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Python中怎么用Pygame实现打砖块小游戏

发表于:2024-10-23 作者:千家信息网编辑
千家信息网最后更新 2024年10月23日,这篇文章主要介绍"Python中怎么用Pygame实现打砖块小游戏"的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇"Python中怎么用Pygame实现打砖块小游
千家信息网最后更新 2024年10月23日Python中怎么用Pygame实现打砖块小游戏

这篇文章主要介绍"Python中怎么用Pygame实现打砖块小游戏"的相关知识,小编通过实际案例向大家展示操作过程,操作方法简单快捷,实用性强,希望这篇"Python中怎么用Pygame实现打砖块小游戏"文章能帮助大家解决问题。

    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 = 640SCREENHEIGHT = 480BRICKWIDTH = 10BRICKHEIGHT = 10PADDLEWIDTH = 60PADDLEHEIGHT = 12BALLRADIUS = 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 randomimport 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 = '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 cfgfrom 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——

    关于"Python中怎么用Pygame实现打砖块小游戏"的内容就介绍到这里了,感谢大家的阅读。如果想了解更多行业相关的知识,可以关注行业资讯频道,小编每天都会为大家更新不同的知识点。

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