打砖块游戏


from cocos import scene
from cocos.layer import Layer
from cocos.director import director
from cocos.sprite import Sprite
from cocos.text import Label
# from cocos.rect import Sprite
from pyglet.window.key import symbol_string

from random import randint

# 打砖块游戏步骤
# 1,只能上下移动
# 2,限定移动范围
# 3,初始化一个小球
# 4,让球运动
# 5,添加发射的功能(按了按键,球才发射)
# 6,球发射之前,让它跟着板子一起走
# 7,让挡板来接球,否则就游戏结束
# 8,挡板接球一次,就金币 +1
# 9,添加一个 HUD(heads up display),来显示金币数量
# 10,添加一个砖块,并显示出来
# 11,添加球和砖块的碰撞检测,并且让砖块消失
# 12,添加 3 个砖块
# 13,游戏结束后,重置游戏
# 14,关卡载入

# 关卡文件该如何配置呢?
# 首先,分析不同关卡的变化
# 关卡一共有两个数据来定义
# 1,砖块的数量
# 2,砖块的 x y 坐标

def intesects(rect1, rect2):
    x1, y1, w1, h1 = rect1
    x2, y2, w2, h2 = rect2
    return x1 + w1 > x2 and x2 + w2 > x1 and \
           y1 + h1 > y2 and y2 + h2 > y1


def rect_of_sprite(s):
    x, y = s.position
    w, h = s.width, s.height
    return [x, y, w, h]


def collides(sprite1, sprite2):
    rect1 = rect_of_sprite(sprite1)
    rect2 = rect_of_sprite(sprite2)
    return intesects(rect1, rect2)


def level_from_file():
    with open('level.txt', 'r') as f:
        lines = f.readlines()
        number_of_blocks = int(lines[0])
        positions = []
        for pos in lines[1:]:
            # '0, 100'
            # 字符串的方法 split 可以依据一个分隔符获得一个列表
            p = pos.split(', ')
            # ['0', '100']
            x = int(p[0])
            y = int(p[1])
            positions.append([x, y])
            print('关卡', x, y)
        return positions

class GameLayer(Layer):
    is_event_handler = True

    def __init__(self):
        super(GameLayer, self).__init__()
        # 添加一个 板子
        self.paddle = Sprite("images/paddle.png", anchor=(0, 0))
        self.add(self.paddle)
        # 添加一个 球
        self.ball = Sprite('images/ball.png', anchor=(0, 0))
        self.add(self.ball)


        # 添加一个 label 显示当前的游戏状态
        self.hud = Label('金币: 0')
        self.hud.position = (0, 450)
        self.add(self.hud)
        # 添加一个变量来记录金币
        self.gold = 0
        # 添加一个状态,标识球是否被发射了
        # 如果被发射,就让它动
        # 否则的话就不动它
        self.ball_fired = False
        # 设置球的 速度
        self.ball_speedx = 5
        self.ball_speedy = 5
        # 设置一个 speed 属性来表示速度
        self.speed = 10
        # 设置 4 个按键状态
        self.key_pressed_left   = False
        self.key_pressed_right  = False
        self.key_pressed_up     = False
        self.key_pressed_down   = False

        self.blocks = []
        # 调用 reset 函数初始化状态
        self.reset()
        # 定期调用 self.update 函数
        # FPS frame per second 每秒帧数
        self.schedule(self.update)

    def reset(self):
        self.ball_fired = False
        self.gold = 0
        self.update_hud()
        self.paddle.position = (320, 0)
        self.ball.position = (320, 20)

        # 添加一个砖块并且显示出来
        # 先删除残存的砖块
        for b in self.blocks:
            self.remove(b)
        # 再初始化新的砖块
        self.blocks = []
        positions = level_from_file()
        number_of_blocks = len(positions)
        for i in range(number_of_blocks):
            b = Sprite('images/block.png', anchor=(0, 0))
            p = positions[i]
            x, y = p
            b.position = (x, y)
            self.add(b)
            self.blocks.append(b)

    def update_hud(self):
        self.hud.element.text = '金币:' + str(self.gold)

    def update(self, dt):
        x, y = self.paddle.position
        if self.key_pressed_left:
            x -= self.speed
        if self.key_pressed_right:
            x += self.speed
        #
        if x < 0:
            x = 0
        if x + self.paddle.width > 640:
            x = 640 - self.paddle.width
        self.paddle.set_position(x, y)

        # 更新球的位置
        ballx, bally = self.ball.position
        if not self.ball_fired:
            self.ball.set_position(x, bally)
        else:
            if ballx + self.ball.width > 640 or ballx < 0:
                self.ball_speedx = -self.ball_speedx
            if bally + self.ball.height > 480:
                self.ball_speedy = -self.ball_speedy
            # 判断是否撞到了砖块
            for b in self.blocks:
                if collides(self.ball, b):
                    self.ball_speedy = -self.ball_speedy
                    self.remove(b)
                    self.blocks.remove(b)
                    break
            # if 相撞(ball,板子)
            if collides(self.ball, self.paddle):
                self.ball_speedy = -self.ball_speedy
                self.gold += 1
                # self.speed += 1
                self.update_hud()
                print('金币', self.gold)
            ballx += self.ball_speedx
            bally += self.ball_speedy
            self.ball.set_position(ballx, bally)

            if bally < 0:
                print('游戏结束,跪了。金币是', self.gold)
                self.reset()


    def on_mouse_press(self, x, y, buttons, modifiers):
        print('mouse press', x, y, buttons)
        print('size', self.paddle.width, self.paddle.height)

    def on_key_press(self, key, modifiers):
        k = symbol_string(key)
        status = True
        if k == "LEFT":
            self.key_pressed_left = status
        elif k == "RIGHT":
            self.key_pressed_right = status
        elif k == "UP":
            # self.key_pressed_up = status
            self.ball_fired = True
        elif k == "DOWN":
            self.key_pressed_down = status

    def on_key_release(self, key, modifiers):
        k = symbol_string(key)
        print('release', k)
        if k == "LEFT":
            self.key_pressed_left = False
        if k == "RIGHT":
            self.key_pressed_right = False
        if k == "UP":
            self.key_pressed_up = False
        if k == "DOWN":
            self.key_pressed_down = False


if __name__ == '__main__':
    director.init()
    director.run(scene.Scene(GameLayer()))

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