之前做了一个基于python的tkinter的小球完全碰撞游戏:

python开发_tkinter_小球完全弹性碰撞游戏_源码下载

今天利用业余时间,写了一个功能要强大一些的小球完全碰撞游戏:

游戏名称:
  小球完全弹性碰撞
游戏规则:
  1.游戏初始化的时候,有5个不同颜色的小球进行碰撞
  2.玩家可以通过在窗口中单击鼠标左键进行增加小球个数
  3.玩家可以通过在窗口中单击鼠标右键进行删减小球个数
  4.玩家可以通过键盘的方向键:上,右键进行对小球加速
  5.玩家可以通过键盘的方向键:下,左键进行对小球减速
  6.玩家可以按键盘:f键实现全屏显示
  7.玩家可以按键盘:Esc键实现退出全屏操作
  8.窗口左下角显示小球个数,右下角显示作者邮箱

先看看图:

=======================================================

源码部分:

=======================================================

 #pygame draw

 import pygame
from pygame.locals import *
from sys import exit
from random import * '''
游戏名称:
小球完全弹性碰撞
游戏规则:
1.游戏初始化的时候,有5个不同颜色的小球进行碰撞
2.玩家可以通过在窗口中单击鼠标左键进行增加小球个数
3.玩家可以通过在窗口中单击鼠标右键进行删减小球个数
4.玩家可以通过键盘的方向键:上,右键进行对小球加速
5.玩家可以通过键盘的方向键:下,左键进行对小球减速
6.玩家可以按键盘:f键实现全屏显示
7.玩家可以按键盘:Esc键实现退出全屏操作
8.窗口左下角显示小球个数,右下角显示作者邮箱 '''
__author__ = {'name' : 'Hongten',
'mail' : 'hongtenzone@foxmail.com',
'blog' : 'http://www.cnblogs.com/hongten',
'version' : '1.0'} pygame.init()
pygame.display.set_caption('Ball Game') SCREEN_WIDTH = 600
SCREEN_HEIGHT = 500
SPEED = 1
SCREEN_DEFAULT_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT + 20)
SCREEN_DEFAULT_COLOR = (255, 255 ,255)
READY = 0 screen = pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
screen.fill(SCREEN_DEFAULT_COLOR)
bg = pygame.image.load('data\\image\\bg.jpg').convert()
font = pygame.font.Font('data\\font\\TORK____.ttf', 14) balls = []
BALL_R = 30
BALL_COLORS = [(255,165,0),(255,0,0),(135,206,235),(178,34,34),(34,139,34)]
BALL_POINTS = [[40, 40],[40, 300],[400, 200],[150, 150],[80, 400]]
BALL_VELOCITY = [[1.5, 1.2],[1.4, -1.3],[-1.5, -1.1],[-1.2, 1.5],[1.3, 1.1]] for i in range(len(BALL_COLORS)):
screen.fill(SCREEN_DEFAULT_COLOR)
b = pygame.draw.circle(screen, BALL_COLORS[i], (int(BALL_POINTS[i][0]),int(BALL_POINTS[i][1])), BALL_R)
balls.append(b) while 1:
for event in pygame.event.get():
if event.type == QUIT:
exit()
elif event.type == KEYDOWN:
if event.key == K_UP:
SPEED += 0.1
elif event.key == K_DOWN:
SPEED -= 0.1
elif event.key == K_LEFT:
SPEED -= 0.1
elif event.key == K_RIGHT:
SPEED += 0.1
elif event.key == K_f:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, FULLSCREEN, 32)
elif event.key == 27:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
elif event.type == MOUSEBUTTONDOWN:
pressed_array = pygame.mouse.get_pressed()
for index in range(len(pressed_array)):
if pressed_array[index]:
if index == 0:
c_color = (randint(0, 255), randint(0, 255), randint(0, 255))
x, y = (BALL_R+1, BALL_R+1)
c_r = randint(10, 100)
c_v = [randint(11, 19)* 0.1, randint(11, 19) * 0.1]
c = pygame.draw.circle(screen, c_color, (x, y), BALL_R)
BALL_COLORS.append(c_color)
BALL_POINTS.append([x, y])
BALL_VELOCITY.append(c_v)
balls.append(c)
elif index == 2:
if len(balls) > 1:
balls.pop(0)
BALL_COLORS.pop(0)
BALL_POINTS.pop(0)
BALL_VELOCITY.pop(0) #print(balls)
for i in range(len(balls)):
screen.blit(bg, (-300, -100))
for n in range(len(balls)):
'''
if ((BALL_POINTS[i][0] - BALL_R) > 0 and (BALL_POINTS[i][0] - BALL_R) < BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0] + BALL_R),int(BALL_POINTS[n][1])), BALL_R)
elif ((BALL_POINTS[i][1] + BALL_R) < SCREEN_WIDTH and (BALL_POINTS[i][1] + BALL_R) > SCREEN_WIDTH - BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0] - BALL_R),int(BALL_POINTS[n][1])), BALL_R)
elif ((BALL_POINTS[i][1] - BALL_R) > 0 and (BALL_POINTS[i][1] - BALL_R) < BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1] + BALL_R)), BALL_R)
elif ((BALL_POINTS[i][1] + BALL_R) < SCREEN_HEIGHT and (BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT - BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1] - BALL_R)), BALL_R)
'''
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1])), BALL_R)
if ((((BALL_POINTS[i][0] - BALL_R) < 0) or ((BALL_POINTS[i][0] + BALL_R) > SCREEN_WIDTH))):
BALL_VELOCITY[i][0] = -1 * BALL_VELOCITY[i][0]
if ((((BALL_POINTS[i][1] - BALL_R) < 0) or ((BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT))):
BALL_VELOCITY[i][1] = -1 * BALL_VELOCITY[i][1] for j in range(len(balls)):
for k in range(len(balls)):
b_x = (BALL_POINTS[j][0] - BALL_POINTS[k][0])**2
b_y = (BALL_POINTS[j][1] - BALL_POINTS[k][1])**2
b_r =(BALL_R*2)**2
if (round((b_x + b_y), 2) <= round(b_r, 2)):
temp_x = BALL_VELOCITY[j][0]
temp_y = BALL_VELOCITY[j][1]
BALL_VELOCITY[j][0] = BALL_VELOCITY[k][0]
BALL_VELOCITY[j][1] = BALL_VELOCITY[k][1]
BALL_VELOCITY[k][0] = temp_x
BALL_VELOCITY[k][1] = temp_y BALL_POINTS[j][0] += SPEED * BALL_VELOCITY[j][0]
BALL_POINTS[j][1] += SPEED * BALL_VELOCITY[j][1] pygame.draw.line(screen, (165,42,42),(0, SCREEN_HEIGHT), (SCREEN_WIDTH,SCREEN_HEIGHT))
game_info = 'Balls: ' + str(len(balls))
text = font.render(game_info, True, (255,255,255))
author_info = font.render('hongtenzone@foxmail.com', True, (255,255,255))
screen.blit(text, (0, SCREEN_HEIGHT+5))
screen.blit(author_info, (SCREEN_WIDTH - 160, SCREEN_HEIGHT+5)) pygame.display.update()

源码下载:http://files.cnblogs.com/hongten/pygame_pong_v1.0.zip

============================================

v1.1 Edit by Hongten

v1.1修改如下:
1.增加了背景音乐
2.增加小球的时候,会伴随音乐产生
3.窗口左下角显示小球个数,速度,以及最后一个小球的位置

============================================

 #pygame draw

 import pygame
from pygame.locals import *
from sys import exit
from random import * '''
游戏名称:
小球完全弹性碰撞
游戏规则:
1.游戏初始化的时候,有5个不同颜色的小球进行碰撞
2.玩家可以通过在窗口中单击鼠标左键进行增加小球个数
3.玩家可以通过在窗口中单击鼠标右键进行删减小球个数
4.玩家可以通过键盘的方向键:上,右键进行对小球加速
5.玩家可以通过键盘的方向键:下,左键进行对小球减速
6.玩家可以按键盘:f键实现全屏显示
7.玩家可以按键盘:Esc键实现退出全屏操作
8.窗口左下角显示小球个数,右下角显示作者邮箱 v1.1修改如下:
1.增加了背景音乐
2.增加小球的时候,会伴随音乐产生
3.窗口左下角显示小球个数,速度,以及最后一个小球的位置 '''
__author__ = {'name' : 'Hongten',
'mail' : 'hongtenzone@foxmail.com',
'blog' : 'http://www.cnblogs.com/hongten',
'version' : '1.1'} if not pygame.font: print('Warning, fonts disabled')
if not pygame.mixer: print('Warning, sound disabled') pygame.init()
pygame.display.set_caption('Ball Game') SCREEN_WIDTH = 600
SCREEN_HEIGHT = 500
SPEED = 1
SCREEN_DEFAULT_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT + 20)
SCREEN_DEFAULT_COLOR = (255, 255 ,255)
READY = 0 screen = pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
screen.fill(SCREEN_DEFAULT_COLOR)
bg = pygame.image.load('data\\image\\bg.jpg').convert()
font = pygame.font.Font('data\\font\\TORK____.ttf', 14)
new_sound = pygame.mixer.Sound('data\\sound\\new.wav')
bg_sound = pygame.mixer.Sound('data\\sound\\bg.ogg')
bg_sound.set_volume(0.5)
bg_sound.play(-1)
new_sound.set_volume(1.0) balls = []
BALL_R = 30
BALL_COLORS = [(255,165,0),(255,0,0),(135,206,235),(178,34,34),(34,139,34)]
BALL_POINTS = [[40, 40],[40, 300],[400, 200],[150, 150],[80, 400]]
BALL_VELOCITY = [[1.5, 1.2],[1.4, -1.3],[-1.5, -1.1],[-1.2, 1.5],[1.3, 1.1]] for i in range(len(BALL_COLORS)):
screen.fill(SCREEN_DEFAULT_COLOR)
b = pygame.draw.circle(screen, BALL_COLORS[i], (int(BALL_POINTS[i][0]),int(BALL_POINTS[i][1])), BALL_R)
balls.append(b) while 1:
for event in pygame.event.get():
if event.type == QUIT:
bg_sound.stop()
exit()
elif event.type == KEYDOWN:
if event.key == K_UP:
SPEED += 0.1
elif event.key == K_DOWN:
SPEED -= 0.1
elif event.key == K_LEFT:
SPEED -= 0.1
elif event.key == K_RIGHT:
SPEED += 0.1
elif event.key == K_f:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, FULLSCREEN, 32)
elif event.key == 27:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
elif event.type == MOUSEBUTTONDOWN:
pressed_array = pygame.mouse.get_pressed()
for index in range(len(pressed_array)):
if pressed_array[index]:
if index == 0:
new_sound.play(-1)
c_color = (randint(0, 255), randint(0, 255), randint(0, 255))
x, y = (BALL_R+1, BALL_R+1)
c_r = randint(10, 100)
c_v = [randint(11, 19)* 0.1, randint(11, 19) * 0.1]
c = pygame.draw.circle(screen, c_color, (x, y), BALL_R)
BALL_COLORS.append(c_color)
BALL_POINTS.append([x, y])
BALL_VELOCITY.append(c_v)
balls.append(c)
elif index == 2:
if len(balls) > 1:
balls.pop(0)
BALL_COLORS.pop(0)
BALL_POINTS.pop(0)
BALL_VELOCITY.pop(0)
elif event.type == MOUSEBUTTONUP:
new_sound.stop() #print(balls)
for i in range(len(balls)):
screen.blit(bg, (-300, -100))
for n in range(len(balls)):
'''
if ((BALL_POINTS[i][0] - BALL_R) > 0 and (BALL_POINTS[i][0] - BALL_R) < BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0] + BALL_R),int(BALL_POINTS[n][1])), BALL_R)
elif ((BALL_POINTS[i][1] + BALL_R) < SCREEN_WIDTH and (BALL_POINTS[i][1] + BALL_R) > SCREEN_WIDTH - BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0] - BALL_R),int(BALL_POINTS[n][1])), BALL_R)
elif ((BALL_POINTS[i][1] - BALL_R) > 0 and (BALL_POINTS[i][1] - BALL_R) < BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1] + BALL_R)), BALL_R)
elif ((BALL_POINTS[i][1] + BALL_R) < SCREEN_HEIGHT and (BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT - BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1] - BALL_R)), BALL_R)
'''
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1])), BALL_R)
if ((((BALL_POINTS[i][0] - BALL_R) < 0) or ((BALL_POINTS[i][0] + BALL_R) > SCREEN_WIDTH))):
BALL_VELOCITY[i][0] = -1 * BALL_VELOCITY[i][0]
if ((((BALL_POINTS[i][1] - BALL_R) < 0) or ((BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT))):
BALL_VELOCITY[i][1] = -1 * BALL_VELOCITY[i][1] for j in range(len(balls)):
for k in range(len(balls)):
b_x = (BALL_POINTS[j][0] - BALL_POINTS[k][0])**2
b_y = (BALL_POINTS[j][1] - BALL_POINTS[k][1])**2
b_r =(BALL_R*2)**2
if (round((b_x + b_y), 2) <= round(b_r, 2)):
temp_x = BALL_VELOCITY[j][0]
temp_y = BALL_VELOCITY[j][1]
BALL_VELOCITY[j][0] = BALL_VELOCITY[k][0]
BALL_VELOCITY[j][1] = BALL_VELOCITY[k][1]
BALL_VELOCITY[k][0] = temp_x
BALL_VELOCITY[k][1] = temp_y BALL_POINTS[j][0] += round(SPEED, 1) * BALL_VELOCITY[j][0]
BALL_POINTS[j][1] += round(SPEED, 1) * BALL_VELOCITY[j][1] pygame.draw.line(screen, (165,42,42),(0, SCREEN_HEIGHT), (SCREEN_WIDTH,SCREEN_HEIGHT))
game_info = 'Balls: ' + str(len(balls)) + ' Speed: ' + str(round(SPEED, 2)) + ' LastBall: ' + str(round(BALL_POINTS[-1][0])) + ',' + str(round(BALL_POINTS[-1][1]))
text = font.render(game_info, True, (255,255,255))
author_info = font.render('hongtenzone@foxmail.com', True, (255,255,255))
screen.blit(text, (0, SCREEN_HEIGHT+5))
screen.blit(author_info, (SCREEN_WIDTH - 160, SCREEN_HEIGHT+5)) pygame.display.update()

源码下载:http://files.cnblogs.com/hongten/pygame_pong_v1.1.rar

==================================================

Edit By Hongten

v1.2修改如下:
1.修改键盘方向键:左,右键为调节音量(0, 10)
2.在状态栏添加音量状态信息:数字和图形显示

==================================================

 #pygame draw

 import pygame
from pygame.locals import *
from sys import exit
from random import * '''
游戏名称:
小球完全弹性碰撞
游戏规则:
1.游戏初始化的时候,有5个不同颜色的小球进行碰撞
2.玩家可以通过在窗口中单击鼠标左键进行增加小球个数
3.玩家可以通过在窗口中单击鼠标右键进行删减小球个数
4.玩家可以通过键盘的方向键:上,右键进行对小球加速
5.玩家可以通过键盘的方向键:下,左键进行对小球减速
6.玩家可以按键盘:f键实现全屏显示
7.玩家可以按键盘:Esc键实现退出全屏操作
8.窗口左下角显示小球个数,右下角显示作者邮箱 v1.1修改如下:
1.增加了背景音乐
2.增加小球的时候,会伴随音乐产生
3.窗口左下角显示小球个数,速度,以及最后一个小球的位置 v1.2修改如下:
1.修改键盘方向键:左,右键为调节音量(0, 10)
2.在状态栏添加音量状态信息:数字和图形显示 '''
__author__ = {'name' : 'Hongten',
'mail' : 'hongtenzone@foxmail.com',
'blog' : 'http://www.cnblogs.com/hongten',
'version' : '1.2'} if not pygame.font: print('Warning, fonts disabled')
if not pygame.mixer: print('Warning, sound disabled') pygame.init()
pygame.display.set_caption('Ball Game') SCREEN_WIDTH = 600
SCREEN_HEIGHT = 500
SPEED = 1
VOLUME = 5
SCREEN_DEFAULT_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT + 20)
SCREEN_DEFAULT_COLOR = (255, 255 ,255)
READY = 0 screen = pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
screen.fill(SCREEN_DEFAULT_COLOR)
bg = pygame.image.load('data\\image\\bg.jpg').convert()
font = pygame.font.Font('data\\font\\TORK____.ttf', 14)
new_sound = pygame.mixer.Sound('data\\sound\\new.wav')
bg_sound = pygame.mixer.Sound('data\\sound\\bg.ogg')
bg_sound.set_volume(0.1 * VOLUME)
bg_sound.play(-1)
new_sound.set_volume(0.1 * VOLUME) balls = []
BALL_R = 30
BALL_COLORS = [(255,165,0),(255,0,0),(135,206,235),(178,34,34),(34,139,34)]
BALL_POINTS = [[40, 40],[40, 300],[400, 200],[150, 150],[80, 400]]
BALL_VELOCITY = [[1.5, 1.2],[1.4, -1.3],[-1.5, -1.1],[-1.2, 1.5],[1.3, 1.1]] VOLUME_POINTS = []
VOLUME_POINTS_START = []
VOLUME_RECT_COLORS = []
for p in range(170, 250, 7):
VOLUME_POINTS.append([SCREEN_WIDTH - p,SCREEN_HEIGHT + 20])
for ps in range(175, 250, 7):
VOLUME_POINTS_START.append([SCREEN_WIDTH - ps, SCREEN_HEIGHT])
VOLUME_RECT_COLORS.append((randint(0, 255), randint(0, 255), randint(0, 255))) print(VOLUME_POINTS[-10])
print(VOLUME_POINTS_START[-10]) for i in range(len(BALL_COLORS)):
screen.fill(SCREEN_DEFAULT_COLOR)
b = pygame.draw.circle(screen, BALL_COLORS[i], (int(BALL_POINTS[i][0]),int(BALL_POINTS[i][1])), BALL_R)
balls.append(b) while 1:
for event in pygame.event.get():
if event.type == QUIT:
bg_sound.stop()
exit()
elif event.type == KEYDOWN:
if event.key == K_UP:
SPEED += 0.1
elif event.key == K_DOWN:
SPEED -= 0.1
elif event.key == K_LEFT:
if VOLUME > 0:
VOLUME -= 1
elif event.key == K_RIGHT:
if VOLUME <= 9:
VOLUME += 1
elif event.key == K_f:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, FULLSCREEN, 32)
elif event.key == 27:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
elif event.type == MOUSEBUTTONDOWN:
pressed_array = pygame.mouse.get_pressed()
for index in range(len(pressed_array)):
if pressed_array[index]:
if index == 0:
new_sound.play(-1)
c_color = (randint(0, 255), randint(0, 255), randint(0, 255))
x, y = (BALL_R+1, BALL_R+1)
c_r = randint(10, 100)
c_v = [randint(11, 19)* 0.1, randint(11, 19) * 0.1]
c = pygame.draw.circle(screen, c_color, (x, y), BALL_R)
BALL_COLORS.append(c_color)
BALL_POINTS.append([x, y])
BALL_VELOCITY.append(c_v)
balls.append(c)
elif index == 2:
if len(balls) > 1:
balls.pop(0)
BALL_COLORS.pop(0)
BALL_POINTS.pop(0)
BALL_VELOCITY.pop(0)
elif event.type == MOUSEBUTTONUP:
new_sound.stop() #print(balls)
for i in range(len(balls)):
screen.blit(bg, (-300, -100))
#screen.fill(SCREEN_DEFAULT_COLOR)
for n in range(len(balls)):
'''
if ((BALL_POINTS[i][0] - BALL_R) > 0 and (BALL_POINTS[i][0] - BALL_R) < BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0] + BALL_R),int(BALL_POINTS[n][1])), BALL_R)
elif ((BALL_POINTS[i][1] + BALL_R) < SCREEN_WIDTH and (BALL_POINTS[i][1] + BALL_R) > SCREEN_WIDTH - BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0] - BALL_R),int(BALL_POINTS[n][1])), BALL_R)
elif ((BALL_POINTS[i][1] - BALL_R) > 0 and (BALL_POINTS[i][1] - BALL_R) < BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1] + BALL_R)), BALL_R)
elif ((BALL_POINTS[i][1] + BALL_R) < SCREEN_HEIGHT and (BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT - BALL_R):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1] - BALL_R)), BALL_R)
'''
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1])), BALL_R)
if ((((BALL_POINTS[i][0] - BALL_R) < 0) or ((BALL_POINTS[i][0] + BALL_R) > SCREEN_WIDTH))):
BALL_VELOCITY[i][0] = -1 * BALL_VELOCITY[i][0]
if ((((BALL_POINTS[i][1] - BALL_R) < 0) or ((BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT))):
BALL_VELOCITY[i][1] = -1 * BALL_VELOCITY[i][1] for j in range(len(balls)):
for k in range(len(balls)):
b_x = (BALL_POINTS[j][0] - BALL_POINTS[k][0])**2
b_y = (BALL_POINTS[j][1] - BALL_POINTS[k][1])**2
b_r =(BALL_R*2)**2
if (round((b_x + b_y), 2) <= round(b_r, 2)):
temp_x = BALL_VELOCITY[j][0]
temp_y = BALL_VELOCITY[j][1]
BALL_VELOCITY[j][0] = BALL_VELOCITY[k][0]
BALL_VELOCITY[j][1] = BALL_VELOCITY[k][1]
BALL_VELOCITY[k][0] = temp_x
BALL_VELOCITY[k][1] = temp_y BALL_POINTS[j][0] += round(SPEED, 1) * BALL_VELOCITY[j][0]
BALL_POINTS[j][1] += round(SPEED, 1) * BALL_VELOCITY[j][1] pygame.draw.line(screen, (165,42,42),(0, SCREEN_HEIGHT), (SCREEN_WIDTH,SCREEN_HEIGHT))
bg_sound.set_volume(0.1 * VOLUME)
new_sound.set_volume(0.1 * VOLUME)
pygame.draw.rect(screen,
(255, 255, 255),
Rect((VOLUME_POINTS_START[-1][0],
VOLUME_POINTS_START[-1][1]),
(VOLUME_POINTS[-10][0] - VOLUME_POINTS_START[-1][0],
20)))
for v in range(VOLUME+1):
if v > 0:
pygame.draw.rect(screen,
VOLUME_RECT_COLORS[v],
Rect((VOLUME_POINTS_START[-v][0],
VOLUME_POINTS_START[-v][1]),
(VOLUME_POINTS[-v][0] - VOLUME_POINTS_START[-v][0],
20))) game_info = 'Balls: ' + str(len(balls)) + ' Speed: ' + str(round(SPEED, 2)) + ' LastBall: ' + str(round(BALL_POINTS[-1][0])) + ',' + str(round(BALL_POINTS[-1][1]))
text = font.render(game_info, True, (255,255,255))
author_info = font.render('hongtenzone@foxmail.com', True, (255,255,255))
volume_text = font.render('Volume: ' + str(VOLUME), True, (255, 255, 255))
screen.blit(text, (0, SCREEN_HEIGHT+5))
screen.blit(author_info, (SCREEN_WIDTH - 160, SCREEN_HEIGHT+5))
screen.blit(volume_text, (SCREEN_WIDTH - 310, SCREEN_HEIGHT+5))
pygame.display.update()

源码下载:http://files.cnblogs.com/hongten/pygame_pong_v1.2.zip

 ================================================

v1.3 Edity by Hongten

Change Chinese to English

 ================================================

The View of the Game:

 #pygame draw

 import pygame
from pygame.locals import *
from sys import exit
from random import * '''
Game Name:
Ball Perfectly Elastic Collision(BPEC)
Rules or Description:
1.There are five balls whth different color have elastic collision
after the game loaded.
2.The player can click the window with the LEFT mouse button
and create the new ball,which with the different color,but
sometimes maybe like other balls.
3.The player can click teh window with RIGHT mouse button
and minus a few balls.
4.You can change all ball speed by pressing the UP and DOWN
the keyboard direction key.
5.Also you can change the background music by pressing the LEFT
and RIGHT the keyboard direction key(volume:0-10).
6.Maybe you want to full screen view,By pressing the F key
and ESC key switch.
7.Ball number,the speed,the volume,author E-mail is written
in the status bar at the bottom.
'''
__version__ = '1.3'
__author__ = {'name' : 'Hongten',
'mail' : 'hongtenzone@foxmail.com',
'blog' : 'http://www.cnblogs.com/hongten',
'version' : __version__} if not pygame.font: print('Warning, fonts disabled')
if not pygame.mixer: print('Warning, sound disabled') pygame.init()
pygame.display.set_caption('Ball Game') SCREEN_WIDTH = 600
SCREEN_HEIGHT = 500
SPEED = 1
VOLUME = 5
SCREEN_DEFAULT_SIZE = (SCREEN_WIDTH, SCREEN_HEIGHT + 20)
SCREEN_DEFAULT_COLOR = (255, 255 ,255)
READY = 0 screen = pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
screen.fill(SCREEN_DEFAULT_COLOR)
bg = pygame.image.load('data\\image\\bg.jpg').convert()
font = pygame.font.Font('data\\font\\TORK____.ttf', 14)
new_sound = pygame.mixer.Sound('data\\sound\\new.wav')
bg_sound = pygame.mixer.Sound('data\\sound\\bg.ogg')
bg_sound.set_volume(0.1 * VOLUME)
bg_sound.play(-1)
new_sound.set_volume(0.1 * VOLUME) balls = []
BALL_R = 30
BALL_COLORS = [(255,165,0),(255,0,0),(135,206,235),(178,34,34),(34,139,34)]
BALL_POINTS = [[40, 40],[40, 300],[400, 200],[150, 150],[80, 400]]
BALL_VELOCITY = [[1.5, 1.2],[1.4, -1.3],[-1.5, -1.1],[-1.2, 1.5],[1.3, 1.1]] VOLUME_POINTS = []
VOLUME_POINTS_START = []
VOLUME_RECT_COLORS = []
for p in range(170, 250, 7):
VOLUME_POINTS.append([SCREEN_WIDTH - p,SCREEN_HEIGHT + 20])
for ps in range(175, 250, 7):
VOLUME_POINTS_START.append([SCREEN_WIDTH - ps, SCREEN_HEIGHT])
VOLUME_RECT_COLORS.append((randint(0, 255), randint(0, 255), randint(0, 255))) for i in range(len(BALL_COLORS)):
screen.fill(SCREEN_DEFAULT_COLOR)
b = pygame.draw.circle(screen, BALL_COLORS[i], (int(BALL_POINTS[i][0]),int(BALL_POINTS[i][1])), BALL_R)
balls.append(b) while 1:
for event in pygame.event.get():
if event.type == QUIT:
bg_sound.stop()
exit()
elif event.type == KEYDOWN:
if event.key == K_UP:
SPEED += 0.1
elif event.key == K_DOWN:
SPEED -= 0.1
elif event.key == K_LEFT:
if VOLUME > 0:
VOLUME -= 1
elif event.key == K_RIGHT:
if VOLUME <= 9:
VOLUME += 1
elif event.key == K_f:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, FULLSCREEN, 32)
elif event.key == 27:
pygame.display.set_mode(SCREEN_DEFAULT_SIZE, 0, 32)
elif event.type == MOUSEBUTTONDOWN:
pressed_array = pygame.mouse.get_pressed()
for index in range(len(pressed_array)):
if pressed_array[index]:
if index == 0:
new_sound.play(-1)
c_color = (randint(0, 255), randint(0, 255), randint(0, 255))
x, y = (BALL_R+1, BALL_R+1)
c_r = randint(10, 100)
c_v = [randint(11, 19)* 0.1, randint(11, 19) * 0.1]
c = pygame.draw.circle(screen, c_color, (x, y), BALL_R)
BALL_COLORS.append(c_color)
BALL_POINTS.append([x, y])
BALL_VELOCITY.append(c_v)
balls.append(c)
elif index == 2:
if len(balls) > 1:
balls.pop(0)
BALL_COLORS.pop(0)
BALL_POINTS.pop(0)
BALL_VELOCITY.pop(0)
elif event.type == MOUSEBUTTONUP:
new_sound.stop() #print(balls)
for i in range(len(balls)):
screen.blit(bg, (-300, -100))
#screen.fill(SCREEN_DEFAULT_COLOR)
for n in range(len(balls)):
pygame.draw.circle(screen, BALL_COLORS[n], (int(BALL_POINTS[n][0]),int(BALL_POINTS[n][1])), BALL_R)
if ((((BALL_POINTS[i][0] - BALL_R) < 0) or ((BALL_POINTS[i][0] + BALL_R) > SCREEN_WIDTH))):
BALL_VELOCITY[i][0] = -1 * BALL_VELOCITY[i][0]
if ((((BALL_POINTS[i][1] - BALL_R) < 0) or ((BALL_POINTS[i][1] + BALL_R) > SCREEN_HEIGHT))):
BALL_VELOCITY[i][1] = -1 * BALL_VELOCITY[i][1] for j in range(len(balls)):
for k in range(len(balls)):
b_x = (BALL_POINTS[j][0] - BALL_POINTS[k][0])**2
b_y = (BALL_POINTS[j][1] - BALL_POINTS[k][1])**2
b_r =(BALL_R*2)**2
if (round((b_x + b_y), 2) <= round(b_r, 2)):
temp_x = BALL_VELOCITY[j][0]
temp_y = BALL_VELOCITY[j][1]
BALL_VELOCITY[j][0] = BALL_VELOCITY[k][0]
BALL_VELOCITY[j][1] = BALL_VELOCITY[k][1]
BALL_VELOCITY[k][0] = temp_x
BALL_VELOCITY[k][1] = temp_y BALL_POINTS[j][0] += round(SPEED, 1) * BALL_VELOCITY[j][0]
BALL_POINTS[j][1] += round(SPEED, 1) * BALL_VELOCITY[j][1] pygame.draw.line(screen, (165,42,42),(0, SCREEN_HEIGHT), (SCREEN_WIDTH,SCREEN_HEIGHT))
bg_sound.set_volume(0.1 * VOLUME)
new_sound.set_volume(0.1 * VOLUME)
pygame.draw.rect(screen,
(255, 255, 255),
Rect((VOLUME_POINTS_START[-1][0],
VOLUME_POINTS_START[-1][1]),
(VOLUME_POINTS[-10][0] - VOLUME_POINTS_START[-1][0],
20)))
for v in range(VOLUME+1):
if v > 0:
pygame.draw.rect(screen,
VOLUME_RECT_COLORS[v],
Rect((VOLUME_POINTS_START[-v][0],
VOLUME_POINTS_START[-v][1]),
(VOLUME_POINTS[-v][0] - VOLUME_POINTS_START[-v][0],
20))) game_info = 'Balls: ' + str(len(balls)) + ' Speed: ' + str(round(SPEED, 2)) + ' LastBall: ' + str(round(BALL_POINTS[-1][0])) + ',' + str(round(BALL_POINTS[-1][1]))
text = font.render(game_info, True, (255,255,255))
author_info = font.render('hongtenzone@foxmail.com', True, (255,255,255))
volume_text = font.render('Volume: ' + str(VOLUME), True, (255, 255, 255))
screen.blit(text, (0, SCREEN_HEIGHT+5))
screen.blit(author_info, (SCREEN_WIDTH - 160, SCREEN_HEIGHT+5))
screen.blit(volume_text, (SCREEN_WIDTH - 310, SCREEN_HEIGHT+5))
pygame.display.update()

源码下载:http://files.cnblogs.com/hongten/pygame_pong_v1.3.zip

========================================================

More reading,and english is important.

I'm Hongten

大哥哥大姐姐,觉得有用打赏点哦!多多少少没关系,一分也是对我的支持和鼓励。谢谢。
Hongten博客排名在100名以内。粉丝过千。
Hongten出品,必是精品。

E | hongtenzone@foxmail.com  B | http://www.cnblogs.com/hongten

========================================================

pygame系列_小球完全弹性碰撞游戏_源码下载的更多相关文章

  1. pygame系列_小球完全弹性碰撞游戏

    之前做了一个基于python的tkinter的小球完全碰撞游戏: 今天利用业余时间,写了一个功能要强大一些的小球完全碰撞游戏: 游戏名称: 小球完全弹性碰撞游戏规则: 1.游戏初始化的时候,有5个不同 ...

  2. python开发_tkinter_小球完全弹性碰撞游戏_源码下载

    完成这个小球的完全弹性碰撞游戏灵感来自于: 下面是我花了一周下班时间所编写的一个小球完全弹性碰撞游戏: 游戏初始化状态: 最下面的游标和修改小球的移动速度 ====================== ...

  3. openlayers4 入门开发系列结合 echarts4 实现散点图(附源码下载)

    前言 openlayers4 官网的 api 文档介绍地址 openlayers4 api,里面详细的介绍 openlayers4 各个类的介绍,还有就是在线例子:openlayers4 官网在线例子 ...

  4. leaflet-webpack 入门开发系列三地图分屏对比(附源码下载)

    前言 leaflet-webpack 入门开发系列环境知识点了解: node 安装包下载webpack 打包管理工具需要依赖 node 环境,所以 node 安装包必须安装,上面链接是官网下载地址 w ...

  5. cesium 入门开发系列矢量瓦片加载展示(附源码下载)

    前言 cesium 入门开发系列环境知识点了解:cesium api文档介绍,详细介绍 cesium 每个类的函数以及属性等等cesium 在线例子 内容概览 cesium 实现矢量瓦片加载效果 源代 ...

  6. [Java] SSH框架笔记_框架分析+环境搭建+实例源码下载

    首先,SSH不是一个框架,而是多个框架(struts+spring+hibernate)的集成,是目前较流行的一种Web应用程序开源集成框架,用于构建灵活.易于扩展的多层Web应用程序. 集成SSH框 ...

  7. openlayers4 入门开发系列之聚合图篇(附源码下载)

    前言 openlayers4 官网的 api 文档介绍地址 openlayers4 api,里面详细的介绍 openlayers4 各个类的介绍,还有就是在线例子:openlayers4 官网在线例子 ...

  8. openlayers4 入门开发系列之迁徙图篇(附源码下载)

    前言 openlayers4 官网的 api 文档介绍地址 openlayers4 api,里面详细的介绍 openlayers4 各个类的介绍,还有就是在线例子:openlayers4 官网在线例子 ...

  9. openlayers4 入门开发系列之地图工具栏篇(附源码下载)

    前言 openlayers4 官网的 api 文档介绍地址 openlayers4 api,里面详细的介绍 openlayers4 各个类的介绍,还有就是在线例子:openlayers4 官网在线例子 ...

随机推荐

  1. .NET面试题系列(三)排序算法

    冒泡排序 , , , , , 7, 2, 4 }; //外层循环控制排序趟数 ; i < arr.Length - ; i++) { //内层循环控制每一趟排序多少次 ; j < arr. ...

  2. Java SSM框架之MyBatis3(二)MyBatis之Mapper代理的开发方式

    Mapper代理的开发规范 1. mapper接口的全限定名要和mapper映射文件的namespace值一致. 2. mapper接口的方法名称要和mapper映射文件的statement的id一致 ...

  3. 也谈创业企业CEO该拿多少工资

    网上看到一篇文章,关于创业公司CEO要给自己开多少工资. 当然,原文中的一些创业公司例子都过于高大上,譬如一创业就拿到A轮B轮的融资.对于这样的案例我想说的是:“太脱离人民大众创业者”. 纵观我国的I ...

  4. C++笔试易错题集(持续更新)

    1.如下代码输出结果是什么? 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 #include<stdio.h> char *myString() {     ...

  5. 如何新建Quartus工程—FPGA入门教程【钛白Logic】

    这一章我们来实现第一个FPGA工程—LED流水灯.我们将通过流水灯例程向大家介绍一次完整的FPGA开发流程,从新建工程,代码设计,综合实现,管脚约束,下载FPGA程序.掌握本章内容,大家就算正式的开始 ...

  6. Linux内核中进程上下文、中断上下文、原子上下文、用户上下文的理解【转】

    转自:http://blog.csdn.net/laoliu_lcl/article/details/39972459 进程上下文和中断上下文是操作系统中很重要的两个概念,这两个概念在操作系统课程中不 ...

  7. Oracle 用脚本安装第二个数据库

    安装第二个数据库: 登录oracle用户进入家目录,添加配置环境变量: vi .bash_profier ORACLE_SID=prod2   临时环境变量: $export ORACLE_HOME= ...

  8. PHP取整函数之ceil,floor,round,intval的区别

    我们经常用到的PHP取整函数,主要是:ceil,floor,round,intval. ceil -- 进一法取整 说明 float ceil ( float value ) 返回不小于 value ...

  9. leetcode 题集

    775. Global and Local Inversions 统计相邻元素组成的逆序对(local inversion)和全局逆序对的数量(global inversion) 思路:local i ...

  10. ansible源码解读

    Ansible源码获取 Ansible Github:https://github.com/ansible Ansible目录结构 $ tree -L 2 ansible-2.0.0.0 ansibl ...