_x = - self.move_x
			self.move_y = - self.move_y
		if self.collision_sign_x == 2 and self.move_x > 0:
			self.move_y = - self.move_y
	if self.distance < self.radius and self.collision_sign_y == 1 and self.collision_sign_x == 3:
		self.move_y = - self.move_y
	#球在球拍左、右两侧中间的碰撞检测
	if self.distance < self.radius and self.collision_sign_y == 3:
		self.move_x = - self.move_x

#球与砖块的碰撞检测
def ball_brick(self):
	#定义碰撞标识
	self.collision_sign_bx = 0
	self.collision_sign_by = 0

	if self.ball_x < self.brick_x:
		self.closestpoint_bx = self.brick_x
		self.collision_sign_bx = 1
	elif self.ball_x > self.brick_x+self.brick_length:
		self.closestpoint_bx = self.brick_x+self.brick_length
		self.collision_sign_bx = 2
	else:
		self.closestpoint_bx = self.ball_x
		self.collision_sign_bx = 3

	if self.ball_y < self.brick_y:
		self.closestpoint_by = self.brick_y
		self.collision_sign_by = 1
	elif self.ball_y > self.brick_y+self.brick_wide:
		self.closestpoint_by = self.brick_y+self.brick_wide
		self.collision_sign_by = 2
	else:
		self.closestpoint_by = self.ball_y
		self.collision_sign_by = 3
	#定义砖块到圆心最近点与圆心的距离
	self.distanceb = math.sqrt(math.pow(self.closestpoint_bx-self.ball_x,2)+math.pow(self.closestpoint_by-self.ball_y,2))
	#球在砖块上左、上中、上右3种情况的碰撞检测
	if self.distanceb < self.radius and self.collision_sign_by == 1 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2):
		if self.collision_sign_bx == 1 and self.move_x > 0:
			self.move_x = - self.move_x
			self.move_y = - self.move_y
		if self.collision_sign_bx == 1 and self.move_x < 0:
			self.move_y = - self.move_y
		if self.collision_sign_bx == 2 and self.move_x < 0:
			self.move_x = - self.move_x
			self.move_y = - self.move_y
		if self.collision_sign_bx == 2 and self.move_x > 0:
			self.move_y = - self.move_y
	if self.distanceb < self.radius and self.collision_sign_by == 1 and self.collision_sign_bx == 3:
		self.move_y = - self.move_y
	#球在砖块下左、下中、下右3种情况的碰撞检测
	if self.distanceb < self.radius and self.collision_sign_by == 2 and (self.collision_sign_bx == 1 or self.collision_sign_bx == 2):
		if self.collision_sign_bx == 1 and self.move_x > 0:
			self.move_x = - self.move_x
			self.move_y = - self.move_y
		if self.collision_sign_bx == 1 and self.move_x < 0:
			self.move_y = - self.move_y
		if self.collision_sign_bx == 2 and self.move_x < 0:
			self.move_x = - self.move_x
			self.move_y = - self.move_y
		if self.collision_sign_bx == 2 and self.move_x > 0:
			self.move_y = - self.move_y
	if self.distanceb < self.radius and self.collision_sign_by == 2 and self.collision_sign_bx == 3:
		self.move_y = - self.move_y
	#球在砖块左、右两侧中间的碰撞检测
	if self.distanceb < self.radius and self.collision_sign_by == 3:
		self.move_x = - self.move_x

class Main(GameWindow,Rect,Ball,Brick,Collision,Score,Win,GameOver):
‘’‘创建主程序类’’’
def init(self,*args,**kw):
super(Main,self).init(*args,**kw)
super(GameWindow,self).init(*args,**kw)
super(Rect,self).init(*args,**kw)
super(Ball,self).init(*args,**kw)
super(Brick,self).init(*args,**kw)
super(Collision,self).init(*args,**kw)
super(Score,self).init(*args,**kw)
super(Win,self).init(*args,**kw)
#定义游戏开始标识
start_sign = 0

	while True:			
		self.backgroud()
		self.rectmove()
		self.countscore()			
		
		if self.over_sign == 1 or self.win_sign == 1:
			break
		#获取游戏窗口状态
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			if event.type == MOUSEBUTTONDOWN:
				pressed_array = pygame.mouse.get_pressed()
				if pressed_array[0]:
					start_sign = 1
		if start_sign == 0:
			self.ballready()
		else:
			self.ballmove()

		self.brickarrange()

		#更新游戏窗口
		pygame.display.update()
		#控制游戏窗口刷新频率
		time.sleep(0.010)`@[TOC](这里写自定义目录标题)
  • 1
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值