python弹球游戏设计

from tkinter import *
from random import *
import time

class Ball:
    def __init__(self,canvas,color,winW,winH,racket):
        self.canvas = canvas
        self.racket = racket
        self.id = canvas.create_oval(0,0,20,20,fill=color)
        self.canvas.move(self.id,winW/2,winH/2)
        startPos = [-4,-3,-2,-1,1,2,3,4]
        shuffle(startPos[0])
        self.x = startPos[0]
        self.y = -step
        self.notTouchBottom =True
    def hitRacket(self,ballpos):
        racketPos = self.canvas.coords(self.rackt.id)
        if ballPos[2] >= racketPos[0] and ballPos[0] <= racketPos[2]:
            if ballPos[3] >= racketPos[1] and ballPos[3] <= racketPos[3]:
                return True
        return False
    def ballMove(self):
        self.canvas.move(self.id,self.x,self.y)
        ballPos = self.canvas.coords(self.id)
        if ballPos[0] <= 0:
            self.x = step
        if  ballPos[1] <=0:
            self.y = step
        if ballPos[2] >winW:
            self.x = -step
        if ballPos[3] >= winH:
            self.y = -step
        if ballPos[3] >= winH:
         self.notTouchBottom = False

 class Racket:
    def __int__(self,canvas,color):
        self.canvas = canvas
        self.id = canvas.create_rectangle(0,0,100,15, fill=color)
        self.canvas.move(self.id,270,400)
        self.x = 0
        self.canvas.bind_all('<KeyPress-Right>',self.moveRight)
        self.canvas.bind_all('<KeyPress-Left>',self.moveLeft)
    def racketMove(self):
        self.canvas.move(self.id,self.x,0)
        racketPos = self.canvas.coords(self.id)
        if racketPos[0] <=0:
            self.x = 0
        elif racketPos[2] >= winW:
            self.x = 0
    def moveLeft(self,event):
        self.x = -3
    def moveRight(self,event):
        self.x = 3

winW = 640
winH = 480
step = 3
speed = 0.01
tk = Tk()
tk.title("Bouncing Ball")
tk.wm_attributes('-topmost',1)
canvas = Canvas(tk,width=winW,height=winH)
canvas.pack()
tk.update()
racket = Racket(canvas,'purple')
ball = Ball(canvas,'yellow',winW,winH,racket)

    while ball.notTouchBottom:
         ball.ballMove()
         racket.racketMove()
         tk.update()
         time.sleep(speed)
Python 弹球游戏设计可以分为以下几个步骤: 1. 导入必要的库 ```python import pygame import random import math ``` 2. 初始化 Pygame ```python pygame.init() # 设置窗口大小 screen = pygame.display.set_mode((800, 600)) # 设置游戏标题 pygame.display.set_caption("弹球游戏") # 设置游戏时钟 clock = pygame.time.Clock() ``` 3. 定义游戏对象 ```python # 定义球的属性 ball_image = pygame.image.load("ball.png") ball_rect = ball_image.get_rect() ball_speed = 5 ball_direction = random.randint(0, 360) # 定义挡板的属性 paddle_image = pygame.image.load("paddle.png") paddle_rect = paddle_image.get_rect() paddle_speed = 5 # 定义砖块的属性 brick_images = [] brick_rects = [] brick_rows = 5 brick_cols = 10 brick_width = 70 brick_height = 30 brick_gap = 10 brick_colors = [(255, 0, 0), (255, 255, 0), (0, 255, 0), (0, 0, 255), (255, 0, 255)] for row in range(brick_rows): for col in range(brick_cols): brick_image = pygame.Surface((brick_width, brick_height)) brick_image.fill(brick_colors[row]) brick_rect = brick_image.get_rect() brick_rect.x = col * (brick_width + brick_gap) brick_rect.y = row * (brick_height + brick_gap) brick_images.append(brick_image) brick_rects.append(brick_rect) ``` 4. 定义游戏循环 ```python while True: # 处理游戏事件 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() # 移动球 ball_direction_rad = math.radians(ball_direction) ball_rect.x += ball_speed * math.cos(ball_direction_rad) ball_rect.y += ball_speed * math.sin(ball_direction_rad) # 碰撞检测 if ball_rect.left < 0 or ball_rect.right > screen.get_width(): ball_direction = (180 - ball_direction) % 360 if ball_rect.top < 0: ball_direction = (360 - ball_direction) % 360 if ball_rect.bottom > screen.get_height(): ball_rect.center = screen.get_rect().center ball_direction = random.randint(0, 360) if ball_rect.colliderect(paddle_rect): ball_direction = (360 - ball_direction) % 360 for brick_rect in brick_rects: if ball_rect.colliderect(brick_rect): ball_direction = (360 - ball_direction) % 360 brick_rects.remove(brick_rect) brick_images.remove(brick_images[brick_rects.index(brick_rect)]) # 移动挡板 keys = pygame.key.get_pressed() if keys[pygame.K_LEFT] and paddle_rect.left > 0: paddle_rect.x -= paddle_speed if keys[pygame.K_RIGHT] and paddle_rect.right < screen.get_width(): paddle_rect.x += paddle_speed # 绘制游戏界面 screen.fill((255, 255, 255)) for brick_image, brick_rect in zip(brick_images, brick_rects): screen.blit(brick_image, brick_rect) screen.blit(ball_image, ball_rect) screen.blit(paddle_image, paddle_rect) # 更新游戏界面 pygame.display.update() # 控制游戏帧率 clock.tick(60) ``` 5. 运行游戏 ```python if __name__ == "__main__": main() ``` 以上就是 Python 弹球游戏的详细设计。需要注意的是,以上代码仅作为参考,实际开发还需要根据自己的需求进行适当的修改和优化。
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