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使用Pygame做一个乒乓球游戏。左侧为电脑#xff0c;右侧为玩家。 视频地址-YT 视频搬运-B站 视频教程约90分钟。 代码地址
环境#xff1a;需要pygame库#xff0c;可用pip安装#xff1a;pip install pygame
1. 基础版本 首先进行一些初始化#xff0c;初始…项目介绍
使用Pygame做一个乒乓球游戏。左侧为电脑右侧为玩家。 视频地址-YT 视频搬运-B站 视频教程约90分钟。 代码地址
环境需要pygame库可用pip安装pip install pygame
1. 基础版本 首先进行一些初始化初始化pygame以及物体的初始状态。 然后是主循环游戏的主循环主要包含3个内容
处理事件这里主要是键盘按键更新物体的状态在屏幕上绘制
# 基础 ping pang游戏
import sys
import random
import pygame# 初始化
pygame.init()
clock pygame.time.Clock()screen_width 1280
screen_height 720
screen pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption(PingPang)
# 使用长方形表示球和球拍
ball pygame.Rect(screen_width // 2 - 15, screen_height // 2 - 15, 30, 30)
player pygame.Rect(screen_width - 20, screen_height // 2 - 70, 10, 140)
opponent pygame.Rect(10, screen_height // 2 - 70, 10, 140)bg_color pygame.Color(grey12)
light_grey (200, 200, 200)ball_speed_x 7 * random.choice((1, -1))
ball_speed_y 7 * random.choice((1, -1))
player_speed 0
opponent_speed 7while True: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_DOWN:player_speed 7if event.key pygame.K_UP:player_speed - 7if event.type pygame.KEYUP:if event.key pygame.K_DOWN:player_speed - 7if event.key pygame.K_UP:player_speed 7# update#ball_animation()#player_animation()#opponent_animation()# drawscreen.fill(bg_color)pygame.draw.rect(screen, light_grey, player)pygame.draw.rect(screen, light_grey, opponent)pygame.draw.ellipse(screen, light_grey, ball)pygame.draw.aaline(screen, light_grey, (screen_width / 2, 0), (screen_width / 2, screen_height))pygame.display.flip()clock.tick(60)然后我们实现上面的三个更新逻辑更新物体状态。
ball_animation()player_animation()opponent_animation()
def ball_animation():更新球的运动global ball_speed_x, ball_speed_yball.x ball_speed_xball.y ball_speed_yif ball.top 0 or ball.bottom screen_height:ball_speed_y * -1if ball.left 0 or ball.right screen_width:ball_speed_x * -1ball_restart()if ball.colliderect(player) or ball.colliderect(opponent):ball_speed_x * -1def player_animation():更新玩家的运动player.y player_speedif player.top 0:player.top 0if player.bottom screen_height:player.bottom screen_heightdef opponent_animation():更新对手的运动if opponent.top ball.y:opponent.top opponent_speedif opponent.bottom ball.y:opponent.bottom - opponent_speedif opponent.top 0:opponent.top 0if opponent.bottom screen_height:opponent.bottom screen_heightdef ball_restart():重置球的位置global ball_speed_x, ball_speed_yball.center (screen_width // 2, screen_height // 2)ball_speed_y * random.choice((1, -1))ball_speed_x * random.choice((1, -1))实现了这3个函数后记得在主循环中的# update 处调用这个三个函数。 2. 添加分数和时间
为游戏添加分数显示添加字体并渲染出分数。发球时有3秒倒计时通过pygame.time.get_ticks() 获得时间。 # 添加得分和计时器
import sys
import random
import pygamepygame.init()
clock pygame.time.Clock()screen_width 1280
screen_height 720
screen pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption(PingPang)ball pygame.Rect(screen_width // 2 - 15, screen_height // 2 - 15, 30, 30)
player pygame.Rect(screen_width - 20, screen_height // 2 - 70, 10, 140)
opponent pygame.Rect(10, screen_height // 2 - 70, 10, 140)bg_color pygame.Color(grey12)
light_grey (200, 200, 200)ball_speed_x 7 * random.choice((1, -1))
ball_speed_y 7 * random.choice((1, -1))
player_speed 0
opponent_speed 7# Text Variables
player_score 0
opponent_score 0
# 创建字体
game_font pygame.font.Font(freesansbold.ttf, 32)# Timer
score_time Truedef ball_animation():global ball_speed_x, ball_speed_yglobal player_score, opponent_scoreglobal score_timeball.x ball_speed_xball.y ball_speed_yif ball.top 0 or ball.bottom screen_height:ball_speed_y * -1if ball.left 0 or ball.right screen_width: if ball.left 0:player_score 1if ball.right screen_width:opponent_score 1score_time pygame.time.get_ticks()if ball.colliderect(player) or ball.colliderect(opponent):ball_speed_x * -1def player_animation():player.y player_speedif player.top 0:player.top 0if player.bottom screen_height:player.bottom screen_heightdef opponent_animation():if opponent.top ball.y:opponent.top opponent_speedif opponent.bottom ball.y:opponent.bottom - opponent_speedif opponent.top 0:opponent.top 0if opponent.bottom screen_height:opponent.bottom screen_heightdef ball_restart():global ball_speed_x, ball_speed_yglobal score_timeball.center (screen_width // 2, screen_height // 2)# 计算耗时并显示剩余时间# 获得当前时间current_time pygame.time.get_ticks()# 与上次得分时间比较if current_time - score_time 700:number_three game_font.render(3, False, light_grey)screen.blit(number_three, (screen_width // 2 - 10, screen_height // 2 20))if 700 current_time - score_time 1400:number_two game_font.render(2, False, light_grey)screen.blit(number_two, (screen_width // 2 - 10, screen_height // 2 20))if 1400 current_time - score_time 2100:number_one game_font.render(1, False, light_grey)screen.blit(number_one, (screen_width // 2 - 10, screen_height // 2 20))if current_time - score_time 2100:ball_speed_x, ball_speed_y 0, 0else:ball_speed_y 7 * random.choice((1, -1))ball_speed_x 7 * random.choice((1, -1))score_time Nonewhile True: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_DOWN:player_speed 7if event.key pygame.K_UP:player_speed - 7if event.type pygame.KEYUP:if event.key pygame.K_DOWN:player_speed - 7if event.key pygame.K_UP:player_speed 7ball_animation()player_animation()opponent_animation()# update# drawscreen.fill(bg_color)pygame.draw.rect(screen, light_grey, player)pygame.draw.rect(screen, light_grey, opponent)pygame.draw.ellipse(screen, light_grey, ball)pygame.draw.aaline(screen, light_grey, (screen_width / 2, 0), (screen_width / 2, screen_height))# 显示得分player_text game_font.render(f{player_score}, False, light_grey)screen.blit(player_text, (660, 360))opponent_text game_font.render(f{opponent_score}, False, light_grey)screen.blit(opponent_text, (600, 360))if score_time:ball_restart()pygame.display.flip()clock.tick(60)3. 优化碰撞逻辑、添加声音
如果你运行了第2节的程序你会发现有时候球的反弹有时很奇怪比如有时候会黏在球拍上。 本节我们将
优化碰撞逻辑在ball_animation()通过判断球与球拍的位置修改球的运动。添加碰撞和得分音效: pygame.mixer.Sound
# 添加得分和计时器
# 基础 ping pang游戏
import sys
import random
import pygame# setup
pygame.init()
pygame.mixer.pre_init(44100, -16, 2, 512)
clock pygame.time.Clock()screen_width 1280
screen_height 720
screen pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption(PingPang)# Reactangles
ball pygame.Rect(screen_width // 2 - 15, screen_height // 2 - 15, 30, 30)
player pygame.Rect(screen_width - 20 , screen_height // 2 - 70, 10, 140)
opponent pygame.Rect(10, screen_height // 2 - 70, 10, 140)bg_color pygame.Color(grey12)
light_grey (200, 200, 200)ball_speed_x 7 * random.choice((1, -1))
ball_speed_y 7 * random.choice((1, -1))
player_speed 0
opponent_speed 7# Text Variables
player_score 0
opponent_score 0
game_font pygame.font.Font(freesansbold.ttf, 32)# Timer
score_time True# Sound
pong_sound pygame.mixer.Sound(pong.ogg)
score_sound pygame.mixer.Sound(score.ogg)def ball_animation():global ball_speed_x, ball_speed_yglobal player_score, opponent_scoreglobal score_timeball.x ball_speed_xball.y ball_speed_yif ball.top 0 or ball.bottom screen_height:pong_sound.play()ball_speed_y * -1# score if ball.left 0 or ball.right screen_width: score_sound.play()if ball.left 0:player_score 1if ball.right screen_width:opponent_score 1score_time pygame.time.get_ticks()if ball.colliderect(player) and ball_speed_x 0: pong_sound.play()if abs(ball.right - player.left) 10 :ball_speed_x * -1elif abs(ball.bottom - player.top) 10 and ball_speed_y 0:ball_speed_y * -1elif abs(ball.top - player.bottom) 10 and ball_speed_y 0:ball_speed_y * -1if ball.colliderect(opponent) and ball_speed_x 0:pong_sound.play()if abs(ball.left - opponent.right) 10:ball_speed_x * -1elif abs(ball.bottom - opponent.top) 10 and ball_speed_y 0:ball_speed_y * -1 elif abs(ball.top - opponent.bottom) 10 and ball_speed_y 0:ball_speed_y * -1def player_animation():player.y player_speedif player.top 0:player.top 0if player.bottom screen_height:player.bottom screen_heightdef opponent_animation():if opponent.top ball.y:opponent.top opponent_speedif opponent.bottom ball.y:opponent.bottom - opponent_speedif opponent.top 0:opponent.top 0if opponent.bottom screen_height:opponent.bottom screen_heightdef ball_restart():global ball_speed_x, ball_speed_yglobal score_timeball.center (screen_width // 2, screen_height // 2)current_time pygame.time.get_ticks()if current_time - score_time 700:number_three game_font.render(3, False, light_grey)screen.blit(number_three, (screen_width // 2 - 10, screen_height // 2 20))if 700 current_time - score_time 1400:number_two game_font.render(2, False, light_grey)screen.blit(number_two, (screen_width // 2 - 10, screen_height // 2 20))if 1400 current_time - score_time 2100:number_one game_font.render(1, False, light_grey)screen.blit(number_one, (screen_width // 2 - 10, screen_height // 2 20))if current_time - score_time 2100:ball_speed_x, ball_speed_y 0, 0else:ball_speed_y 7 * random.choice((1, -1))ball_speed_x 7 * random.choice((1, -1))score_time Nonewhile True: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_DOWN:player_speed 7if event.key pygame.K_UP:player_speed - 7if event.type pygame.KEYUP:if event.key pygame.K_DOWN:player_speed - 7if event.key pygame.K_UP:player_speed 7ball_animation()player_animation()opponent_animation()# update# drawscreen.fill(bg_color)pygame.draw.rect(screen, light_grey, player)pygame.draw.rect(screen, light_grey, opponent)pygame.draw.ellipse(screen, light_grey, ball)pygame.draw.aaline(screen, light_grey, (screen_width / 2, 0), (screen_width / 2, screen_height))player_text game_font.render(f{player_score}, False, light_grey)screen.blit(player_text, (660, 360))opponent_text game_font.render(f{opponent_score}, False, light_grey)screen.blit(opponent_text, (600, 360))if score_time:ball_restart()pygame.display.flip()clock.tick(60)