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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。
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)
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
import os '''游戏界面一些数值''' SCREENWIDTH = 640 SCREENHEIGHT = 480 BRICKWIDTH = 10 BRICKHEIGHT = 10 PADDLEWIDTH = 60 PADDLEHEIGHT = 12 BALLRADIUS = 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)
import random
import 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'''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 <Enter> to start the game' text2 = 'Press <Esc> 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 <R> to restart the game' text3 = 'Press <Esc> 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)
'''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 <Enter> 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)import cfg from modules import breakoutClone '''主函数''' def main(): game = breakoutClone(cfg) game.run() '''run''' if __name__ == '__main__': main()
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——

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