from tkinter import *
import random
import time
class Ball:
def __init__(self,canvas,paddle,color):
self.canvas=canvas
self.paddle=paddle
self.id=canvas.create_oval(10,10,25,25,fill=color)
self.canvas.move(self.id,245,100)
starts=[-3,-2,-1,1,2,3]#让x开始的坐标为列表里的任意一个坐标
random.shuffle(starts)
self.x=starts[0]
self.y=-3
self.canvas_width=self.canvas.winfo_width()#获取画布当前的宽度
self.canvas_height=self.canvas.winfo_height()#获取画布当前的高度
self.hit_bottom=False
def hit_paddle(self,pos):#击打函数,pos是小球的坐标
paddle_pos=self.canvas.coords(self.paddle.id)#获取球拍的位置
if pos[2]>=paddle_pos[0] and pos[0]<=paddle_pos[2]:#小球右侧大于球拍左侧且小球左侧小于球拍右侧
if pos[3]>=paddle_pos[1]and pos[3]<=paddle_pos[3]:
return True
return False
def draw(self):
self.canvas.move(self.id,self.x,self.y)
pos=self.canvas.coords(self.id)#用来传入画布上任何画好的东西的坐标(四个坐标)
if pos[1]<=0:#判断Y1坐标(即小球的顶部)是否小于等于0,成立即不再减少
self.y=3
if pos[3]>=self.canvas_height:#判断Y2坐标(即小球的底部)是否大于画布高度,成立也往回走
self.hit_bottom=True
if self.hit_paddle(pos)==True:
self.y=-3
if pos[0]<=0:
self.x=3
if pos[2]>=self.canvas_width:
self.x=-3
class Paddle:
def __init__(self,canvas,color):
self.canvas=canvas
self.id=canvas.create_rectangle(0,0,100,10,fill=color)
self.canvas.move(self.id,200,300)
self.x=0
self.canvas_width=self.canvas.winfo_width()
self.canvas.bind_all('<KeyPress-Left>',self.turn_left)
self.canvas.bind_all('<KeyPress-Right>',self.turn_right)
def draw(self):
self.canvas.move(self.id,self.x,0)
pos=self.canvas.coords(self.id)
if pos[0]<=0:
self.x=0
if pos[2]>=self.canvas_width:
self.x=0
def turn_left(self,evt):
self.x=-2
def turn_right(self,evt):
self.x=2
tk=Tk()
tk.title("Game")
tk.resizable(0,0)#窗口在垂直和水平方向都不能改变
tk.wm_attributes("-topmost",1)#画布窗口放在所有窗口之前
canvas=Canvas(tk,width=500,height=400,bd=0,highlightthickness=0)#确保画布之外没有边框
canvas.pack()
tk.update()
paddle=Paddle(canvas,'green')
ball=Ball(canvas,paddle,'red')
while 1:
if ball.hit_bottom==False:
ball.draw()
paddle.draw()
tk.update_idletasks()
tk.update()
time.sleep(0.01)
《趣学Python编程》笔记---第二部分:弹球游戏
最新推荐文章于 2024-08-13 21:45:04 发布