Python pygame 消消乐游戏


import pygame
import random


# Define Four Colours
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)

pygame.init()

# Setting the width and height of the screen [width, height]
size = (700, 500)
screen = pygame.display.set_mode(size)

"""
    This is a simple Ball class for respresenting a ball
    in the game.
"""
class Ball(object):
    def __init__ (self, screen, radius,x,y):
        self.__screen = screen
        self._radius = radius
        self._xLoc = x
        self._yLoc = y
        self.__xVel = 7
        self.__yVel = 2
        w, h = pygame.display.get_surface().get_size()
        self.__width = w
        self.__height = h
    def getXVel(self):
        return self.__xVel
    def getYVel(self):
        return self.__yVel
    def draw(self):
        """
            draws the ball onto screen.
        """
        pygame.draw.circle(screen,(255, 0, 0) , (self._xLoc,self._yLoc), self._radius)
    def update(self, paddle, brickwall):
        """
            moves the ball at the screen.
            contains some collision detection.
        """
        self._xLoc += self.__xVel
        self._yLoc += self.__yVel
        #left screen wall bounce
        if self._xLoc <= self._radius:
            self.__xVel *= -1
        #right screen wall bounce
        elif self._xLoc >= self.__width - self._radius:
            self.__xVel *= -1
        #top wall bounce
        if self._yLoc <= self._radius:
            self.__yVel *= -1
        #bottom drop out
        elif self._yLoc >= self.__width - self._radius:
            return True

        # for bouncing off the bricks.
        if brickwall.collide(self):
            self.__yVel *= -1

        # collision detection between ball and paddle
        paddleY = paddle._yLoc
        paddleW = paddle._width
        paddleH = paddle._height
        paddleX = paddle._xLoc
        ballX = self._xLoc
        ballY = self._yLoc

        if ((ballX + self._radius) >= paddleX and ballX <= (paddleX + paddleW)) \
        and ((ballY + self._radius) >= paddleY and ballY <= (paddleY + paddleH)):
            self.__yVel *= -1

        return False


"""
    Simple class for representing a paddle
"""
class Paddle (object):
    def __init__ (self, screen, width, height,x,y):
        self.__screen = screen
        self._width = width
        self._height = height
        self._xLoc = x
        self._yLoc = y
        w, h = pygame.display.get_surface().get_size()
        self.__W = w
        self.__H = h
    def draw(self):
        """
            draws the paddle onto screen.
        """
        pygame.draw.rect(screen, (0,0,0), (self._xLoc,self._yLoc,self._width,self._height),0)
    def update(self):
        """
            moves the paddle at the screen via mouse
        """
        x,y = pygame.mouse.get_pos()
        if x >= 0 and x <= (self.__W - self._width):
            self._xLoc = x

"""
    This class represents a simple Brick class.
    For representing bricks onto screen.
"""
class Brick (pygame.sprite.Sprite):
    def __init__(self, screen, width, height, x,y):
        self.__screen = screen
        self._width = width
        self._height = height
        self._xLoc = x
        self._yLoc = y
        w, h = pygame.display.get_surface().get_size()
        self.__W = w
        self.__H = h
        self.__isInGroup = False
    def draw(self):
        """
            draws the brick onto screen.
            color: rgb(56, 177, 237)
        """
        pygame.draw.rect(screen, (56, 177, 237), (self._xLoc,self._yLoc,self._width,self._height),0)
    def add (self, group):
        """
            adds this brick to a given group.
        """
        group.add(self)
        self.__isInGroup = True
    def remove(self, group):
        """
            removes this brick from the given group.
        """
        group.remove(self)
        self.__isInGroup = False
    def alive(self):
        """
            returns true when this brick belongs to the brick wall.
            otherwise false
        """
        return self.__isInGroup

    def collide(self, ball):
        """
            collision detection between ball and this brick
        """
        brickX = self._xLoc
        brickY = self._yLoc
        brickW = self._width
        brickH = self._height
        ballX = ball._xLoc
        ballY = ball._yLoc
        ballXVel = ball.getXVel()
        ballYVel = ball.getYVel()


        if ((ballX + ball._radius) >= brickX and (ballX+ball._radius) <= (brickX + brickW)) \
        and ((ballY - ball._radius) >= brickY and (ballY - ball._radius)\
             <= (brickY + brickH)):
            return True
        else:
            return False


"""
    This is a simple class for representing a
    brick wall.
"""
class BrickWall (pygame.sprite.Group):
    def __init__ (self,screen, x, y, width, height):
        self.__screen = screen
        self._x = x
        self._y = y
        self._width = width
        self._height = height
        self._bricks = []

        X = x
        Y = y
        for i in range(3):
            for j in range(4):
                self._bricks.append(Brick(screen,width,height,X,Y))
                X += width + (width/ 7.0)
            Y += height + (height / 7.0)
            X = x

    def add(self,brick):
        """
            adds a brick to this BrickWall (group)
        """
        self._bricks.append(brick)
    def remove(self,brick):
        """
            removes a brick from this BrickWall (group)
        """
        self._bricks.remove(brick)
    def draw(self):
        """
            draws all bricks onto screen.
        """
        for brick in self._bricks:
            if brick != None:
                brick.draw()
    def update(self, ball):
        """
            checks collision between ball and bricks.
        """
        for i in range(len(self._bricks)):
            if ((self._bricks[i] != None) and self._bricks[i].collide(ball)):
                self._bricks[i] = None

        # removes the None-elements from the brick list.
        for brick in self._bricks:
            if brick == None:
                self._bricks.remove(brick)
    def hasWin(self):
        """
            Has player win the game?
        """
        return len(self._bricks) == 0
    def collide (self, ball):
        """
            check collisions between the ball and
            any of the bricks.
        """
        for brick in self._bricks:
            if brick.collide(ball):
                return True
        return False

# The game objects ball, paddle and brick wall
ball = Ball(screen,25, random.randint(1,700),250)
paddle = Paddle(screen,100,20,250,450)
brickWall = BrickWall(screen,25,25,150,50)

isGameOver = False # determines whether game is lose
gameStatus = True # game is still running

score = 0 # score for the game.

pygame.display.set_caption("Brickout-game")

# Loop until the user clicks the close button.
done = False

# Used to manage how fast the screen updates
clock = pygame.time.Clock()

# for displaying text in the game
pygame.font.init() # you have to call this at the start,
                   # if you want to use this module.

# message for game over
mgGameOver = pygame.font.SysFont('Comic Sans MS', 40)

# message for winning the game.
mgWin = pygame.font.SysFont('Comic Sans MS', 40)

# message for score
mgScore = pygame.font.SysFont('Comic Sans MS', 40)

textsurfaceGameOver = mgGameOver.render('Game Over!', False, (0, 0, 0))
textsurfaceWin = mgWin.render("You win!",False,(0,0,0))
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))


# -------- Main Program Loop -----------
while not done:
    # --- Main event loop
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    # --- Game logic should go here

    # --- Screen-clearing code goes here

    # Here, we clear the screen to white. Don't put other drawing commands
    # above this, or they will be erased with this command.

    # If you want a background image, replace this clear with blit'ing the
    # background image.
    screen.fill(WHITE)

    # --- Drawing code should go here

    """
        Because I use OOP in the game logic and the drawing code,
        are both in the same section.
    """
    if gameStatus:

        # first draws ball for appropriate displaying the score.
        brickWall.draw()

         # for counting and displaying the score
        if brickWall.collide(ball):
            score += 10
        textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))
        screen.blit(textsurfaceScore,(300,0))

        # after scoring. because hit bricks are removed in the update-method
        brickWall.update(ball)

        paddle.draw()
        paddle.update()

        if ball.update(paddle, brickWall):
            isGameOver = True
            gameStatus = False

        if brickWall.hasWin():
            gameStatus = False

        ball.draw()

    else: # game isn't running.
        if isGameOver: # player lose
            screen.blit(textsurfaceGameOver,(0,0))
            textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))
            screen.blit(textsurfaceScore,(300,0))
        elif brickWall.hasWin(): # player win
            screen.blit(textsurfaceWin,(0,0))
            textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0))
            screen.blit(textsurfaceScore,(300,0))

    # --- Go ahead and update the screen with what we've drawn.
    pygame.display.flip()

    # --- Limit to 60 frames per second
    clock.tick(60)

# Close the window and quit.
pygame.quit()

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