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我目前正在制作一个简单的街机游戏,因为我开始学习如何编码。“游戏玩法”本身已经完成,但我想添加一个开始/游戏结束屏幕。我还想知道是否应该使用 create_text、state 或 itemconfig ?我是编程新手,所以我的程序可能不是最好的。我编写的代码长约 90 行。那么有人对我应该如何做有任何建议吗(我不知道) PS:出于某些原因,我使用了 tkinter

from tkinter import *
import random
import time


tk = Tk()
tk.title("Game")
tk.resizable(0, 0)
tk.wm_attributes("-topmost", 1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0)
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 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 self.hit_paddle(pos) == True:
            self.y = -3
        if pos[3] >= self.canvas_height:
            self.hit_bottom = True
        if pos[0] <= 0:
            self.x = 3
        if pos[2] >= self.canvas_width:
            self.x = -3

    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




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 turn_left(self, evt):
        self.x = self.rect =-2

    def turn_right(self, evt):
        self.x = 2

    def draw(self):
        self.canvas.move(self.id, self.x, 0)
        pos = self.canvas.coords(self.id)
        if pos[0] <= 0:
            self.x = 0
        elif pos[2] >= self.canvas_width:
            self.x = 0


paddle = Paddle(canvas, 'blue')
ball = Ball(canvas, paddle, 'red')

while 1:
    if ball.hit_bottom == False:
        ball.draw()
        paddle.draw()
    tk.update_idletasks()
    tk.update()
    time.sleep(0.01)
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1 回答 1

1

你在正确的轨道上。在这里你可以看到我添加了一个 game_over 函数。我还改变了你的程序的工作方式。而不是使用while循环和睡眠。我使用 tkinter 方法 mainloop()。然后在将 tk 添加到主循环后运行代码,我使用了 .after() 方法。10 毫秒后,程序继续。然后它必须继续在 if 语句中调用自己。每当球击中底部时,它都会调用 game_over() 函数而不是 loop() 函数。您可以在 game_over() 函数中添加一个重置按钮或其他东西,并让它自己调用,直到它被按下。使用这些回调函数,您可以更改程序的流程,而无需检查 while 循环中的大量 bool 值以查看您的程序应该做什么。

from tkinter import *
import random


tk = Tk()
tk.title("Game")
tk.resizable(0, 0)
tk.wm_attributes("-topmost", 1)
canvas = Canvas(tk, width=500, height=400, bd=0, highlightthickness=0)
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 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 self.hit_paddle(pos) == True:
            self.y = -3
        if pos[3] >= self.canvas_height:
            self.hit_bottom = True
        if pos[0] <= 0:
            self.x = 3
        if pos[2] >= self.canvas_width:
            self.x = -3

    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




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 turn_left(self, evt):
        self.x = self.rect =-2

    def turn_right(self, evt):
        self.x = 2

    def draw(self):
        self.canvas.move(self.id, self.x, 0)
        pos = self.canvas.coords(self.id)
        if pos[0] <= 0:
            self.x = 0
        elif pos[2] >= self.canvas_width:
            self.x = 0


paddle = Paddle(canvas, 'blue')
ball = Ball(canvas, paddle, 'red')


def game_over():
    the_text = canvas.create_text(100, 100, anchor="nw")
    canvas.itemconfig(the_text, text="Game Over", width=500)
    canvas.itemconfig(the_text, font=("courier", 50))


def loop():
    if not ball.hit_bottom:
        ball.draw()
        paddle.draw()
        tk.after(10, loop)
    else:
        game_over()


loop()
tk.mainloop()
于 2020-08-04T16:33:43.010 回答