前言:
利用python制作一款簡單的乒乓球小游戲。讓我們愉快地開始吧~
開發工具
Python版本: 3.6.4
相關模塊:
pygame模塊;
以及一些Python自帶的模塊。
環境搭建
pip安裝需要的相關模塊即可。
效果展示
原理簡介
游戲規則:
操作:
玩家1(右)通過操作↑↓鍵上下移動球拍;
玩家2(左)通過操作ws鍵上下移動球拍(僅雙人模式有效)。
得分:
玩家沒有接住乒乓球則失一分,即對方玩家得一分。得分先累計到11的一方即為獲勝方。
逐步實現:
Step1:開始界面
開始界面其實很簡單,只需要定義兩個按鈕,然后當檢測到玩家點擊按鈕時,將按鈕對應的值傳到接下來的游戲主循環中即可。代碼實現如下:
'''定義按鈕'''
def Button(screen, position, text, button_size=(200, 50)):
left, top = position
bwidth, bheight = button_size
pygame.draw.line(screen, (150, 150, 150), (left, top), (left+bwidth, top), 5)
pygame.draw.line(screen, (150, 150, 150), (left, top-2), (left, top+bheight), 5)
pygame.draw.line(screen, (50, 50, 50), (left, top+bheight), (left+bwidth, top+bheight), 5)
pygame.draw.line(screen, (50, 50, 50), (left+bwidth, top+bheight), (left+bwidth, top), 5)
pygame.draw.rect(screen, (100, 100, 100), (left, top, bwidth, bheight))
font = pygame.font.Font(config.FONTPATH, 30)
text_render = font.render(text, 1, (255, 235, 205))
return screen.blit(text_render, (left+50, top+10))
'''
Function:
開始界面
Input:
--screen: 游戲界面
Return:
--game_mode: 1(單人模式)/2(雙人模式)
'''
def startInterface(screen):
clock = pygame.time.Clock()
while True:
screen.fill((41, 36, 33))
button_1 = Button(screen, (150, 175), '1 Player')
button_2 = Button(screen, (150, 275), '2 Player')
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if button_1.collidepoint(pygame.mouse.get_pos()):
return 1
elif button_2.collidepoint(pygame.mouse.get_pos()):
return 2
clock.tick(10)
pygame.display.update()
Step2:游戲主循環
接下來寫游戲主循環。為了方便起見,先定義兩個游戲精靈類,分別是球拍精靈和球精靈。其中球拍精靈應當具備被玩家手動控制而移動/根據乒乓球的位置由電腦自動控制而移動的能力,具體實現如下:
'''乒乓球拍'''
class Racket(pygame.sprite.Sprite):
def __init__(self, imgpath, type_, **kwargs):
pygame.sprite.Sprite.__init__(self)
self.type_ = type_
self.image = loadImage(imgpath, False)
self.rect = self.image.get_rect()
self.reset()
'''移動'''
def move(self, direction):
if direction == 'UP':
self.rect.top = max(0, self.rect.top-self.speed)
elif direction == 'DOWN':
self.rect.bottom = min(config.HEIGHT, self.rect.bottom+self.speed)
else:
raise ValueError('[direction] in Racket.move is <%s>, expect <%s> or <%s>...' % (direction, 'UP', 'DOWN'))
'''電腦自動移動'''
def automove(self, ball):
if ball.rect.centery - 25 > self.rect.centery:
self.move('DOWN')
if ball.rect.centery + 25 < self.rect.centery:
self.move('UP')
'''初始化'''
def reset(self):
# 左/右邊的拍
self.rect.centerx = config.WIDTH-self.rect.width//2 if self.type_ == 'RIGHT' else self.rect.width//2
self.rect.centery = config.HEIGHT // 2
# 速度
self.speed = 5
'''綁定到屏幕上'''
def draw(self, screen):
screen.blit(self.image, self.rect)
而乒乓球則只需要根據當前的情況(包括是否撞到了牆,是否撞到了球拍等情況)自動移動即可。需要注意的一點是,為了避免游戲無限地進行下去,每次乒乓球撞到球拍/上下牆,乒乓球的運動速度都會增****加。具體而言,代碼實現如下:
'''乒乓球'''
class Ball(pygame.sprite.Sprite):
def __init__(self, imgpath, **kwargs):
pygame.sprite.Sprite.__init__(self)
self.image = loadImage(imgpath)
self.rect = self.image.get_rect()
self.reset()
'''移動'''
def move(self, ball, racket_left, racket_right, hit_sound, goal_sound):
self.rect.left = self.rect.left + self.speed * self.direction_x
self.rect.top = min(max(self.rect.top+self.speed*self.direction_y, 0), config.HEIGHT-self.rect.height)
# 撞到球拍
if pygame.sprite.collide_rect(ball, racket_left) or pygame.sprite.collide_rect(ball, racket_right):
self.direction_x, self.direction_y = -self.direction_x, random.choice([1, -1])
self.speed += 1
scores = [0, 0]
hit_sound.play()
# 撞到上側的牆
elif self.rect.top == 0:
self.direction_y = 1
self.speed += 1
scores = [0, 0]
# 撞到下側的牆
elif self.rect.top == config.HEIGHT - self.rect.height:
self.direction_y = -1
self.speed += 1
scores = [0, 0]
# 撞到左邊的牆
elif self.rect.left < 0:
self.reset()
racket_left.reset()
racket_right.reset()
scores = [0, 1]
goal_sound.play()
# 撞到右邊的牆
elif self.rect.right > config.WIDTH:
self.reset()
racket_left.reset()
racket_right.reset()
scores = [1, 0]
goal_sound.play()
# 普通情況
else:
scores = [0, 0]
return scores
'''初始化'''
def reset(self):
self.rect.centerx = config.WIDTH // 2
self.rect.centery = random.randrange(self.rect.height//2, config.HEIGHT-self.rect.height//2)
self.direction_x = random.choice([1, -1])
self.direction_y = random.choice([1, -1])
self.speed = 1
'''綁定到屏幕上'''
def draw(self, screen):
screen.blit(self.image, self.rect)
定義完兩個主要的游戲精靈類,我們就可以開始寫游戲主循環了。邏輯其實很簡單。首先,通過按鍵檢測響應玩家的操作;然后,根據玩家操作實時更新游戲狀態(乒乓球的位置,球拍等);最后統計得分,判斷游戲是否已經結束,若結束,則進入結束界面,否則更新當前的游戲界面。具體而言,代碼實現如下:
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit(-1)
screen.fill((41, 36, 33))
# 玩家操作
pressed_keys = pygame.key.get_pressed()
if pressed_keys[pygame.K_UP]:
racket_right.move('UP')
elif pressed_keys[pygame.K_DOWN]:
racket_right.move('DOWN')
if game_mode == 2:
if pressed_keys[pygame.K_w]:
racket_left.move('UP')
elif pressed_keys[pygame.K_s]:
racket_left.move('DOWN')
else:
racket_left.automove(ball)
# 球運動
scores = ball.move(ball, racket_left, racket_right, hit_sound, goal_sound)
score_left += scores[0]
score_right += scores[1]
# 顯示
# --分隔線
pygame.draw.rect(screen, config.WHITE, (247, 0, 6, 500))
# --球
ball.draw(screen)
# --拍
racket_left.draw(screen)
racket_right.draw(screen)
# --得分
screen.blit(font.render(str(score_left), False, config.WHITE), (150, 10))
screen.blit(font.render(str(score_right), False, config.WHITE), (300, 10))
if score_left == 11 or score_right == 11:
return score_left, score_right
clock.tick(100)
pygame.display.update()
Step3:游戲結束界面
游戲結束界面和游戲開始界面的原理差不多,就不多說了,直接放代碼吧:
'''結束界面'''
def endInterface(screen, score_left, score_right):
clock = pygame.time.Clock()
font1 = pygame.font.Font(config.FONTPATH, 30)
font2 = pygame.font.Font(config.FONTPATH, 20)
msg = 'Player on left won!' if score_left > score_right else 'Player on right won!'
texts = [font1.render(msg, True, config.WHITE),
font2.render('Press ESCAPE to quit.', True, config.WHITE),
font2.render('Press ENTER to continue or play again.', True, config.WHITE)]
positions = [[120, 200], [155, 270], [80, 300]]
while True:
screen.fill((41, 36, 33))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
return
elif event.key == pygame.K_ESCAPE:
sys.exit()
pygame.quit()
for text, pos in zip(texts, positions):
screen.blit(text, pos)
clock.tick(10)
pygame.display.update()
文章到這里就結束了,感謝你的觀看,Python24個小游戲系列,下篇文章分享打磚塊小游戲