13-5 抓球:建立乙個遊戲,在螢幕底端放置乙個左右移動的角色。讓乙個球出現在螢幕頂端,而且水平位置是隨機的,並讓這個球以固定的速度下落。如果角色與球發生碰撞(表示球抓住了),就讓球消失。每當角色抓住球或球因抵達螢幕底端而消失後,都建立乙個新球。
注:因為從頭到尾只有人和球兩個例項,因此本程式沒有建立乙個新球,而是直接改變球的座標。
主程式:game
import pygame
from settings import settings
import func as f
from player import player
from ball import ball
from pygame.sprite import group
def run_game():
pygame.init()
settings = settings()
screen = pygame.display.set_mode((settings.screen_width, settings.screen_height))
player = player(settings, screen)
ball = ball(settings, screen)
count = 0
while true:
f.check_events(player)
check = f.check_cross(screen, player, ball)
if check:
count += 1
print("你已經接住" + str(count) + "個球啦!再接再厲吧!")
elif check == false:
print("沒接住,繼續加油吧。")
f.update_screen(settings, screen, player, ball)
run_game()
ball類:
import pygame
from random import randint
from pygame.sprite import sprite
class ball():
def __init__(self, settings, screen):
self.screen = screen
self.settings = settings
self.image = pygame.image.load('ball.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.x = randint(self.rect.x, (self.screen_rect.width - self.rect.x))
def blitme(self):
self.screen.blit(self.image, self.rect)
def update(self):
self.rect.y += self.settings.ball_speed
player類:
import pygame
class player():
def __init__(self, settings, screen):
self.screen = screen
self.settings = settings
self.image = pygame.image.load('player.bmp')
self.rect = self.image.get_rect()
self.screen_rect = screen.get_rect()
self.rect.centerx = self.screen_rect.centerx
self.rect.bottom = self.screen_rect.bottom
self.moving_right = false
self.moving_left = false
def blitme(self):
self.screen.blit(self.image, self.rect)
def update(self):
if self.moving_right and self.rect.right < self.screen_rect.right:
self.rect.x += self.settings.player_speed
if self.moving_left and self.rect.left > 0:
self.rect.x -= self.settings.player_speed
settings類:
import pygame
class settings():
def __init__(self):
self.screen_width = 1200
self.screen_height = 700
self.bg_color = (255, 255, 255)
self.player_speed = 3
self.ball_speed = 1
函式塊func:
import pygame
import sys
from random import randint
def update_screen(settings, screen, player, ball):
screen.fill(settings.bg_color)
create_ball(ball)
create_player(player)
pygame.display.flip()
def create_player(player):
player.blitme()
player.update()
def create_ball(ball):
ball.blitme()
ball.update()
def check_cross(screen, player, ball):
if pygame.sprite.collide_mask(player, ball):
ball.rect.x = randint(0, (screen.get_rect().width - ball.rect.x))
ball.rect.y = 50
create_ball(ball)
return true
elif ball.rect.top >= screen.get_rect().bottom:
ball.rect.x = randint(0, (screen.get_rect().width - ball.rect.x))
ball.rect.y = 50
return false
def check_events(player):
for event in pygame.event.get():
if event.type == pygame.quit:
sys.exit()
if event.type == pygame.keydown:
check_key_down(event, player)
elif event.type == pygame.keyup:
check_key_up(event, player)
def check_key_down(event, player):
if event.key == pygame.k_right:
player.moving_right = true
if event.key == pygame.k_left:
player.moving_left = true
def check_key_up(event, player):
if event.key == pygame.k_right:
player.moving_right = false
if event.key == pygame.k_left:
player.moving_left = false
實際效果展示:
總結與疑問:
1.2.關於接住的球數計數問題:
在重新整理球時計數,在主程式執行時,接球數始終為1,無奈之下將計數**寫到了主程式中。
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