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Pygame python 中的乒乓球游戏

百变鹏仔 3天前 #Python
文章标签 乒乓球

输入

import pygameimport sys

pygame 是我们用来制作游戏的模块。它为我们提供了图形、声音等工具。

sys 是 python 中的一个模块,可以帮助我们与 python 解释器交互。

初始化

pygame.init()

初始化所有 pygame 模块并使其可供使用。

常数

#dimensionswidth, height=800,600#frame ratefps=60#the paddles at the side of ping pongpaddle_width, paddle_height=15,90#the balls radiusball_radius=15#the color of the ball and paddlewhite=(255, 255, 255)

制作屏幕

screen=pygame.display.set_mode((width,height))pygame.display.set_caption("ping pong")

您将有一个名为ping pong 的窗口,并指定了宽度和高度

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桨和球设置

left_paddle=pygame.rect(50, height//2 - paddle_height //2, paddle_width, paddle_height)right_paddle=pygame.rect(width - 50 - paddle_width, height //2- paddle_height //2, paddle_width, paddle_height)ball=pygame.rect(width //2 - ball_radius, height //2 - ball_radius, ball_raduis *2, ball_radius *2)

在 pygame 中,屏幕的左上角代表坐标 (0,0)。

pygame.rect(x, y, width, height)
pygame.rect(50, height//2 - paddle_height //2, paddle_width, paddle_height)
  1. 首先,我们将左桨定位在距左侧 50px 处。

  2. 然后我们执行 height//2 - paddle_height //2 因为如果你只执行 height//2 它看起来就像图片中的样子。它从屏幕上下来。为了使其居中,我们这样做 - paddle_height //2

这就是我们为右桨使其居中所做的事情。

right_paddle=pygame.rect(width - 50 - paddle_width, height //2- paddle_height //2, paddle_width, paddle_height)
ball=pygame.rect(width //2 - ball_radius, height //2 - ball_radius, ball_raduis *2, ball_radius *2)

为了使球居中,我们减去半径。

速度

ball_speed_x=7ball_speed_y=7paddle_speed=10

ball_speed_x 和 ball_speed_y 控制球的水平和垂直速度。

paddle_speed:控制桨的移动速度。

分数变量

left_score=0right_score=0font=pygame.font.sysfont(none,55)

绘制所有内容的函数

def draw():   screen.fill((0,0,0)) #fill the screen with black   pygame.draw.rect(screen, white, left_paddle)   pygame.draw.rect(screen, white, right_paddle)   pygame.draw.ellipse(screen, white, ball)

画出中心线

   pygame.draw.aaline(screen, white, (width //2, 0), (width //2, height))

抽签分数

   left_text=font.render(str(left_score),true, white)   screen.blit(left_text, (width // 4 - left_text.get_width() // 2, 20))   right_text=font.render(str(right_score), true, white)   screen.blit(right_text, (width * 3 // 4 - right_text.get_width() //2, 20))

渲染双方玩家的分数并将其放置在屏幕上。

更新屏幕

   pygame.display.flip()

使用最新更改更新显示。

#main game loopwhile true:

让游戏无限期地运行。

for event in pygame.event.get():   if event.type == pygame.quitt:      pygame.quit()      sys.exit()

这将遍历 pygame 中可能发生的所有事件,如果其中一个事件正在关闭窗口,则退出 pygame 并关闭窗口。

桨控制

#paddle controlskeys pygame.key.get_pressed()if keys [pygame.k_w] and left_paddle.top > 0:    left_paddle.y-=paddle_speedif keys [pygame.k_s] and left_paddle.bottom < height:    left_paddle.y += paddle_speed if keys [pygame.k_up] and right_paddle.top > 0:    right_paddle.y -= paddle_speedif keys [pygame.k_down] and right_paddle.bottom < height:    right_paddle.y += paddle_speed 66

检测按键:

  • 向上向下:上下移动右桨。
  • 包括防止桨移出屏幕的检查。
  • 球运动

       ball.x += ball_speed_x   ball.y + ball_speed_y

    通过将球的速度添加到当前位置来移动球

    球与顶壁和底壁碰撞

    if ball.top <= 0 or ball.bottom >= height:   ball_speed_y=-ball_speed_y

    如果球击中屏幕顶部或底部,则反转球的垂直方向

    球与桨的碰撞

    if ball.colliderect(left_paddle) or ball.colliderect(right_paddle):    ball_speed_x = -ball_speed_x

    如果球与球拍碰撞,则反转球的水平方向。

    评分

    9955464714​​38

    定时

    pygame.time.clock().tick (fps)

    限制游戏运行速度最高为60帧/秒,确保游戏流畅。

    完整代码

    import pygameimport syspygame.init()# ConstantsWIDTH, HEIGHT = 800, 600FPS = 60PADDLE_WIDTH, PADDLE_HEIGHT = 15, 90BALL_RADIUS = 15WHITE = (255, 255, 255)# Setup screenscreen = pygame.display.set_mode((WIDTH, HEIGHT))pygame.display.set_caption("Pong")# Paddles and ball setupleft_paddle = pygame.Rect(50, HEIGHT // 2 - PADDLE_HEIGHT // 2, PADDLE_WIDTH, PADDLE_HEIGHT)right_paddle = pygame.Rect(WIDTH - 50 - PADDLE_WIDTH, HEIGHT // 2 - PADDLE_HEIGHT // 2, PADDLE_WIDTH, PADDLE_HEIGHT)ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)# Speedsball_speed_x = 7ball_speed_y = 7paddle_speed = 10# Score variablesleft_score = 0right_score = 0font = pygame.font.SysFont(None, 55)# Function to draw everythingdef draw():        screen.fill((0, 0, 0))  # Fill screen with black        pygame.draw.rect(screen, WHITE, left_paddle)        pygame.draw.rect(screen, WHITE, right_paddle)        pygame.draw.ellipse(screen, WHITE, ball)        # Draw the center line        pygame.draw.aaline(screen, WHITE, (WIDTH // 2, 0), (WIDTH // 2, HEIGHT))        # Draw scores        left_text = font.render(str(left_score), True, WHITE)        screen.blit(left_text, (WIDTH // 4 - left_text.get_width() // 2, 20))        right_text = font.render(str(right_score), True, WHITE)        screen.blit(right_text, (WIDTH * 3 // 4 - right_text.get_width() // 2, 20))        pygame.display.flip()# Main game loopwhile True:        for event in pygame.event.get():                if event.type == pygame.QUIT:                        pygame.quit()                        sys.exit()        # Paddle controls        keys = pygame.key.get_pressed()        if keys[pygame.K_w] and left_paddle.top > 0:                left_paddle.y -= paddle_speed        if keys[pygame.K_s] and left_paddle.bottom < HEIGHT:                left_paddle.y += paddle_speed        if keys[pygame.K_UP] and right_paddle.top > 0:                right_paddle.y -= paddle_speed        if keys[pygame.K_DOWN] and right_paddle.bottom < HEIGHT:                right_paddle.y += paddle_speed        # Ball movement        ball.x += ball_speed_x        ball.y += ball_speed_y        # Ball collision with top and bottom walls        if ball.top <= 0 or ball.bottom >= HEIGHT:                ball_speed_y = -ball_speed_y        # Ball collision with paddles        if ball.colliderect(left_paddle) or ball.colliderect(right_paddle):                ball_speed_x = -ball_speed_x        # Scoring        if ball.left <= 0:                right_score += 1                ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)                ball_speed_x = -ball_speed_x        if ball.right >= WIDTH:                left_score += 1                ball = pygame.Rect(WIDTH // 2 - BALL_RADIUS, HEIGHT // 2 - BALL_RADIUS, BALL_RADIUS * 2, BALL_RADIUS * 2)                ball_speed_x = -ball_speed_x        draw()        pygame.time.Clock().tick(FPS)