一、相关概念
- set_repeat(delay,interval):控制如何重复按住键
delay参数:指定第一次发送事件地延迟时间
interval参数:指定重复发送事件的间隔
如果不带参数表示取消重复发送事件
- 胜利条件
通过摩擦面板,获得匹配成功的小球控制权
将其颜色改为绿色
通过上下左右对其进行控制
控制过程中与其他小球碰撞,重新变为失控状态
当小球运动到小洞上方时,通过空格键实现小球的进洞状态
小球进洞后,其他小球不再与其相碰,从其上方略过
二、完整代码
import pygame
import sys
from pygame.locals import *
from random import *
class Ball(pygame.sprite.Sprite):
def __init__(self,grayball_image,greenball_image,position,speed,bg_size,target):
super(Ball, self).__init__()
self.grayball_image = pygame.image.load(grayball_image).convert_alpha()
self.greenball_image = pygame.image.load(greenball_image).convert_alpha()
self.rect = self.grayball_image.get_rect()
self.rect.left,self.rect.top = position
self.side = [choice([-1,1]),choice([-1,1])]
self.speed = speed
self.collide = False
self.target = target
self.contol = False
self.width,self.height = bg_size[0],bg_size[1]
self.radius = self.rect.width / 2
def move(self):
if self.contol:
self.rect = self.rect.move(self.speed)
else:
self.rect = self.rect.move(self.side[0] * self.speed[0], \
self.side[1] * self.speed[1])
if self.rect.right <= 0:
self.rect.left = self.width
elif self.rect.left >= self.width:
self.rect.right = 0
elif self.rect.bottom <= 0:
self.rect.top = self.height
elif self.rect.top >= self.height:
self.rect.bottom = 0
def check(self,motion):
if self.target < motion < self.target + 5:
return True
else:
return False
class Glass(pygame.sprite.Sprite):
def __init__(self,glass_image,mouse_image,bg_size):
super(Glass, self).__init__()
self.glass_image = pygame.image.load(glass_image).convert_alpha()
self.glass_rect = self.glass_image.get_rect()
self.glass_rect.left,self.glass_rect.top = \
(bg_size[0]-self.glass_rect.width)//2,\
(bg_size[1]-self.glass_rect.height)
self.mouse_image = pygame.image.load(mouse_image).convert_alpha()
self.mouse_rect = self.mouse_image.get_rect()
self.mouse_rect.center = self.glass_rect.center
pygame.mouse.set_visible(False)
def main():
pygame.init()
grayball_image = "gray_ball.png"
greenball_imgae = "green_ball.png"
bg_image = "background.png"
glass_imgae = "glass.png"
mouse_imgae = "hand.png"
running = True
pygame.mixer.music.load("bg_music.wav")
pygame.mixer.music.play()
win_sound = pygame.mixer.Sound("dog.wav")
loser_sound = pygame.mixer.Sound("loser.wav")
laugh_sound = pygame.mixer.Sound("laugh.wav")
hole_sound = pygame.mixer.Sound("hole.wav")
Gameover = USEREVENT
pygame.mixer.music.set_endevent(Gameover)
bg_size = width,height = 1024,681
screen = pygame.display.set_mode(bg_size)
pygame.display.set_caption("Play the ball")
background = pygame.image.load(bg_image).convert_alpha()
hole = [(110,118,195,205),(220,228,386,395),(500,508,315,325),\
(695,705,190,198),(902,908,416,425)]
balls = []
msgs = []
group = pygame.sprite.Group()
for i in range(5):
position = randint(0,width-100),randint(0,height-100)
speed = [randint(1,10),randint(1,10)]
ball = Ball(grayball_image,greenball_imgae,position,speed,bg_size,5*(i+1))
while pygame.sprite.spritecollide(ball,group,False,pygame.sprite.collide_circle):
ball.rect.left,ball.rect.top = randint(0,width-100),randint(0,height-100)
balls.append(ball)
group.add(ball)
glass = Glass(glass_imgae,mouse_imgae,bg_size)
motion = 0
Myevent = USEREVENT +1
pygame.time.set_timer(Myevent,1000)
pygame.key.set_repeat(100,100)
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == Gameover:
loser_sound.play()
pygame.time.delay(2000)
laugh_sound.play()
running = False
elif event.type == Myevent:
if motion:
for each in group:
if each.check(motion):
each.speed= [0,0]
each.contol = True
motion = 0
elif event.type == MOUSEMOTION:
motion +=1
elif event.type == KEYDOWN:
if event.key == K_UP:
for each in group:
if each.contol:
each.speed[1] -=1
if event.key == K_DOWN:
for each in group:
if each.contol:
each.speed[1] +=1
if event.key == K_RIGHT:
for each in group:
if each.contol:
each.speed[0] +=1
if event.key == K_LEFT:
for each in group:
if each.contol:
each.speed[0] -=1
if event.key == K_SPACE:
for each in group:
if each.contol:
print(each.rect.left,each.rect.top)
for i in hole:
if i[0] <= each.rect.left <=i[1] and \
i[2] <= each.rect.top <=i[3]:
hole_sound.play()
each.speed = [0,0]
group.remove(each)
temp = balls.pop(balls.index(each))
balls.insert(0,temp)
hole.remove(i)
if not hole:
pygame.mixer.music.stop()
win_sound.play()
pygame.time.delay(3000)
msg = pygame.image.load("win.png").convert_alpha
msg_pos = bg_size.center
msgs.append((msg,msg_pos))
laugh_sound.play()
screen.blit(background,(0,0))
screen.blit(glass.glass_image,glass.glass_rect)
glass.mouse_rect.left,glass.mouse_rect.top = pygame.mouse.get_pos()
if glass.mouse_rect.left < glass.glass_rect.left:
glass.mouse_rect.left = glass.glass_rect.left
if glass.mouse_rect.left > glass.glass_rect.right - glass.mouse_rect.width:
glass.mouse_rect.left = glass.glass_rect.right - glass.mouse_rect.width
if glass.mouse_rect.top < glass.glass_rect.top:
glass.mouse_rect.top = glass.glass_rect.top
if glass.mouse_rect.top > glass.glass_rect.bottom - glass.mouse_rect.height:
glass.mouse_rect.top = glass.glass_rect.bottom - glass.mouse_rect.height
screen.blit(glass.mouse_image,glass.mouse_rect)
for each in balls:
each.move()
if each.collide:
each.speed = [randint(1, 10), randint(1, 10)]
each.collide = False
if each.contol:
screen.blit(each.greenball_image, each.rect)
else:
screen.blit(each.grayball_image, each.rect)
for each in group:
group.remove(each)
if pygame.sprite.spritecollide(each,group,False,pygame.sprite.collide_circle):
each.side[0] = -each.side[0]
each.side[1] = -each.side[1]
each.collide = True
if each.contol:
each.side[0] = -1
each.side[1] = -1
each.contol = False
group.add(each)
for msg in msgs:
screen.blit(msg[0],msg[1])
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()