Python Pygame实战之打砖块小游戏
目录
导语一、准备中1)游戏规则:2)环境安装二、开始敲代码1)配置文件2)定义一些类3)定义开始、结束界面4)定义游戏5)主函数与运行界面三、效果展示导语
嘿!前不久刚刚给大家过一款反弹球的小游戏嘛!
不知道大家还记得不?不记得可以看下往期的内容呢,在上一期的基础上升级了这款打砖块的小游戏,界面的话也挺简单的,经典配色原汁原味哈哈哈。
大家好,我是木木子,一个上的编程下的厅堂的女码农!今天带大家编写一款经典的打砖块儿小游戏!
小科普:
打砖块最早是由雅达利公司开发的一款独立游戏,也是无数人的童年记忆。
在谷歌图片中搜索“atari breakout”(雅利达打砖块游戏),搜索结果就会变成这款游戏。把所有砖块都清除后,还能继续进入下一轮挑战。
大家也可以试试 哈哈哈~希望给大家介绍更多编程方各种知识!
一、准备中
1)游戏规则:
把所有砖块都清除后,还能继续进入下一轮挑战
初始化每个玩家2次机会,打完所有砖块儿即可胜利,否则失败游戏不过关!
(关卡素材、背景音乐等比较少也不展示了需要的主页源码基地见哈)
2)环境安装
本文用到的环境:Python3、Pycharm、Pygame模块以及部分自带。
环境安装:pip install -i https://pypi.douban.com/simple/ +模块名
二、开始敲代码
1)配置文件
import os """游戏界面一些数值""" SCREENWIDTH = 640 SCREENHEIGHT = 480 BRICKWIDTH = 10 BRICKHEIGHT = 10 PADDLEWIDTH = 60 PADDLEHEIGHT = 12 BALLRADIUS = 8 """游戏素材路径""" 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)))] """一些颜色""" 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)定义一些类
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 """移动板子""" 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 """绑定到屏幕上""" 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 """移动球""" 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 """改变运动速度和方向(与拍相撞时)""" 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 """绑定到屏幕上""" 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 """砖块""" 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) """绑定到屏幕上""" 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)定义开始、结束界面
"""开始界面""" 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 = "Pressto start the game" text2 = "Press 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) """结束界面""" def __endInterface(self, is_win): if is_win: text1 = "Congratulations! You win!" else: text1 = "Game Over! You fail!" text2 = "Press to restart the game" text3 = "Press 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)定义游戏
"""打砖块游戏""" 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 """运行游戏""" 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) """运行某关卡""" def __runLevel(self, levelpath): score = 0 num_lives = 2 # running: 游戏正在进行, fail: 游戏失败, win: 游戏成功. 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() # 判断有没有接住球 if not is_alive: ball.reset() paddle.reset() num_lives -= 1 if num_lives == 0: state = "fail" # 球和砖块碰撞检测 num_bricks = pygame.sprite.spritecollide(ball, brick_sprites, True) score += len(num_bricks) # 球和拍碰撞检测 if pygame.sprite.collide_rect(ball, paddle): ball.change() # 判断砖块是否已经打完 if len(brick_sprites) == 0: state = "win" # 将游戏精灵绑定到屏幕 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) """关卡切换""" 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 = "Pressto 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)主函数与运行界面
import cfg from modules import breakoutClone """主函数""" def main(): game = breakoutClone(cfg) game.run() """run""" if __name__ == "__main__": main()
三、效果展示
1)视频效果展示——
视频链接
带你回忆经典:原生Python开发一款打砖块儿小游戏~
2)截图效果展示——
游戏开始界面——
运行界面——
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