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使用Pygame做一个乒乓球游戏(2)使用精灵重构

Hyggelook 03-21 13:00 阅读 2

本节没有添加新的功能,而是将前面的功能使用精灵类(pygame.sprite.Sprite) 重构。
顺便我们使用图片美化了一下程序。
在这里插入图片描述

看到之前的代码,你会发现代码有点混乱,很多地方使用了全局变量(global)。

本节我们将使用类进行重构。

  • Block(Sprite):基类,用于创建一个带图像的长方形。
  • Player(Block):玩家。
  • Ball(Block):球。
  • Opponent(Block): 对手。
  • GameManager: 绘制/更新元素。我们将游戏的主要逻辑移到了这个类中。

在主程序中,需要创建pygame.sprite.Group(),并将精灵加入其中。

import sys 
import random
import pygame

class Block(pygame.sprite.Sprite):
    def __init__(self,path,x_pos,y_pos):
        super().__init__()
        self.image = pygame.image.load(path)
        self.rect = self.image.get_rect(center = (x_pos,y_pos))

class Player(Block):
    def __init__(self,path,x_pos,y_pos,speed):
        super().__init__(path,x_pos,y_pos)
        self.speed = speed
        self.movement = 0

    def screen_constrain(self):
        if self.rect.top <= 0:
            self.rect.top = 0
        if self.rect.bottom >= screen_height:
            self.rect.bottom = screen_height

    def update(self,ball_group):
        self.rect.y += self.movement
        self.screen_constrain()

class Ball(Block):
    def __init__(self,path,x_pos,y_pos,speed_x,speed_y,paddles):
        super().__init__(path,x_pos,y_pos)
        self.speed_x = speed_x * random.choice((1,-1))
        self.speed_y = speed_y * random.choice((1,-1))
        self.paddles = paddles
        self.active = False
        self.score_time = 0
    
    def update(self):
        if self.active:
            self.rect.x += self.speed_x
            self.rect.y += self.speed_y
            self.collisions()
        else:
            self.restart_counter()
    
    def collisions(self):
        if self.rect.top <= 0 or self.rect.bottom >= screen_height:
            pygame.mixer.Sound.play(pong_sound)
            self.speed_y *= -1

        if pygame.sprite.spritecollide(self,self.paddles,False):
            pygame.mixer.Sound.play(pong_sound)
            collision_paddle = pygame.sprite.spritecollide(self,self.paddles,False)[0].rect
            if abs(self.rect.right - collision_paddle.left) < 10 and self.speed_x > 0:
                self.speed_x *= -1
            if abs(self.rect.left - collision_paddle.right) < 10 and self.speed_x < 0:
                self.speed_x *= -1
            if abs(self.rect.top - collision_paddle.bottom) < 10 and self.speed_y < 0:
                self.speed_y *= -1
            if abs(self.rect.bottom - collision_paddle.top) < 10 and self.speed_y > 0:
                self.speed_y *= -1

    def reset_ball(self):
        self.active = False
        self.speed_x *= random.choice((1,-1))
        self.speed_y *= random.choice((1,-1))
        self.score_time = pygame.time.get_ticks()
        self.rect.center = (screen_width/2,screen_height/2)
        pygame.mixer.Sound.play(score_sound)
    
    def restart_counter(self):
        current_time = pygame.time.get_ticks()
        countdown_number = 3

        if current_time - self.score_time <= 700:
            countdown_number = 3
        if 700 < current_time - self.score_time <= 1400:
            countdown_number = 2
        if 1400 < current_time - self.score_time <= 2100:
            countdown_number = 1
        if current_time - self.score_time >= 2100:
            self.active = True

        time_counter = basic_font.render(str(countdown_number),True,accent_color)
        time_counter_rect = time_counter.get_rect(center = (screen_width/2,screen_height/2 + 50))
        pygame.draw.rect(screen,bg_color,time_counter_rect)
        screen.blit(time_counter,time_counter_rect)
    

class Opponent(Block):
    def __init__(self,path,x_pos,y_pos,speed):
        super().__init__(path,x_pos,y_pos)
        self.speed = speed

    def update(self,ball_group):
        if self.rect.top < ball.rect.y:
            self.rect.y += self.speed
        if self.rect.bottom > ball.rect.y:
            self.rect.y -= self.speed
        self.constrain()

    def constrain(self):
        if self.rect.top <= 0: self.rect.top = 0
        if self.rect.bottom >= screen_height: self.rect.bottom = screen_height

class GameManager:
    def __init__(self,ball_group,paddle_group):
        self.player_score = 0
        self.opponent_score = 0
        self.ball_group = ball_group
        self.paddle_group = paddle_group

    def run_game(self):
        self.paddle_group.draw(screen)
        self.ball_group.draw(screen)

        self.paddle_group.update(self.ball_group)
        self.ball_group.update()
        self.reset_ball()
        self.draw_score()

    def reset_ball(self):
        if self.ball_group.sprite.rect.right >= screen_width:
            self.opponent_score += 1
            self.ball_group.sprite.reset_ball()
        if self.ball_group.sprite.rect.left <= 0:
            self.player_score += 1
            self.ball_group.sprite.reset_ball()

    def draw_score(self):
        player_score = basic_font.render(str(self.player_score),True,accent_color)
        opponent_score = basic_font.render(str(self.opponent_score),True,accent_color)

        player_score_rect = player_score.get_rect(midleft = (screen_width / 2 + 40,screen_height/2))
        opponent_score_rect = opponent_score.get_rect(midright = (screen_width / 2 - 40,screen_height/2))

        screen.blit(player_score,player_score_rect)
        screen.blit(opponent_score,opponent_score_rect)


# General setup
pygame.mixer.pre_init(44100, -16, 2, 512)
pygame.init()
clock = pygame.time.Clock()

# Main Window
screen_width = 980
screen_height = 720
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption('Pong')

# Global Variables
bg_color = pygame.Color('#2F373F')
accent_color = (27,35,43)
basic_font = pygame.font.Font('freesansbold.ttf', 32)
pong_sound = pygame.mixer.Sound("pong.ogg")
score_sound = pygame.mixer.Sound("score.ogg")
middle_strip = pygame.Rect(screen_width/2 - 2,0,4,screen_height)

# Game Objects
player = Player('Paddle.png',screen_width - 20,screen_height/2,5)
opponent = Opponent('Paddle.png',20,screen_width/2,5)
paddle_group = pygame.sprite.Group()
paddle_group.add(player)
paddle_group.add(opponent)

ball = Ball('Ball.png',screen_width/2,screen_height/2,4,4,paddle_group)
ball_sprite = pygame.sprite.GroupSingle()
ball_sprite.add(ball)

game_manager = GameManager(ball_sprite,paddle_group)

# Game Loop
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_DOWN:
                player.movement += player.speed
            if event.key == pygame.K_UP:
                player.movement -= player.speed
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_DOWN:
                player.movement -= player.speed
            if event.key == pygame.K_UP:
                player.movement += player.speed

    # Background Stuff
    screen.fill(bg_color)
    pygame.draw.rect(screen,accent_color,middle_strip)

    # Run Game
    game_manager.run_game()

    # Rendering
    pygame.display.flip()
    clock.tick(120)
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