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[办公软件] 程序O带你回忆经典:原生Python开发一款打砖块儿小游戏~

电脑办公 电脑办公 发布于:2021-12-25 10:18 | 阅读数:360 | 评论:0

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。
DSC0000.png

大家好????,我是木木子,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!
DSC0001.gif




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 = 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)
2)定义一些类
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
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 <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)
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 <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)
5)主函数与运行界面
import cfg
from 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——


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——
DSC0002.png

运行界面——
DSC0003.png


总结
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......




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