小甲鱼python的照片_小甲鱼python-pygame-2 摩擦摩擦

# -*- coding: utf-8 -*-

import pygame

import sys

from pygame.locals import *

from random import *

import math

import traceback

# 球类继承自Sprite类

class Ball(pygame.sprite.Sprite):

def __init__(self,grayball_image,greenball_image,position,speed,bg_size,target):

# 初始化动画精灵

pygame.sprite.Sprite.__init__(self)

self.grayball_image = pygame.image.load(grayball_image).convert_alpha()

self.rect = self.grayball_image.get_rect()

self.greenball_image = pygame.image.load(greenball_image).convert_alpha()

self.rect = self.greenball_image.get_rect()

# 将小球放到指定位置

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.control = False

self.width,self.height = bg_size[0],bg_size[1]

self.radius = self.rect.width / 2

def move(self):

if self.control:

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]))

# 如果小球的左侧出了边界,那么将小球左侧的位置改为右侧的边界

# 这样便实现了从左边进入,右边出来的效果

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):

# 初始化动画精灵

pygame.sprite.Sprite.__init__(self)

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.left, self.mouse_rect.top = \

self.glass_rect.left,self.glass_rect.top

pygame.mouse.set_visible(False)

def main():

pygame.init()

grayball_image = "gray_ball.png"

greenball_image = "green_ball.png"

bg_image = "background.png"

glass_image = "glass.png"

mouse_image = "hand.png"

running = True

# 添加魔性的背景音乐

pygame.mixer.music.load("bg_music.ogg")

pygame.mixer.music.play()

# 添加音效

loser_sound = pygame.mixer.Sound("loser.wav")

laugh_sound = pygame.mixer.Sound("laugh.wav")

winner_sound = pygame.mixer.Sound("winner.wav")

hole_sound = pygame.mixer.Sound("hole.wav")

# 音乐播放完时游戏结束

GAMEOVER = USEREVENT

pygame.mixer.music.set_endevent(GAMEOVER)

# 根据背景图片制定游戏界面尺寸

bg_size = width,height = 1024,681

screen = pygame.display.set_mode(bg_size)

pygame.display.set_caption("play the ball - FishC Demo")

background = pygame.image.load(bg_image).convert_alpha()

# 5个坑的范围,因为100%命中太难,所以只要在范围内即可

# 每个元素:(x1,x2,y1,y2)

hole = [(117,119,119,201),(225,227,390,392),\

(503,505,320,322),(698,700,192,194),\

(906,908,419,421)]

# 存放要打印的消息

msgs = []

# 用来存放小球对象的列表

balls = []

group = pygame.sprite.Group()

# 创建五个小球

BALL_NUM = 5

for i in range(BALL_NUM):

# 位置随机,速度随机

position = randint(0,width - 100), randint(0,height-100)

speed = [randint(1,10),randint(1,10)]

ball = Ball(grayball_image,greenball_image,position,speed,bg_size,5 * (i+1))

# 检测新诞生的球是否会卡住其他球

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)

# 生成摩擦摩擦的玻璃面板

glass = Glass(glass_image,mouse_image,bg_size)

# motion记录鼠标在玻璃面板产生的事件数量

motion = 0

# 1秒检查1次鼠标摩擦摩擦产生的事件数量

MYTIMER = USEREVENT + 1

pygame.time.set_timer(MYTIMER,1000)

# 设置持续按下键盘的重复响应

pygame.key.set_repeat(100,100)

# 帧率对象

clock = pygame.time.Clock()

while running:

for event in pygame.event.get():

if event.type == QUIT:

pygame.quit()

sys.exit()

# 游戏失败

elif event.type == GAMEOVER:

loser_sound.play()

pygame.time.delay(2000)

laugh_sound.play()

running = False

# 1秒检查1次鼠标摩擦摩擦产生的事件数量

elif event.type == MYTIMER:

if motion:

for each in group:

if each.check(motion):

each.speed = [0,0]

each.control = True

motion = 0

elif event.type == MOUSEMOTION:

motion += 1

# 当小球的control属性为True时

# 可是使用按键 w、s、a、d分别上、下、左、右小球

# 带加速度的哦

elif event.type == KEYDOWN:

if event.key == K_w:

for each in group:

each.speed[1] -= 1

if event.key == K_s:

for each in group:

each.speed[1] += 1

if event.key == K_a:

for each in group:

each.speed[0] -= 1

if event.key == K_d:

for each in group:

each.speed[0] += 1

if event.key == K_SPACE:

# 判断小球是否在坑内

for each in group:

if each.control:

for i in hole:

if i[0] <= each.rect.left <= i[1] and \

i[2] <= each.rect.top <= i[3]:

# 播放音效

hole_sound.play()

each.speed = [0,0]

# 从group中移除,这样其他的球就会忽略它

group.remove(each)

# 放到balls列表的最前,也就是第一个绘制的球

# 这样当球在坑里时,其他球会从它上边过去,而不是下边

temp = balls.pop(balls.index(each))

balls.insert(0,temp)

# 一个坑一个球

hole.remove(i)

# 坑都补完了,游戏结束

if not hole:

pygame.mixer.music.stop()

winner_sound.play()

pygame.time.delay(3000)

# 打印“然并卵”

msg = pygame.image.load("win.png").convert_alpha()

msg_pos = (width - msg.get_width()) // 2,\

(height - msg.get_height()) // 2

msgs.append((msg,msg_pos))

laugh_sound.play()

screen.blit(background,(0,0))

screen.blit(glass.glass_image,glass.glass_rect)

# 限制鼠标只能在玻璃内摩擦摩擦

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()

# 如果碰撞了,重新获得速度

if each.collide:

each.speed = [randint(1,10),randint(1,10)]

each.collide = False

# 可以控制了,画绿色小球

if each.control:

screen.blit(each.greenball_image,each.rect)

# 否则是灰色小球

else:

screen.blit(each.grayball_image,each.rect)

for each in group:

# 先从组中移除当前球(防止自己干扰自己)

group.remove(each)

# 判断当前球与其他球是否相撞

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.control:

each.side[0] = -1

each.side[1] = -1

each.control = False

# 将当前球添加回组中

group.add(each)

for msg in msgs:

screen.blit(msg[0],msg[1])

pygame.display.flip()

clock.tick(30)

if __name__ == "__main__":

# 这样做的好处是双击打开时如果出现异常可以报告异常,而不必一闪而过

try:

main()

except SystemExit:

pass

except:

traceback.print_exc()

pygame.quit()

input()

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