Exercise 1:
import pygame
class Ball(pygame.sprite.Sprite):
def __init__(self,image_file,location,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > height:
self.speed[1] = -self.speed[1]
pygame.init()
pygame.key.set_repeat(100,50)
clock = pygame.time.Clock()
size = width,height = 640,480
screen = pygame.display.set_mode(size)
screen.fill([255,255,255])
ball = Ball("ball.png",[320,240],[2,-2])
pygame.display.update()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
ball.rect.top -= 5
elif event.key == pygame.K_DOWN:
ball.rect.top += 5
screen.blit(ball.image,ball.rect)
pygame.display.update()
screen.fill([255,255,255])
clock.tick(30)
pygame.quit()
Exercise 2:
import pygame
class Ball(pygame.sprite.Sprite):
def __init__(self,image_file,location,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > height:
self.speed[1] = -self.speed[1]
pygame.init()
pygame.key.set_repeat(100,50)
clock = pygame.time.Clock()
size = width,height = 640,480
screen = pygame.display.set_mode(size)
screen.fill([255,255,255])
ball = Ball("ball.png",[320,240],[2,-2])
pygame.display.update()
held_down = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
'''elif event.type == pygame.MOUSEMOTION:
ball.rect.center = event.pos'''
if event.type == pygame.MOUSEBUTTONDOWN:
held_down = True
'''elif event.type == pygame.MOUSEBUTTONUP:
held_down = False'''
'''elif event.type == pygame.MOUSEMOTION:
if held_down:
ball.rect.center = event.pos'''
screen.blit(ball.image,ball.rect)
pygame.display.update()
screen.fill([255,255,255])
clock.tick(30)
pygame.quit()
Exercise 3:
import pygame
class Ball(pygame.sprite.Sprite):
def __init__(self,image_file,location,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > height:
self.speed[1] = -self.speed[1]
pygame.init()
pygame.key.set_repeat(100,50)
clock = pygame.time.Clock()
size = width,height = 640,480
screen = pygame.display.set_mode(size)
screen.fill([255,255,255])
ball = Ball("ball.png",[320,240],[2,-2])
pygame.display.update()
held_down = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:#鼠标按键按下
held_down = True
elif event.type == pygame.MOUSEBUTTONUP:#鼠标按键松开
held_down = False
elif event.type == pygame.MOUSEMOTION:#鼠标移动
if held_down:
ball.rect.center = event.pos
screen.blit(ball.image,ball.rect)
pygame.display.update()
screen.fill([255,255,255])
clock.tick(30)
pygame.quit()
Exercise 4:
import pygame
class Ball(pygame.sprite.Sprite):
def __init__(self,image_file,location,speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
self.speed = speed
def move(self):
self.rect = self.rect.move(self.speed)
if self.rect.left < 0 or self.rect.right > width:
self.speed[0] = -self.speed[0]
if self.rect.top < 0 or self.rect.bottom > height:
self.speed[1] = -self.speed[1]
pygame.init()
pygame.key.set_repeat(100,50)
clock = pygame.time.Clock()
size = width,height = 640,480
screen = pygame.display.set_mode(size)
screen.fill([255,255,255])
ball = Ball("ball.png",[320,240],[2,-2])
pygame.display.update()
pygame.time.set_timer(pygame.USEREVENT,1000)
direction = 1
held_down = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.USEREVENT:
ball.rect.centery = ball.rect.centery + (30*direction)
if ball.rect.top < 0 or ball.rect.bottom > height:
direction = -direction
screen.blit(ball.image,ball.rect)
pygame.display.update()
screen.fill([255,255,255])
clock.tick(30)
pygame.quit()
Homework:
import pygame
import random
class Ball_bat(pygame.sprite.Sprite):
def __init__(self,image_file,location):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
self.rect.left,self.rect.top = location
pygame.init()
clock = pygame.time.Clock()
pygame.time.set_timer(pygame.USEREVENT,200)
size = width,height = 640,480
screen = pygame.display.set_mode(size)
screen.fill([255,255,255])
ball = Ball_bat("desk_ball.png",[320,0])
bat = Ball_bat("bat.png",[320,460])
pygame.display.update()
done = False
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
bat.rect.centerx += 10
if event.key == pygame.K_LEFT:
bat.rect.centerx -= 10
elif event.type == pygame.USEREVENT:
ball.rect.centery += 30
if ball.rect.bottom > height:
done = True
if pygame.sprite.collide_rect(ball,bat):
ball.rect.left,ball.rect.top = random.randint(0,600),0
screen.blit(bat.image,bat.rect)
if not done:
screen.blit(ball.image,ball.rect)
pygame.display.update()
screen.fill([255,255,255])
clock.tick(30)
pygame.quit()
[…] Sprites| |____Unit 60 Billiards Mini Game (Part 1)| |____Unit 61 Billiards Mini Game (Part 2)| |____Unit 62 Event Input| |____Unit 63 Table Tennis Game (Part 1)| |____Unit 64 Table Tennis Game (Part 2)| |____Unit 65 […]