python——tkinter实战:反弹球小游戏

2024-01-18 19:43:28 浏览数 (4)

前提

要确保代码能运行,请确认你安装了相关的python库

在python命令行中运行如下命令:

代码语言:javascript复制
pip install tkinter

参考书籍:tkinter菜鸟编程

具体讲解

导入相关库

代码语言:javascript复制
from tkinter import *
from random import *
import time

定义球类

代码语言:javascript复制
class Ball:
    def __init__(self, canvas, color, winW, winH, racket):
        self.canvas = canvas
        self.racket = racket
        self.id = canvas.create_oval(0, 0, 20, 20, fill=color)
        self.canvas.move(self.id, winW/2, winH/2)
        startPos = [-4, -3, -2, -1, 1, 2, 3, 4]
        shuffle(startPos)
        self.x = startPos[0]
        self.y = -step
        self.notTouchBottom= True

    def hitRacket(self, ballPos):
        racketPos = self.canvas.coords(self.racket.id)
        if ballPos[2] >= racketPos[0] and ballPos[0] <= racketPos[2]:
            if ballPos[3] >= racketPos[1] and ballPos[3] <= racketPos[3]:
                return True
        return False

    def ballMove(self):
        self.canvas.move(self.id, self.x, self.y)
        ballPos = self.canvas.coords(self.id)
        if ballPos[0] <= 0:
            self.x = step
        if ballPos[1] <= 0:
            self.y = step
        if ballPos[2] >= winW:
            self.x = -step
        if self.hitRacket(ballPos) == True:
            self.y = -step
        if ballPos[3] >= winH:
            self.notTouchBottom = False

这个球类有三个方法,初始化,击中挡板和移动

初始化方法里主要定义小球以及将挡板引入(方便判断碰撞事件),还初定义了球的移动

击中挡板方法里定义了小球与挡板的碰撞事件,将在后续代码里处理

移动方法则定义了小球的移动,以及与窗口边缘触碰后发生的事件

定义挡板类

代码语言:javascript复制
class Racket:
    def __init__(self, canvas, color):
        self.canvas = canvas
        self.id = canvas.create_rectangle(0, 0, 100, 15, fill=color)
        self.canvas.move(self.id, 270, 400)
        self.x = 0
        self.canvas.bind_all('<KeyPress-Right>', self.moveRight)
        self.canvas.bind_all('<KeyPress-Left>', self.moveLeft)

    def racketMove(self):
        self.canvas.move(self.id, self.x, 0)
        racketPos = self.canvas.coords(self.id)
        if racketPos[0] <= 0:
            self.x = 0
        elif racketPos[2] >= winW:
            self.x = 0

    def moveLeft(self, event):
        self.x = -3

    def moveRight(self, event):
        self.x = 3

挡板类有四个方法,初始化方法,挡板移动方法,向左和向右方法

初始化方法定义了挡板的基础数值和监听键盘按下左和右的事件

挡板移动方法则处理了当挡板超过窗口边界发生的事

向左向右方法顾名思义

定义窗口大小等参数

代码语言:javascript复制
winW = 640
winH = 480
step = 3
speed = 0.01

定义了高度宽度,步长,速度

对象实例化

代码语言:javascript复制
tk = Tk()
tk.title("Bouncing Ball")
tk.wm_attributes('-topmost', 1)
canvas = Canvas(tk, width=winW, height=winH)
canvas.pack()
tk.update()

racket = Racket(canvas, 'purple')
ball = Ball(canvas, 'yellow', winW, winH, racket)

创建窗口并且给球和挡板类创建实例化对象

循环监听事件

代码语言:javascript复制
while ball.notTouchBottom:
    try:
        ball.ballMove()
    except:
        print("单击关闭按钮终止程序执行")
        break
    racket.racketMove()
    tk.update()
    time.sleep(speed)

我们创建循环以便监听按键,退出游戏等事件

最终代码和最终效果

最终代码

代码语言:javascript复制
from tkinter import *
from random import *
import time


class Ball:
    def __init__(self, canvas, color, winW, winH, racket):
        self.canvas = canvas
        self.racket = racket
        self.id = canvas.create_oval(0, 0, 20, 20, fill=color)
        self.canvas.move(self.id, winW/2, winH/2)
        startPos = [-4, -3, -2, -1, 1, 2, 3, 4]
        shuffle(startPos)
        self.x = startPos[0]
        self.y = -step
        self.notTouchBottom= True

    def hitRacket(self, ballPos):
        racketPos = self.canvas.coords(self.racket.id)
        if ballPos[2] >= racketPos[0] and ballPos[0] <= racketPos[2]:
            if ballPos[3] >= racketPos[1] and ballPos[3] <= racketPos[3]:
                return True
        return False

    def ballMove(self):
        self.canvas.move(self.id, self.x, self.y)
        ballPos = self.canvas.coords(self.id)
        if ballPos[0] <= 0:
            self.x = step
        if ballPos[1] <= 0:
            self.y = step
        if ballPos[2] >= winW:
            self.x = -step
        if self.hitRacket(ballPos) == True:
            self.y = -step
        if ballPos[3] >= winH:
            self.notTouchBottom = False


class Racket:
    def __init__(self, canvas, color):
        self.canvas = canvas
        self.id = canvas.create_rectangle(0, 0, 100, 15, fill=color)
        self.canvas.move(self.id, 270, 400)
        self.x = 0
        self.canvas.bind_all('<KeyPress-Right>', self.moveRight)
        self.canvas.bind_all('<KeyPress-Left>', self.moveLeft)

    def racketMove(self):
        self.canvas.move(self.id, self.x, 0)
        racketPos = self.canvas.coords(self.id)
        if racketPos[0] <= 0:
            self.x = 0
        elif racketPos[2] >= winW:
            self.x = 0

    def moveLeft(self, event):
        self.x = -3

    def moveRight(self, event):
        self.x = 3

winW = 640
winH = 480
step = 3
speed = 0.01

tk = Tk()
tk.title("Bouncing Ball")
tk.wm_attributes('-topmost', 1)
canvas = Canvas(tk, width=winW, height=winH)
canvas.pack()
tk.update()

racket = Racket(canvas, 'purple')
ball = Ball(canvas, 'yellow', winW, winH, racket)

while ball.notTouchBottom:
    try:
        ball.ballMove()
    except:
        print("单击关闭按钮终止程序执行")
        break
    racket.racketMove()
    tk.update()
    time.sleep(speed)

最终效果

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