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 True3)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 = "Press to 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 = "Press 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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