基本信息
源码名称:python 弹球 小游戏源码(亲测可用)
源码大小:6.16KB
文件格式:.py
开发语言:Python
更新时间:2019-12-21
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源码介绍
python小游戏
# -*- coding: utf-8 -*-
import tkinter as tk
# 游戏对象的一些通用方法
class GameObject(object):
def __init__(self, canvas, item):
self.canvas = canvas
self.item = item
# 删除对象
def delete(self):
self.canvas.delete(self.item)
# 得到对象的坐标
def get_coords(self):
return self.canvas.coords(self.item)
# 对象移动
def move(self, x, y):
self.canvas.move(self.item, x, y)
class Racket(GameObject):
def __init__(self, canvas, x, y):
item = canvas.create_rectangle(x, y, x 90, y 10, fill='#ABABAB')
super().__init__(canvas, item)
# 绘制弹板
def draw(self, offset):
pos = self.get_coords()
width = self.canvas.winfo_width()
# 当弹板在画布内时,按给定偏移量移动
if pos[0] offset >= 0 and pos[2] offset <= width:
super().move(offset, 0)
class Ball(GameObject):
def __init__(self, canvas, x, y):
self.direction = [1, -1]
self.speed = 15
item = canvas.create_oval(x, y, x 20, y 20, fill='white')
super().__init__(canvas, item)
# 绘制弹球
def draw(self):
pos = self.get_coords()
self.canvas_width = self.canvas.winfo_width()
# 方向判断
if pos[1] <= 0:
self.direction[1] *= -1
if game.hit_racket():
self.direction[1] *= -1
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.direction[0] *= -1
# 偏移量
x = self.direction[0] * self.speed
y = self.direction[1] * self.speed
self.move(x, y)
# 游戏类,定义了游戏的完整流程
class Game(tk.Frame):
def __init__(self, master):
#调用父类 ( tk.Frame ) 并返回该类实例的__init__方法。
super().__init__(master)
self.lives = 3
self.scores = 0
self.width = 800
self.height = 600
# 设置画板并放置
self.canvas = tk.Canvas(self, bg='#242424', width=self.width, height=self.height)
self.canvas.pack()
self.pack()
self.ball = None
self.lives_text = None
self.scores_text = None
# 初始化弹板
self.racket = Racket(self.canvas, self.width/2-45, 480)
self.setup_game()
# 将键盘焦点转移到画布组件上
self.canvas.focus_set()
# 将键盘左右键与弹板左右移动绑定在一起
self.canvas.bind('<KeyPress-Left>', lambda turn_left: self.racket.draw(-20))
self.canvas.bind('<KeyPress-Right>', lambda turn_right: self.racket.draw(20))
# 加载游戏,或预置游戏
def setup_game(self):
# 将球设置在弹板中间位置的上方
self.reset_ball()
# 预置生命、得分和游戏提示的文本
self.update_lives_text()
self.update_scores_text()
self.text = self.canvas.create_text(400, 200, text='单击鼠标左键开始游戏', font=('Helvetica', 36), fill='#FCFCFC')
# 将鼠标左键单击与开始游戏绑定在一起
self.canvas.bind('<Button-1>', lambda start_game: self.start_game())
# 在游戏预置时添加弹球,弹球在弹板中间位置的上方
def reset_ball(self):
if self.ball != None:
self.ball.delete()
racket_pos = self.racket.get_coords()
x = (racket_pos[0] racket_pos[2]) * 0.5-10
self.ball = Ball(self.canvas, x, 350)
# 更新生命的数字
def update_lives_text(self):
text = '生命: %s' % self.lives
if self.lives_text is None:
self.lives_text = self.canvas.create_text(60, 30, text=text, font=('Helvetica', 16), fill='#8B0000')
else:
self.canvas.itemconfig(self.lives_text, text=text)
# 更新得分的数字
def update_scores_text(self):
text = '得分: %s' % self.scores
if self.scores_text is None:
self.scores_text = self.canvas.create_text(60, 60, text=text, font=('Helvetica', 16), fill='#8B0000')
else:
self.scores = self.scores 1
text = '得分: %s' % self.scores
self.canvas.itemconfig(self.scores_text, text=text)
# 开始游戏
def start_game(self):
# 依次解除绑定、重设得分、删除提示文本、开始游戏循环
self.canvas.unbind('<Button-1>')
self.reset_score()
self.canvas.delete(self.text)
self.game_loop()
# 重置得分的数字为“ 0 ”
def reset_score(self):
self.scores = 0
text = '得分: %s' % self.scores
self.canvas.itemconfig(self.scores_text, text=text)
# 游戏循环
def game_loop(self):
# 如果弹球超过底部,则将弹球的速度变为 0,lives 减 1,否则绘制弹球,再次进行游戏循环
if self.ball.get_coords()[3] >= self.height:
self.ball.speed = 0
self.lives -= 1
# 如果 lives 小于 0,游戏结束,否则调整 scores,重新预置游戏
if self.lives < 0:
self.canvas.create_text(400, 200, text='游戏结束', font=('Helvetica', 36), fill='red')
else:
self.scores = self.scores - 1
self.after(1000, self.setup_game)
else:
self.ball.draw()
self.after(50, self.game_loop)
# 弹球与弹板的碰撞条件,当碰撞一次就更新一次得分
def hit_racket(self):
ball_pos = self.ball.get_coords()
racket_pos = self.racket.get_coords()
if ball_pos[2] >= racket_pos[0] and ball_pos[0] <= racket_pos[2]:
if ball_pos[3] >= racket_pos[1] and ball_pos[3] <= racket_pos[3]:
self.update_scores_text()
return True
return False
if __name__ == '__main__':
root = tk.Tk()
root.title('弹球游戏')
# 设定窗口大小不可改变
root.resizable(0, 0)
# 设定窗口总是显示在最前面
root.wm_attributes("-topmost", 1)
game = Game(root)
game.mainloop()
python小游戏
# -*- coding: utf-8 -*-
import tkinter as tk
# 游戏对象的一些通用方法
class GameObject(object):
def __init__(self, canvas, item):
self.canvas = canvas
self.item = item
# 删除对象
def delete(self):
self.canvas.delete(self.item)
# 得到对象的坐标
def get_coords(self):
return self.canvas.coords(self.item)
# 对象移动
def move(self, x, y):
self.canvas.move(self.item, x, y)
class Racket(GameObject):
def __init__(self, canvas, x, y):
item = canvas.create_rectangle(x, y, x 90, y 10, fill='#ABABAB')
super().__init__(canvas, item)
# 绘制弹板
def draw(self, offset):
pos = self.get_coords()
width = self.canvas.winfo_width()
# 当弹板在画布内时,按给定偏移量移动
if pos[0] offset >= 0 and pos[2] offset <= width:
super().move(offset, 0)
class Ball(GameObject):
def __init__(self, canvas, x, y):
self.direction = [1, -1]
self.speed = 15
item = canvas.create_oval(x, y, x 20, y 20, fill='white')
super().__init__(canvas, item)
# 绘制弹球
def draw(self):
pos = self.get_coords()
self.canvas_width = self.canvas.winfo_width()
# 方向判断
if pos[1] <= 0:
self.direction[1] *= -1
if game.hit_racket():
self.direction[1] *= -1
if pos[0] <= 0 or pos[2] >= self.canvas_width:
self.direction[0] *= -1
# 偏移量
x = self.direction[0] * self.speed
y = self.direction[1] * self.speed
self.move(x, y)
# 游戏类,定义了游戏的完整流程
class Game(tk.Frame):
def __init__(self, master):
#调用父类 ( tk.Frame ) 并返回该类实例的__init__方法。
super().__init__(master)
self.lives = 3
self.scores = 0
self.width = 800
self.height = 600
# 设置画板并放置
self.canvas = tk.Canvas(self, bg='#242424', width=self.width, height=self.height)
self.canvas.pack()
self.pack()
self.ball = None
self.lives_text = None
self.scores_text = None
# 初始化弹板
self.racket = Racket(self.canvas, self.width/2-45, 480)
self.setup_game()
# 将键盘焦点转移到画布组件上
self.canvas.focus_set()
# 将键盘左右键与弹板左右移动绑定在一起
self.canvas.bind('<KeyPress-Left>', lambda turn_left: self.racket.draw(-20))
self.canvas.bind('<KeyPress-Right>', lambda turn_right: self.racket.draw(20))
# 加载游戏,或预置游戏
def setup_game(self):
# 将球设置在弹板中间位置的上方
self.reset_ball()
# 预置生命、得分和游戏提示的文本
self.update_lives_text()
self.update_scores_text()
self.text = self.canvas.create_text(400, 200, text='单击鼠标左键开始游戏', font=('Helvetica', 36), fill='#FCFCFC')
# 将鼠标左键单击与开始游戏绑定在一起
self.canvas.bind('<Button-1>', lambda start_game: self.start_game())
# 在游戏预置时添加弹球,弹球在弹板中间位置的上方
def reset_ball(self):
if self.ball != None:
self.ball.delete()
racket_pos = self.racket.get_coords()
x = (racket_pos[0] racket_pos[2]) * 0.5-10
self.ball = Ball(self.canvas, x, 350)
# 更新生命的数字
def update_lives_text(self):
text = '生命: %s' % self.lives
if self.lives_text is None:
self.lives_text = self.canvas.create_text(60, 30, text=text, font=('Helvetica', 16), fill='#8B0000')
else:
self.canvas.itemconfig(self.lives_text, text=text)
# 更新得分的数字
def update_scores_text(self):
text = '得分: %s' % self.scores
if self.scores_text is None:
self.scores_text = self.canvas.create_text(60, 60, text=text, font=('Helvetica', 16), fill='#8B0000')
else:
self.scores = self.scores 1
text = '得分: %s' % self.scores
self.canvas.itemconfig(self.scores_text, text=text)
# 开始游戏
def start_game(self):
# 依次解除绑定、重设得分、删除提示文本、开始游戏循环
self.canvas.unbind('<Button-1>')
self.reset_score()
self.canvas.delete(self.text)
self.game_loop()
# 重置得分的数字为“ 0 ”
def reset_score(self):
self.scores = 0
text = '得分: %s' % self.scores
self.canvas.itemconfig(self.scores_text, text=text)
# 游戏循环
def game_loop(self):
# 如果弹球超过底部,则将弹球的速度变为 0,lives 减 1,否则绘制弹球,再次进行游戏循环
if self.ball.get_coords()[3] >= self.height:
self.ball.speed = 0
self.lives -= 1
# 如果 lives 小于 0,游戏结束,否则调整 scores,重新预置游戏
if self.lives < 0:
self.canvas.create_text(400, 200, text='游戏结束', font=('Helvetica', 36), fill='red')
else:
self.scores = self.scores - 1
self.after(1000, self.setup_game)
else:
self.ball.draw()
self.after(50, self.game_loop)
# 弹球与弹板的碰撞条件,当碰撞一次就更新一次得分
def hit_racket(self):
ball_pos = self.ball.get_coords()
racket_pos = self.racket.get_coords()
if ball_pos[2] >= racket_pos[0] and ball_pos[0] <= racket_pos[2]:
if ball_pos[3] >= racket_pos[1] and ball_pos[3] <= racket_pos[3]:
self.update_scores_text()
return True
return False
if __name__ == '__main__':
root = tk.Tk()
root.title('弹球游戏')
# 设定窗口大小不可改变
root.resizable(0, 0)
# 设定窗口总是显示在最前面
root.wm_attributes("-topmost", 1)
game = Game(root)
game.mainloop()