Python打砖块游戏埃及爆破砖

    xiaoxiao2022-06-25  204

    """这个程序实现道具的设计。 dead死亡道具,骷髅头,skeleton.png,不小心接到它后ball.lives减一,出现机率大 life生命道具,15.png 核桃图形,接到后ball.lives加一 speedup加速道具,speedup.png,接到它后球的速度翻倍 slowdown减速道具,slowdown.png,接到它后球的速度减倍。 """ import time import pygame from pygame.locals import * from random import choice,randint class Brick(pygame.sprite.Sprite): """砖块类""" counter = 0 # 类变量,统计本关数量 def __init__(self,image,position,group): pygame.sprite.Sprite.__init__(self) self.image = image self.rect = self.image.get_rect() self.rect.topleft = position self.group = group self.group.add(self) class Prop(pygame.sprite.Sprite): """道具类""" def __init__(self,images,position,group,screen): """images是一个字典 images['dead'] = <surface>....life,speedup,slowdown""" pygame.sprite.Sprite.__init__(self) self.images = images #self.position = position self.group = group self.group.add(self) self.screen = screen self.screen_height = screen.get_height() # 屏幕高度 self.key = choice(list(self.images.keys())) # 随机选择一个 self.image = self.images[self.key] # 图形surface self.rect = self.image.get_rect() # 矩形对象,描述坐标与宽高的 self.rect.center = position self.yspeed = 0 # 垂直速度 self.aspeed = 0.2 # 加速度 def update(self): self.rect.move_ip(0,self.yspeed) self.yspeed += self.aspeed if self.rect.top >= self.screen_height : self.group.remove(self) # 超出下边界,则移除自己 class Board(pygame.sprite.Sprite): """拦板类""" def __init__(self,images,screen): pygame.sprite.Sprite.__init__(self) self.images = images # board有5个造型,从长到短为5,4,3,2,1.png self.amounts = len(images) # 造型数量 self.index = 0 self.image = self.images[0] self.rect = self.image.get_rect() # 矩形对象 self.screen = screen # 能访问屏幕对象 self.rect.bottom = screen.get_height() - 25 #初始底坐标 def update(self,pos): self.rect.centerx = pos[0] def draw(self): self.screen.blit(self.image,self.rect) def lost_ball(self): """没接到球,它要变短""" pass def get_prop(self): """得到道具球,它要变长""" oldx = self.rect.centerx self.index = max(0,self.index - 1) self.image = self.images[self.index] self.rect = self.image.get_rect() self.rect.bottom = self.screen.get_height() - 25 self.rect.centerx = oldx class Ball(pygame.sprite.Sprite): """弹球类""" def __init__(self,image,screen,board): pygame.sprite.Sprite.__init__(self) self.image = image pass def shoot(self): if self.shoot_flag == 0: # 只有小球呆在拦板上才可以发射,否则在空中也能发射 self.dx = choice([-10,-9,-8,-7,-6,-5,5,6,7,8,9,10]) self.dy = choice([-10,-9,-8,-7,-6,-5]) self.shoot_flag = 1 def update(self): if self.shoot_flag == 0 : self.rect.bottom = self.board.rect.top self.rect.centerx = self.board.rect.centerx else: self.rect.move_ip(self.dx,self.dy) if self.rect.top > self.screen_height + 200: # 弹球丢失,重新开始或结束游戏 self.lives -= 1 # 数量减去1 self.shoot_flag = 0 # 发射标志 self.board.lost_ball() # 变短拦板 pygame.display.set_caption("埃及爆破砖:" + str(self.lives)) if self.rect.left <= 0 or self.rect.right >= self.screen_width: # 碰到左右边缘反弹 self.dx = -self.dx if abs(self.dy) < 0.1 : # 特殊情况可能dy为0,这时球永远不会下来 self.dy = randint(1,2) if self.rect.top <= 0: # 碰到上边缘反弹 self.dy = -self.dy def draw(self): self.screen.blit(self.image,self.rect) class Explosion(pygame.sprite.Sprite): """爆炸类""" def __init__(self,images,position,group,screen): pygame.sprite.Sprite.__init__(self) self.images = images self.index = 0 self.amounts = len(images) self.interval = 0.1 # 造型切换时间(秒) self.begin_time = time.time() # 起始时间 self.image = self.images[0] # 最初的图形对象 self.rect = self.image.get_rect() # 矩形对象 self.rect.center = position # 爆炸坐标 self.group = group self.group.add(self) self.screen = screen def update(self): if self.index < self.amounts: if time.time() - self.begin_time > self.interval: # 超时换造型 oldcenter = self.rect.center self.image = self.images[self.index] self.index = self.index + 1 self.rect = self.image.get_rect() self.rect.center = oldcenter self.begin_time = time.time() else: self.group.remove(self) def display_cover(cover_image): """显示封面""" cover_image = pygame.image.load(cover_image) clock = pygame.time.Clock() exit_game = False running = True while running: for event in pygame.event.get(): if event.type == QUIT: running = False exit_game = True break if event.type == KEYDOWN: if event.key == K_SPACE: running = False break screen.blit(cover_image,(0,0)) pygame.display.update() clock.tick(10) return exit_game def start_level(level_index): """生成砖块,启动这一关""" rows,cols = level_design[level_index] all_bricks_width = cols * 100 + (cols-1) * 20 # 所有砖块的宽度 left_pad = (width - all_bricks_width) // 2 # 砖块两边的到屏幕边缘的距离 up_pad = 50 # 顶端距离 for r in range(rows): # 摆砖块 for c in range(cols): x = left_pad + c * 120 y = up_pad +r * 60 Brick(brick_image,(x,y),brick_group) exit_game = False while len(brick_group) > 0 and exit_game ==False: for event in pygame.event.get(): if event.type == QUIT: exit_game = True break if event.type == MOUSEMOTION: board.update(event.pos) if event.type == MOUSEBUTTONUP: ball.shoot() print(ball.shoot_flag) if ball.lives == 0: exit_game = True break ball.update() brick_group.update() explosion_group.update() prop_group.update() collision_check() #这个函数是检测所有对象之间的碰撞检测 screen.fill((0,0,0)) board.draw() ball.draw() brick_group.draw(screen) explosion_group.draw(screen) prop_group.draw(screen) pygame.display.update() clock.tick(60) print("退出本关") "关卡完后,弹球归位" explosion_group.empty() # 爆炸组清空 prop_group.empty() # 道具组清空 ball.shoot_flag = 0 return exit_game def collision_check(): "小球和砖块组的碰撞" b = pygame.sprite.spritecollideany(ball, brick_group) # 球和砖块组的碰撞,返回碰到的砖块 if b!=None: position = b.rect.center # 移除砖块前记录坐标 brick_group.remove(b) Explosion(explosion_images,b.rect.center,explosion_group,screen) ball.dy = -ball.dy # 球的垂直速度反转 "以一定的机率生成一个道具" if randint(1,2) ==1 : #生成一个道具 Prop(prop_images,position,prop_group,screen) print("生成了一个道具") "小球和拦板在碰撞" t = pygame.sprite.collide_rect(ball,board) # 球和拦板的碰撞 if t : ball.dy = -ball.dy ball.dx = ball.dx + randint(-3,3) # 不确定的左右速度改变 "拦板和道具组的碰撞" p = pygame.sprite.spritecollideany(board, prop_group) # 返回碰到的道具 if p!=None: name = p.key # 道具的名字,就是它几个surface对应的key prop_group.remove(p) # 拦板碰到一个道具,马上移除它 if name == 'life': # 如果收到生命道具,生命数量加1,拦板变长 ball.lives +=1 board.get_prop() # 变长 pygame.display.set_caption("埃及爆破砖:" + str(ball.lives)) elif name == 'dead': # 收到死亡道具内,骷髅头,生命数量减1 ball.lives -=1 pygame.display.set_caption("埃及爆破砖:" + str(ball.lives)) elif name =='speedup': # 加速道具 ball.dx = 2 * ball.dx ball.dy = 2 * ball.dy elif name == 'slowdown': # 减速道具 ball.dx = 0.5 * ball.dx ball.dy = 0.5 * ball.dy def wait_press_any_key(): clock = pygame.time.Clock() exit_game = False running = True while running: for event in pygame.event.get(): if event.type == QUIT: running = False exit_game = True break if event.type == KEYDOWN: running = False break screen.blit(level_images[level_index],(0,0)) pygame.display.update() clock.tick(10) return exit_game if __name__ == "__main__": width,height = 960,720 ball_image = "resources/15.png" # 弹球图 brick_image = "resources/brick.png" # 砖图 cover_image = "resources/cover.png" # 封面图 explosion_images = ["resources/" + str(i) + ".png" for i in range(7,13)] # 爆炸序列图 board_images = ["resources/" + str(i) + ".png" for i in range(5,0,-1)] # 拦板序列图,从长到短 level_images = ["resources/" + str(i) + ".png" for i in range(17,22)] # 关卡完后显示的图 level_design = [(2,4),(4,4),(6,6),(8,6),(9,8)] # 记录每关的砖块行列数 level_amounts = len(level_design) pygame.init() screen = pygame.display.set_mode((width,height)) pygame.display.set_caption("埃及爆破砖_道具的设计") ball_image = pygame.image.load(ball_image).convert_alpha() brick_image = pygame.image.load(brick_image).convert_alpha() board_images = [pygame.image.load(image).convert_alpha() for image in board_images] level_images = [pygame.image.load(image).convert_alpha() for image in level_images] explosion_images = [pygame.image.load(image).convert_alpha() for image in explosion_images] prop_images = {} prop_images['life'] = ball_image prop_images['dead'] = pygame.image.load("resources/skeleton.png").convert_alpha() prop_images['speedup'] = pygame.image.load("resources/speedup.png").convert_alpha() prop_images['slowdown'] = pygame.image.load("resources/slowdown.png").convert_alpha() exit_game = display_cover(cover_image) # 按空格键开始游戏 if exit_game : pygame.quit() else: brick_group = pygame.sprite.Group() # 砖块组 explosion_group = pygame.sprite.Group() # 爆炸组 prop_group = pygame.sprite.Group() # 道具组 board= Board(board_images,screen) ball = Ball(ball_image,screen,board) exit_game1 = False exit_game2 = False clock = pygame.time.Clock() level_index = 0 while level_index < level_amounts: # 遍历关卡 exit_game1 = start_level(level_index) if exit_game1 != True: exit_game2 = wait_press_any_key() # 没有在游戏中按关闭按钮,那就等待按任意键开始下一关 level_index += 1 if exit_game2:break else: break if exit_game1 == False and exit_game2 == False: "以下是显示结束时的画面" running = True while running: event = pygame.event.poll() if event.type in ( QUIT,KEYDOWN,MOUSEBUTTONDOWN ): running = False break screen.blit(level_images[level_index-1],(0,0)) pygame.display.update() clock.tick(10) pygame.quit() print("游戏结束!")


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