使用Pygame做一个乒乓球游戏

项目介绍

使用Pygame做一个乒乓球游戏。左侧为电脑,右侧为玩家。

视频地址-YT
视频搬运-B站

视频教程约90分钟。
代码地址

环境:需要pygame库,可用pip安装:pip install pygame

1. 基础版本

首先进行一些初始化 ,初始化pygame以及物体的初始状态。

然后是主循环,游戏的主循环主要包含3个内容

  1. 处理事件(这里主要是键盘按键)
  2. 更新物体的状态
  3. 在屏幕上绘制
python 复制代码
# 基础 ping pang游戏
import sys
import random
import pygame

# 初始化
pygame.init()
clock = pygame.time.Clock()

screen_width = 1280
screen_height = 720
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("PingPang")
# 使用长方形表示球和球拍
ball = pygame.Rect(screen_width // 2 - 15, screen_height // 2 - 15, 30, 30)
player = pygame.Rect(screen_width - 20, screen_height // 2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height // 2 - 70, 10, 140)

bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)

ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))    
player_speed = 0
opponent_speed = 7


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_speed += 7
            if event.key == pygame.K_UP:
                player_speed -= 7
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_DOWN:
                player_speed -= 7
            if event.key == pygame.K_UP:
                player_speed += 7
    
    # update
    #ball_animation()
    #player_animation()
    #opponent_animation()
    
    # draw
    screen.fill(bg_color)
    pygame.draw.rect(screen, light_grey, player)
    pygame.draw.rect(screen, light_grey, opponent)
    pygame.draw.ellipse(screen, light_grey, ball)
    pygame.draw.aaline(screen, light_grey, (screen_width / 2, 0), (screen_width / 2, screen_height))
    pygame.display.flip()
    clock.tick(60)

然后我们实现上面的三个更新逻辑,更新物体状态。

  • ball_animation()
  • player_animation()
  • opponent_animation()
python 复制代码
def ball_animation():
    """更新球的运动"""
    global ball_speed_x, ball_speed_y
    ball.x += ball_speed_x
    ball.y += ball_speed_y

    if ball.top <= 0 or ball.bottom >= screen_height:
        ball_speed_y *= -1
    if ball.left <= 0 or ball.right >= screen_width:
        ball_speed_x *= -1
        ball_restart()
    if ball.colliderect(player) or ball.colliderect(opponent):
        ball_speed_x *= -1

def player_animation():
    """更新玩家的运动"""
    player.y += player_speed
    if player.top <= 0:
        player.top = 0
    if player.bottom >= screen_height:
        player.bottom = screen_height

def opponent_animation():
    """更新对手的运动"""
    if opponent.top < ball.y:
        opponent.top += opponent_speed
    if opponent.bottom > ball.y:
        opponent.bottom -= opponent_speed
    if opponent.top <= 0:
        opponent.top = 0
    if opponent.bottom >= screen_height:
        opponent.bottom = screen_height

def ball_restart():
    """重置球的位置"""
    global ball_speed_x, ball_speed_y
    ball.center = (screen_width // 2, screen_height // 2)
    ball_speed_y *= random.choice((1, -1))
    ball_speed_x *= random.choice((1, -1))

实现了这3个函数后,记得在主循环中的# update 处调用这个三个函数。

2. 添加分数和时间

  1. 为游戏添加分数显示:添加字体并渲染出分数。
  2. 发球时有3秒倒计时:通过pygame.time.get_ticks() 获得时间。
python 复制代码
# 添加得分和计时器
import sys
import random
import pygame


pygame.init()
clock = pygame.time.Clock()

screen_width = 1280
screen_height = 720
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("PingPang")



ball = pygame.Rect(screen_width // 2 - 15, screen_height // 2 - 15, 30, 30)
player = pygame.Rect(screen_width - 20, screen_height // 2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height // 2 - 70, 10, 140)

bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)

ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))    
player_speed = 0
opponent_speed = 7

# Text Variables
player_score = 0
opponent_score = 0
# 创建字体
game_font = pygame.font.Font("freesansbold.ttf", 32)

# Timer
score_time = True


def ball_animation():
    global ball_speed_x, ball_speed_y
    global player_score, opponent_score
    global score_time
    ball.x += ball_speed_x
    ball.y += ball_speed_y

    if ball.top <= 0 or ball.bottom >= screen_height:
        ball_speed_y *= -1
    if ball.left <= 0 or ball.right >= screen_width:    
        if ball.left <= 0:
            player_score += 1
        if ball.right >= screen_width:
            opponent_score += 1
        score_time = pygame.time.get_ticks()
        

    if ball.colliderect(player) or ball.colliderect(opponent):
        ball_speed_x *= -1

def player_animation():
    player.y += player_speed
    if player.top <= 0:
        player.top = 0
    if player.bottom >= screen_height:
        player.bottom = screen_height

def opponent_animation():
    if opponent.top < ball.y:
        opponent.top += opponent_speed
    if opponent.bottom > ball.y:
        opponent.bottom -= opponent_speed
    if opponent.top <= 0:
        opponent.top = 0
    if opponent.bottom >= screen_height:
        opponent.bottom = screen_height

def ball_restart():
    global ball_speed_x, ball_speed_y
    global score_time
    ball.center = (screen_width // 2, screen_height // 2)
	# 计算耗时,并显示剩余时间
	# 获得当前时间
    current_time = pygame.time.get_ticks()
	# 与上次得分时间比较
    if current_time - score_time < 700:
        number_three = game_font.render("3", False, light_grey)
        screen.blit(number_three, (screen_width // 2 - 10, screen_height // 2 + 20))
    if 700 < current_time - score_time < 1400:
        number_two = game_font.render("2", False, light_grey)
        screen.blit(number_two, (screen_width // 2 - 10, screen_height // 2 + 20))
    if 1400 < current_time - score_time < 2100:
        number_one = game_font.render("1", False, light_grey)
        screen.blit(number_one, (screen_width // 2 - 10, screen_height // 2 + 20))
    
    if current_time - score_time < 2100:
        ball_speed_x, ball_speed_y = 0, 0
    else:
        ball_speed_y = 7 * random.choice((1, -1))
        ball_speed_x = 7 * random.choice((1, -1))
        score_time = None

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_speed += 7
            if event.key == pygame.K_UP:
                player_speed -= 7
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_DOWN:
                player_speed -= 7
            if event.key == pygame.K_UP:
                player_speed += 7

   
    
    ball_animation()
    player_animation()
    opponent_animation()
    # update
    # draw
    screen.fill(bg_color)
    pygame.draw.rect(screen, light_grey, player)
    pygame.draw.rect(screen, light_grey, opponent)
    pygame.draw.ellipse(screen, light_grey, ball)
    pygame.draw.aaline(screen, light_grey, (screen_width / 2, 0), (screen_width / 2, screen_height))
	# 显示得分
    player_text = game_font.render(f"{player_score}", False, light_grey)
    screen.blit(player_text, (660, 360))

    opponent_text = game_font.render(f"{opponent_score}", False, light_grey)
    screen.blit(opponent_text, (600, 360))
    if score_time:
        ball_restart()
   
    pygame.display.flip()
    clock.tick(60)

3. 优化碰撞逻辑、添加声音

如果你运行了第2节的程序,你会发现有时候球的反弹有时很奇怪,比如有时候会 在球拍上。

本节我们将

  • 优化碰撞逻辑:在ball_animation()通过判断球与球拍的位置,修改球的运动。
  • 添加碰撞和得分音效: pygame.mixer.Sound
python 复制代码
# 添加得分和计时器
# 基础 ping pang游戏
import sys
import random
import pygame

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


screen_width = 1280
screen_height = 720
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("PingPang")


# Reactangles
ball = pygame.Rect(screen_width // 2 - 15, screen_height // 2 - 15, 30, 30)
player = pygame.Rect(screen_width - 20 , screen_height // 2 - 70, 10, 140)
opponent = pygame.Rect(10, screen_height // 2 - 70, 10, 140)

bg_color = pygame.Color('grey12')
light_grey = (200, 200, 200)

ball_speed_x = 7 * random.choice((1, -1))
ball_speed_y = 7 * random.choice((1, -1))    
player_speed = 0
opponent_speed = 7

# Text Variables
player_score = 0
opponent_score = 0
game_font = pygame.font.Font("freesansbold.ttf", 32)

# Timer
score_time = True

# Sound
pong_sound = pygame.mixer.Sound("pong.ogg")
score_sound = pygame.mixer.Sound("score.ogg")

def ball_animation():
    global ball_speed_x, ball_speed_y
    global player_score, opponent_score
    global score_time
    ball.x += ball_speed_x
    ball.y += ball_speed_y

    if ball.top <= 0 or ball.bottom >= screen_height:
        pong_sound.play()
        ball_speed_y *= -1
    # score 
    if ball.left <= 0 or ball.right >= screen_width:    
        score_sound.play()
        if ball.left <= 0:
            player_score += 1
        if ball.right >= screen_width:
            opponent_score += 1
        score_time = pygame.time.get_ticks()
        

    if ball.colliderect(player) and ball_speed_x > 0: 
        pong_sound.play()
        if abs(ball.right - player.left) < 10 :
            ball_speed_x *= -1
        elif abs(ball.bottom - player.top) < 10 and ball_speed_y > 0:
            ball_speed_y *= -1
        elif abs(ball.top - player.bottom) < 10 and ball_speed_y < 0:
            ball_speed_y *= -1
        
    if ball.colliderect(opponent) and ball_speed_x < 0:
        pong_sound.play()
        if abs(ball.left - opponent.right) < 10:
            ball_speed_x *= -1
        elif abs(ball.bottom - opponent.top) < 10 and ball_speed_y > 0:
            ball_speed_y *= -1     
        elif abs(ball.top - opponent.bottom) < 10 and ball_speed_y < 0:
            ball_speed_y *= -1

def player_animation():
    player.y += player_speed
    if player.top <= 0:
        player.top = 0
    if player.bottom >= screen_height:
        player.bottom = screen_height

def opponent_animation():
    if opponent.top < ball.y:
        opponent.top += opponent_speed
    if opponent.bottom > ball.y:
        opponent.bottom -= opponent_speed
    if opponent.top <= 0:
        opponent.top = 0
    if opponent.bottom >= screen_height:
        opponent.bottom = screen_height

def ball_restart():
    global ball_speed_x, ball_speed_y
    global score_time
    ball.center = (screen_width // 2, screen_height // 2)

    current_time = pygame.time.get_ticks()

    if current_time - score_time < 700:
        number_three = game_font.render("3", False, light_grey)
        screen.blit(number_three, (screen_width // 2 - 10, screen_height // 2 + 20))
    if 700 < current_time - score_time < 1400:
        number_two = game_font.render("2", False, light_grey)
        screen.blit(number_two, (screen_width // 2 - 10, screen_height // 2 + 20))
    if 1400 < current_time - score_time < 2100:
        number_one = game_font.render("1", False, light_grey)
        screen.blit(number_one, (screen_width // 2 - 10, screen_height // 2 + 20))
    
    if current_time - score_time < 2100:
        ball_speed_x, ball_speed_y = 0, 0
    else:
        ball_speed_y = 7 * random.choice((1, -1))
        ball_speed_x = 7 * random.choice((1, -1))
        score_time = None

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_speed += 7
            if event.key == pygame.K_UP:
                player_speed -= 7
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_DOWN:
                player_speed -= 7
            if event.key == pygame.K_UP:
                player_speed += 7

   
    
    ball_animation()
    player_animation()
    opponent_animation()
    # update
    # draw
    screen.fill(bg_color)
    pygame.draw.rect(screen, light_grey, player)
    pygame.draw.rect(screen, light_grey, opponent)
    pygame.draw.ellipse(screen, light_grey, ball)
    pygame.draw.aaline(screen, light_grey, (screen_width / 2, 0), (screen_width / 2, screen_height))

    player_text = game_font.render(f"{player_score}", False, light_grey)
    screen.blit(player_text, (660, 360))

    opponent_text = game_font.render(f"{opponent_score}", False, light_grey)
    screen.blit(opponent_text, (600, 360))
    if score_time:
        ball_restart()
   
    pygame.display.flip()
    clock.tick(60)
相关推荐
MZ_ZXD0015 分钟前
springboot旅游信息管理系统-计算机毕业设计源码21675
java·c++·vue.js·spring boot·python·django·php
前端不太难32 分钟前
HarmonyOS 游戏上线前必做的 7 类极端场景测试
游戏·状态模式·harmonyos
全栈老石43 分钟前
Python 异步生存手册:给被 JS async/await 宠坏的全栈工程师
后端·python
梨落秋霜1 小时前
Python入门篇【模块/包】
python
微祎_2 小时前
Flutter for OpenHarmony:构建一个 Flutter 重力弹球游戏,2D 物理引擎、手势交互与关卡设计的工程实现
flutter·游戏·交互
阔皮大师2 小时前
INote轻量文本编辑器
java·javascript·python·c#
小法师爱分享2 小时前
StickyNotes,简单便签超实用
java·python
深蓝电商API2 小时前
处理字体反爬:woff字体文件解析实战
爬虫·python
开源技术2 小时前
Claude Opus 4.6 发布,100万上下文窗口,越贵越好用
人工智能·python
张3蜂2 小时前
深入理解 Python 的 frozenset:为什么要有“不可变集合”?
前端·python·spring