程序O带你回忆经典:原生Python开发一款打砖块儿小游戏

导语

嘿!前不久刚刚给大家✍过一款反弹球的小游戏嘛!

不知道大家还记得不?不记得可以看下往期的内容呢,在上一期的基础上升级了这款大转款的小游

戏,界面的话也挺简单的,经典配色原汁原味哈哈哈。

程序O带你回忆经典:原生Python开发一款打砖块儿小游戏_第1张图片

大家好,我是梦雅,一个上的编程下的厅堂的女码农!今天带大家编写一款经典的打砖块儿小游戏!

小科普:

打砖块最早是由雅达利公司开发的一款独立游戏,也是无数人的童年记忆。

在谷歌图片中搜索“atari breakout”(雅利达打砖块游戏),搜索结果就会变成这款游戏。把所有砖

块都清除后,还能继续进入下一轮挑战。

大家也可以试试 哈哈哈~希望给大家介绍更多编程方各种知识!

程序O带你回忆经典:原生Python开发一款打砖块儿小游戏_第2张图片

​正文

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——

[图片上传失败…(image-e81605-1637834393260)]

程序⚪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——

程序O带你回忆经典:原生Python开发一款打砖块儿小游戏_第3张图片

​运行界面——

程序O带你回忆经典:原生Python开发一款打砖块儿小游戏_第4张图片

总结

于茫茫人海相遇——感谢你的阅读!相遇即是缘分,如有帮助到你,记得三连哦~

我是木木子,一个不止能编程的女码农,还能教你玩游戏、制作节日惊喜、甚至撩小姐姐、小哥哥的表白小程序哦…

写在最后——往期也有很多精彩内容,欢迎阅读!关注我,每日更新

私信小编06即可获取文章源码啦~往期也有很多哦!

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