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



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!


程序O带你回忆经典:原生Python开发一款打砖块儿小游戏




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  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 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O带你回忆经典:原生Python开发一款打砖块儿小游戏


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



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



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!


程序O带你回忆经典:原生Python开发一款打砖块儿小游戏

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页面更新:2024-03-25

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