我一直在读一本名为" Python for kids"它在哪里一步一步,如何创建弹跳球游戏。 最终代码如下所示:
from Tkinter import *
import random
tk = Tk()
tk.title("Paddleball Game")
tk.resizable(0,0) # tk window cannot be resized in x or y
tk.wm_attributes("-topmost", 1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0) #no borders around the canvas
canvas.pack()
tk.update()
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[0] <= paddle_pos[2]:
if pos[3] >= paddle_pos[1] and pos[3] <= paddle_pos[3]:
return True
return False
def draw(self):
if self.hit_bottom == False:
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[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
if ball.hit_bottom == False:
self.canvas.after(10, self.draw) # miliseconds, function
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):
if ball.hit_bottom == False:
self.canvas.move(self.id, self.x, 0)
pos = self.canvas.coords(self.id)
if pos[0] <= 0:
self.x = 0
if pos[2] >= self.canvas_width:
self.x = 0
self.canvas.after(10, self.draw)
def turn_left(self, event):
self.pos = self.canvas.coords(self.id)
if self.pos[0] >= 1:
self.x = -3
def turn_right(self, event):
self.pos = self.canvas.coords(self.id)
if self.pos[2] <= self.canvas_width-1:
self.x = 3
paddle = Paddle(canvas, "blue")
ball = Ball(canvas, paddle, "red")
def start_game(event):
ball.draw()
canvas.bind_all("<Button-1>", start_game)
paddle.draw()
tk.mainloop()
现在读完这本书并了解大部分内容后,我试图单独重新创建游戏并添加一些额外的东西。 1)当我输掉时显示游戏, 2)计算得分并显示, 3)延迟开始(1秒), 4)在我输球后阻止球和球拍移动。 此外,我做了这样,当我输了, 5)如果我再次点击窗口游戏结束文本消失,得分变为零,桨和球开始再次移动。
但是,我希望球从它的原始位置开始而不是从底部开始,如果可能的话,当我输了时,显示一个按钮,这样当我按下它时,游戏重新开始的
我的代码是:
from Tkinter import *
import random
import time
root = Tk()
root.title("Testing... testing...")
root.resizable(0,0)
root.wm_attributes("-topmost", -1)
canvas = Canvas(root, width=500, height=400, bd=0,highlightthickness=0)
canvas.pack()
root.update()
count = 0
lost = False
class Ball:
def __init__(self, canvas, paddle, color):
self.canvas = canvas
self.paddle = paddle
self.id = canvas.create_oval(0, 0, 15, 15, fill=color)
self.canvas.move(self.id, 245, 200)
starts_x = [-3, -2, -1, 1, 2, 3]
random.shuffle(starts_x)
self.x = starts_x[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
self.paddle_pos = self.canvas.coords(self.paddle.id)
if pos[2] >= self.paddle_pos[0] and pos[0] <= self.paddle_pos[2]:
if pos[3] >= self.paddle_pos[1] and pos[3] <= self.paddle_pos[3]:
self.y = -3
global count
count +=1
score()
if pos[3] <= self.canvas_height:
self.canvas.after(10, self.draw)
else:
game_over()
global lost
lost = True
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.move_left)
self.canvas.bind_all("<KeyPress-Right>", self.move_right)
def draw(self):
self.canvas.move(self.id, self.x, 0)
self.pos = self.canvas.coords(self.id)
if self.pos[0] <= 0:
self.x = 0
if self.pos[2] >= self.canvas_width:
self.x = 0
global lost
if lost == False:
self.canvas.after(10, self.draw)
def move_left(self, event):
if self.pos[0] >= 0:
self.x = -3
def move_right(self, event):
if self.pos[2] <= self.canvas_width:
self.x = 3
def start_game(event):
global lost, count
lost = False
count = 0
score()
canvas.itemconfig(game, text=" ")
time.sleep(1)
paddle.draw()
ball.draw()
def score():
canvas.itemconfig(score_now, text="score: " + str(count))
def game_over():
canvas.itemconfig(game, text="Game over!")
paddle = Paddle(canvas, "blue")
ball = Ball(canvas, paddle, "red")
score_now = canvas.create_text(430, 20, text="score: " + str(count), fill = "red", font=("Arial", 16))
game = canvas.create_text(250, 150, text=" ", fill="red", font=("Arial", 20))
canvas.bind_all("<Button-1>", start_game)
root.mainloop()
有人可以帮助我吗? 感谢。
编辑:我认为我需要一种方法可以在输掉比赛之后取消球并将其重新绘制到比赛开始时的位置!但我不知道该怎么做......我尝试在start_game函数中插入ball = Ball(canvas, paddle, "red")
,但这会绘制一个新球并将旧球保留在底部......
答案 0 :(得分:1)
如果其他人试图解决这个问题而无法解决,我找到了解决办法。
我编辑了两件事,如下:
在Ball类的draw()函数内,编辑了这些行:
if pos[3] <= self.canvas_height:
self.canvas.after(10, self.draw)
else:
self.canvas.move(self.id, 245, 200) #added this line
game_over()
global lost
lost = True
还编辑了start_game()函数,如下所示:
def start_game(event):
global lost, count, ball #added ball here
if lost == True: # added this if
ball = Ball(canvas, paddle, "red")
lost = False #and finally changed the lost var BEFORE drawing the paddle which has a check of lost var in order to move.
paddle.draw()
ball.draw()
count = 0
score()
canvas.itemconfig(game, text=" ")
time.sleep(1)
欢迎任何更多帮助/答案!
答案 1 :(得分:1)
此外,如果您需要“拉开”球,请使用canvas.delete(ball.id)