打砖块游戏向来大家也不会很陌生,今天来用python来开发一下这个小游戏
1.引用对应数据库
import pygame
from pygame.locals import \*
import sys,random,time,math
2.设计游戏窗口初始数据
定义窗口内容,内容主要包括屏幕大小、标题、背景颜色。
def \_\_init\_\_(self,\*args,\*\*kw):
self.window\_length \= 600
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)
3.设计球类
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
4.设计球拍类
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 \= 10
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))
5.设计砖块类
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+24)
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
6.设计分数类
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
7.设计碰撞事件类
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
8.主函数
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)
if \_\_name\_\_ == '\_\_main\_\_':
pygame.init()
pygame.font.init()
catchball \= Main()
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