这个一个非常简单的好玩的游戏,玩家移动地下的挡板,防止球落地,让球撞击砖,直到所有的砖被撞击完。
# MyLibrary.py
import sys, time, random, math, pygame
from pygame.locals import *
# prints text using the supplied font
def print_text(font, x, y, text, color=(255,255,255)):
imgText = font.render(text, True, color)
screen = pygame.display.get_surface() #req'd when function moved into MyLibrary
screen.blit(imgText, (x,y))
# MySprite class extends pygame.sprite.Sprite
class MySprite(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
self.direction = 0
self.velocity = Point(0.0,0.0)
#X property
def _getx(self): return self.rect.x
def _setx(self,value): self.rect.x = value
X = property(_getx,_setx)
#Y property
def _gety(self): return self.rect.y
def _sety(self,value): self.rect.y = value
Y = property(_gety,_sety)
#position property
def _getpos(self): return self.rect.topleft
def _setpos(self,pos): self.rect.topleft = pos
position = property(_getpos,_setpos)
def load(self, filename, width=0, height=0, columns=1):
self.master_image = pygame.image.load(filename).convert_alpha()
self.set_image(self.master_image, width, height, columns)
def set_image(self, image, width=0, height=0, columns=1):
self.master_image = image
if width==0 and height==0:
self.frame_width = image.get_width()
self.frame_height = image.get_height()
else:
self.frame_width = width
self.frame_height = height
rect = self.master_image.get_rect()
self.last_frame = (rect.width//width) * (rect.height//height) - 1
self.rect = Rect(0,0,self.frame_width,self.frame_height)
self.columns = columns
def update(self, current_time, rate=30):
if self.last_frame > self.first_frame:
#update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
else:
self.frame = self.first_frame
#build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) * self.frame_width
frame_y = (self.frame // self.columns) * self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
#Point class
class Point(object):
def __init__(self, x, y):
self.__x = x
self.__y = y
#X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
#Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"
# Block Breaker Game
# Chapter 9
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
levels = (
(1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,0,0,1,1,1,1,1,
1,1,1,1,1,0,0,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1),
(2,2,2,2,2,2,2,2,2,2,2,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,2,2,2,2,2,2,2,2,2,2,2),
(3,3,3,3,3,3,3,3,3,3,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,3,3,3,3,3,3,3,3,3,3,
3,3,3,3,3,3,3,3,3,3,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,3,3,3,3,3,3,3,3,3,3),
)
#this function increments the level
def goto_next_level():
global level, levels
level += 1
if level > len(levels)-1: level = 0
load_level()
#this function updates the blocks in play
def update_blocks():
global block_group, waiting
if len(block_group) == 0: #all blocks gone?
goto_next_level()
waiting = True
block_group.update(ticks, 50)
#this function sets up the blocks for the level
def load_level():
global level, block, block_image, block_group, levels
block_image = pygame.image.load("../../../书籍/python游戏编程入门/utf-8''资源/资源/code/chap09/blocks.png").convert_alpha()
block_group.empty() #reset block group
for bx in range(0, 12):
for by in range(0,10):
block = MySprite()
block.set_image(block_image, 58, 28, 4)
x = 40 + bx * (block.frame_width+1)
y = 60 + by * (block.frame_height+1)
block.position = x,y
#read blocks from level data
num = levels[level][by*12+bx]
block.first_frame = num-1
block.last_frame = num-1
if num > 0: #0 is blank
block_group.add(block)
print(len(block_group))
#this function initializes the game
def game_init():
global screen, font, timer
global paddle_group, block_group, ball_group
global paddle, block_image, block, ball
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Block Breaker Game")
font = pygame.font.Font(None, 36)
pygame.mouse.set_visible(False)
timer = pygame.time.Clock()
#create sprite groups
paddle_group = pygame.sprite.Group()
block_group = pygame.sprite.Group()
ball_group = pygame.sprite.Group()
#create the paddle sprite
paddle = MySprite()
paddle.load("paddle.png")
paddle.position = 400, 540
paddle_group.add(paddle)
#create ball sprite
ball = MySprite()
ball.load("ball.png")
ball.position = 400,300
ball_group.add(ball)
#this function moves the paddle
def move_paddle():
global movex,movey,keys,waiting
movex = 0
paddle_group.update(ticks, 50)
if keys[K_SPACE]:
if waiting:
waiting = False
reset_ball()
elif keys[K_LEFT]: paddle.velocity.x = -10.0
elif keys[K_RIGHT]: paddle.velocity.x = 10.0
else:
if movex < -2: paddle.velocity.x = movex
elif movex > 2: paddle.velocity.x = movex
else: paddle.velocity.x = 0
paddle.X += paddle.velocity.x
if paddle.X < 0: paddle.X = 0
elif paddle.X > 710: paddle.X = 710
#this function resets the ball's velocity
def reset_ball():
ball.velocity = Point(4.5, -7.0)
#this function moves the ball
def move_ball():
global waiting, ball, game_over, lives
#move the ball
ball_group.update(ticks, 50)
if waiting:
ball.X = paddle.X + 40
ball.Y = paddle.Y - 20
ball.X += ball.velocity.x
ball.Y += ball.velocity.y
if ball.X < 0:
ball.X = 0
ball.velocity.x *= -1
elif ball.X > 780:
ball.X = 780
ball.velocity.x *= -1
if ball.Y < 0:
ball.Y = 0
ball.velocity.y *= -1
elif ball.Y > 580: #missed paddle
waiting = True
lives -= 1
if lives < 1: game_over = True
#this function test for collision between ball and paddle
def collision_ball_paddle():
if pygame.sprite.collide_rect(ball, paddle):
ball.velocity.y = -abs(ball.velocity.y)
bx = ball.X + 8
by = ball.Y + 8
px = paddle.X + paddle.frame_width/2
py = paddle.Y + paddle.frame_height/2
if bx < px: #left side of paddle?
ball.velocity.x = -abs(ball.velocity.x)
else: #right side of paddle?
ball.velocity.x = abs(ball.velocity.x)
#this function tests for collision between ball and blocks
def collision_ball_blocks():
global score, block_group, ball
hit_block = pygame.sprite.spritecollideany(ball, block_group)
if hit_block != None:
score += 10
block_group.remove(hit_block)
bx = ball.X + 8
by = ball.Y + 8
#hit middle of block from above or below?
if bx > hit_block.X+5 and bx < hit_block.X + hit_block.frame_width-5:
if by < hit_block.Y + hit_block.frame_height/2: #above?
ball.velocity.y = -abs(ball.velocity.y)
else: #below?
ball.velocity.y = abs(ball.velocity.y)
#hit left side of block?
elif bx < hit_block.X + 5:
ball.velocity.x = -abs(ball.velocity.x)
#hit right side of block?
elif bx > hit_block.X + hit_block.frame_width - 5:
ball.velocity.x = abs(ball.velocity.x)
#handle any other situation
else:
ball.velocity.y *= -1
#main program begins
game_init()
game_over = False
waiting = True
score = 0
lives = 3
level = 0
load_level()
#repeating loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
#handle events
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
elif event.type == MOUSEMOTION:
movex,movey = event.rel
elif event.type == MOUSEBUTTONUP:
if waiting:
waiting = False
reset_ball()
elif event.type == KEYUP:
if event.key == K_RETURN: goto_next_level()
#handle key presses
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
#do updates
if not game_over:
update_blocks()
move_paddle()
move_ball()
collision_ball_paddle()
collision_ball_blocks()
#do drawing
screen.fill((50,50,100))
block_group.draw(screen)
ball_group.draw(screen)
paddle_group.draw(screen)
print_text(font, 0, 0, "SCORE " + str(score))
print_text(font, 200, 0, "LEVEL " + str(level+1))
print_text(font, 400, 0, "BLOCKS " + str(len(block_group)))
print_text(font, 670, 0, "BALLS " + str(lives))
if game_over:
print_text(font, 300, 380, "G A M E O V E R")
pygame.display.update()