Python?Pygame實(shí)戰(zhàn)之打磚塊小游戲
導(dǎo)語
嘿!前不久剛剛給大家過一款反彈球的小游戲嘛!
不知道大家還記得不?不記得可以看下往期的內(nèi)容呢,在上一期的基礎(chǔ)上升級(jí)了這款打磚塊的小游戲,界面的話也挺簡(jiǎn)單的,經(jīng)典配色原汁原味哈哈哈。
大家好,我是木木子,一個(gè)上的編程下的廳堂的女碼農(nóng)!今天帶大家編寫一款經(jīng)典的打磚塊兒小游戲!
小科普:
打磚塊最早是由雅達(dá)利公司開發(fā)的一款獨(dú)立游戲,也是無數(shù)人的童年記憶。
在谷歌圖片中搜索“atari breakout”(雅利達(dá)打磚塊游戲),搜索結(jié)果就會(huì)變成這款游戲。把所有磚塊都清除后,還能繼續(xù)進(jìn)入下一輪挑戰(zhàn)。
大家也可以試試 哈哈哈~希望給大家介紹更多編程方各種知識(shí)!
?
一、準(zhǔn)備中
1)游戲規(guī)則:
把所有磚塊都清除后,還能繼續(xù)進(jìn)入下一輪挑戰(zhàn)
初始化每個(gè)玩家2次機(jī)會(huì),打完所有磚塊兒即可勝利,否則失敗游戲不過關(guān)!
(關(guān)卡素材、背景音樂等比較少也不展示了需要的主頁(yè)源碼基地見哈)
2)環(huán)境安裝
本文用到的環(huán)境:Python3、Pycharm、Pygame模塊以及部分自帶。
環(huán)境安裝:pip install -i https://pypi.douban.com/simple/ +模塊名
二、開始敲代碼
1)配置文件
import os '''游戲界面一些數(shù)值''' SCREENWIDTH = 640 SCREENHEIGHT = 480 BRICKWIDTH = 10 BRICKHEIGHT = 10 PADDLEWIDTH = 60 PADDLEHEIGHT = 12 BALLRADIUS = 8 '''游戲素材路徑''' FONTPATH = os.path.join(os.getcwd(), 'resources/font/font.TTF') HITSOUNDPATH = os.path.join(os.getcwd(), 'resources/audios/hit.wav') BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3') LEVELROOTPATH = os.path.join(os.getcwd(), 'resources/levels') LEVELPATHS = [os.path.join(LEVELROOTPATH, '%s.level' % str(i+1)) for i in range(len(os.listdir(LEVELROOTPATH)))] '''一些顏色''' BLACK = (0, 0, 0) WHITE = (255, 255, 255) PINK = (212, 149, 174) PURPLE = (168, 152, 191) YELLOW = (245, 237, 162) BLUE = (51, 170, 230) AQUA = (182, 225, 225)
2)定義一些類
import random import pygame '''板子''' class Paddle(pygame.sprite.Sprite): def __init__(self, x, y, width, height, SCREENWIDTH, SCREENHEIGHT, **kwargs): pygame.sprite.Sprite.__init__(self) self.init_state = [x, y, width, height] self.rect = pygame.Rect(x, y, width, height) self.base_speed = 10 self.SCREENWIDTH = SCREENWIDTH self.SCREENHEIGHT = SCREENHEIGHT '''移動(dòng)板子''' def move(self, direction): if direction == 'left': self.rect.left = max(0, self.rect.left-self.base_speed) elif direction == 'right': self.rect.right = min(self.SCREENWIDTH, self.rect.right+self.base_speed) else: raise ValueError('Paddle.move.direction unsupport %s...' % direction) return True '''綁定到屏幕上''' def draw(self, screen, color): pygame.draw.rect(screen, color, self.rect) return True '''重置''' def reset(self): self.rect = pygame.Rect(self.init_state[0], self.init_state[1], self.init_state[2], self.init_state[3]) return True '''球''' class Ball(pygame.sprite.Sprite): def __init__(self, x, y, radius, SCREENWIDTH, SCREENHEIGHT, **kwargs): pygame.sprite.Sprite.__init__(self) self.init_state = [x, y, radius*2, radius*2] self.rect = pygame.Rect(x, y, radius*2, radius*2) self.base_speed = [5, 5] self.direction = [random.choice([1, -1]), -1] self.radius = radius self.SCREENWIDTH = SCREENWIDTH self.SCREENHEIGHT = SCREENHEIGHT '''移動(dòng)球''' def move(self): self.rect.left += self.direction[0] * self.base_speed[0] self.rect.top += self.direction[1] * self.base_speed[1] if self.rect.left <= 0: self.rect.left = 0 self.direction[0] = -self.direction[0] elif self.rect.right >= self.SCREENWIDTH: self.rect.right = self.SCREENWIDTH self.direction[0] = -self.direction[0] if self.rect.top <= 0: self.rect.top = 0 self.direction[1] = -self.direction[1] elif self.rect.bottom >= self.SCREENHEIGHT: return False return True '''改變運(yùn)動(dòng)速度和方向(與拍相撞時(shí))''' def change(self): self.base_speed = [random.choice([4, 5, 6]), random.choice([4, 5, 6])] self.direction = [random.choice([1, -1]), -1] return True '''綁定到屏幕上''' def draw(self, screen, color): pygame.draw.circle(screen, color, (self.rect.left+self.radius, self.rect.top+self.radius), self.radius) return True '''重置''' def reset(self): self.rect = pygame.Rect(self.init_state[0], self.init_state[1], self.init_state[2], self.init_state[3]) return True '''磚塊''' class Brick(pygame.sprite.Sprite): def __init__(self, x, y, width, height, **kwargs): pygame.sprite.Sprite.__init__(self) self.init_state = [x, y, width, height] self.rect = pygame.Rect(x, y, width, height) '''綁定到屏幕上''' def draw(self, screen, color): pygame.draw.rect(screen, color, self.rect) return True '''重置''' def reset(self): self.rect = pygame.Rect(self.init_state[0], self.init_state[1], self.init_state[2], self.init_state[3]) return True
3)定義開始、結(jié)束界面
'''開始界面''' def __startInterface(self): clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit(-1) if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: return self.screen.fill(self.cfg.AQUA) text1 = 'Press <Enter> to start the game' text2 = 'Press <Esc> to quit the game' text_render1 = self.font_big.render(text1, False, self.cfg.BLUE) text_render2 = self.font_big.render(text2, False, self.cfg.BLUE) self.screen.blit(text_render1, ((self.cfg.SCREENWIDTH-text_render1.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render1.get_rect().height)//4)) self.screen.blit(text_render2, ((self.cfg.SCREENWIDTH-text_render2.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//2)) pygame.display.flip() clock.tick(30) '''結(jié)束界面''' def __endInterface(self, is_win): if is_win: text1 = 'Congratulations! You win!' else: text1 = 'Game Over! You fail!' text2 = 'Press <R> to restart the game' text3 = 'Press <Esc> to quit the game.' clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): pygame.quit() sys.exit(-1) if event.type == pygame.KEYDOWN and event.key == pygame.K_r: return self.screen.fill(self.cfg.AQUA) text_render1 = self.font_big.render(text1, False, self.cfg.BLUE) text_render2 = self.font_big.render(text2, False, self.cfg.BLUE) text_render3 = self.font_big.render(text3, False, self.cfg.BLUE) self.screen.blit(text_render1, ((self.cfg.SCREENWIDTH-text_render1.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render1.get_rect().height)//4)) self.screen.blit(text_render2, ((self.cfg.SCREENWIDTH-text_render2.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//2)) self.screen.blit(text_render3, ((self.cfg.SCREENWIDTH-text_render3.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//1.5)) pygame.display.flip() clock.tick(30)
4)定義游戲
'''打磚塊游戲''' class breakoutClone(): def __init__(self, cfg, **kwargs): pygame.init() pygame.display.set_caption('Breakout clone ') pygame.mixer.init() self.screen = pygame.display.set_mode((cfg.SCREENWIDTH, cfg.SCREENHEIGHT)) self.font_small = pygame.font.Font(cfg.FONTPATH, 20) self.font_big = pygame.font.Font(cfg.FONTPATH, 30) self.hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH) pygame.mixer.music.load(cfg.BGMPATH) pygame.mixer.music.play(-1, 0.0) self.cfg = cfg '''運(yùn)行游戲''' def run(self): while True: self.__startInterface() for idx, levelpath in enumerate(self.cfg.LEVELPATHS): state = self.__runLevel(levelpath) if idx == len(self.cfg.LEVELPATHS)-1: break if state == 'win': self.__nextLevel() else: break if state == 'fail': self.__endInterface(False) else: self.__endInterface(True) '''運(yùn)行某關(guān)卡''' def __runLevel(self, levelpath): score = 0 num_lives = 2 # running: 游戲正在進(jìn)行, fail: 游戲失敗, win: 游戲成功. state = 'running' paddle = Paddle((self.cfg.SCREENWIDTH-self.cfg.PADDLEWIDTH)/2, self.cfg.SCREENHEIGHT-self.cfg.PADDLEHEIGHT-10, self.cfg.PADDLEWIDTH, self.cfg.PADDLEHEIGHT, self.cfg.SCREENWIDTH, self.cfg.SCREENHEIGHT) ball = Ball(paddle.rect.centerx-self.cfg.BALLRADIUS, paddle.rect.top-self.cfg.BALLRADIUS*2, self.cfg.BALLRADIUS, self.cfg.SCREENWIDTH, self.cfg.SCREENHEIGHT) brick_sprites = pygame.sprite.Group() brick_positions = loadLevel(levelpath) for bp in brick_positions: brick_sprites.add(Brick(bp[0]*self.cfg.BRICKWIDTH, bp[1]*self.cfg.BRICKHEIGHT, self.cfg.BRICKWIDTH, self.cfg.BRICKHEIGHT)) clock = pygame.time.Clock() while True: if state != 'running': return state for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) keys_pressed = pygame.key.get_pressed() if keys_pressed[pygame.K_LEFT]: paddle.move('left') elif keys_pressed[pygame.K_RIGHT]: paddle.move('right') self.screen.fill(self.cfg.AQUA) is_alive = ball.move() # 判斷有沒有接住球 if not is_alive: ball.reset() paddle.reset() num_lives -= 1 if num_lives == 0: state = 'fail' # 球和磚塊碰撞檢測(cè) num_bricks = pygame.sprite.spritecollide(ball, brick_sprites, True) score += len(num_bricks) # 球和拍碰撞檢測(cè) if pygame.sprite.collide_rect(ball, paddle): ball.change() # 判斷磚塊是否已經(jīng)打完 if len(brick_sprites) == 0: state = 'win' # 將游戲精靈綁定到屏幕 paddle.draw(self.screen, self.cfg.PURPLE) ball.draw(self.screen, self.cfg.WHITE) for brick in brick_sprites: brick.draw(self.screen, self.cfg.YELLOW) text_render = self.font_small.render('SCORE: %s, LIVES: %s' % (score, num_lives), False, self.cfg.BLUE) self.screen.blit(text_render, (10, 10)) pygame.display.flip() clock.tick(50) '''關(guān)卡切換''' def __nextLevel(self): clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(-1) if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: return self.screen.fill(self.cfg.AQUA) text = 'Press <Enter> to enter the next level' text_render = self.font_big.render(text, False, self.cfg.BLUE) self.screen.blit(text_render, ((self.cfg.SCREENWIDTH-text_render.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render.get_rect().height)//3)) pygame.display.flip() clock.tick(30)
5)主函數(shù)與運(yùn)行界面
import cfg from modules import breakoutClone '''主函數(shù)''' def main(): game = breakoutClone(cfg) game.run() '''run''' if __name__ == '__main__': main()
三、效果展示
1)視頻效果展示——
帶你回憶經(jīng)典:原生Python開發(fā)一款打磚塊兒小游戲~
2)截圖效果展示——
游戲開始界面——
?運(yùn)行界面——
以上就是Python Pygame實(shí)戰(zhàn)之打磚塊小游戲的詳細(xì)內(nèi)容,更多關(guān)于Python Pygame打磚塊游戲的資料請(qǐng)關(guān)注腳本之家其它相關(guān)文章!
相關(guān)文章
python快速建立超簡(jiǎn)單的web服務(wù)器的實(shí)現(xiàn)方法
某些條件測(cè)試,需要一個(gè)簡(jiǎn)單的web服務(wù)器測(cè)試一下,為此專門去配置個(gè)nginx 或者 apache服務(wù)器略顯麻煩,這里就為大家介紹一下使用python快速建立超簡(jiǎn)單的web服務(wù)器的方法,需要的朋友可以參考下2018-02-02Pycharm遠(yuǎn)程調(diào)試openstack的方法
這篇文章主要為大家詳細(xì)介紹了Pycharm遠(yuǎn)程調(diào)試openstack的方法,具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下2017-11-11python庫(kù)TextDistance量化文本之間的相似度算法探究
這篇文章主要為大家介紹了python庫(kù)TextDistance量化文本之間的相似度算法探究,有需要的朋友可以借鑒參考下,希望能夠有所幫助,祝大家多多進(jìn)步,早日升職加薪2024-01-01Python實(shí)現(xiàn)微信好友數(shù)據(jù)爬取及分析
這篇文章會(huì)基于Python對(duì)微信好友進(jìn)行數(shù)據(jù)分析,這里選擇的維度主要有:性別、頭像、簽名、位置,主要采用圖表和詞云兩種形式來呈現(xiàn)結(jié)果,其中,對(duì)文本類信息會(huì)采用詞頻分析和情感分析兩種方法,感興趣的小伙伴可以了解一下2021-12-12Python提示[Errno 32]Broken pipe導(dǎo)致線程crash錯(cuò)誤解決方法
這篇文章主要介紹了Python提示[Errno 32]Broken pipe導(dǎo)致線程crash錯(cuò)誤解決方法,是ThreadingHTTPServer實(shí)現(xiàn)http服務(wù)中經(jīng)常會(huì)遇到的問題,需要的朋友可以參考下2014-11-11