我正在使用pygame制作BrickBreaker / Breakout游戏。我希望我的游戏创建一排排砖块,直到一排砖块击中桨,但我不知道该怎么做。目前,它仅创建1排砖。我还想使砖块在球撞击时消失。目前,当打砖时,它们只是移出屏幕,但我希望将它们永久删除。
谢谢!
我当前的代码:
# Brick Breaker Game
import pygame
import random
# Initialize the pygame
pygame.init()
# create the screen
screen = pygame.display.set_mode((800, 600))
# background
background = pygame.image.load("realBackground.png")
# Title and Icon
pygame.display.set_caption("Brick Breaker")
icon = pygame.image.load("Brick Breaker Icon.png")
pygame.display.set_icon(icon)
# Paddle
paddleImage = pygame.image.load("scaledPaddle.png")
paddleX = 335
paddleY = 550
paddleX_change = 0
# BrickCoordinates
brickX = []
brickY = []
brickX_change = []
brickY_change = []
numOfBricks = 6
brickXValue = 15
for i in range(numOfBricks):
brickX.append(brickXValue)
brickY.append(0)
brickX_change.append(0.3)
brickY_change.append(0)
# Add 120 if thick lines in middle bricks
# Add 110 if uniform thickness
brickXValue += 130
#Bricks
yellowBrickImage = pygame.image.load("yellowBrick.png")
greenBrickImage = pygame.image.load("greenBrick.png")
blueBrickImage = pygame.image.load("blueBrick.png")
pinkBrickImage = pygame.image.load("pinkBrick.png")
# ball
ballImage = pygame.image.load("Ball.png")
ballX = 380
ballY = 280
ballX_change = 1.5
ballY_change = 1.5
#Score
scoreValue = 0
font = pygame.font.Font("Neufreit-ExtraBold.otf",24)
textX = 10
textY = 10
def showScore(x,y):
score = font.render("Score : " + str(scoreValue), True, (255,255,255))
screen.blit(score,(x,y))
def paddle(x, y):
screen.blit(paddleImage, (x, y))
def yellowBrick(x, y, i):
screen.blit(yellowBrickImage, (x, y))
def greenBrick(x, y, i):
screen.blit(greenBrickImage, (x, y))
def blueBrick(x, y, i):
screen.blit(blueBrickImage, (x, y))
def pinkBrick(x, y, i):
screen.blit(pinkBrickImage, (x, y))
def ball(x, y):
screen.blit(ballImage, (x, y))
#To pick random brick colours
colourOfBrick = []
for i in range(numOfBricks):
colourOfBrick.append(random.randint(1,4))
# Game Loop (makes sure game is always running)
running = True
while running:
# To change background colour
screen.fill((128, 128, 128))
# background image
screen.blit(background, (0, 0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether left or right
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
paddleX_change = -5
if event.key == pygame.K_RIGHT:
paddleX_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
paddleX_change = 0
# Checking boudries of paddle
paddleX += paddleX_change
if paddleX <= 0:
paddleX = 0
elif paddleX >= 669:
paddleX = 669
#Draw Rectangles around bricks
brickRect = []
for i in range(numOfBricks):
brickRect.append(pygame.draw.rect(screen, (0, 0, 0), (brickX[i], brickY[i], 120, 42),1))
# Brick Movement
for i in range(numOfBricks):
brickY[i] += brickY_change[i]
if brickY[i] <= 0:
brickY_change[i] = 0.3
elif brickY[i] >= 500:
brickY_change[i] = -0.3
# Makes brick show up on screen
if colourOfBrick[i] == 1:
yellowBrick(brickX[i], brickY[i], i)
elif colourOfBrick[i] == 2:
greenBrick(brickX[i], brickY[i], i)
elif colourOfBrick[i] == 3:
blueBrick(brickX[i], brickY[i], i)
elif colourOfBrick[i] == 4:
pinkBrick(brickX[i], brickY[i], i)
# Ball Movement and boundary checking
ballX += ballX_change
if ballX <= 0:
ballX_change *= -1
elif ballX >= 760:
ballX_change *= -1
ballY += ballY_change
if ballY <= 0:
ballY_change *= -1
elif ballY >= 560:
ballX = 380
ballY = 280
# Paddle and Ball Collision
if ballY > 530 and ballY < 535 and (ballX+20) < paddleX + 131 and (ballX+20) > paddleX:
ballY_change *= -1
paddle(paddleX, paddleY)
ballCircle = pygame.draw.circle(screen, (255,0,0), (int(ballX+20),int(ballY+20)) ,20)
ball(ballX, ballY)
#Ball and Brick Collision
for i in range (numOfBricks):
if ballCircle.colliderect(brickRect[i]):
if abs(ballCircle.top - brickRect[i].bottom < 10) and ballY_change < 0:
brickX[i] = -400
ballY_change *= -1
scoreValue += 1
showScore(textX,textY)
pygame.display.update()
在您的代码中,所有积木都有brickY.append(0)
,因此所有积木都排成一排。您必须创建具有不同Y值的积木才能创建其他行。
您可能需要嵌套for
循环-像这样
row_number = 3
brickYValue = 0
for row in range(row_number):
brickXValue = 15
for column in range(numOfBricks):
brickX.append(brickXValue)
brickY.append(brickYValue)
brickX_change.append(0.3)
brickY_change.append(0)
brickXValue += 130
# after `for column`
brickYValue += 15 # row height
但是它将创建比numOfBricks
更多的积木-您将拥有numOfBricks*row_number
积木,因此您将不得不更改其他for
循环并使用range(numOfBricks*row_number)
而不是range(numOfBricks)
或者您应该学习如何在没有for
的情况下使用range()
循环
brickRect = []
for x, y in zip(brickX, brickY):
brickRect.append(pygame.draw.rect(screen, (0, 0, 0), x, y, 120, 42),1))
BTW:您还应该学习如何使用pygame.Rect()
来保持砖块,球拍和球的大小和位置。 Rect()
有检查冲突的方法,您不需要很长的时间if ... and ... and ...
EDIT:我在这段代码中添加了行,但是我进行了许多其他更改,因此它可能不是一个很好的示例。
我绘制表面而不是加载图像,所以每个人都可以在没有图像的情况下运行它。
import pygame
import random
# --- classes ---
class Brick():
def __init__(self, x, y, image):
self.image = image
self.rect = self.image.get_rect(x=x, y=y)
self.x = x
self.y = y
self.x_change = 0
self.y_change = 1
def draw(self, screen):
self.rect.x = int(self.x)
self.rect.y = int(self.y)
screen.blit(self.image, self.rect)
pygame.draw.rect(screen, (0, 0, 0), self.rect, 1)
def update(self):
self.y += self.y_change
self.rect.y = int(self.y)
if self.rect.y <= 0:
self.y_change = 1
elif self.rect.y >= 500:
self.y_change = -1
class Ball():
def __init__(self):
#self.image = pygame.image.load("Ball.png")
self.image = pygame.Surface((16, 16)).convert_alpha()
self.image.fill((0,0,0,0)) # transparent background
pygame.draw.circle(self.image, (255,255,255), (8, 8), 8)
self.rect = self.image.get_rect(centerx=380, centery=280)
self.x = 380
self.y = 280
self.x_change = 3
self.y_change = 3
def reset(self):
self.x = 380
self.y = 280
def draw(self, screen):
self.rect.centerx = int(self.x)
self.rect.centery = int(self.y)
screen.blit(self.image, self.rect)
def update(self):
# Ball Movement and boundary checking
self.x += self.x_change
self.rect.centerx = int(self.x)
if self.rect.left <= 0:
self.x_change *= -1
elif self.rect.right >= 800:
self.x_change *= -1
self.y += self.y_change
self.rect.centery = int(self.y)
if self.rect.top <= 0:
self.y_change *= -1
elif self.rect.bottom >= 600:
self.reset()
class Paddle():
def __init__(self):
#self.image = pygame.image.load("scaledPaddle.png")
self.image = pygame.Surface((100, 30))
self.image.fill((255,0,0))
self.rect = self.image.get_rect(x=335, y=550)
self.x_change = 0
self.y_change = 0
def reset(self):
self.rect.x = 335
self.rect.y = 550
def draw(self, screen):
screen.blit(self.image, self.rect)
def update(self):
# Checking boudries of paddle
self.rect.x += self.x_change
if self.rect.left <= 0:
self.rect.left = 0
elif self.rect.right >= 800:
self.rect.right = 800
class Score():
def __init__(self):
#self.font = pygame.font.Font("Neufreit-ExtraBold.otf", 24)
self.font = pygame.font.SysFont(None, 24)
self.value = 0
self.x = 10
self.y = 10
def reset(self):
self.value = 0
def draw(self, screen):
self.image = self.font.render("Score : " + str(self.value), True, (255,255,255))
self.rect = self.image.get_rect(x=self.x, y=self.y)
screen.blit(self.image, self.rect)
# --- functions ---
# empty
# --- main ---
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Brick Breaker")
#icon = pygame.image.load("Brick Breaker Icon.png")
#pygame.display.set_icon(icon)
# Background Image
#background_image = pygame.image.load("realBackground.png")
background_image = pygame.Surface((800,600))
for y in range(5, 600, 25):
for x in range(5, 800, 25):
color = random.choice([(255,128,128), (128,255,128), (128,128,255)])
background_image.fill(color, [x,y,15,15])
# Brick Images
#brick_images = [
# pygame.image.load("yellowBrick.png"),
# pygame.image.load("greenBrick.png"),
# pygame.image.load("blueBrick.png"),
# pygame.image.load("pinkBrick.png"),
#]
brick_images = [
pygame.Surface((100, 30)),
pygame.Surface((100, 30)),
pygame.Surface((100, 30)),
pygame.Surface((100, 30)),
pygame.Surface((100, 30)),
pygame.Surface((100, 30)),
]
brick_images[0].fill((255,0,0))
brick_images[1].fill((0,255,0))
brick_images[2].fill((0,0,255))
brick_images[3].fill((255,255,0))
brick_images[4].fill((255,0,255))
brick_images[5].fill((0,255,255))
# Objects
paddle = Paddle()
ball = Ball()
score = Score()
# bricks
rows_number = 5
cols_number = 7
all_bricks = []
y = 0
for row in range(rows_number):
x = 50
for col in range(cols_number):
color_image = random.choice(brick_images)
brick = Brick(x, y, color_image)
all_bricks.append(brick)
x += 100
y += 30
# Game Loop
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# If keystroke is pressed check whether left or right
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
paddle.x_change = -5
if event.key == pygame.K_RIGHT:
paddle.x_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
paddle.x_change = 0
# --- updates ---
paddle.update()
ball.update()
# Bricks Update
for brick in all_bricks:
brick.update()
# Ball and Paddle Collision
if ball.rect.colliderect(paddle):
ball.y_change *= -1
# Ball and Bricks Collision
for brick in all_bricks:
if ball.rect.colliderect(brick):
brick.x = -400
ball.y_change *= -1
score.value += 1
# --- draws ---
# To change background colour
# screen.fill((128, 128, 128)) # you don't need it if background fill all screen
# background image
screen.blit(background_image, (0, 0))
for brick in all_bricks:
brick.draw(screen)
paddle.draw(screen)
ball.draw(screen)
score.draw(screen)
pygame.display.flip()
clock.tick(60) # 60 FPS (Frames Per Second) on all computers
# --- end ---
pygame.quit()