Pygame 关卡/菜单状态

问题描述 投票:0回答:2

通过下面的代码,实现游戏状态来控制关卡的最简单、最简单的方法是什么?如果我想从标题屏幕开始,然后加载一个关卡,并在完成后进入下一个关卡?如果有人可以解释处理这个问题的最简单方法,那就太好了!

import pygame
from pygame import *

WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

def main():
    global level
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    level = 0

    bg = Surface((32,32))
    bg.convert()
    bg.fill(Color("#0094FF"))

    up = left = right = False
    entities = pygame.sprite.Group()
    player = Player(32, 32)
    enemy = Enemy(32,32)
    platforms = []

    x = 0
    y = 0

    if level == 0:
        level = [
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                            ",
            "                                         E  ",
            "                            PPPPPPPPPPPPPPPP",
            "                            PPPPPPPPPPPPPPPP",
            "                            PPPPPPPPPPPPPPPP",
            "               PPPPP        PPPPPPPPPPPPPPPP",
            "                            PPPPPPPPPPPPPPPP",
            "                            PPPP           P",
            "                            PPPP           P",
            "                            PPPP     PPPPPPP",
            "                      PPPPPPPPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "       PPPP                 PPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "                            PPPP     PPPPPPP",
            "PPPPP                       PPPP     PPPPPPP",
            "PPP                         PPPP     PPPPPPP",
            "PPP                         PPPP     PPPPPPP",
            "PPP                         PPPP     PPPPPPP",
            "PPP         PPPPP           PPPP     PPPPPPP",
            "PPP                                     PPPP",
            "PPP                                     PPPP",
            "PPP                                     PPPP",
            "PPP                       PPPPPPPPPPPPPPPPPP",
            "PPP                       PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
            "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",]

        #background = pygame.image.load("Untitled.png")


    total_level_width = len(level[0]) * 32
    total_level_height = len(level) * 32

    # build the level
    for row in level:
        for col in row:
            if col == "P":
                p = Platform(x, y)
                platforms.append(p)
                entities.add(p)
            if col == "E":
                e = ExitBlock(x, y)
                platforms.append(e)
                entities.add(e)
            x += 32
        y += 32
        x = 0

    camera = Camera(complex_camera, total_level_width, total_level_height)
    entities.add(player)
    entities.add(enemy)

    while 1:
        timer.tick(60)

        for e in pygame.event.get():
            if e.type == QUIT: raise SystemExit, "QUIT"
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                raise SystemExit, "ESCAPE"

            if e.type == KEYDOWN and e.key == K_UP:
                up = True
            if e.type == KEYDOWN and e.key == K_LEFT:
                left = True
            if e.type == KEYDOWN and e.key == K_RIGHT:
                right = True

            if e.type == KEYUP and e.key == K_UP:
                up = False
            if e.type == KEYUP and e.key == K_LEFT:
                left = False
            if e.type == KEYUP and e.key == K_RIGHT:
                right = False

        # draw background
        for y in range(20):
            for x in range(25):
                screen.blit(bg, (x * 32, y * 32))

        # draw background
        #screen.blit(background, camera.apply((0,0)))
        #draw entities
        for e in entities:
            screen.blit(e.image, camera.apply(e))
        # update player, update camera, and refresh
        player.update(up, left, right, platforms)
        enemy.update(platforms)
        camera.update(player)
        pygame.display.flip()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        try:
            return target.rect.move(self.state.topleft)
        except AttributeError:
            return map(sum, zip(target, self.state.topleft))

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width - WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(200, 1200, 32, 32)


    def update(self, up, left, right, platforms):
        if self.rect.top > 1440 or self.rect.top < 0:
            main()
        if self.rect.left > 1408 or self.rect.right < 0:
            main()
        if up:
            if self.onGround:
                self.yvel = 0
                self.yvel -= 10 # only jump if on the ground
        if left:
            self.xvel = -10
        if right:
            self.xvel = 10
        if not self.onGround:
            self.yvel += 0.3 # only accelerate with gravity if in the air
            if self.yvel > 80: self.yvel = 80 # max falling speed
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel # increment in x direction
        self.collide(self.xvel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yvel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yvel, platforms) # do y-axis collisions

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    pygame.event.post(pygame.event.Event(QUIT))
                if xvel > 0: self.rect.right = p.rect.left
                if xvel < 0: self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yvel < 0:
                    self.rect.top = p.rect.bottom


class Enemy(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.yVel = 0
        self.xVel = 0
        self.image = Surface((32,32))
        self.image.fill(Color("#00FF00"))
        self.image.convert()
        self.rect = Rect(300, 1200, 32, 32)
        self.onGround = False
        self.right_dis = False

    def update(self, platforms):
        if not self.onGround:
            self.yVel += 0.3

        if self.rect.left == 96:
            self.right_dis = False
        if self.rect.right == 480:
            self.right_dis = True
        if not self.right_dis:
            self.xVel = 2
        if self.right_dis:
            self.xVel = -2

        self.rect.left += self.xVel # increment in x direction
        self.collide(self.xVel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yVel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yVel, platforms) # do y-axis collisions

    def collide(self, xVel, yVel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if xVel > 0: self.rect.right = p.rect.left
                if xVel < 0: self.rect.left = p.rect.right
                if yVel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yVel < 0:
                    self.rect.top = p.rect.bottom

class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        #self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
        self.image = Surface((32,32)) #makes blocks visible for building levels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image = pygame.image.load("end.png")




if __name__ == "__main__":
    main()
python pygame
2个回答
47
投票

首先,让我们摆脱这些丑陋的 if 块:

for e in pygame.event.get():
    if e.type == QUIT: raise SystemExit, "QUIT"
    if e.type == KEYDOWN and e.key == K_ESCAPE:
        raise SystemExit, "ESCAPE"

    if e.type == KEYDOWN and e.key == K_UP:
        up = True
    if e.type == KEYDOWN and e.key == K_LEFT:
        left = True
    if e.type == KEYDOWN and e.key == K_RIGHT:
        right = True

    if e.type == KEYUP and e.key == K_UP:
        up = False
    if e.type == KEYUP and e.key == K_LEFT:
        left = False
    if e.type == KEYUP and e.key == K_RIGHT:
        right = False

我们可以将它们重写为:

for e in pygame.event.get():
    if e.type == QUIT: raise SystemExit, "QUIT"
    if e.type == KEYDOWN and e.key == K_ESCAPE:
        raise SystemExit, "ESCAPE"

pressed = pygame.key.get_pressed()
up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]

这个稍后会派上用场。


回到主题:我们想要的是一堆不同的场景。每个Scene必须负责自己的屏幕渲染和事件处理。

让我们尝试将现有代码提取到游戏场景中,以便以后可以添加其他场景。我们首先创建一个空的

Scene
类,它将作为场景的基类:

class Scene(object):
    def __init__(self):
        pass

    def render(self, screen):
        raise NotImplementedError

    def update(self):
        raise NotImplementedError

    def handle_events(self, events):
        raise NotImplementedError

我们的计划是覆盖每个子类中的每个方法,因此我们在基类中提出

NotImplementedError
,以便我们很容易发现是否忘记这样做(我们也可以使用 ABC,但让我们保持简单)。

现在让我们将与运行游戏状态相关的所有内容(基本上是所有内容)放入一个新的

GameScene
类中。

class GameScene(Scene):
    def __init__(self):
        super(GameScene, self).__init__()
        level = 0
        self.bg = Surface((32,32))
        self.bg.convert()
        self.bg.fill(Color("#0094FF"))
        up = left = right = False
        self.entities = pygame.sprite.Group()
        self.player = Player(32, 32)
        self.enemy = Enemy(32,32)
        self.platforms = []

        x = 0
        y = 0

        if level == 0:
            level = [
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                            ",
                "                                         E  ",
                "                            PPPPPPPPPPPPPPPP",
                "                            PPPPPPPPPPPPPPPP",
                "                            PPPPPPPPPPPPPPPP",
                "               PPPPP        PPPPPPPPPPPPPPPP",
                "                            PPPPPPPPPPPPPPPP",
                "                            PPPP           P",
                "                            PPPP           P",
                "                            PPPP     PPPPPPP",
                "                      PPPPPPPPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "       PPPP                 PPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "                            PPPP     PPPPPPP",
                "PPPPP                       PPPP     PPPPPPP",
                "PPP                         PPPP     PPPPPPP",
                "PPP                         PPPP     PPPPPPP",
                "PPP                         PPPP     PPPPPPP",
                "PPP         PPPPP           PPPP     PPPPPPP",
                "PPP                                     PPPP",
                "PPP                                     PPPP",
                "PPP                                     PPPP",
                "PPP                       PPPPPPPPPPPPPPPPPP",
                "PPP                       PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",]

            #background = pygame.image.load("Untitled.png")


        total_level_width = len(level[0]) * 32
        total_level_height = len(level) * 32

        # build the level
        for row in level:
            for col in row:
                if col == "P":
                    p = Platform(x, y)
                    self.platforms.append(p)
                    self.entities.add(p)
                if col == "E":
                    e = ExitBlock(x, y)
                    self.platforms.append(e)
                    self.entities.add(e)
                x += 32
            y += 32
            x = 0

        self.camera = Camera(complex_camera, total_level_width, total_level_height)
        self.entities.add(self.player)
        self.entities.add(self.enemy)

    def render(self, screen):
        for y in range(20):
            for x in range(25):
                screen.blit(self.bg, (x * 32, y * 32))

        for e in self.entities:
            screen.blit(e.image, self.camera.apply(e))

    def update(self):
        pressed = pygame.key.get_pressed()
        up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
        self.player.update(up, left, right, self.platforms)
        self.enemy.update(self.platforms)
        self.camera.update(self.player)

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                pass #somehow go back to menu

虽然还不完美,但是一个好的开始。与实际游戏玩法相关的所有内容都被提取到其自己的类中。有些变量必须是实例变量,因此必须通过

self
访问它们。

现在我们需要更改

main
函数才能实际使用此类:

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    running = True

    scene = GameScene()

    while running:
        timer.tick(60)

        if pygame.event.get(QUIT):
            running = False
            return
        scene.handle_events(pygame.event.get())
        scene.update()
        scene.render(screen)
        pygame.display.flip()

请注意,我更改了两件小事情:我使用

pygame.event.get(QUIT)
只首先获得可能的
QUIT
事件,因为这是我们在主循环中唯一感兴趣的事件。所有其他事件都直接传递到当前场景:
scene.handle_events(pygame.event.get())
.

此时,我们可以考虑将一些类提取到自己的文件中,但让我们继续。

让我们创建一个标题菜单:

class TitleScene(object):

    def __init__(self):
        super(TitleScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)
        self.sfont = pygame.font.SysFont('Arial', 32)

    def render(self, screen):
        # beware: ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render('Crazy Game', True, (255, 255, 255))
        text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
        screen.blit(text1, (200, 50))
        screen.blit(text2, (200, 350))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_SPACE:
                self.manager.go_to(GameScene(0))

这仅显示绿色背景和一些文本。如果玩家按下SPACE,我们要开始第一个关卡。注意这一行:

self.manager.go_to(GameScene(0))

这里我将参数

0
传递给
GameScene
类,所以让我们对其进行更改,以便它接受此参数:

class GameScene(Scene):
    def __init__(self, level):
        ...

正如您已经猜到的那样,

level = 0
行可以删除。

那么它是什么

self.manager
?这只是一个为我们管理场景的小助手类。

class SceneMananger(object):
    def __init__(self):
        self.go_to(TitleScene())

    def go_to(self, scene):
        self.scene = scene
        self.scene.manager = self

它从标题场景开始,并将每个场景

manager
字段设置为其自身,以允许更改当前场景。如何实现这样的场景管理器有很多可能性,这是最简单的方法。缺点是每个场景都必须知道它之后是哪个场景,但这现在不应该困扰我们。

让我们使用新的

SceneMananger

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    running = True

    manager = SceneMananger()

    while running:
        timer.tick(60)

        if pygame.event.get(QUIT):
            running = False
            return
        manager.scene.handle_events(pygame.event.get())
        manager.scene.update()
        manager.scene.render(screen)
        pygame.display.flip()

简单明了。让我们快速添加第二个关卡和获胜/失败屏幕,我们就完成了。

class CustomScene(object):

    def __init__(self, text):
        self.text = text
        super(CustomScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)

    def render(self, screen):
        # ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render(self.text, True, (255, 255, 255))
        screen.blit(text1, (200, 50))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN:
                self.manager.go_to(TitleScene())

下面是完整的代码。请注意

Player
类的更改:它不是再次调用
main
函数,而是调用场景上的方法来指示玩家到达出口或死亡。

此外,我还更改了玩家和敌人的位置。现在,您指定实体将出现在关卡中的位置。例如。

Player(5, 40)
将在关卡第 5 列、第 40 行创建玩家。作为奖励,敌人可以进行适当的碰撞检测。

我将级别的描述提取到名为

levels
的字典中,因此可以轻松根据需要更改和添加级别(稍后,您可能需要每个级别一个文件,所以这是一个好的开始)。它可以扩展以保持玩家的起始位置,但您也可以创建一个特殊的图块,例如
*
表示起始位置,
E
表示关卡描述中的敌人。

import pygame
from pygame import *

WIN_WIDTH = 1120 - 320
WIN_HEIGHT = 960 - 320
HALF_WIDTH = int(WIN_WIDTH / 2)
HALF_HEIGHT = int(WIN_HEIGHT / 2)

DISPLAY = (WIN_WIDTH, WIN_HEIGHT)
DEPTH = 0
FLAGS = 0
CAMERA_SLACK = 30

levels = {0: {'level': [
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                         E  ",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "               PPPPP        PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPP           P",
                    "                            PPPP           P",
                    "                            PPPP     PPPPPPP",
                    "                      PPPPPPPPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "       PPPP                 PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "PPPPP                       PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP         PPPPP           PPPP     PPPPPPP",
                    "PPP                                     PPPP",
                    "PPP                                     PPPP",
                    "PPP                                     PPPP",
                    "PPP                       PPPPPPPPPPPPPPPPPP",
                    "PPP                       PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",],
             'enemies': [(9, 38)]},
             1: {'level': [
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                            ",
                    "                                         E  ",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "               PPPPP        PPPPPPPPPPPPPPPP",
                    "                            PPPPPPPPPPPPPPPP",
                    "                            PPPP           P",
                    "                            PPPP           P",
                    "                            PPPP     PPPPPPP",
                    "                      PPPPPPPPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "       PPPP                 PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "                            PPPP     PPPPPPP",
                    "PPPPP                       PPPP     PPPPPPP",
                    "PPP                  PPPPPPPPPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP                         PPPP     PPPPPPP",
                    "PPP             PPPPPPPP    PPPP     PPPPPPP",
                    "PPP                                     PPPP",
                    "PPP                                     PPPP",
                    "PPP          PPPPP                      PPPP",
                    "PPP          P            PPPPPPPPPPPPPPPPPP",
                    "PPP          P    PPPPPPPPPPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",
                    "PPPPPPPPPPPPPPP           PPPPPPPPPPPPPPPPPP",],
             'enemies': [(9, 38), (18, 38), (15, 15)]}}

class Scene(object):
    def __init__(self):
        pass

    def render(self, screen):
        raise NotImplementedError

    def update(self):
        raise NotImplementedError

    def handle_events(self, events):
        raise NotImplementedError

class GameScene(Scene):
    def __init__(self, levelno):
        super(GameScene, self).__init__()
        self.bg = Surface((32,32))
        self.bg.convert()
        self.bg.fill(Color("#0094FF"))
        up = left = right = False
        self.entities = pygame.sprite.Group()
        self.player = Player(5, 40)
        self.player.scene = self
        self.platforms = []

        self.levelno = levelno

        levelinfo = levels[levelno]
        self.enemies = [Enemy(*pos) for pos in levelinfo['enemies']]

        level = levelinfo['level']
        total_level_width = len(level[0]) * 32
        total_level_height = len(level) * 32

        # build the level
        x = 0
        y = 0
        for row in level:
            for col in row:
                if col == "P":
                    p = Platform(x, y)
                    self.platforms.append(p)
                    self.entities.add(p)
                if col == "E":
                    e = ExitBlock(x, y)
                    self.platforms.append(e)
                    self.entities.add(e)
                x += 32
            y += 32
            x = 0

        self.camera = Camera(complex_camera, total_level_width, total_level_height)
        self.entities.add(self.player)
        for e in self.enemies:
            self.entities.add(e)

    def render(self, screen):
        for y in range(20):
            for x in range(25):
                screen.blit(self.bg, (x * 32, y * 32))

        for e in self.entities:
            screen.blit(e.image, self.camera.apply(e))

    def update(self):
        pressed = pygame.key.get_pressed()
        up, left, right = [pressed[key] for key in (K_UP, K_LEFT, K_RIGHT)]
        self.player.update(up, left, right, self.platforms)

        for e in self.enemies:
            e.update(self.platforms)

        self.camera.update(self.player)

    def exit(self):
        if self.levelno+1 in levels:
            self.manager.go_to(GameScene(self.levelno+1))
        else:
            self.manager.go_to(CustomScene("You win!"))

    def die(self):
        self.manager.go_to(CustomScene("You lose!"))

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_ESCAPE:
                self.manager.go_to(TitleScene())

class CustomScene(object):

    def __init__(self, text):
        self.text = text
        super(CustomScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)

    def render(self, screen):
        # ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render(self.text, True, (255, 255, 255))
        screen.blit(text1, (200, 50))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN:
                self.manager.go_to(TitleScene())

class TitleScene(object):

    def __init__(self):
        super(TitleScene, self).__init__()
        self.font = pygame.font.SysFont('Arial', 56)
        self.sfont = pygame.font.SysFont('Arial', 32)

    def render(self, screen):
        # ugly! 
        screen.fill((0, 200, 0))
        text1 = self.font.render('Crazy Game', True, (255, 255, 255))
        text2 = self.sfont.render('> press space to start <', True, (255, 255, 255))
        screen.blit(text1, (200, 50))
        screen.blit(text2, (200, 350))

    def update(self):
        pass

    def handle_events(self, events):
        for e in events:
            if e.type == KEYDOWN and e.key == K_SPACE:
                self.manager.go_to(GameScene(0))

class SceneMananger(object):
    def __init__(self):
        self.go_to(TitleScene())

    def go_to(self, scene):
        self.scene = scene
        self.scene.manager = self

def main():
    pygame.init()
    screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH)
    pygame.display.set_caption("ABCDEFGHIJKLMNOPQRSTUVWXYZ")
    timer = pygame.time.Clock()
    running = True

    manager = SceneMananger()

    while running:
        timer.tick(60)

        if pygame.event.get(QUIT):
            running = False
            return
        manager.scene.handle_events(pygame.event.get())
        manager.scene.update()
        manager.scene.render(screen)
        pygame.display.flip()

class Camera(object):
    def __init__(self, camera_func, width, height):
        self.camera_func = camera_func
        self.state = Rect(0, 0, width, height)

    def apply(self, target):
        try:
            return target.rect.move(self.state.topleft)
        except AttributeError:
            return map(sum, zip(target, self.state.topleft))

    def update(self, target):
        self.state = self.camera_func(self.state, target.rect)

def complex_camera(camera, target_rect):
    l, t, _, _ = target_rect
    _, _, w, h = camera
    l, t, _, _ = -l + HALF_WIDTH, -t +HALF_HEIGHT, w, h

    l = min(0, l)                           # stop scrolling left
    l = max(-(camera.width - WIN_WIDTH), l)   # stop scrolling right
    t = max(-(camera.height-WIN_HEIGHT), t) # stop scrolling bottom

    return Rect(l, t, w, h)

class Entity(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)

class Player(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.xvel = 0
        self.yvel = 0
        self.onGround = False
        self.image = Surface((32,32))
        self.image.fill(Color("#0000FF"))
        self.image.convert()
        self.rect = Rect(x*32, y*32, 32, 32)

    def update(self, up, left, right, platforms):
        if self.rect.top > 1440 or self.rect.top < 0:
            self.scene.die()
        if self.rect.left > 1408 or self.rect.right < 0:
            self.scene.die()
        if up:
            if self.onGround:
                self.yvel = 0
                self.yvel -= 10 # only jump if on the ground
        if left:
            self.xvel = -10
        if right:
            self.xvel = 10
        if not self.onGround:
            self.yvel += 0.3 # only accelerate with gravity if in the air
            if self.yvel > 80: self.yvel = 80 # max falling speed
        if not(left or right):
            self.xvel = 0

        self.rect.left += self.xvel # increment in x direction
        if self.collide(self.xvel, 0, platforms): # do x-axis collisions
            self.rect.top += self.yvel # increment in y direction
            self.onGround = False; # assuming we're in the air
            self.collide(0, self.yvel, platforms) # do y-axis collisions

    def collide(self, xvel, yvel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if isinstance(p, ExitBlock):
                    self.scene.exit()
                    return False
                if xvel > 0: self.rect.right = p.rect.left
                if xvel < 0: self.rect.left = p.rect.right
                if yvel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yvel < 0:
                    self.rect.top = p.rect.bottom
        return True

class Enemy(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        self.yVel = 0
        self.xVel = 2 # start moving immediately
        self.image = Surface((32,32))
        self.image.fill(Color("#00FF00"))
        self.image.convert()
        self.rect = Rect(x*32, y*32, 32, 32)
        self.onGround = False

    def update(self, platforms):
        if not self.onGround:
            self.yVel += 0.3

        # no need for right_dis to be a member of the class,
        # since we know we are moving right if self.xVel > 0
        right_dis = self.xVel > 0

        # create a point at our left (or right) feet 
        # to check if we reached the end of the platform
        m = (1, 1) if right_dis else (-1, 1)
        p = self.rect.bottomright if right_dis else self.rect.bottomleft
        fp = map(sum, zip(m, p))

        # if there's no platform in front of us, change the direction
        collide = any(p for p in platforms if p.rect.collidepoint(fp))
        if not collide:
            self.xVel *= -1

        self.rect.left += self.xVel # increment in x direction
        self.collide(self.xVel, 0, platforms) # do x-axis collisions
        self.rect.top += self.yVel # increment in y direction
        self.onGround = False; # assuming we're in the air
        self.collide(0, self.yVel, platforms) # do y-axis collisions

    def collide(self, xVel, yVel, platforms):
        for p in platforms:
            if pygame.sprite.collide_rect(self, p):
                if xVel > 0: 
                    self.rect.right = p.rect.left
                    self.xVel *= -1 # hit wall, so change direction
                if xVel < 0: 
                    self.rect.left = p.rect.right
                    self.xVel *= -1 # hit wall, so change direction
                if yVel > 0:
                    self.rect.bottom = p.rect.top
                    self.onGround = True
                if yVel < 0:
                    self.rect.top = p.rect.bottom

class Platform(Entity):
    def __init__(self, x, y):
        Entity.__init__(self)
        #self.image = Surface([32, 32], pygame.SRCALPHA, 32) #makes blocks invisible for much better artwork
        self.image = Surface((32,32)) #makes blocks visible for building levels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        pass

class ExitBlock(Platform):
    def __init__(self, x, y):
        Platform.__init__(self, x, y)
        self.image = Surface((32,32)) #makes blocks visible for building levels
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)




if __name__ == "__main__":
    main()

1
投票

我还制作了一个游戏,其中有游戏菜单、关卡菜单、加载部分和游戏部分。
我的做法是在主游戏循环中,
我通过了一堆 elif 语句来确定游戏处于什么“模式”,并执行适当的操作。
它看起来效果很好,我建议你也尝试一下。

我意识到我的代码真的很长,但是如果你去它说的地方

#game loop
(使用ctrl+f找到它),你可以看到elifs来确定模式。希望这有帮助。

#basic stuff
import pygame, sys, random
pygame.init()
window=pygame.display.set_mode((1500, 800), pygame.FULLSCREEN)
winrect=window.get_rect()

#colors
GREEN=(19, 225, 30)
BLUE=(41, 2, 245)
YELLOW=(251, 240, 32)
WHITE=(255, 255, 255)
BLACK=(0, 0, 0)
RED=(255, 0, 0)

#text
bigfont=pygame.font.SysFont('calibri', 75)
font=pygame.font.SysFont('calibri', 40)
texts={}

so=bigfont.render('Ball Bounce', True, BLUE)
rect=so.get_rect()
rect.top=winrect.top+100
rect.centerx=winrect.centerx
texts['title']=[so, rect]

so=font.render('Start', True, BLUE)
rect=so.get_rect()
so1=pygame.Surface((400, 50))
so2=pygame.Surface((400, 50))
rect1=so1.get_rect()
so1.fill(YELLOW)
so2.fill(RED)
pygame.draw.rect(so1, BLACK, rect1, 5)
pygame.draw.rect(so2, BLACK, rect1, 5)
rect.center=rect1.center
so1.blit(so, rect)
so2.blit(so, rect)
rect1.centerx=winrect.centerx
rect1.top=texts['title'][1].top+300
texts['start']=[so1, rect1, so2]

so=bigfont.render('Levels', True, BLUE)
rect=so.get_rect()
rect.centerx=winrect.centerx
rect.top=winrect.top+100
texts['levels']=[so, rect]

#levels [locked, unlocked, completed/mouseover, rect, state(locked, unlocked, completed)]
levels=[]
lock=pygame.image.load('images/lock.png').convert()
lock=pygame.transform.scale(lock, (100, 100))
lock.set_colorkey(lock.get_at((1, 1)))
for i in range(1, 21):
    so=pygame.Surface((100, 100))
    so.fill(YELLOW)
    rect=so.get_rect()
    pygame.draw.rect(so, BLACK, rect, 5)
    so1=pygame.Surface((100, 100))
    so1.fill(RED)
    pygame.draw.rect(so1, BLACK, rect, 5)
    text=font.render(str(i), True, BLUE)
    textrect=text.get_rect()
    textrect.center=rect.center
    so.blit(text, textrect)
    so1.blit(text, textrect)
    locked=pygame.Surface((100, 100))
    locked.blit(so, rect)
    locked.blit(lock, lock.get_rect())
    if i<=5:
        rect.top=texts['levels'][1].bottom+25
    elif i<=10:
        rect.top=levels[0][3].bottom+50
    elif i<=15:
        rect.top=levels[7][3].bottom+50
    else:
        rect.top=levels[12][3].bottom+50
    if i==1 or i==6 or i==11 or i==16:
        rect.right=winrect.centerx-200
    elif i==2 or i==7 or i==12 or i==17:
        rect.right=winrect.centerx-75
    elif i==3 or i==8 or i==13 or i==18:
        rect.centerx=winrect.centerx
    elif i==4 or i==9 or i==14 or i==19:
        rect.left=winrect.centerx+75
    else:
        rect.left=winrect.centerx+200
    if i==1:
        levels.append([locked, so, so1, rect, 1])
    else:
        levels.append([locked, so, so1, rect, 1])

#Wall class (0=horizontal, 1=vertical)
class cwall(pygame.Rect):
    'orientation (hor, vert), location, holesize, winrect'
    def __init__(self, orientation, location, holesize, winrect):
        self.orientation=orientation
        if orientation==0:
            self.height=5
            self.width=winrect.width
            self.centery=location
        if orientation==1:
            self.width=5
            self.height=winrect.height
            self.centerx=location
        self.holesize=holesize
        self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
        self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
    def update(self):
        self.bbottomright=round(pygame.mouse.get_pos()[self.orientation]+self.holesize/2)
        self.ttopleft=round(pygame.mouse.get_pos()[self.orientation]-self.holesize/2)
        if self.bbottomright<self.holesize:
            self.bbottomright=self.holesize
        if self.ttopleft>self.right-self.holesize and self.orientation==0:
            self.ttopleft=self.right-self.holesize
        if self.ttopleft>self.bottom-self.holesize and self.orientation==1:
            self.ttopleft=self.bottom-self.holesize

#Ball Class
class cball(pygame.Rect):
    'diameter, speed, color, winrect'
    def __init__(self, diameter, speed, color, winrect):
        self.width=diameter
        self.height=diameter
        self.speed=speed
        self.color=color
        self.direction=random.randint(1, 4)
        self.center=(random.randint(round(diameter/2), round(winrect.right-diameter/2)), random.randint(round(diameter/2), round(winrect.bottom-diameter/2)))
    def update(self, winrect, walls):
        if self.direction/2==round(self.direction/2):
            self.right+=self.speed
        else:
            self.right-=self.speed
        if self.direction<=2:
            self.top+=self.speed
        else:
            self.top-=self.speed
        for wall in walls:
            if wall.collidepoint(self.center):
                if wall.orientation==0 and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
                    if self.direction==1:
                        self.direction=3
                        self.bottom=wall.top
                    elif self.direction==2:
                        self.direction=4
                        self.bottom=wall.top
                    elif self.direction==3:
                        self.direction=1
                        self.top=wall.bottom
                    else:
                        self.direction=2
                        self.top=wall.bottom
                elif wall.orientation==1 and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
                    if self.direction==1:
                        self.direction=2
                        self.left=wall.right
                    elif self.direction==2:
                        self.direction=1
                        self.right=wall.left
                    elif self.direction==3:
                        self.direction=4
                        self.left=wall.right
                    else:
                        self.direction=3
                        self.right=wall.left
            elif wall.orientation==0:
                if self.bottom>wall.top and self.centery<wall.top and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
                    if self.direction==1:
                        self.direction=3
                        self.bottom=wall.top
                    elif self.direction==2:
                        self.direction=4
                        self.bottom=wall.top
                elif self.top<wall.bottom and self.centery>wall.bottom and (self.centerx<wall.ttopleft or self.centerx>wall.bbottomright):
                    if self.direction==3:
                        self.direction=1
                        self.top=wall.bottom
                    if self.direction==4:
                        self.direction=2
                        self.top=wall.bottom
            else:
                if self.left<wall.right and self.centerx>wall.right and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
                    if self.direction==1:
                        self.direction=2
                        self.left=wall.right
                    elif self.direction==3:
                        self.direction=4
                        self.left=wall.right
                elif self.right>wall.left and self.centerx<wall.left and (self.centery<wall.ttopleft or self.centery>wall.bbottomright):
                    if self.direction==2:
                        self.direction=1
                        self.right=wall.left
                    if self.direction==4:
                        self.direction=3
                        self.right=wall.left
        if self.top<0:
            if self.direction==3:
                self.direction=1
                self.top=0
            elif self.direction==4:
                self.direction=2
                self.topn=0
        if self.bottom>winrect.bottom:
            if self.direction==1:
                self.direction=3
                self.bottom=winrect.bottom
            elif self.direction==2:
                self.direction=4
                self.bottom=winrect.bottom
        if self.left<0:
            if self.direction==1:
                self.direction=2
                self.left=0
            elif self.direction==3:
                self.direction=4
                self.left=0
        if self.right>winrect.right:
            if self.direction==2:
                self.direction=1
                self.right=winrect.right
            if self.direction==4:
                self.direction=3
                self.right=winrect.right
        for box in boxes:
            if box[0].collidepoint(self.center) and self.color==box[1]:
                return True
        return False

#Game loop setup
mode='title'

#Game loop
while True:
    if mode=='title':
        #event loop
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type==pygame.MOUSEBUTTONDOWN:
                if texts['start'][1].collidepoint(event.pos):
                    mode='levels'
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        #screen update
        window.fill(GREEN)
        mouse=pygame.mouse.get_pos()
        if texts['start'][1].collidepoint(mouse):
            window.blit(texts['start'][2], texts['start'][1])
        else:
            window.blit(texts['start'][0], texts['start'][1])
        window.blit(texts['title'][0], texts['title'][1])
        pygame.display.update()

    elif mode=='levels':
        #event loop
        for event in pygame.event.get():
            if event.type==pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type==pygame.MOUSEBUTTONDOWN:
                for level in levels:
                    if level[3].collidepoint(event.pos) and level[4]!=0:
                        mode='loading'
                        loadinglevel=levels.index(level)+1
            if event.type==pygame.KEYDOWN:
                if event.key==pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
        #screen update
        window.fill(GREEN)
        for level in levels:
            if level[3].collidepoint(pygame.mouse.get_pos()) and level[4]==1:
                window.blit(level[2], level[3])
            else:
                window.blit(level[level[4]], level[3])
        window.blit(texts['levels'][0], texts['levels'][1])
        pygame.display.update()

    elif mode=='loading':
        if loadinglevel==1:
            walls=[cwall(1, winrect.width/2, 100, winrect)]
            balls=[]
            for i in range(2):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(2):
                balls.append(cball(20, 3, YELLOW, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
        elif loadinglevel==2:
            walls=[cwall(1, winrect.width/2, 100, winrect)]
            balls=[]
            for i in range(4):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(4):
                balls.append(cball(20, 3, YELLOW, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), winrect.height), GREEN), (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), YELLOW))
        elif loadinglevel==3:
            walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
            balls=[]
            for i in range(2):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(2):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(2):
                balls.append(cball(20, 3, BLUE, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
                   (pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))
        elif loadinglevel==4:
            walls=[cwall(1, winrect.width/3, 100, winrect), cwall(1, 2*winrect.width/3, 100, winrect)]
            balls=[]
            for i in range(4):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(4):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(4):
                balls.append(cball(20, 3, BLUE, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/3), winrect.height), GREEN), (pygame.Rect(round(winrect.width/3), 0, round(winrect.width/3), winrect.height), YELLOW),
                   (pygame.Rect(round(2*winrect.width/3), 0, round(winrect.width/3), winrect.height), BLUE))

        elif loadinglevel==7:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(2):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(2):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(2):
                balls.append(cball(20, 3, BLUE, winrect))
            for i in range(2):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
                   (pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
                   (pygame.Rect(round(winrect.width/2), round(winrect.height/2),  round(winrect.width/2), round(winrect.height/2)), BLUE))
        elif loadinglevel==8:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(4):
                balls.append(cball(20, 3, GREEN, winrect))
            for i in range(4):
                balls.append(cball(20, 3, YELLOW, winrect))
            for i in range(4):
                balls.append(cball(20, 3, BLUE, winrect))
            for i in range(4):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), GREEN),
                   (pygame.Rect(0, round(winrect.height/2), round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), round(winrect.height/2)), YELLOW),
                   (pygame.Rect(round(winrect.width/2), round(winrect.height/2),  round(winrect.width/2), round(winrect.height/2)), BLUE))
        elif loadinglevel==5:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(10):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
        elif loadinglevel==6:
            walls=[cwall(1, winrect.width/2, 100, winrect), cwall(0, winrect.height/2, 100, winrect)]
            balls=[]
            for i in range(20):
                balls.append(cball(20, 3, RED, winrect))
            boxes=((pygame.Rect(0, 0, round(winrect.width/2), round(winrect.height/2)), RED),
                   (pygame.Rect(0, round(winrect.height/2), winrect.width, round(winrect.height/2)), WHITE),
                   (pygame.Rect(round(winrect.width/2), 0, round(winrect.width/2), winrect.height), WHITE))
        mode='playing'
    elif mode=='playing':
        while True:
            #event loop
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type==pygame.KEYDOWN:
                    if event.key==pygame.K_ESCAPE:
                        pygame.quit()
                        sys.exit()
            #updates
            updates=[]
            for wall in walls:
                wall.update()
            for ball in balls:
                updates.append(ball.update(winrect, walls))
            #Seeing if won
            won=True
            for update in updates:
                if not update:
                    won=False
                    break
            if won:
                if levels[loadinglevel][4]==0:
                    levels[loadinglevel][4]=1
                levels[loadinglevel-1][4]=2
                mode='levels'
                break
            #blitting
            window.fill(WHITE)
            for box in boxes:
                pygame.draw.rect(window, box[1], box[0])
            for wall in walls:
                if wall.orientation==0:
                    pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.ttopleft, wall.height))
                    pygame.draw.rect(window, BLACK, (wall.bbottomright, wall.top, wall.right-wall.bbottomright, wall.height))
                else:
                    pygame.draw.rect(window, BLACK, (wall.left, wall.top, wall.width, wall.ttopleft))
                    pygame.draw.rect(window, BLACK, (wall.left, wall.bbottomright, wall.width, wall.bottom-wall.holesize))
            for ball in balls:
                pygame.draw.circle(window, ball.color, ball.center, round(ball.width/2))
                pygame.draw.circle(window, BLACK, ball.center, round(ball.width/2), 2)
            pygame.display.update()
            pygame.time.Clock().tick(100)
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