注:以下程序为本人原创,写的不好,若有好的建议,望留言告知。而若能帮助一二访客,幸甚!
最近搞“科研”搞的蛋都碎了。。。
思吾之理想是将计算机玩弄于股掌之上(将计算机组成原理、操作系统、程序运行机理、程序设计语言、计算机网络、算法数据结构学扎实了…呃,理想而已,至今所以这些选项都学得不达标。。),而如今却为了毕业在跟着一群数学家“搞科研”,而实验又做来做去都那个样,一点效果也没有,真是蛋疼啊。
昨晚照着Andre LaMothe大师《Windows游戏编程大师技巧》一书第一章示例程序,略作修改做了一个打砖块游戏以学习Win32 程序组织技巧,略有所得。今晚决定尝试使用Python + pyGame 实现一个类似的程序,以学习Python,聊以解闷。
当然实现一个几乎相同的要简单些,但为了更有成就感,决定功能上略作修改:昨晚实现的程序,按照书上的实现,当小球落地没接住,会减100分,但不会死亡,今晚决定实现一个更普遍的打砖块,即小球落地,会生命减1,生命没了就Game over。
俗话说大事化小,小事化无;又曰天下难事,必作于易。
虽然写个打砖块并非太难的事,但将它分解开来,分解的足够简单还是有必要的。
现将一个打砖块的主要功能分解如下:
1)实现一个小球在屏幕上移动
2)碰到边缘要能够反弹
3)挡板绘制和移动
4)砖块的绘制
5)游戏流程和控制逻辑
6)绘制文字显示游戏信息
7)加个背景音乐
这几个功能应该都是在一定时间内能够实现的简单功能,而只要将他们合理的组合起来就是一个完整的打砖块游戏了~
画个小球?怎么画来?忘了……
好吧,把古老的pyGame 做的 Hello World 找出来看看吧,看来积累还是很重要的,毕竟一个打砖块最终划分成了若干个Hello world 嘛~~
连上注释30几行代码,先做出一个游戏界面框架来:
'''
功能:使用pyGame实现一个简单的打砖块游戏
Created on Nov 30, 2012
@author: liury_lab
'''
import pygame, sys, time #@UnusedImport
from pygame.locals import * #@UnusedWildImport
# 一些关于宽度和高度的常量定义
WINDOWWIDTH = 640
WINDOWHEIGHT = 480
# 一些颜色常量定义
BACKGROUNDCOLOR = (0, 0, 0)
# 游戏的初始化
pygame.init()
mainClock = pygame.time.Clock()
windowSurface = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT), 0, 32)
pygame.display.set_caption('打砖块')
# 游戏主循环
while True:
# 事件监听
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
windowSurface.fill(BACKGROUNDCOLOR)
pygame.display.update()
mainClock.tick(30)
下面画个会动的小球吧:
# 游戏主循环
while True:
# 事件监听
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
if game_state == GAME_STATE_INIT:
# 初始化游戏
ball_x = random.randint(8, WINDOW_WIDTH-8)
ball_y = BALL_START_Y
ball_dx = random.randint(-4, 4)
ball_dy = random.randint( 6, 8)
game_state = GAME_STATE_START_LEVEL
elif game_state == GAME_STATE_START_LEVEL:
# 新的一关
game_state = GAME_STATE_RUN
elif game_state == GAME_STATE_RUN:
# 游戏运行
ball_x += ball_dx;
ball_y += ball_dy;
windowSurface.fill(BACKGROUND_COLOR)
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y), BALL_SIZE, 0)
elif game_state == GAME_STATE_SHUTDOWN:
game_state = GAME_STATE_EXIT
pygame.display.update()
mainClock.tick(30)
1)会动的小球画好了,但很快它就跑到屏幕外头再也不会来了…
2)我不得不承认小球跑的太快,我无法抓图抓住它,只好做了个不会动的小球截了个图…
3)呃,没按计划办事,游戏的流程在这里就写好了,当然,有昨晚大师的Win32 程序做基础,这个流程还是很容易写的
小球一出来就开始跑,一会儿就不见了。这一步要让它碰到边界就反弹回去。
这个速度的改变有点类似于光的反射。
只需要添加下面几行代码就好了:
elif game_state == GAME_STATE_RUN:
# 游戏运行
ball_x += ball_dx;
ball_y += ball_dy;
if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y > (WINDOW_HEIGHT-BALL_SIZE) or ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy
然后就是实现一个能够根据玩家输入移动的挡板,来阻挡小球。
当然上面的代码需要修改,若小球超出了下边界而没有被挡板挡住,则损失一条生命,此是后话,此处值实现绘制和移动,先不检测与球的碰撞。
# 游戏主循环
while True:
# 事件监听
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
if event.type == KEYDOWN:
if event.key == K_LEFT:
paddle_move_left = True
if event.key == K_RIGHT:
paddle_move_right = True
if event.type == KEYUP:
if event.key == K_LEFT:
paddle_move_left = False
if event.key == K_RIGHT:
paddle_move_right = False
# 游戏控制流程
if game_state == GAME_STATE_INIT:
# 初始化游戏
ball_x = random.randint(8, WINDOW_WIDTH-8)
ball_y = BALL_START_Y
ball_dx = random.randint(-4, 4)
ball_dy = random.randint( 6, 8)
paddle['rect'].left = PADDLE_START_X
paddle['rect'].top = PADDLE_START_Y
paddle_move_left = False
paddle_move_right = False
game_state = GAME_STATE_START_LEVEL
elif game_state == GAME_STATE_START_LEVEL:
# 新的一关
game_state = GAME_STATE_RUN
elif game_state == GAME_STATE_RUN:
# 游戏运行
# 球的运动
ball_x += ball_dx;
ball_y += ball_dy;
if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y > (WINDOW_HEIGHT-BALL_SIZE) or ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy
# 挡板的运动
if paddle_move_left:
paddle['rect'].left -= 8
if paddle['rect'].left < 0:
paddle['rect'].left = 0
if paddle_move_right:
paddle['rect'].left += 8
if paddle['rect'].left > WINDOW_WIDTH-PADDLE_WIDTH:
paddle['rect'].left = WINDOW_WIDTH-PADDLE_WIDTH
# 绘制过程
windowSurface.fill(BACKGROUND_COLOR)
pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y), BALL_SIZE, 0)
elif game_state == GAME_STATE_SHUTDOWN:
game_state = GAME_STATE_EXIT
pygame.display.update()
mainClock.tick(30)
首先要有个数组记录砖块是否已经被打掉了,然后把未被打掉的绘制在窗口上部
初始化砖块二维数组:
# 初始化砖块数组
def InitBlocks():
blocks = [[1] * NUM_BLOCK_COLUMNS] * NUM_BLOCK_ROWS
return blocks
elif game_state == GAME_STATE_START_LEVEL:
# 新的一关
blocks = InitBlocks()
game_state = GAME_STATE_RUN
elif game_state == GAME_STATE_RUN:
# 游戏运行
# 球的运动
ball_x += ball_dx;
ball_y += ball_dy;
if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y > (WINDOW_HEIGHT-BALL_SIZE) or ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy
# 挡板的运动
if paddle_move_left:
paddle['rect'].left -= 8
if paddle['rect'].left < 0:
paddle['rect'].left = 0
if paddle_move_right:
paddle['rect'].left += 8
if paddle['rect'].left > WINDOW_WIDTH-PADDLE_WIDTH:
paddle['rect'].left = WINDOW_WIDTH-PADDLE_WIDTH
# 绘制过程
windowSurface.fill(BACKGROUND_COLOR)
# 绘制挡板
pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])
# 绘制小球
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y),
BALL_SIZE, 0)
# 绘制砖块
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
print(blocks[row][col])
if (blocks[row][col] == 1):
pygame.draw.rect(windowSurface, BLOCK_COLOR,
(cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
随便写了个RGB,好鲜亮的砖块颜色,很合我意,最起码比昨晚蒙的那个Win32 版的好……
边角的工作都做完了,只差游戏的逻辑了,正所谓万事俱备,只欠东风。
1)把砖块打破
2)被挡板挡住才返回,落没挡住则要减少一条生命
3)生命用完了则Game Over
4)砖块打完了要进入下一关或宣告胜利
elif game_state == GAME_STATE_RUN:
# 游戏运行
# 球的运动
ball_x += ball_dx;
ball_y += ball_dy;
if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy
elif ball_y > WINDOW_HEIGHT-BALL_SIZE:
if life_left == 0:
game_state = GAME_STATE_GAMEOVER
else:
life_left -= 1
# 初始化游戏
ball_x = paddle['rect'].left + PADDLE_WIDTH // 2
ball_y = BALL_START_Y
ball_dx = random.randint(-4, 5)
ball_dy = random.randint( 6, 9)
# 检测球是否与挡板碰撞
if ball_y > WINDOW_HEIGHT // 2:
if (ball_x+BALL_SIZE >= paddle['rect'].left and \
ball_x-BALL_SIZE <= paddle['rect'].left+PADDLE_WIDTH and \
ball_y+BALL_SIZE >= paddle['rect'].top and \
ball_y-BALL_SIZE <= paddle['rect'].top+PADDLE_HEIGHT):
ball_dy = - ball_dy
ball_y += ball_dy
if paddle_move_left:
ball_dx -= random.randint(0, 2)
elif paddle_move_right:
ball_dx += random.randint(0, 2)
else:
ball_dx += random.randint(-1, 2)
# 检测球是否与砖块碰撞
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
if blocks[row][col] != 0:
if (ball_x+BALL_SIZE >= cur_x and \
ball_x-BALL_SIZE <= cur_x+BLOCK_WIDTH and \
ball_y+BALL_SIZE >= cur_y and \
ball_y-BALL_SIZE <= cur_y+BLOCK_HEIGHT):
blocks[row][col] = 0
blocks_hit += 1
ball_dy = -ball_dy
ball_dx += random.randint(-1, 2)
score += 5 * (level + abs(ball_dx))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
if blocks_hit == NUM_BLOCK_ROWS * NUM_BLOCK_COLUMNS:
level += 1
game_state = GAME_STATE_START_LEVEL
# 挡板的运动
if paddle_move_left:
paddle['rect'].left -= 8
if paddle['rect'].left < 0:
paddle['rect'].left = 0
if paddle_move_right:
paddle['rect'].left += 8
if paddle['rect'].left > WINDOW_WIDTH-PADDLE_WIDTH:
paddle['rect'].left = WINDOW_WIDTH-PADDLE_WIDTH
# 绘制过程
windowSurface.fill(BACKGROUND_COLOR)
# 绘制挡板
pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])
# 绘制小球
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y),
BALL_SIZE, 0)
# 绘制砖块
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
if blocks[row][col] != 0:
pygame.draw.rect(windowSurface, BLOCK_COLOR,
(cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
elif game_state == GAME_STATE_GAMEOVER:
continue
elif game_state == GAME_STATE_SHUTDOWN:
game_state = GAME_STATE_EXIT
pygame.display.update()
mainClock.tick(30)
# 显示文字
def DrawText(text, font, surface, x, y):
text_obj = font.render(text, 1, TEXT_COLOR)
text_rect = text_obj.get_rect()
text_rect.topleft = (x, y)
surface.blit(text_obj, text_rect)
# 游戏主循环
while True:
# 事件监听
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
exit()
if event.type == KEYDOWN:
if event.key == K_LEFT:
paddle_move_left = True
if event.key == K_RIGHT:
paddle_move_right = True
if event.type == KEYUP:
if event.key == K_LEFT:
paddle_move_left = False
if event.key == K_RIGHT:
paddle_move_right = False
# 游戏控制流程
if game_state == GAME_STATE_INIT:
# 初始化游戏
ball_x = random.randint(8, WINDOW_WIDTH-8)
ball_y = BALL_START_Y
ball_dx = random.randint(-3, 4)
ball_dy = random.randint( 5, 8)
paddle['rect'].left = PADDLE_START_X
paddle['rect'].top = PADDLE_START_Y
paddle_move_left = False
paddle_move_right = False
life_left = TOTAL_LIFE
game_over = False
blocks_hit = 0
score = 0
level = 1
game_state = GAME_STATE_START_LEVEL
elif game_state == GAME_STATE_START_LEVEL:
# 新的一关
blocks = InitBlocks()
game_state = GAME_STATE_RUN
elif game_state == GAME_STATE_RUN:
# 游戏运行
# 球的运动
ball_x += ball_dx;
ball_y += ball_dy;
if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy
elif ball_y > WINDOW_HEIGHT-BALL_SIZE:
if life_left == 0:
game_state = GAME_STATE_GAMEOVER
else:
life_left -= 1
# 初始化游戏
ball_x = paddle['rect'].left + PADDLE_WIDTH // 2
ball_y = BALL_START_Y
ball_dx = random.randint(-4, 5)
ball_dy = random.randint( 6, 9)
# 检测球是否与挡板碰撞
if ball_y > WINDOW_HEIGHT // 2:
if (ball_x+BALL_SIZE >= paddle['rect'].left and \
ball_x-BALL_SIZE <= paddle['rect'].left+PADDLE_WIDTH and \
ball_y+BALL_SIZE >= paddle['rect'].top and \
ball_y-BALL_SIZE <= paddle['rect'].top+PADDLE_HEIGHT):
ball_dy = - ball_dy
ball_y += ball_dy
if paddle_move_left:
ball_dx -= random.randint(0, 2)
elif paddle_move_right:
ball_dx += random.randint(0, 2)
else:
ball_dx += random.randint(-1, 2)
# 检测球是否与砖块碰撞
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
if blocks[row][col] != 0:
if (ball_x+BALL_SIZE >= cur_x and \
ball_x-BALL_SIZE <= cur_x+BLOCK_WIDTH and \
ball_y+BALL_SIZE >= cur_y and \
ball_y-BALL_SIZE <= cur_y+BLOCK_HEIGHT):
blocks[row][col] = 0
blocks_hit += 1
ball_dy = -ball_dy
ball_dx += random.randint(-1, 2)
score += 5 * (level + abs(ball_dx))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
if blocks_hit == NUM_BLOCK_ROWS * NUM_BLOCK_COLUMNS:
level += 1
blocks_hit = 0
score += 1000
game_state = GAME_STATE_START_LEVEL
# 挡板的运动
if paddle_move_left:
paddle['rect'].left -= 8
if paddle['rect'].left < 0:
paddle['rect'].left = 0
if paddle_move_right:
paddle['rect'].left += 8
if paddle['rect'].left > WINDOW_WIDTH-PADDLE_WIDTH:
paddle['rect'].left = WINDOW_WIDTH-PADDLE_WIDTH
# 绘制过程
windowSurface.fill(BACKGROUND_COLOR)
# 绘制挡板
pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])
# 绘制小球
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y),
BALL_SIZE, 0)
# 绘制砖块
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
if blocks[row][col] != 0:
pygame.draw.rect(windowSurface, BLOCK_COLOR,
(cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
# 绘制文字描述信息
message = 'Level: ' + str(level) + ' Life: ' + str(life_left) + ' Score: ' + str(score)
DrawText(message, text_font, windowSurface, 8, (WINDOW_HEIGHT - 16))
elif game_state == GAME_STATE_GAMEOVER:
DrawText('GAME OVER', game_over_font, windowSurface, (WINDOW_WIDTH / 3), (WINDOW_HEIGHT / 3))
DrawText('Score: ' + str(score), game_over_font, windowSurface,
(WINDOW_WIDTH / 3)+20, (WINDOW_HEIGHT / 3) + 50)
elif game_state == GAME_STATE_SHUTDOWN:
game_state = GAME_STATE_EXIT
pygame.display.update()
mainClock.tick(25 + level*2)
game_over_sound = pygame.mixer.Sound('gameover.wav')
game_hit_sound = pygame.mixer.Sound('hit.wav')
pygame.mixer.music.load('background.mp3')
# 播放背景音乐
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.stop()
game_over_sound.play()
DrawText('pyFreakOut', game_start_font, windowSurface,
(WINDOW_WIDTH/3), (WINDOW_HEIGHT/3 + 50))
DrawText('Press any key to start.', game_start_font, windowSurface,
(WINDOW_WIDTH/3)-60, (WINDOW_HEIGHT)/3+100)
pygame.display.update()
WaitForPlayerToPressKey()
这样就会在开始时显示上面的画面等待用户按下一个键后再开始,游戏结束后问用户按下一个键重新开始,若按下Esc则退出游戏。
'''
功能:使用pyGame实现一个简单的打砖块游戏
Created on Nov 30, 2012
@author: liury_lab
'''
import pygame, sys, time, random #@UnusedImport
from pygame.locals import * #@UnusedWildImport
# 一些关于窗口的常量定义
WINDOW_WIDTH = 640
WINDOW_HEIGHT = 480
# 游戏状态常量定义
GAME_STATE_INIT = 0
GAME_STATE_START_LEVEL = 1
GAME_STATE_RUN = 2
GAME_STATE_GAMEOVER = 3
GAME_STATE_SHUTDOWN = 4
GAME_STATE_EXIT = 5
# 小球的常量定义
BALL_START_Y = (WINDOW_HEIGHT//2)
BALL_SIZE = 4
# 挡板的常量定义
PADDLE_START_X = (WINDOW_WIDTH/2 - 16)
PADDLE_START_Y = (WINDOW_HEIGHT - 32);
PADDLE_WIDTH = 32
PADDLE_HEIGHT = 8
# 砖块的常量定义
NUM_BLOCK_ROWS = 6
NUM_BLOCK_COLUMNS = 8
BLOCK_WIDTH = 64
BLOCK_HEIGHT = 16
BLOCK_ORIGIN_X = 8
BLOCK_ORIGIN_Y = 8
BLOCK_X_GAP = 80
BLOCK_Y_GAP = 32
# 一些颜色常量定义
BACKGROUND_COLOR = (0, 0, 0)
BALL_COLOR = (0, 0, 255)
PADDLE_COLOR = (128, 64, 64)
BLOCK_COLOR = (255, 128, 0)
TEXT_COLOR = (255, 255, 255)
# 游戏的一些属性信息
TOTAL_LIFE = 5
FPS = 25
# 初始化砖块数组
def InitBlocks():
#blocks = [[1] * NUM_BLOCK_COLUMNS] * NUM_BLOCK_ROWS
blocks = []
for i in range(NUM_BLOCK_ROWS): #@UnusedVarialbe
blocks.append([i+1] * NUM_BLOCK_COLUMNS)
return blocks
# 检测小球是否与挡板或者砖块碰撞
def ProcessBall(blocks, ball_x, ball_y, paddle):
if (ball_y > WINDOW_HEIGHT//2):
if (ball_x+BALL_SIZE >= paddle['rect'].left and \
ball_x-BALL_SIZE <= paddle['rect'].left+PADDLE_WIDTH and \
ball_y+BALL_SIZE >= paddle['rect'].top and \
ball_y-BALL_SIZE <= paddle['rect'].top+PADDLE_HEIGHT):
return None
# 显示文字
def DrawText(text, font, surface, x, y):
text_obj = font.render(text, 1, TEXT_COLOR)
text_rect = text_obj.get_rect()
text_rect.topleft = (x, y)
surface.blit(text_obj, text_rect)
# 退出游戏
def Terminate():
pygame.quit()
sys.exit()
# 等待用户输入
def WaitForPlayerToPressKey():
while True:
for event in pygame.event.get():
if event.type == QUIT:
Terminate()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
Terminate()
return
# 游戏界面的初始化
pygame.init()
mainClock = pygame.time.Clock()
# 小球的位置和速度
ball_x = 0
ball_y = 0
ball_dx = 0
ball_dy = 0
# 挡板的运动控制
paddle_move_left = False
paddle_move_right = False
# 挡板的位置和颜色
paddle = {'rect' :pygame.Rect(0, 0, PADDLE_WIDTH, PADDLE_HEIGHT),
'color': PADDLE_COLOR}
# 游戏状态
game_state = GAME_STATE_INIT
blocks = []
life_left = TOTAL_LIFE
game_over = False
blocks_hit = 0
score = 0
level = 1
game_start_font = pygame.font.SysFont(None, 48)
game_over_font = pygame.font.SysFont(None, 48)
text_font = pygame.font.SysFont(None, 20)
game_over_sound = pygame.mixer.Sound('gameover.wav')
game_hit_sound = pygame.mixer.Sound('hit.wav')
pygame.mixer.music.load('background.mp3')
windowSurface = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), 0, 32)
pygame.display.set_caption('打砖块')
DrawText('pyFreakOut', game_start_font, windowSurface,
(WINDOW_WIDTH/3), (WINDOW_HEIGHT/3 + 50))
DrawText('Press any key to start.', game_start_font, windowSurface,
(WINDOW_WIDTH/3)-60, (WINDOW_HEIGHT)/3+100)
pygame.display.update()
WaitForPlayerToPressKey()
# 播放背景音乐
pygame.mixer.music.play(-1, 0.0)
# 游戏主循环
while True:
# 事件监听
for event in pygame.event.get():
if event.type == QUIT:
Terminate()
if event.type == KEYDOWN:
if event.key == K_LEFT:
paddle_move_left = True
if event.key == K_RIGHT:
paddle_move_right = True
if event.key == K_ESCAPE:
Terminate()
if event.type == KEYUP:
if event.key == K_LEFT:
paddle_move_left = False
if event.key == K_RIGHT:
paddle_move_right = False
# 游戏控制流程
if game_state == GAME_STATE_INIT:
# 初始化游戏
ball_x = random.randint(8, WINDOW_WIDTH-8)
ball_y = BALL_START_Y
ball_dx = random.randint(-3, 4)
ball_dy = random.randint( 5, 8)
paddle['rect'].left = PADDLE_START_X
paddle['rect'].top = PADDLE_START_Y
paddle_move_left = False
paddle_move_right = False
life_left = TOTAL_LIFE
game_over = False
blocks_hit = 0
score = 0
level = 1
game_state = GAME_STATE_START_LEVEL
elif game_state == GAME_STATE_START_LEVEL:
# 新的一关
blocks = InitBlocks()
game_state = GAME_STATE_RUN
elif game_state == GAME_STATE_RUN:
# 游戏运行
# 球的运动
ball_x += ball_dx;
ball_y += ball_dy;
if ball_x > (WINDOW_WIDTH-BALL_SIZE) or ball_x < BALL_SIZE:
ball_dx = -ball_dx
ball_x += ball_dx;
elif ball_y < BALL_SIZE:
ball_dy = -ball_dy
ball_y += ball_dy
elif ball_y > WINDOW_HEIGHT-BALL_SIZE:
if life_left == 0:
game_state = GAME_STATE_GAMEOVER
else:
life_left -= 1
# 初始化游戏
ball_x = paddle['rect'].left + PADDLE_WIDTH // 2
ball_y = BALL_START_Y
ball_dx = random.randint(-4, 5)
ball_dy = random.randint( 6, 9)
# 检测球是否与挡板碰撞
if ball_y > WINDOW_HEIGHT // 2:
if (ball_x+BALL_SIZE >= paddle['rect'].left and \
ball_x-BALL_SIZE <= paddle['rect'].left+PADDLE_WIDTH and \
ball_y+BALL_SIZE >= paddle['rect'].top and \
ball_y-BALL_SIZE <= paddle['rect'].top+PADDLE_HEIGHT):
ball_dy = - ball_dy
ball_y += ball_dy
game_hit_sound.play()
if paddle_move_left:
ball_dx -= random.randint(0, 3)
elif paddle_move_right:
ball_dx += random.randint(0, 3)
else:
ball_dx += random.randint(-1, 2)
# 检测球是否与砖块碰撞
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
if blocks[row][col] != 0:
if (ball_x+BALL_SIZE >= cur_x and \
ball_x-BALL_SIZE <= cur_x+BLOCK_WIDTH and \
ball_y+BALL_SIZE >= cur_y and \
ball_y-BALL_SIZE <= cur_y+BLOCK_HEIGHT):
blocks[row][col] = 0
blocks_hit += 1
ball_dy = -ball_dy
ball_dx += random.randint(-1, 2)
score += 5 * (level + abs(ball_dx))
game_hit_sound.play()
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
if blocks_hit == NUM_BLOCK_ROWS * NUM_BLOCK_COLUMNS:
level += 1
blocks_hit = 0
score += 1000
game_state = GAME_STATE_START_LEVEL
# 挡板的运动
if paddle_move_left:
paddle['rect'].left -= 8
if paddle['rect'].left < 0:
paddle['rect'].left = 0
if paddle_move_right:
paddle['rect'].left += 8
if paddle['rect'].left > WINDOW_WIDTH-PADDLE_WIDTH:
paddle['rect'].left = WINDOW_WIDTH-PADDLE_WIDTH
# 绘制过程
windowSurface.fill(BACKGROUND_COLOR)
# 绘制挡板
pygame.draw.rect(windowSurface, paddle['color'], paddle['rect'])
# 绘制小球
pygame.draw.circle(windowSurface, BALL_COLOR, (ball_x, ball_y),
BALL_SIZE, 0)
# 绘制砖块
cur_x = BLOCK_ORIGIN_X
cur_y = BLOCK_ORIGIN_Y
for row in range(NUM_BLOCK_ROWS):
cur_x = BLOCK_ORIGIN_X
for col in range(NUM_BLOCK_COLUMNS):
if blocks[row][col] != 0:
pygame.draw.rect(windowSurface, BLOCK_COLOR,
(cur_x, cur_y, BLOCK_WIDTH, BLOCK_HEIGHT))
cur_x += BLOCK_X_GAP
cur_y += BLOCK_Y_GAP
# 绘制文字描述信息
message = 'Level: ' + str(level) + ' Life: ' + str(life_left) + ' Score: ' + str(score)
DrawText(message, text_font, windowSurface, 8, (WINDOW_HEIGHT - 16))
elif game_state == GAME_STATE_GAMEOVER:
DrawText('GAME OVER', game_over_font, windowSurface,
(WINDOW_WIDTH / 3), (WINDOW_HEIGHT / 3))
DrawText('Level: ' + str(level), game_over_font, windowSurface,
(WINDOW_WIDTH / 3)+20, (WINDOW_HEIGHT / 3) + 50)
DrawText('Score: ' + str(score), game_over_font, windowSurface,
(WINDOW_WIDTH / 3)+20, (WINDOW_HEIGHT / 3) + 100)
DrawText('Press any key to play again.', game_over_font, windowSurface,
(WINDOW_WIDTH / 3)-80, (WINDOW_HEIGHT / 3) + 150)
pygame.display.update()
pygame.mixer.music.stop()
game_over_sound.play()
WaitForPlayerToPressKey()
game_state = GAME_STATE_INIT
elif game_state == GAME_STATE_SHUTDOWN:
game_state = GAME_STATE_EXIT
pygame.display.update()
mainClock.tick(FPS + level*2)