Python?Pygame實戰(zhàn)之打磚塊小游戲
導語
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)上升級了這款打磚塊的小游戲,界面的話也挺簡單的,經(jīng)典配色原汁原味哈哈哈。

大家好,我是木木子,一個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利公司開發(fā)的一款獨立游戲,也是無數(shù)人的童年記憶。
在谷歌圖片中搜索“atari breakout”(雅利達打磚塊游戲),搜索結(jié)果就會變成這款游戲。把所有磚塊都清除后,還能繼續(xù)進入下一輪挑戰(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!
?

一、準備中
1)游戲規(guī)則:
把所有磚塊都清除后,還能繼續(xù)進入下一輪挑戰(zhàn)
初始化每個玩家2次機會,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
'''改變運動速度和方向(與拍相撞時)'''
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 True3)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)
'''運行某關(guān)卡'''
def __runLevel(self, levelpath):
score = 0
num_lives = 2
# running: 游戲正在進行, 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
num_bricks = pygame.sprite.spritecollide(ball, brick_sprites, True)
score += len(num_bricks)
# 球和拍碰撞檢測
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——

?運行界面——

以上就是Python Pygame實戰(zhàn)之打磚塊小游戲的詳細內(nèi)容,更多關(guān)于Python Pygame打磚塊游戲的資料請關(guān)注腳本之家其它相關(guān)文章!
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