python游戏, pygame游戏,打砖块

打砖块--python游戏

游戏截图

在这里插入图片描述

游戏源码

写的一个小游戏,欢迎大家指正。这里使用了pygame的sprite类。碰撞检测使用的是pygame自带的像素级的碰撞检测(pg.sprite.collide_mask)。使用这个碰撞,那么在Sprite类的里,必须要定义一个self.mask。
这里就是一个最基础版的,没有做后续的美化什么的。就是供大家匹配指正。


import pygame as pg
from pygame.locals import *
import sys
import random


class BreakTheBricks:
    # 设置窗口尺寸
    WINDOW_WIDTH = 1024
    WINDOW_HEIGHT = 768

    # 设置刷新率
    FPS = 30

    def __init__(self):
        pg.init()

        self.DISPLAY_SURFACE = pg.display.set_mode((self.WINDOW_WIDTH, self.WINDOW_HEIGHT))
        self.DISPLAY_CLOCK = pg.time.Clock()

        self.main()

    def main(self):
        pg.display.set_caption("打砖块")

        # 创建精灵组
        ball_group = pg.sprite.LayeredDirty()
        brick_group = pg.sprite.LayeredDirty()
        board_group = pg.sprite.LayeredDirty()



        # 添加砖块
        x_num_for_brick = int(BreakTheBricks.WINDOW_WIDTH / self.Brick.BRICK_WIDTH)
        y_num_for_brick = int((BreakTheBricks.WINDOW_HEIGHT / self.Brick.BRICK_HEIGHT) / 3)
        for brick_x in range(x_num_for_brick):
            for brick_y in range(y_num_for_brick):
                brick = self.Brick(brick_x, brick_y)
                brick_group.add(brick)

        # 添加球拍
        board = self.Board()
        board_group.add(board)

        # 添加小球
        for i in range(1):
            ball = self.Ball(board.rect.centerx, board.rect.top + self.Ball.BALL_RADIUS)
            ball_group.add(ball)

        while True:
            self.DISPLAY_SURFACE.fill((245, 245, 245))
            self.check_for_quit()

            keys = pg.key.get_pressed()

            if keys[K_LEFT]:
                board_group.get_sprite(0).move("left")
            elif keys[K_RIGHT]:
                board_group.get_sprite(0).move("right")



            # 小球精灵组
            ball_group.draw(self.DISPLAY_SURFACE)
            ball_group.update()

            # 砖块精灵组
            brick_group.draw(self.DISPLAY_SURFACE)

            # 球拍精灵组
            board_group.draw(self.DISPLAY_SURFACE)

            # 碰撞检测
                # 碰撞砖块
            collided_bricks = pg.sprite.groupcollide(ball_group, brick_group, False, True, pg.sprite.collide_mask)
            for col_ball, col_bricks in collided_bricks.items():
                col_ball.collide_brick(col_bricks)

                # 碰撞球拍
            collided_board = pg.sprite.groupcollide(ball_group, board_group, False, False, pg.sprite.collide_mask)
            for col_ball, col_board in collided_board.items():
                col_ball.collide_board(col_board[0])



            pg.display.update()
            self.DISPLAY_CLOCK.tick(self.FPS)


    def check_for_quit(self):
        for event in pg.event.get():
            if event.type == QUIT:
                self.terminate()
            if event.type == KEYUP:
                if event.key == K_ESCAPE:
                    self.terminate()

    @staticmethod
    def terminate():
        pg.quit()
        sys.exit()

    class Ball(pg.sprite.DirtySprite):
        """
        精灵--小球
        """
        UPLEFT = "upleft"
        UPRIGHT = "upright"
        DOWNLEFT = "downleft"
        DOWNRIGHT = 'downright'

        # 设置小球的半径
        BALL_RADIUS = 6
        # 小球的颜色
        BALL_COLOR = (255, 0, 0)
        # 小球的初始移动速度
        BALL_SPEED = 8

        def __init__(self, top, left):
            super().__init__()
            self.image = pg.Surface((self.BALL_RADIUS * 2, self.BALL_RADIUS * 2))
            self.image.fill((0, 0, 0))
            self.image.set_colorkey((0, 0, 0))
            pg.draw.circle(self.image, self.BALL_COLOR, (self.BALL_RADIUS, self.BALL_RADIUS), self.BALL_RADIUS)
            self.rect = self.image.get_rect(center=(top, left))
            self.x_speed = self.BALL_SPEED
            self.y_speed = self.BALL_SPEED
            self.direction = self.UPRIGHT
            self.mask = pg.mask.from_surface(self.image)


        def update(self):
            # 小球的行进方向
            if self.direction == self.UPLEFT:
                if self.rect.top <= 0:
                    self.direction = self.DOWNLEFT
                elif self.rect.left <= 0:
                    self.direction = self.UPRIGHT
                else:
                    self.rect.move_ip(-self.x_speed, -self.y_speed)
            elif self.direction == self.UPRIGHT:
                if self.rect.top <= 0:
                    self.direction = self.DOWNRIGHT
                elif self.rect.right >= BreakTheBricks.WINDOW_WIDTH:
                    self.direction = self.UPLEFT
                else:
                    self.rect.move_ip(self.x_speed, -self.y_speed)
            elif self.direction == self.DOWNLEFT:
                if self.rect.top >= BreakTheBricks.WINDOW_HEIGHT:
                    self.kill()
                elif self.rect.left <= 0:
                    self.direction = self.DOWNRIGHT
                else:
                    self.rect.move_ip(-self.x_speed, self.y_speed)
            elif self.direction == self.DOWNRIGHT:
                if self.rect.top >= BreakTheBricks.WINDOW_HEIGHT:
                    self.kill()
                elif self.rect.right >= BreakTheBricks.WINDOW_WIDTH:
                    self.direction = self.DOWNLEFT
                else:
                    self.rect.move_ip(self.x_speed, self.y_speed)
            self.dirty = 1

        def collide_brick(self, sprites):
            for sprite in sprites[-1:]:
                # 小球 左下 运动
                if self.direction == self.DOWNLEFT:
                    if self.rect.centerx < sprite.rect.right:
                        self.direction = self.UPLEFT
                    elif sprite.rect.top < self.rect.centery:
                        self.direction = self.DOWNRIGHT
                    else:
                        self.direction = self.UPRIGHT
                # 小球  右下 运动
                elif self.direction == self.DOWNRIGHT:
                    if sprite.rect.left < self.rect.centerx:
                        self.direction = self.UPRIGHT
                    elif sprite.rect.top< self.rect.centery:
                        self.direction = self.DOWNLEFT
                    else:
                        self.direction = self.UPLEFT
                # 小球 左上 运动
                elif self.direction == self.UPLEFT:
                    if self.rect.centerx < sprite.rect.right:
                        self.direction = self.DOWNLEFT
                    elif self.rect.centery < sprite.rect.bottom:
                        self.direction = self.UPRIGHT
                    else:
                        self.direction = self.DOWNRIGHT
                # 小球 右上 运动
                elif self.direction == self.UPRIGHT:
                    if sprite.rect.left< self.rect.centerx:
                        self.direction = self.DOWNRIGHT
                    elif self.rect.centery < sprite.rect.bottom:
                        self.direction = self.UPLEFT
                    else:
                        self.direction = self.DOWNLEFT

        def collide_board(self, sprite):
            # 小球 左下 运动
            if self.direction == self.DOWNLEFT:
                if self.rect.centerx < sprite.rect.right:
                    self.direction = self.UPLEFT
                elif sprite.rect.top < self.rect.centery:
                    self.direction = self.UPRIGHT

            # 小球  右下 运动
            elif self.direction == self.DOWNRIGHT:
                if sprite.rect.left < self.rect.centerx:
                    self.direction = self.UPRIGHT
                elif sprite.rect.top < self.rect.centery:
                    self.direction = self.UPLEFT

    class Brick(pg.sprite.DirtySprite):
        # 砖块颜色
        ALL_COLORS = ((255, 215, 0), (0, 255, 255), (255, 128, 0), (127, 255, 0), (160, 32, 240),(255, 99, 71))
        # 砖块尺寸
        BRICK_WIDTH = 32
        BRICK_HEIGHT = 16
        # 砖块边框尺寸
        BRICK_BORDER = 1
        BRICK_BORDER_COLOR = (0, 0, 0)

        def __init__(self, brick_x, brick_y):
            super().__init__()
            self.image = pg.Surface((self.BRICK_WIDTH, self.BRICK_HEIGHT))
            self.image.fill(self.BRICK_BORDER_COLOR)
            pg.draw.rect(self.image, random.choice(self.ALL_COLORS), (self.BRICK_BORDER, self.BRICK_BORDER, self.BRICK_WIDTH - self.BRICK_BORDER * 2, self.BRICK_HEIGHT - self.BRICK_BORDER * 2))
            self.rect = self.image.get_rect()
            self.set_topleft(brick_x, brick_y)
            self.dirty = 2
            self.mask = pg.mask.from_surface(self.image)


        def set_topleft(self, brick_x, brick_y):
            top = brick_x * self.BRICK_WIDTH
            left = brick_y * self.BRICK_HEIGHT
            self.rect.topleft = (top, left)

    class Board(pg.sprite.DirtySprite):

        BOARD_HEIGHT = 20
        BOARD_COLOR = (128, 255, 255)

        def __init__(self):
            super().__init__()
            self.__board_width = 100
            self.image = pg.Surface((self.__board_width, self.BOARD_HEIGHT))
            self.image.fill(self.BOARD_COLOR)
            self.__BOARD_Y = BreakTheBricks.WINDOW_HEIGHT / 5 * 4   # 球拍在屏幕上的位置
            self.mask = pg.mask.from_surface(self.image)
            self.rect = self.image.get_rect()
            self.rect.center = (BreakTheBricks.WINDOW_WIDTH / 2, self.__BOARD_Y)
            self.dirty = 2
            self.__speed = 15

        def move(self, direction):
            """
            球拍移动
            :param direction: 移动的方向  “left”  或者  “right”  需要输入字符串,注意不要输入错误
            :return:
            """
            if direction == "left" and self.rect.left >= 0:
                self.rect.left -= self.__speed
            elif direction == "right" and self.rect.right <= BreakTheBricks.WINDOW_WIDTH:
                self.rect.right += self.__speed








if __name__ == '__main__':
    breaked = BreakTheBricks()


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