Python Tkinter 弹跳球游戏重启
Python Tkinter bounce ball game restart
我一直在阅读一本名为 "Python for kids" 的书,其中逐步介绍了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()
现在读完这本书并理解了大部分内容后,我尝试单独重新创建游戏并添加一些额外的东西。 1)输了显示游戏结束,2)统计比分并显示,3)延迟开始(1 秒),4) 在我输了之后停止球和桨的移动。
此外,我这样做是为了当我输了时,5) 如果我再次单击 window 游戏结束文本消失,分数归零并且球拍和球再次开始移动。
但是,我希望球从它原来的位置开始,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,游戏就会重新开始.
我的代码是这样的:
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?
谢谢
编辑:我想我需要一种方法来在我输球后取消绘制球并在游戏开始时重新绘制它!但我不确定该怎么做...
我尝试在 start_game 函数中插入 ball = Ball(canvas, paddle, "red")
但这将绘制一个新球并将旧球保留在底部...
如果其他人尝试解决此问题但无法解决,我找到了解决方案。
我编辑了2个东西,如下:
在 Ball class 的 draw() 函数中,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:
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)
还有更多help/answers欢迎!
此外,如果您需要 'undraw' 球,请使用 canvas.delete(ball.id)
并且在我的头顶 canvas.itemconfig(state=Tkinter.HIDDEN)
应该可以
我一直在阅读一本名为 "Python for kids" 的书,其中逐步介绍了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()
现在读完这本书并理解了大部分内容后,我尝试单独重新创建游戏并添加一些额外的东西。 1)输了显示游戏结束,2)统计比分并显示,3)延迟开始(1 秒),4) 在我输了之后停止球和桨的移动。 此外,我这样做是为了当我输了时,5) 如果我再次单击 window 游戏结束文本消失,分数归零并且球拍和球再次开始移动。
但是,我希望球从它原来的位置开始,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,游戏就会重新开始.
我的代码是这样的:
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? 谢谢
编辑:我想我需要一种方法来在我输球后取消绘制球并在游戏开始时重新绘制它!但我不确定该怎么做...
我尝试在 start_game 函数中插入 ball = Ball(canvas, paddle, "red")
但这将绘制一个新球并将旧球保留在底部...
如果其他人尝试解决此问题但无法解决,我找到了解决方案。
我编辑了2个东西,如下:
在 Ball class 的 draw() 函数中,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:
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)
还有更多help/answers欢迎!
此外,如果您需要 'undraw' 球,请使用 canvas.delete(ball.id)
并且在我的头顶 canvas.itemconfig(state=Tkinter.HIDDEN)
应该可以