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<p>我一直在读一本书,名叫《孩子的Python》,书中一步步讲述了如何创造弹跳球游戏。
最后的代码如下:</p>
<pre><code>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()
</code></pre>
<p>现在,在读完这本书并了解了大部分内容之后,我试着单独重新创建游戏,并添加一些额外的内容。<strong>1)</strong>当我输了时,显示游戏结束,<strong>2)</strong>计算分数并显示,<strong>3)</strong>延迟开始(1秒),<strong>4)</strong>在我输后停止球和桨的移动。
而且,我这样做是为了当我输了,如果我再次点击窗口,游戏中的文字就会消失,比分变为零,划桨和球又开始移动。</p>
<p><em>但是,我希望球从原来的位置开始,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,游戏重新开始。</em></p>
<p>我的代码是:</p>
<pre><code>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()
</code></pre>
<p>有人能帮我吗?
谢谢。</p>
<p>编辑:我想我需要一种方法,在我输球后取消抽签,在比赛开始时重新抽签!但我不知道怎么做。。。</p>
<p>我试着在开始游戏函数中插入<code>ball = Ball(canvas, paddle, "red")</code>,但这将绘制一个新球并将旧球保持在底部。。。</p>