pythond球游戏

pythond球游戏,第1张

pythond球游戏
# -*- coding = utf-8 -*-
# @Time : 2021/11/17 9:15
# @Author : luxiaoguo
# @File : d球游戏.py
# @Software : PyCharm

import random
import time
from tkinter import *

# 生成小球类
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)# 画圆左下角两数,右上角两数
        self.canvas.move(self.id,245,100)   # 将图画移动到指定位置
        starts = [-3,-2,-1,1,2,3]
        #shuffle()方法将序列的所有元素随机排序
        random.shuffle(starts)
        self.x = starts[0]
        self.y = -3
        self.canvas_height = self.canvas.winfo_height()  # 获取高
        self.canvas_width = self.canvas.winfo_width()  # 获取宽
        self.hit_bottom = False   # 设置标志位,看小球是否接触屏幕底部
    def draw(self):
        self.canvas.move(self.id,self.x,self.y)
        pos = self.canvas.coords(self.id)   # coord = 坐标,返回小球框架坐标,左上角x1,y1   右下角x2,y2
        if pos[1] <= 0:
            self.y = 3
        if pos[3] >= self.canvas_height: # 碰到了屏幕底部,即失败
            self.y = -3
        if self.hit_paddle(pos) == True: # 小球和球拍相撞
            self.y = -3
            label0["text"] = "score:" + str(score.score())
            if score.x % 100 == 0:
                paddle.length /= 2
                canvas.coords(paddle.id, (0, 0, paddle.length, 10))
                paddle.canvas.move(paddle.id, 200, 300)

        if pos[3] >= self.canvas_height:
            self.hit_bottom = True
        if pos[0] <= 0:
            self.x = 3
        if pos[2] >=self.canvas_width:
            self.x = -3
    def hit_paddle(self,pos):
        paddle_pos =self.canvas.coords(self.paddle.id)
        if pos[2] >= paddle_pos[0] and pos[0] <= paddle_pos[2]:
            if pos[3] >= paddle_pos[1] and pos[3] <=paddle_pos[3]:
                return True
        return False

class Paddle:
    def __init__(self,canvas,length,color):
        self.length = length
        self.canvas = canvas
        self.id = canvas.create_rectangle(0,0,length,10,fill=color)
        self.canvas.move(self.id,200,300)
        self.x = 0
        self.canvas_width = self.canvas.winfo_width()
        self.canvas.bind_all('',self.turn_left)
        self.canvas.bind_all('',self.turn_right)
    def turn_left(self,evt):
        self.x = -2
    def turn_right(self,evt):
        self.x = 2
    def draw(self):
        self.canvas.move(self.id,self.x,0)
        pos = self.canvas.coords(self.id)
        if pos[0] <= 0:
            self.x = 0
        elif pos[2] >= self.canvas_width:
            self.x = 0

# 记分类
class scoreboard:
    def __init__(self):
        self.x = 0

    def score(self):
        self.x += 10
        return self.x

# 生命类
class die:
    def __init__(self):
        self.life = 2  # 小球生命次数

    def balldie(self):  # 死亡一次,生命减1
        if self.life >= 0:
            self.life -= 1

# 游戏窗体
tk = Tk()
tk.title("撞球游戏")
tk.resizable(0,0) #窗口是否可变(长、宽),也可用0,1表示
tk.wm_attributes("-topmost",1)  # 窗口永远在前
canvas = Canvas(tk,width=500,height=400,bd=0,highlightthickness=0) # 画布之外没有边框
canvas.pack()
label0 = Label(tk,text = 'score:0')# 计分板
label0.pack()# 这句不加,显示不出label来
tk.update()  # 刷新窗口
#实例化
paddle = Paddle(canvas,200, 'pink')
ball = Ball(canvas, paddle, 'blue')
score = scoreboard()
balldie=die()
#游戏不断循环
while 1:
    if ball.hit_bottom == False:
        ball.draw()
        paddle.draw()
        label0["text"]="score:"+str(score.x)+",life:"+str(balldie.life)
    else:# 假设触碰到了底部,小球生命减1
        if balldie.life>0:
            balldie.balldie()
            del ball
            ball = Ball(canvas, paddle, 'red')
            label0["text"]=label0["text"]+",life:"+str(balldie.life)
        else:
            label0["text"]="score:"+str(score.x)+",life:"+str(balldie.life)+",game over"
    tk.update_idletasks()
    tk.update()
    time.sleep(0.01)

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原文地址: https://outofmemory.cn/zaji/5658383.html

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