本文实例为大家分享了Python实现打砖块游戏的具体代码,供大家参考,具体内容如下

#导入模块
import pygame
from pygame.locals import *
import sys,random,time,math

class GameWindow(object):
 '''创建游戏窗口类'''
 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)

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

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))

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

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

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

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()

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

广告合作:本站广告合作请联系QQ:858582 申请时备注:广告合作(否则不回)
免责声明:本站资源来自互联网收集,仅供用于学习和交流,请遵循相关法律法规,本站一切资源不代表本站立场,如有侵权、后门、不妥请联系本站删除!

《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。