程序O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。
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!
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
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import os
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'''游戏界面一些数值'''
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SCREENWIDTH = 640
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SCREENHEIGHT = 480
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BRICKWIDTH = 10
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BRICKHEIGHT = 10
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PADDLEWIDTH = 60
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PADDLEHEIGHT = 12
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BALLRADIUS = 8
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'''游戏素材路径'''
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FONTPATH = os.path.join(os.getcwd(), 'resources/font/font.TTF')
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HITSOUNDPATH = os.path.join(os.getcwd(), 'resources/audios/hit.wav')
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BGMPATH = os.path.join(os.getcwd(), 'resources/audios/bgm.mp3')
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LEVELROOTPATH = os.path.join(os.getcwd(), 'resources/levels')
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LEVELPATHS = [os.path.join(LEVELROOTPATH, '%s.level' % str(i 1)) for i in range(len(os.listdir(LEVELROOTPATH)))]
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'''一些颜色'''
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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PINK = (212, 149, 174)
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PURPLE = (168, 152, 191)
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YELLOW = (245, 237, 162)
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BLUE = (51, 170, 230)
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AQUA = (182, 225, 225)
2)定义一些类
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import random
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import pygame
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-
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'''板子'''
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class Paddle(pygame.sprite.Sprite):
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def __init__(self, x, y, width, height, SCREENWIDTH, SCREENHEIGHT, **kwargs):
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pygame.sprite.Sprite.__init__(self)
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self.init_state = [x, y, width, height]
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self.rect = pygame.Rect(x, y, width, height)
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self.base_speed = 10
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self.SCREENWIDTH = SCREENWIDTH
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self.SCREENHEIGHT = SCREENHEIGHT
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'''移动板子'''
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def move(self, direction):
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if direction == 'left':
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self.rect.left = max(0, self.rect.left-self.base_speed)
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elif direction == 'right':
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self.rect.right = min(self.SCREENWIDTH, self.rect.right self.base_speed)
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else:
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raise ValueError('Paddle.move.direction unsupport %s...' % direction)
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return True
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'''绑定到屏幕上'''
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def draw(self, screen, color):
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pygame.draw.rect(screen, color, self.rect)
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return True
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'''重置'''
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def reset(self):
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self.rect = pygame.Rect(self.init_state[0], self.init_state[1], self.init_state[2], self.init_state[3])
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return True
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-
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'''球'''
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class Ball(pygame.sprite.Sprite):
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def __init__(self, x, y, radius, SCREENWIDTH, SCREENHEIGHT, **kwargs):
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pygame.sprite.Sprite.__init__(self)
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self.init_state = [x, y, radius*2, radius*2]
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self.rect = pygame.Rect(x, y, radius*2, radius*2)
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self.base_speed = [5, 5]
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self.direction = [random.choice([1, -1]), -1]
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self.radius = radius
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self.SCREENWIDTH = SCREENWIDTH
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self.SCREENHEIGHT = SCREENHEIGHT
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'''移动球'''
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def move(self):
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self.rect.left = self.direction[0] * self.base_speed[0]
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self.rect.top = self.direction[1] * self.base_speed[1]
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if self.rect.left <= 0:
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self.rect.left = 0
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self.direction[0] = -self.direction[0]
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elif self.rect.right >= self.SCREENWIDTH:
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self.rect.right = self.SCREENWIDTH
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self.direction[0] = -self.direction[0]
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if self.rect.top <= 0:
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self.rect.top = 0
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self.direction[1] = -self.direction[1]
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elif self.rect.bottom >= self.SCREENHEIGHT:
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return False
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return True
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'''改变运动速度和方向(与拍相撞时)'''
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def change(self):
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self.base_speed = [random.choice([4, 5, 6]), random.choice([4, 5, 6])]
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self.direction = [random.choice([1, -1]), -1]
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return True
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'''绑定到屏幕上'''
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def draw(self, screen, color):
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pygame.draw.circle(screen, color, (self.rect.left self.radius, self.rect.top self.radius), self.radius)
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return True
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'''重置'''
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def reset(self):
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self.rect = pygame.Rect(self.init_state[0], self.init_state[1], self.init_state[2], self.init_state[3])
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return True
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-
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'''砖块'''
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class Brick(pygame.sprite.Sprite):
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def __init__(self, x, y, width, height, **kwargs):
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pygame.sprite.Sprite.__init__(self)
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self.init_state = [x, y, width, height]
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self.rect = pygame.Rect(x, y, width, height)
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'''绑定到屏幕上'''
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def draw(self, screen, color):
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pygame.draw.rect(screen, color, self.rect)
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return True
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'''重置'''
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def reset(self):
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self.rect = pygame.Rect(self.init_state[0], self.init_state[1], self.init_state[2], self.init_state[3])
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return True
3)定义开始、结束界面
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'''开始界面'''
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def __startInterface(self):
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clock = pygame.time.Clock()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
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pygame.quit()
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sys.exit(-1)
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if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
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return
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self.screen.fill(self.cfg.AQUA)
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text1 = 'Press <Enter> to start the game'
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text2 = 'Press <Esc> to quit the game'
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text_render1 = self.font_big.render(text1, False, self.cfg.BLUE)
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text_render2 = self.font_big.render(text2, False, self.cfg.BLUE)
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self.screen.blit(text_render1, ((self.cfg.SCREENWIDTH-text_render1.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render1.get_rect().height)//4))
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self.screen.blit(text_render2, ((self.cfg.SCREENWIDTH-text_render2.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//2))
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pygame.display.flip()
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clock.tick(30)
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'''结束界面'''
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def __endInterface(self, is_win):
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if is_win:
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text1 = 'Congratulations! You win!'
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else:
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text1 = 'Game Over! You fail!'
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text2 = 'Press <R> to restart the game'
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text3 = 'Press <Esc> to quit the game.'
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clock = pygame.time.Clock()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
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pygame.quit()
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sys.exit(-1)
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if event.type == pygame.KEYDOWN and event.key == pygame.K_r:
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return
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self.screen.fill(self.cfg.AQUA)
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text_render1 = self.font_big.render(text1, False, self.cfg.BLUE)
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text_render2 = self.font_big.render(text2, False, self.cfg.BLUE)
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text_render3 = self.font_big.render(text3, False, self.cfg.BLUE)
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self.screen.blit(text_render1, ((self.cfg.SCREENWIDTH-text_render1.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render1.get_rect().height)//4))
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self.screen.blit(text_render2, ((self.cfg.SCREENWIDTH-text_render2.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//2))
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self.screen.blit(text_render3, ((self.cfg.SCREENWIDTH-text_render3.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//1.5))
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pygame.display.flip()
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clock.tick(30)
4)定义游戏
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'''打砖块游戏'''
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class breakoutClone():
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def __init__(self, cfg, **kwargs):
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pygame.init()
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pygame.display.set_caption('Breakout clone ')
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pygame.mixer.init()
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self.screen = pygame.display.set_mode((cfg.SCREENWIDTH, cfg.SCREENHEIGHT))
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self.font_small = pygame.font.Font(cfg.FONTPATH, 20)
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self.font_big = pygame.font.Font(cfg.FONTPATH, 30)
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self.hit_sound = pygame.mixer.Sound(cfg.HITSOUNDPATH)
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pygame.mixer.music.load(cfg.BGMPATH)
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pygame.mixer.music.play(-1, 0.0)
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self.cfg = cfg
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'''运行游戏'''
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def run(self):
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while True:
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self.__startInterface()
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for idx, levelpath in enumerate(self.cfg.LEVELPATHS):
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state = self.__runLevel(levelpath)
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if idx == len(self.cfg.LEVELPATHS)-1:
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break
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if state == 'win':
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self.__nextLevel()
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else:
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break
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if state == 'fail':
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self.__endInterface(False)
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else:
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self.__endInterface(True)
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'''运行某关卡'''
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def __runLevel(self, levelpath):
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score = 0
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num_lives = 2
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# running: 游戏正在进行, fail: 游戏失败, win: 游戏成功.
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state = 'running'
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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)
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ball = Ball(paddle.rect.centerx-self.cfg.BALLRADIUS, paddle.rect.top-self.cfg.BALLRADIUS*2, self.cfg.BALLRADIUS, self.cfg.SCREENWIDTH, self.cfg.SCREENHEIGHT)
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brick_sprites = pygame.sprite.Group()
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brick_positions = loadLevel(levelpath)
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for bp in brick_positions:
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brick_sprites.add(Brick(bp[0]*self.cfg.BRICKWIDTH, bp[1]*self.cfg.BRICKHEIGHT, self.cfg.BRICKWIDTH, self.cfg.BRICKHEIGHT))
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clock = pygame.time.Clock()
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while True:
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if state != 'running':
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return state
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit(-1)
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keys_pressed = pygame.key.get_pressed()
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if keys_pressed[pygame.K_LEFT]:
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paddle.move('left')
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elif keys_pressed[pygame.K_RIGHT]:
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paddle.move('right')
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self.screen.fill(self.cfg.AQUA)
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is_alive = ball.move()
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# 判断有没有接住球
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if not is_alive:
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ball.reset()
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paddle.reset()
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num_lives -= 1
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if num_lives == 0:
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state = 'fail'
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# 球和砖块碰撞检测
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num_bricks = pygame.sprite.spritecollide(ball, brick_sprites, True)
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score = len(num_bricks)
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# 球和拍碰撞检测
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if pygame.sprite.collide_rect(ball, paddle):
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ball.change()
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# 判断砖块是否已经打完
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if len(brick_sprites) == 0:
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state = 'win'
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# 将游戏精灵绑定到屏幕
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paddle.draw(self.screen, self.cfg.PURPLE)
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ball.draw(self.screen, self.cfg.WHITE)
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for brick in brick_sprites:
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brick.draw(self.screen, self.cfg.YELLOW)
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text_render = self.font_small.render('SCORE: %s, LIVES: %s' % (score, num_lives), False, self.cfg.BLUE)
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self.screen.blit(text_render, (10, 10))
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pygame.display.flip()
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clock.tick(50)
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'''关卡切换'''
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def __nextLevel(self):
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clock = pygame.time.Clock()
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
-
sys.exit(-1)
-
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
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return
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self.screen.fill(self.cfg.AQUA)
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text = 'Press <Enter> to enter the next level'
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text_render = self.font_big.render(text, False, self.cfg.BLUE)
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self.screen.blit(text_render, ((self.cfg.SCREENWIDTH-text_render.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render.get_rect().height)//3))
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pygame.display.flip()
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clock.tick(30)
5)主函数与运行界面
-
import cfg
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from modules import breakoutClone
-
-
-
'''主函数'''
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def main():
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game = breakoutClone(cfg)
-
game.run()
-
-
-
'''run'''
-
if __name__ == '__main__':
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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——
运行界面——
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💖💖
🎯完整的免费源码领取处:记得私我!
滴滴我即可啦!
往期游戏推荐——
项目1.0 开心消消乐🐥
项目1.3 冒险记游戏🪂
【Pygame实战】嗷大喵历险记之程序员吸猫指南:真的太上头了~
项目4.6 泡泡龙
Pygame实战:风靡全球的经典泡泡龙小游戏来袭,你会喜欢嘛?(附源码)
项目4.7 游戏合集
【Pygame经典合集】终极白给大招:让你玩儿到爽(附多款游戏源码)
🍓文章汇总——
项目1.0 Python—2021 |已有文章汇总 | 持续更新,直接看这篇就够了
(更多内容 源码都在文章汇总哦!!欢迎阅读~)
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