弹球游戏
1、这里实现一个小球类,考虑了边界碰撞。
from tkinter import *
import random
import time
class Ball:
def _init_(self, canvas, color):
self.canvas = canvas
self.id = canvas.create_oval(10,10,25,25,fill=color)
self.canvas.move(self.id,245,100)
starts = [-3, -2, -1, 1, 2, 3]
random.shuffle(starts)
self.x = starts[0]
self.y = -3
self.canvas.height = self.canvas.winfo_height()
self.canvas.width = self.canvas.winfo_width()
def draw(self):
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0:
self.y = 3
if pos[3] >= self.canvas.height:
self.y = -3
if pos[0] <= 0:
self.x = 3
if pos[2] >= self.canvas.width:
self.x = -3
tk = Tk()
tk.title("Game")
tk.resizable(0,0)
tk.wm_attributes("-topmost",1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0)
canvas.pack()
tk.update()
ball = Ball()
ball._init_(canvas,'red')
while 1:
ball.draw()
tk.update_idletasks()
tk.update()
time.sleep(0.01)
2、下面创建一个球拍类,考虑了按键控制左右移动以及边界碰撞。
class Paddle:
def _init_(self, canvas, color):
self.canvas = canvas
self.id = canvas.create_rectangle(0,0,100,10,fill=color)
self.canvas.move(self.id,200,300)
self.x = 0
self.canvas_width = self.canvas.winfo_width()
self.canvas.bind_all('<KeyPress-Left>',self.turn_left)
self.canvas.bind_all('<KeyPress-Right>',self.turn_right)
def draw(self):
self.canvas.move(self.id,self.x,0)
pos = self.canvas.coords(self.id)
if pos[0] <= 0:
self.x = 0
elif pos[2] >= self.canvas_width:
self.x = 0
def turn_left(self,evt):
self.x = -2
def turn_right(self,evt):
self.x = 2
paddle = Paddle()
paddle._init_(canvas,'red')
while 1:
ball.draw()
paddle.draw()
tk.update_idletasks()
tk.update()
time.sleep(0.01)
3.完整的小程序
from tkinter import *
import random
import time
class Ball:
def _init_(self, canvas, paddle, color):
self.canvas = canvas
self.paddle = paddle
self.id = canvas.create_oval(10,10,25,25,fill=color)
self.canvas.move(self.id,245,100)
starts = [-3, -2, -1, 1, 2, 3]
random.shuffle(starts)
self.x = starts[0]
self.y = -3
self.canvas.height = self.canvas.winfo_height()
self.canvas.width = self.canvas.winfo_width()
self.hit_bottom = False
def hit_paddle(self,pos):
paddle_pos = self.canvas.coords(self.paddle.id)
if pos[2] >= paddle_pos[0] and pos[3] <= paddle_pos[3]:
if pos[3] >= paddle_pos[1] and pos[3] <= paddle_pos[3]:
return True
return False
def draw(self):
self.canvas.move(self.id, self.x, self.y)
pos = self.canvas.coords(self.id)
if pos[1] <= 0:
self.y = 3
if pos[3] >= self.canvas.height:
self.hit_bottom = True
if self.hit_paddle(pos) == True:
self.y = -3
if pos[0] <= 0:
self.x = 3
if pos[2] >= self.canvas.width:
self.x = -3
class Paddle:
def _init_(self, canvas, color):
self.canvas = canvas
self.id = canvas.create_rectangle(0,0,100,10,fill=color)
self.canvas.move(self.id,200,300)
self.x = 0
self.canvas_width = self.canvas.winfo_width()
self.canvas.bind_all('<KeyPress-Left>',self.turn_left)
self.canvas.bind_all('<KeyPress-Right>',self.turn_right)
def draw(self):
self.canvas.move(self.id,self.x,0)
pos = self.canvas.coords(self.id)
if pos[0] <= 0:
self.x = 0
elif pos[2] >= self.canvas_width:
self.x = 0
def turn_left(self,evt):
self.x = -2
def turn_right(self,evt):
self.x = 2
tk = Tk()
tk.title("Game")
tk.resizable(0,0)
tk.wm_attributes("-topmost",1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0)
canvas.pack()
tk.update()
paddle = Paddle()
paddle._init_(canvas,'red')
ball = Ball()
ball._init_(canvas,paddle,'red')
while 1:
if ball.hit_bottom == False:
ball.draw()
paddle.draw()
tk.update_idletasks()
tk.update()
time.sleep(0.01)